Blog Elemental – The Madness of DoctorJay Part B: 30 Decks in 1 Day
Dear Jay,
Still Sorry.
Sincerely,
Knut
Dear Jay,
Still Sorry.
Sincerely,
Knut
A double dose of this week’s Blog so that we’re finally caught up on JMS bloggage and so Knut can stop apologizing.
There are lots of different ways to go about building a deck. There are active decks and reactive decks. Active decks are in a sense easier to build because you don’t have to take as many factors and cards into consideration; if your plan comes online, you win. Reactive decks, especially those that plan to win over a very long game, have to consider all kinds of cards, some of them jank. There are natural decks and there are predator decks. There are decks that are based on earlier designs and brand spanking new ideas. But today, we are going to build a reactive Standard deck based on a new card that I find interesting. What is it? You’ll have to click to find out.
I had been playing with Steely Resolve in the sideboard. I’d bring it in against Goblins and really anything else that tried to target the Elves – which, using my keen sense of observation, I noticed was just about everything. Then, a funny thing happened in game three of a Goblin matchup. I got two Resolves. The first one I dropped and called, of course, Elves. Then a light bulb went on: I dropped the second, calling Goblins. No more Clamping up Goblins for cards. No more activating the Sledder’s ability, unless he wanted to call Insects. But there’s one difference between this and a regular Elves deck…
Artifacts have slowly began to make my skin crawl – and for those out there who can’t take the it anymore, then prepare for sweet revenge. I’m talking seventeen pieces of good ol’ main deck artifact destruction. Not enough for you? Add seven more pieces from the sideboard to the mix and three maindecked Eternal Witnesses, and you’ve got enough artifact destruction to make Urza blush.
My Limited rating on Magic Online bounces steadily between 1650 and 1700 for two reasons. The first is obviously skill level. I draft once or twice per month, so I never really accumulate enough practice to gain what you might call expertise. The second reason for my anemic rating is that, just like in Constructed, I have a tendency to, shall we say, experiment. Sometimes -okay, often – I see a deck forming that just… might… maybe possibly… work out, and I lunge for it.
Many of you might wonder why I dwell on cards I don’t think will see play in Type I, even if I end up with a list that rejects all the new cards. While the Johnnies in all of you might not like it, I want to impress the thought process upon the beginners and people like Steve Jarvis. Only after reading his Type I column am I fully reminded why it remains important to write about Eternal Witness for the teenager (or Nationals competitor) who’s at the Prerelease and has a passing interest in Type I.
Today we continue with our comprehensive review of Mirrodin Block draft picks, this time finishing up the base set by examining Green and the artifacts.
Moving into a radically different metagame format by moving from the States back to Japan, I’ve done fairly well for myself with my Green/White Tooth and Nail variant. In this article, I’ll tell you the history and development of a pet deck that’s fairly competitive, and provide you with an updated decklist for Fifth Dawn. [For those who don’t know him, Eli helps provide coverage of Japanese Grand Prix and Nationals for Sideboard.com. He also attempts to teach English to Japanese students with varying degrees of success.]
Ask someone who just lost a game why they lost and the answers will vary. Manascrew is always popular, as is a bad matchup.”I lost the die roll” comes up a lot on the Pro Tour, especially when environments get particularly degenerate.”He drew more X” is another, whether X is Skullclamp, Disciple of the Vault, lands, burn, creatures, spells or whatever. Occasionally someone who is modest or who just played Kai Budde will say,”I got outplayed.” All of these answers are sometimes true, or at least partly true. But what should get said a lot more often is,”I was kidding myself, and if I hadn’t, I might have been able to win.”
Another diverse, interesting month is behind us, and hopefully a good sign for the summer. If you want to see the most up-to-date information on the Type I metagame before heading into the summer convention season (which officially starts at Origins this weekend), this is the place.
Every so often I hit on a deck idea that several people actually like. The most dramatic example was a mono-Green controllish deck meant to generate lots and lots of mana to play overcosted bombs. I called the deck Wood or sometimes Fattie Wood, and won a few local tourneys with the thing. My whole group of friends played it at Regionals, as did a guy named Jason Spears who went 7-2. Today I’m going to examine what a current rendition of the deck might look like.
Last time, I threatened to do something this week that would outline one method for you to reach the elusive Next Level. For the vast bulk of you out there who plug away at tournaments, whether they are local Type II events, Trials, PTQs, or whatever else… this one is for you.
Here are the answers to the play scenarios I posed last week, along with some background stuff. If you haven’t read the original article yet, I’ve included the original scenarios along with the answers to make for easier reading. I’m also going to include anything I thought was amusing from people that emailed me responses and / or anything funny from the forums.
As I started working through the Red portion of my Fifth Dawn menu, I realized there weren’t a lot of cards on the list. Then I worked through Green and Blue with the same result. So here’s a triple-dose of menu, combining all three colors.