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Playtesting For Champs: The Aggro And Combo Decks

So States is this weekend. What the hell am I playing? I have Affinity.dec, MRC, Mind’s Desire, Goblins, WW, and I have the cards for Rising Tog. I sit and stare at the decks piled on by desk and I thank the Magic gods that I have tested all of them. The best deck (if massive amounts of hate aren’t aimed straight at its dome) is Affinity. Because it is so easy to hate out, I can’t play it. This bothers me, because it is just so damn good. In the end, I needed a deck. So I came up with a solution.

Mirrodin has officially hit the stores – so with a new drive and level of excitement, let’s jump right in to the aggro decks I think have a shot at impacting States.


First, off, Equipment greatly aids several dead archetypes, and it enhances decktypes that were languishing on the sidelines. With the help of the various Internet forums, I’ve been able to find four entirely new decks that have not previously been viable. I’ve also included WW, because although there are many different lists, and it isn’t an unknown archetype, I’ve felt that I had a red deck, green deck, blue deck, and black deck, so it would be unfair not to include a mono-white deck as well.


So, the first deck I’d like to hold up for your consideration: gnosis. I’ve been calling the deck Fish, but it isn’t Merfolk. Moreover, the deck has the same sort of evasion and mid-game qualities that Skies had… So it’s NeoSkies, not NeoFish.


4 Spiketail Hatchling

4 Thieving Magpie

4 Phantom Warrior

3 Tidal Kraken

4 Mana Leak

4 Flash Counter

2 Oblivion Stone

4 Boomerang

4 Bonesplitter

4 Chrome Mox

3 Temple of the False God

16 Island

4 Lonely Sandbar


So what the hell is that? First off, it isn’t my list. I would love to take credit for it (or maybe I wouldn’t) but I can’t. Secondly, it isn’t really as bad as it looks, since Tidal Kraken can come out on turn 5 or earlier, and against most decks, it is a quick two- or three-turn clock. Play Spiketail Hatchling with Bonesplitter, then Phantom Warrior with Bonesplitter, then Tidal Kraken with Bonesplitter and watch the sickness happen.


Out of the sideboard you have Annul against the enchantment-based decks, and a few other cards designed to hose specific problem matchups. The truth is, you are still going to lose to Goblins. This deck really needed a way to clear the board, and I added Oblivion Stone (if you can put a fate counter on Tidal Kraken, you win).


Against Goblins, you’ll pull 30% if you’re lucky. As a turn 1 play, you have Bonesplitter. They have Goblin Sledder, Skirk Prospector, even Raging Goblin in sub par versions. Turn 2? You have Mana Leak, Spiketail Hatchling, and maybe a Phantom Warrior… Again, if you are lucky. They have a pro-blue creature that has”I Win” stamped on its forehead. After sideboarding in Aether Spellbombs, you can have a chance. It gives you an answer to the Goblin Piledriver. There are better answers, too, including the possibility of Remove Soul – but really, you are better off shuffling up for the next match.


Against RW, again, 30% if you are lucky… Which may become a mantra for me. I was very excited to test out new aggro decks for the States gauntlet, but the more decks I played, and the more analysis I did, the more I realized that, well, most of these decks suck. Astral Slide just deals with your threats too effectively, and you are probably never going to get to blow an Oblivion Stone. There are sideboard strategies you can use to greatly improve this matchup (multiple Annuls, more Stones, Lightning Greaves) but largely, you are still going to lose.


Against MBC, a little better than 50%. Keep in mind that I am one of the biggest opponents of the new MBC archetype: I’ve been trying to build good MBC for a little over three weeks now, and I can’t do it. That isn’t to say it can’t be done; it’s just that Barter in Blood is not Innocent Blood, there is no Chainer’s Edict, and Terror can’t deal with artifact creatures. Of course, Terror deals with the threats in this deck very well, again necessitating Lightning Greaves out of the board. You have a better chance here than else where with this mono-blue aggro because your counterspells can be more effective than in other matchups simply as a tempo-boost.


Let’s quickly move on. Unfortunately, mono-green is seriously lacking for small creatures. But, be that as it may, mono-green still has serious potential in a format without a lot of great Counterspells. The trick is to maximize your mana output, and your accompanying equipment.


Stompy looked great in preliminary testing, when I was going through the new cards and trying to figure out what aggro decks I wanted to play against or with. But build after build failed to deal with Goblins, or if it could beat Goblins by adding in Vine Trellises, Ravenous Baloths, and Elvish Warriors, it couldn’t beat RW Control. This is the final list we settled on, but I’m not even going to give you the worthless percentages like I did with the mono-blue deck.


