Patriot Games

Wednesday, 11 July 2012

Flying in the face of extended


I feel a bit of history is needed here to tell the tale of this deck choice.  I started playing Magic back in 1993 when members of my RPG group introduced me to the game.  Things were very different back then, with cards such as Balance being legal in standard, which are now restricted in vintage!



During this time I started to play a deck that I named "the Wright Brothers".  It was basically just a blue-red counter/burn deck that only played flying creatures, allowing me to then abuse Earthquake as a creature sweeper that only hit my opponent's side of the table.



Seeing as Extended is one of the formats we are playing as part of the FNM Relaxed, I thought I should revisit this deck & have a go at reconstructing it with a more recent card base.  I came up with a pretty simple RU flyers decklist, with the option to either use the classic earthquake scenario, or try out the new version of Magmaquake from M13.

Unfortunately, I then made the terrible mistake of showing this list to Robert (my son).  This may not have been his [Dad's] best plan, as he has now hijacked the article (yes folks, this is him, being pretentious, writing in the third person right now ;D), & prior to doing this, tore the list apart, giving far too many detailed reasons as to why it was bad.  The main reason was that it potentially resulted in not playing any spells before turn 5!  Typically speaking this is a poor strategy in almost any game.

After a lot of discussion, featuring much garden-pacing, ant-dodging & chicken watching, we came to a compromise, taking the "Wright Brothers" concept in a three-colour direction, being redubbed as the USAF (United States Air Force) from its red, white & blue approach to things with wings.

Here's the deck-list:

The USAF,
Designed by Rob Tinsley,
Piloted by Richard Tinsley,

24 Lands:

3 x Arid Mesa
2 x Clifftop Retreat
2 x Glacial Fortress
4 x Island
1 x Moorland Haunt
1 x Mountain
3 x Plains
3 x Scalding Tarn
3 x Seachrome Coast
2 x Sulphur Falls

19 Creatures:

4 x Squadron Hawk
3 x Dungeon Geists
1 x Conundrum Sphinx
3 x Emeria Angel
1 x Restoration Angel
3 x Baneslayer Angel
1 x Spellbound Dragon
2 x Consecrated Sphinx
1 x Sphinx of Uthuun

17 Other Spells:

2 x Lightning Bolt
3 x Path to Exile
3 x Mana Leak
2 x Sphere of the Suns
3 x Favoured Winds
2 x Ajani Vengeant
2 x Earthquake

15 Card Sideboard:

2 x Spell Pierce
2 x Combust
2 x Celestial Purge
2 x Into the Roil
1 x Elspeth, Knight-Errant
2 x Gideon Jura
2 x Tamiyo, the Moon Sage
2 x Earthquake

Deck Breakdown:
On the face of it, it's still a pretty simple RU flyers deck, which has exchanged most of its R for W.  It still has the ability to play as a counter/burn deck, for the first couple of turns at least, before switching into an army of big, stompy angels, dragons & sphinxes.

For the creature base, we start the curve with the fan-favourite Squadron Hawks, who sit around being squishy chump blockers as you try to play more lands to make it to the bigger threats.  They're a great 2-drop, because they help thin the deck (to thin a deck is to remove the underwhelming cards which you wouldn't want to draw later in the game), & can get in for a couple of cheeky points of damage if they aren't needed for the blocking.  They also help against discard strategies, by giving you cheap, easy cards that you don't really need when your opponent tries to make you ditch your better bits.



At 4-mana we have a heap of mid-range options in the forms of Dungeon Geists & Conundrum Sphinx in blue, & the Emeria & Restoration Angels in white.  Dungeon Geists are fantastic for stopping opponents from getting aggressive with their own 3/4-mana creatures on the appropriate turns, & thanks to the Restoration Angel's ETB (enter the battlefield) effect, can then be reused later to deal with bigger & scarier things like Titans.  It should be noted that if the Geists are made to leave & re-enter, the first creature they are tapping out will then be able to untap as usual at the beginning of the next turn (a useful fact for those who like to learn new rules tips).

Emeria Angel is easily my [Rob here] favourite card in the deck.  It's a flyer who makes more flyers, in a deck that is all about flyers. It interacts really well with the Arid Mesas & Scalding Tarns in the land section to make EVEN MORE FLYING DUDES!!!  & yeah, sure, they're just more squishy 1/1 guys, but put a favourable wind or two behind you, & they turn into a small army of feathery aggro.  As Bolas says, the best minions are those with minions of their own.  Also, if you can find them, the full-art Zendikar Game-Day promo version looks beautiful.