4 Ravenous Baloth

4 Vine Trellis

4 Elvish Warrior

4 Elven Riders

2 Elven Lyrist

4 Troll Ascetic

4 Loxodon Warhammer

4 Bonesplitter

4 Chrome Mox

4 Predator’s Strike

16 Forest

3 Tranquil Thicket

3 Wirewood Lodge


Next, you have a semi-Suicide Black looking to shake things up again. The mono-black build isn’t looking as good as at used to, especially with Karma around. And to some people, this is going to look like nothing more than a bad Onslaught Block Zombies. Well…it a lot of ways, that’s all it is. But in many ways, that’s all it has to be. Throw in an Oblivion Stone or four and you’ve got yourself a deck:


3 Phyrexian Plaguelord

3 Zombie Cutthroat

4 Withered Wretch

4 Festering Goblin

4 Ravenous Rats

4 Twisted Abomination

4 Nekrataal

4 Chrome Mox

4 Consume Spirit

3 Oblivion Stone

18 Swamp

3 Unholy Grotto

2 Barren Moor


Against Goblins you’ve got Nekrataal, and Uncle Fester. But you are probably still going to lose. The Rock (Phyrexian Plaguelord) is ridiculous when you are recurring Festering Goblin with Unholy Grotto… But he costs five and even with Chrome Mox, you usually aren’t going to see him in time for it to matter. Take the 40% chance and walk away.


Against RW, it’s like you are playing a bad creature control deck against a deck that doesn’t really care if you can kill its creatures. I hope that someone can take a mono-black aggro build and make it work; me, I’m sitting at about 40% here.


Against MBC, you get the bye. Not really, but black hates trying to kill black creatures – especially creatures that keep coming back for more. This kind of deck is Sui-Black’s best matchup, at least that I’ve tested so far. Have fun playing with about a 55% win chance.


So we’ve got Stompy (more or less), SuiBlack, gnosis (more or less), and now Sligh.


This is not Goblins. This is Sligh. This deck is better than Goblins in some ways, worse in others. I’d like to thank those of you who emailed me several builds after seeing my MRC deck.


Sligh

4 Slith Firewalker

4 Raging Goblin

4 Viashino Sandstalker

3 Blistering Firecat

3 Rorix Bladewing

4 Pyrite Spellbomb

3 Starstorm

4 Shrapnel Blast

3 Lightning Coils

4 Shock

4 Great Furnace

19 Mountain


Against Goblins you have a solid chance, but your Slith Firewalkers become less than useful at times. Starstorm is great here, especially if you have your own little horde out with Lightning Coils. Although you would think that building a red deck would be somewhat useless if you can’t beat the current King of Red, the reason I like this Sligh build is it is very hasty. In fact, every creature has haste. So, against Goblins, you are looking at a clean 50%.


Against RW, you should have better than 50%. I went three out of four matches with Sligh against RW. RW does not like Shrapnel Blast, or Lightning Coils.


It should be explained here that these matchups do include sideboards, but that I am not posting the sideboards because they are based on my metagame, which may or may not be accurate in the end. The maindecks are built to deal comfortably with the expected decks, and the sideboards should be tuned to personal choice.


Against MBC, you are a shoo-in. See how many Terrors they go through before they realize that Barter in Blood isn’t nearly as good when your creature has already beat them upside the head for seven, six, or four. Viashino Sandstalker is MVP (it should eventually be their only Terror target) because it dodges those pesky Sorcery-speed kill spells. I hate MBC, and I love how easily you can trounce the deck with Sligh. I won four out of four matches.


And finally, the ubiquitous WW. Don’t let Brainburst fool you – you don’t need (or want red) in this deck. You have answers for every possible problem out of the board, including access to the best hosers ever printed. Between Story Circle, Worship, and Karma, let’s see MBC try and mess with you now. If they have Flashfires? You’ve got Second Sunrise or Sacred Ground (I prefer Second Sunrise simply because it can save your creatures in the event of a Decree of Pain or some other MBC mass destruction spell)


Here is the list I would run if I had to sleeve up for States tomorrow.


4 Suntail Hawk

4 Savannah Lions

4 Leonin Skyhunter

4 Silver Knight

4 White Knight

3 Auriok Steelshaper

2 Worship

4 Empyrial Plate

3 Mask of Memory

3 Leonin Sun Standard

4 Bonesplitter

21 Plains


It is so beautiful to watch this deck run. You have twelve first-turn plays, guaranteeing that you’ll have one in your opening hand. Your mana curve becomes a slight blob after that, with your deck crowded with twenty-two two-drops, but after turn 3 you’ll be playing a threat every turn.


Against Goblins, it is 50%. You’ll have games where you get the God draw, and you’ll have games where they just win. It is as simple as that. Your First Strike Knight Duo is very important in this matchup (oh, and the sky is blue, by the way) but the Leonin Sun Standard can be a great way for your Leonin Skyhunters and Suntail Hawks to win through the air. My sideboard didn’t have much for this matchup, because I am anticipating WW as making my final gauntlet (the top three or four decks) and I want to be able to beat everything from BW Control to Affinity.


Against R/W Control you are sitting at around 55%. You don’t respond too much to what they are doing, concentrating instead on outracing their slower gameplan. Stabilizer out of the sideboard ups your win percentage, but you should be winning more than you are losing any way.


Against MBC you’ll win around 60% of the time. I am getting sick of saying this, but MBC is not that good. I keep testing against it but I’m still not impressed, and I’ve played more than fourteen different decks against three or four different iterations of MBC. Most of them win more than half the time. But as far as the WW matchup goes: You’ll almost always have more than two creatures, and equipment sticks around even after the creature leaves. All you will really dread seeing is the Oblivion Stone.


There are a few other decks floating around right now, that aren’t nearly as rogue as the lists I’ve just provided you. Aggro is always a very popular segment of the field, and I’d like to offer my opinion on two other Tier One aggro decks.


Goblins is still fantastic. After I finished writing the three articles in this series, I realized that most of my decks were still posting losing records to the Red Army. I doubt that anything I say about Goblins would be revolutionary, so I’ll avoid going over old ground. I still think that Goblins needs black and Patriarch’s Bidding to truly compete, and the mana base is too shaky right now. Although I like Goblins, and I consider it Tier One, I won’t be running the rampaging red hordes when it comes to States.


Another Tier One aggro deck I want to talk briefly about is Affinity.dec.


Affinity is amazing. I was very skeptical at first. In fact, I thought the deck was worthless. Then I played it. And I played it again. Here is the build I am using right now (credit goes to Daniel Hanson for this version)


4 Myr Enforcer

4 Frogmite

4 Broodstar

4 Pyrite Spellbomb

4 Aether Spellbomb

4 Chrome Mox

3 Talisman of Progress

2 Talisman of Impulse

4 Thoughtcast

4 Thirst for Knowledge

3 Override

4 Mana Leak

4 Great Furnace

4 Ancient Den

4 Seat of the Synod

4 Glimmervoid


Sideboard:

3 Second Sunrise

3 Shatter

3 Tempest of Light

4 Pyroclasm

2 Bottle Gnomes


I really wanted to keep this deck secret, at least so people wouldn’t know I was running it… But it is so ridiculously overpowered I can’t hold back. (Besides, it’s all over the Internet right now, although it is still relatively unpopular) I’ve run it through the full gauntlet and the only thing it loses to is U/W Control. That’s all. Out of twenty decks, it loses grotesquely only to U/W Control.


Against Goblins I’m going to claim a ludicrous 75% win. Don’t worry. I don’t expect you to believe me. Sleeve it up and try it out. This deck will knock you out of your socks. Oh, cool – you have a Piledriver? On my first turn, I have zero cards in hand, a 2/2 and a 4/4. On my second turn, I’ll shoot your Piledriver and reload with a Thoughtcast. And how do you like my three-mana Broodstar?


Against RW, we’ll be conservative and say 60% (it’s more like 70%). Broodstars tend to beat Astral Slide down. And if they get off an Akroma’s Vengeance? You should have Second Sunrise. If you don’t, that’s why we are being conservative. Akroma’s Vengeance destroys everything on your side of the board. Everything. Akroma’s Vengeance is so damaging that I actually added Second Sunrise to the maindeck. It went back to the sideboard when actual games turned out different then my goldfishing expected, but I can’t stress enough the importance of countering or Sunrising a Vengeance.


Against MBC… Sorry, I couldn’t stop laughing. The earliest you can play your Barter in Blood is usually turn 4? It’s too bad I have 2/2s and 4/4s that can’t be Terrored and that come out on turn 1 and 2. I can counter almost everything you cast because I can play threats without paying any mana? This is getting ridiculous. I feel so confident I’m going to claim a 100% win. Wait. Thank you. Hold me back. I need to get off my high horse about Affinity. 80% against MBC.