The Conundrum Sphinx remains in the deck despite many protests from myself simply because "it's a fun card". I'll admit, a 4-mana 4/4 flyer is pretty sweet, but it was so much sweeter when you could set up the free cards with Ponder or Preordain so that you actually drew them, instead of just naming something & blindly praying for it.  Ponder & Preordain are both BANNED in Extended.  Dad & I disagree over whether this is a good thing (I'm a fan of having a consistent deck. I'm also a fan of cards that say "Draw a Card").

In the 5-mana cost position there are Baneslayer Angels. There's a dragon too. The dragon lets you cycle through your deck, finding more bombs and dropping spare land.  But who cares about that.  The Baneslayer Angel is where it's at.  We just love this card.  It does all the good things that angels should do.  I opened one of these in my first M10 fat pack.  It was in every white deck I built until it left standard.  I got given them as birthday presents.  That's how awesome they are/were.



At the top end (6-7 mana), there are some sphinxes that draw more cards (told you I was a fan).

Spell wise, it's all pretty self explanatory.  Lightning Bolt & Path to Exile kill stuff.  Mana Leak tries to counter spells we don't want you to play.  Sphere of the Suns allows the deck to be a little faster in reaching the bigger angels & sphinxes.  Earthquake blows up large chunks of the world.  Ajani messes up lands, or shoots more annoying creatures if they've managed to survive.  Favoured Winds felt like the perfect fit for a deck that was all about making guys with wings which could slap you in the face.

The sideboard starts like a normal sideboard, possessing answers to certain decks/cards. Combust is a solid example, as it was designed as a card to kill Baneslayer Angels with.  There's a couple more earthquakes for the games where Dad really needs to positively kill every ground-based [insert speech from Jackie Brown here].  If you didn't get that reference, go watch Jackie Brown.  After this point, the sideboard devolves into a legion of planeswalkers, so that the deck can morph into "Super-Friends", a planeswalker based control deck, which is what I actually wanted to build... I wasn't allowed to, as it was considered a bit more competitive than he was aiming for -_-

It's a shame - it was a really cool deck, but cards like Snapcaster Mage break it a little too much for a casual environment.  If you ever meet Magic Steve, ask him about it, 'cause he was the guy who showed me it/beat me into the ground with it to begin with.

The land set for this deck is pretty greedy. 3 colours are risky, with a chance of back-firing, but the Arid Mesas & Scalding Tarns should fix most issues.  The Moorland Haunt was an extra bonus so that even when the flyers die, the deck can still make another one.

Well thanks Rob for the deck/article hijack there.  It should be noted that the Wright Brothers was one of the decks that Rob first learnt to play Magic around.  Well that is it for this week - I look forward to seeing you all this Friday - don't forget that everyone who attends this Friday will get a promo Staff of Nin from M13.


Thursday, 5 July 2012

Setting the Standard



One of the reasons I was so keen to run FNM Relaxed is that I wanted to try more decks out which are not viable in standard as they will just get squashed by the top tier decks.  It is interesting that they have recently scrapped the "building on a budget" column on the Wizards main magic site (known as "the mother ship" by many MTG players, the article can be found here).  I appreciate the reasons stated for the end of this column but I can't help but feel that this is an admission by Wizards that you just can't really be competitive at MTG without buying lots of cards and spending lots of money.


Being ultra-competitive is not the purpose of FNM Relaxed so, thanks to Jim Freeman for the idea, I have decided that when we need a standard deck for FNMR I will be playing a modified starter deck.  The rules I have imposed on myself is that I am allowed to change 10 cards in the deck (only 4 of which can be Mythic rares, and not including lands) and build a 15 card sideboard for it.  On top of which I will be posting the decklists here on this blog so anyone who wants to look will know exactly what I am playing in advance (pro-tip: this puts me at a massive disadvantage if you are playing against me as you know what is in my deck)!


The first deck I am doing this with is the Blue-White "Path to Victory" deck from M13.  Here is the basic deck list:


Path to Victory
Magic 2013 Intro Pack 


Main Deck
60 cards
 
1  Evolving Wilds
8  Island
16  Plains
--------------------------------------------------------------------------------
25 lands
3  Ajani's Sunstriker
2  Arctic Aven
3  Attended Knight
1  Battleflight Eagle
1  Captain of the Watch
2  Chronomaton
1  Courtly Provocateur
2  Crusader of Odric
1  Faerie Invaders
2  Griffin Protector
2  Healer of the Pride
1  Odric, Master Tactician
1  Serra Angel
3  Silvercoat Lion
--------------------------------------------------------------------------------
25 creatures
2  Captain's Call
2  Divine Verdict
1  Downpour
1  Glorious Charge
1  Oblivion Ring
1  Ring of Thune
1  Safe Passage
1  Tricks of the Trade
--------------------------------------------------------------------------------
10 other spells


Firstly I need to decide which ten cards I am going to drop.  Battleflight Eagle just seems very expensive for what it does at 5 mana so that is gone.  Chronomaton also does not do what I want to do with this deck so the 2 of those are out.  Silvercoat Lion is what they call a "vanilla" (creature that has no abilities) creature so that is another 3 out.