Now that I’m done with that a few things need to be said: Second Sunrise is not a perfect foil to Oblivion Stone, as the Oblivion Stone comes back along with it. But in most cases, it doesn’t have to be perfect. The MBC deck will not generally have ten mana to blow the Stone twice in one turn, if you’ve hit them once with a 7/7 Broodstar (which is likely by turn 5 or 6) then you are going to get another free go at it.


Affinity.dec is Mirrodin-block only in the mainboard (only Mana Leak isn’t from Mirrodin). Does that make me nervous? Yes. What makes me even more nervous is that I’ve only been testing Affinity.dec for three days with its current (and best to date) incarnation.


What I did most of my testing with played Shrapnel Blast over Override. When I saw the new build, I was immediately more impressed, and I have been playing with it non-stop. Not only is the deck ridiculously good, it is amazing amounts of fun to play.


Let’s talk about what it can’t beat:


A lot of the control decks I showcased in my last article.


Why? Maindeck artifact hate.


If you read the last article, you know that I commented on whether or not to include maindeck hate. I specifically said that I hadn’t seen the artifact deck from Mirrodin that warranted any maindeck hate.


This is that deck. Affinity.dec is capable of explosive draws and fourth turn kills. (First-turn Frogmite, second-turn Enforcer, third-turn Broodstar) Unlike many of the combo decks I’ve been playing, Affinity.dec is exceptionally consistent.


If the green decks have Naturalize, if the red decks have Shatter main, then Affinity.dec gets a lot more hazardous to play. The RG LD decks are among the most dangerous for this deck because of the sheer amount of Artifact hate that they are capable of running. Typically, though, most decks will only have four artifact-kill cards.


However, Affinity.dec is still the deck that I would play if States was tomorrow.


Of course, States isn’t tomorrow… It’s Saturday! And I still have one more section of the States metagame to cover: Combo. If you’ve followed any of my articles over any amount of time, you know I love combo.


I wanted to devote an entire article to Combo… But alas, time no longer permits. Here is a quick and dirty rundown on the combo decks that are consistent and viable.


Rising Tog, A Type 2 Combo Deck by Ben Snyder

4 White Knight

4 Silver Knight

4 Solemn Simulacrum

3 Atog

3 Exalted Angel

2 Leonin Sun Standard

3 Neurok Hoversail

3 Lightning Greaves

4 Second Sunrise

3 Chrome Mox

3 Mask of Memory

4 Ancient Den

4 Great Furnace

6 Mountain

10 Plains


Sideboard:

3 Grab the Reins

4 Tempest of Light

4 Pyroclasm

4 Sacred Ground


There is still a ‘Tog deck in Type Two… But this one isn’t as dominating. My version is creature-heavy, as compared to the vast majority of the W/R Second Sunrise/Atog combo decks. I’ve found that the octet of Knights is better in the main against random States jank and Goblins than Pyroclasm is.


Keep in mind that this gives the deck legs even without the combo. Do not underestimate Leonin Sun Standard. It gets ridiculous very quick.


Also, Sacred Ground saves your Artifact Land in the case of a Vengeance or Oblivion – so coupled with Second Sunrise, you should have no problems against MBC, MWC, or Kai-LD.


Stats:

Between 45 and 55% against Goblins. (It’s probably higher, but the small sample size creates a bias in the statistic.)


Between 55 and 60% against MBC. I’ve given up trying to understand MBC… It still seems bad to me. Good luck if you play it against me – and I sincerely hope you kick my ass…


About 55% against RW Slide. Typically, Lightning Greaves will eventually save one of your creatures, because they will run out of cycling cards at some point. Post-sideboard, Tempest of Light solves most of your problems.


There are two versions of Leveler/Shared Fate that have been working for me.