Safe passage is what they call a combat trick but I am either going to use it to stop myself from dying or to answer my opponents combat tricks.  As Odric, Master Tactician is key in this deck I should already be deciding what happens in combat which makes this card redundant.  Serra Angel is a cracking card but I have an idea for another angel which costs the same but has more synergy with what I want my deck to do so that too is out.  Griffin Protector is ok but i will cut him down to only 1 in the deck I think.  Finally I am going to drop the glorious charge, pretty much for the same reasons as Safe Passage.


4 Seachrome Coast
4 Glacial Fortress
1 Evolving Wilds
2 Moorland Haunt
10 Plains
4 Islands


This is the manabase I am going to run for the deck.  The moorland haunt will allow me to make double use of my creatures and keep as many as possible on the table.  Otherwise these lands are just a good way of making sure I have the right mana at the right time.  I am also keeping the land count at 25 as I have the ability to never draw a land no matter how many are in my deck!


I want to run about 25 creatures still and have taken 8 out so I want to replace them with something.  Firstly I am going to include another Odric, Master Tactician as the deck revolves around him and having 2 copies makes me twice as likely to see him.  As he is Legendary I can only have one in play at a time so running 2 is enough. 






I am also going to replace Serra Angel with Angelic Overseer a mythic rare from Innistrad which has hexproof and is indestructible when I have a human in play. 






I am also going to include 3 copies of Invisible Stalker - a hexproof unblockable human seems like a good idea and gives me back the 2 mana cost creatures I took out in the form of the lions.  As my second mythic I am goingot include 1 copy of Giest of  St Traft, with the Tricks of the trade attached he becomes a 4/2 unblockable, hexproof guy who swings with a 4/4 flyer as back up - seems good. 






The last 2 slots will be filled by Giest honoured monk and my third mythic in the form of a Sun Titan.  Giest honoured monk goes great with Odric and Crusader of Odric.






The sun titan can also bring back my dead guys to give even more board advantage.  My creature base now looks like this:


3  Ajani's Sunstriker
1  Angelic Overseer
2  Arctic Aven
3  Attended Knight
1  Captain of the Watch
1  Courtly Provocateur
2  Crusader of Odric
1  Faerie Invaders
1  Giest of St Traft
1  Giest-honoured Monk
1  Griffen Protector
2  Healer of the Pride
3  Invisible Stalker
2  Odric, Master Tactician
1  Sun Titan
I am going to replace the 2 non-creature spells with an additional Oblivion Ring and my fourth and final mythic in the form of Elspeth Tirel a 5 cost planewalker who makes tokens and gets me life for all the creatures I hope to have out.



That now gives me this;


2  Captain's Call
2  Divine Verdict
1  Downpour
1  Elspeth Tierl
2 Oblivion Ring
1  Ring of Thune
1  Tricks of the Trade


We now need to construct a sideboard of 15 cards to complement the deck and allow me to swop out cards from my main deck to deal with specific threats.  Keep in mind that these cards are only available to me in the second and third games of a match.  Here are the cards I have chosen for my sideboard;


1  Oblivion Ring
3  Celestial Purge
2  Ratchet Bombs
3  Mirran Crusader
2  Erase
1  Day of Judgement
3  Snapcaster Mage


An extra Oblivion Ring is a great answer to so many things from nasty creatures to planeswalkers so having an extra one is a good idea.  Zombies and vampires are very popular at the moment with lots of annoying undying creatures.  Celestial purge exiles them and sorts that problem out for me.  Ratchet bombs are a must - there are so many tokens in standard at the moment that this is a must.  Mirran crusader is hard for black and green decks to deal with, also the ring of Thune giving him a +1/+1 token each turn and vigilance is going to ruin somebodies day.  Erase helps me deal with my opponents Oblivion Ring and Day of Judgement will help with the token and the weenie decks (lots of small creatures).  Snapcaster mage is one of the best cards ever printed and if I have to go down a more control based path with my decks allows me to flashback my removal spells from the graveyard.






So this is the deck I will be playing for our first Standard event at FNM Relaxed on 20th July 2012 - I look forward to seeing you there.

Wednesday, 4 July 2012

A warm hello

Hi There,

I have actually never done the whole blogging thing before so here goes nothing.  This blog is for all you people out there on the interweb who will be joining me in the new FNM Relaxed each Friday at Patriot Games Sheffield.  As I get used to this whole thing I will be adding deck lists, talking about cards (quite a lot) and helping you to have the most fun possible (at least with your clothes on) at patriot Games on a Friday night.