Bleeding Fate

4 Leveler

4 Seething Song

4 Chrome Mox

4 Pyroclasm

4 Shatter

4 Mana Leak

4 Shared Fate

4 Aether Spellbomb

4 Thirst for Knowledge

6 Mountains

1 Forest

4 Wooded Foothills

4 Polluted Delta

9 Island


Sideboard:

4 Naturalize

3 Stifle

4 Flash Counter

4 Flashfires


Mired Fate

4 Leveler

4 Diabolic Tutor

4 Mind Sludge

2 Spoils of the Vault

4 Shared Fate

4 Terror

3 Dark Banishing

4 Mana Leak

4 Thirst for Knowledge

4 Chrome Mox

4 Polluted Delta

5 Island

11 Swamp

3 Temple of the False God


Sideboard:

4 Flash Counter

4 Infest

3 Stifle

4 Blackmail


I’ll try and run through both of these together. Neither Shared Fate combo deck should blow you away with its amazingness; these aren’t spectacular decks. They are mostly boring, which is what they’re supposed to be. They do exactly what they are supposed to do, and nothing more.


The Red Version is better against super-speed Aggro (Goblins, Zombies, White Weenie) and most Control. The Black version has a better match-up against Aggro-Control decks and is more consistent through the Tutors and the Spoils.


I wish I could get into more detail, but this article was only supposed to be about aggro – and as such, it’s already too long. And I still have more to share.


In the time since I first actually composed this article, I have designed several rogue decks. I’ve also tested them, and surprised myself on a fairly regular basis.


Blow

4 Rotlung Reanimator

4 Nova Cleric

4 Withered Wretch

4 Weathered Wayfarer

4 Foothill Guide

3 Astral Slide

4 Wrath of God

4 Renewed Faith

2 Oblivion Stone

1 Worship

4 Secluded Steppe

4 Barren Moor

9 Plains

5 Swamp


Sideboard:

4 Sacred Ground

1 Oblivion Stone

4 Altar’s Light

3 Karma


3 Holy Day


Egads, what the hell is that?


Yeah, that’s what I thought, too, after I looked at the list I had developed through testing. But let me tell you why it works.


Nova Cleric destroys enchantments – all enchantments. Bad for RW Control, good for you. Withered Wretch says a huge no! to Eternal Dragon and Hammer of Bogardan recursion. Foothill Guide (please don’t kill me for this) is actually effective against Goblins. Not as effective as I would like, mind you, but still, surprisingly effective. Weathered Wayfarer combines with the cycling lands to fuel your Astral Slide on demand, and Wrath of God + Rotlung + Clerics = Win.


The original Blow deck won Iowa States last year – and while that might not mean much to you, the synergy was ridiculous enough to beat Wake, U/G, and Tog.


This deck lacks that decks ability to effectively stop all creature damage (necessitating Holy Day and Worship) but maintains the theme of card advantage and uneven card parity.


Against Goblins:

Around 50% pre-board, the matchup improves with Holy Day simply because it buys you time to play Wrath of God with Rotlung. Specific cards in this that you need to pay attention to: Foothill Guide can pretend to be Exalted Angel and for Karn’s sake, do not Slide out Siege-Gang. One of the guys I was playtesting with did it repeatedly…And he lost every time (duh).


Against RW Slide

You are better than 50% pre-board. Their mass removal is less effective when it doesn’t really get rid of anything. Eternal Dragon and Exalted Angel are still both better than Foothill Guide and Weathered Wayfarer, so keep Withered Wretch action in reserve against stupid Dragon tricks. Post-board, none of their enchantments stay around, but you have a harder time dealing with Angel. Bring in the Tempests and the Stone plus Altar’s Light. You should stay above water, but this can be a difficult game.


Against MBC

Terror and Dark Banishing don’t really bother you. Barter in Blood can be solved by Rotlung Reanimator, and overall they don’t have anything to really threaten you with. You have some dead cards – and Weathered Wayfarer almost never stays alive to threaten the sanctity of Visara or Undead G (some versions run him…)


So States is this weekend. What the hell am I playing? I have Affinity.dec, MRC, Mind’s Desire, Goblins, WW, and I have the cards for Rising Tog. I sit and stare at the decks piled on by desk and I thank the Magic gods that I have tested all of them. The truth is that I don’t know what I want to or will play. I still want to consider RW Control or MWC if Kai-LD catches on (28 land is hard to destroy).


The best deck (if massive amounts of hate aren’t aimed straight at its dome) is Affinity. Because it is so easy to hate out (any more than eight sideboard cards devoted to Affinity-hate will destroy the deck) I can’t play it. This bothers me because it is just so damn good.


In the end, I needed a deck. So I came up with a solution.


The Champs Solution, or”Beggar Control,” An Aggro-Control Deck by Ben Snyder

4 Krosan Tusker

3 Twisted Abomination

4 Nekrataal

4 Solemn Simulacrum

2 Silklash Spider

3 Ravenous Baloth

3 Pyroclasm

4 Naturalize

4 Terror

4 Shock

2 Isochron Scepter

4 Wooded Foothills

4 Bloodstained Mire

5 Swamp

6 Forest

4 Mountain


Sideboard:

4 Viridian Shaman

3 Hammer of Bogardan

3 Defense Grid

4 Pyrostatic Pillar

1 Silklash Spider


Shall we go card for card? That’s how I built the deck.


Krosan Tusker/Twisted Abomination

Big beats in the late game, land stabilizers in the early. These cards make the deck work. Krosan Tusker and Simulacrum are the only card drawing the deck has, but they work well enough, since both have other functions.


Solemn Simulacrum

Gains card advantage against Goblins – or basically everything. Thins out your deck of land, and accelerates you a little bit. Why did people think this guy was sub-par?


Naturalize/Terror/Shock

Your Isochron targets and multi-purpose tools. Terror kills everything that Silklash Spider can’t sit his huge ass in front of. Naturalize is maindeck against Affinity, R/W Control, U/W Control, Mind’s Desire, WW with Worship – shall I go on? Shock picks off little creatures, or attached to Isochron can slowly whittle away your opponent’s life total.


Pyroclasm

Your answer to a fast Goblin start.


Ravenous Baloth

Your answer to a slower Goblin start. Also keeps your life total a little higher when you’re using eight fetchlands.


Nekrataal

Card advantage on a stick. Every creature in the deck is 187 in some way shape or form (Silklash has a built-in Hurricane, Baloth has lifegain, Tusker has cycling, as does Abomination). This guy beats up on Goblins by picking off somebody big, and then First Striking through somebody else.


Isochron Scepter

I don’t like this getting Naturalized… But I love having Naturalize imprinted on it. So it becomes an odd situation. I risk the two-for-one, but I can end up getting so much more. Isochron Scepter is usually sided out – but in game one, it can sometimes clean house.


Silklash Spider

Akroma, Angel of Who? The Wall of Spiders keeps the huge Angel of Keyworded Abilities at bay, and can even knock her off once you hit enough mana. There is nothing that can get through the Spider in Type 2 right now – not by itself, any way. My difficulty lies in the number of Spiderwalls. Do I want two in order to minimize the times I have one dead in my hand, or do I want four because it kicks so much ass? I settled on two, with one in the board.


Speaking of the sideboard….


Pyrostatic Pillar

Hurts Affinity, Mind’s Desire, and Goblins… But not you. You can play around your Pillar of Fire, and they have to dive right in. Your curve is set up at about four, and once you know the Pillar is coming in, out can come the Scepter, and the Scepter targets you don’t want. (Usually Shock and Terror.)


Defense Grid

Hurts MBC, U/W Control, Affinity – and I can go on. Slap this down and watch the pain commence. Who wants to pay six mana for Thirst for Knowledge? You keep right on moving, but your opponent’s need to stop and consider their instants.


Viridian Shaman

Hurts Artifacts… And who is playing with Artifacts? Everybody. This could be Shatter, but I wanted to stick with the theme of card advantage and 187 creatures.


Hammer of Bogardan

Hurts U/W Control, Affinity (at least the builds that don’t play Assert Authority), MBC, and any deck without graveyard hate. You would be surprised how fast you hit eight mana with this deck. (Although the three red can be hard to come by. You need to plan for the recursion if you want it.)


Silklash Spider

Hurts MWC, White Weenie, Goblins, Zombies, and any deck that wants to play with creatures. Even with two Bonesplitters, Leonin Skyhunter still doesn’t survive tangling with a Silklash Spider.


There it is: What I’m taking to Champs… The Solution. Or at least, My Solution. If you’ve read my articles about new Type 2, I said finding a deck like Zvi’s The Solution would be impossible. I hope I end up proving myself wrong.


Until next time, break into the Affinity zone, and keep testing Goblins, WW, and all of the other rogue builds lurking out there. Aggro comprises over 50% of States decks, so remember to test extensively against all kinds of Aggro builds. But if you don’t, don’t worry – the game will be over soon.


It has been a long ride for me and my States pre-game show. Can I perform on Sunday (er…Saturday)? We’ll see. Can you? I think that remains up to you. In the last two articles I’ve shown you more than ten different decks you could take along. Some of them rogue (damn you, Kai Budde…MRC would have been great!), and some of them you’ve been reading about for weeks.


I wish everyone the best of luck.


Comments and questions can be sent to [email protected]