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An Extended View and Review: Part 2
Nestor Rodriguez
The Extended Recap
After this rather extensive analysis of the card pool in the first part of
my article, I would like to proceed to a recap of the most representative and
format defining cards and card combinations, that will influence deck construction
and ultimately the metagame.
With the gigantic card pool extended has, every color has at least 1 strong
mono color build. This brings very solid and reliable decks, from the point
of view of the mana basis, which should be taken into account accordingly. During
this recap I will give an example of a simple possible sligh build to illustrate
this recap.
First I will define the elements that should be taken into account for deck
building in their context, the boundary conditions so to say.
8 Cities of Brass: This allows players to design their decks with a main color
and multiple splash cards to compensate some deficiencies the deck might have,
or for powerful gold spells. All combinations are possible each one with it’s
particular strength. In the past 5cG builds were pretty successful and popular
and I believe this archetype is still viable. The good early drops green has
like River Boa and Wild Mongrel, powered by rancor and backed up by some direct
damage, removal and Armageddon like effects gives you a very consistent archetype.
Green also features cards like Birds of Paradise and Krosan Tusker to avoid
further mana issues. Other good builds that have been successful in the past
were 5cW using the powerful spectrum of WW cards and adding Vindicates, Meddling
Mages and some removal to the mix, or 5cB with a more creature control focus
splashing for some Vindicates, Deeds and similar.
A set of friendly color Fetchlands: The Fetchlands not only allow players to
access the correct mana at the right moment, but also have a strong thinning
value that allow players to actually play with “less land” or at
least to draw less land improving the card quality. Combined with brainstorm
like effects give the deck good manipulation and eases accessing the right cards.
I would not be surprised to see decks running one single basic land of a particular
color to enable certain cards.
Strong Combo Basis and Tutors for it: As seen during the Block review earlier
on this format has a large amount of cards that can combine for “I win”
like effects and at least 20 instant tutor cards to get the missing components.
There are a few decks that can kill you in the first 4 turns if not disrupted
or stopped. This turns the environment into a very aggressive one, where beatdown
strategies have to lower the mana curve and attack faster and fiercer in order
to keep up. Among the viable combo decks, I count Aluren with either Arctic
Merfolk with Ghitu Slinger or Rishadan Cutpurse loop for the kill. I believe
this deck with the aid of some Vampiric Tutors and Academy Rectors, and some
disruption against control, can have excellent chances to win in very few rounds.
Another good Combo deck I have been emphasizing on during the main analysis
part would be an Enchantment build with Enchantress, Auratogs, Rancor and lots
of enchantments. I have been testing this archetype and it has good chances
even against control decks, since it can simply outrace them dropping more permanents
and threats than the permission player can handle. Definitely one deck to watch
out for.
Oath of Druids is also a combo possibility especially in a creature heavy field
as this either in a Suicide or Turboland form. I believe both decks are playable;
it’s yet to see if they are consistent enough for the format.
If we consider Reanimator a Combo deck, which is pretty accurate actually, then
we have at least a 3rd strong and consistent combodeck in this format. A sample
deck for the reanimator archetype could look as follows:
The deckbuild is pretty straightforward. Seven ways to get your graveyard full,
zombie infestation combined with Squee as a token engine, some reanimation and
discard as early disruption and a few silver Bullets you can tutor for with
the Vampirics. The sideboard is not particularly tuned for everything, just
a few cards against control in general, some against early weenie rushes, and
Kill Switches for artifact decks. When the metagame is more developed it can
be certainly be tuned accordingly. I would also suggest enhancing this deck
with green for naturalize or deed from the sideboard, which could help fighting
some evil cards as planar void.
12 edicts (black removal): This is a very interesting issue in my opinion.
Black has at least 12 possible slots to get rid of pesky protection from X creatures
or untargeteable creatures. Powerhouses like Morphling can be eliminated with
a simple Innocent blood. This turns strategies with few creatures into relatively
difficult approach. A reanimator deck could just animate a verdant force to
play around it, but other control builds that choose to 2 Morphlings, for instance,
as finishers will have a rough time. If the environment shifts into a critter
heavy beatdown paradise, this kind of deck could easily dominate using the many
efficient removals available. My prediction is that Bx control is a very playeable
archetype, splashing for enchantment removal, and/or permission it could handle
almost every deck.
The Artifact Pack: As I explained before, Saga’s influence on extended
is really enormous. All the mana acceleration and powerful artifacts like Masticore
and Phyrexian Processor make just Artifact decks work. My experience with mono
Brown is either you draw well or you just sit there with a bunch of colorless
mana and nothing serious to do. Another big problem these decks have to face
is sideboard hate from other decks, as it can shut them down completely with
cards like Kill Switch or a well timed Naturalize.
This is certainly not my favorite archetype but its power is not to be denied.
The Blue artifact builds gains upheaval, as a reset button or finisher and the
red artifact builds can now wish for some powerful red spells to cast.
The 3 wishes: The 3 Judgment wishes (Red, Green and Blue) have had a huge impact
on the Standard format since they became legal. I believe they will be a similar
force extended. The flexibility they provide for their cheap casting cost, and
their ability to get the player the card they need in the right moment, make
them extremely valuable. Expect these goodie in all kinds of forms and varieties
refreshing old archetypes and probably creating new ones.
Every Monocolor: I stated earlier on that every Color has at least one viable
archetype for the new extended season. Actually most colors have many except
for white, who seems to be doomed to playing weenies and casting Armageddon
afterwards. WW is a really straightforward decktype and it has been around since
the beginning of time. With the loss of Swords to Plowshares, the White mage
is either forced to run sub optimal white removal cards, splash for a different
color or just ignore the opponent critters completely. Who to play this is up
to you, but I believe WW lacks the speed of sligh or black suicide or the punch
of a stompy green build.
Blue can play with artifacts as already explained, or draw go builds adapted
to a fast hostile environment. A big permission wall, and a few finisher cards
seem like good enough arguments compete with other decks in the format. Another
possibility is a black splash, with all the dual lands available, to fight blue’s
weaknesses and the addition of some good sideboard hatred, or a 5cu control
blue accessing many golden powercards and different spells in other colors.
Even a Merkfolk weenie rush deck with miracle growth’s free spell engine
doesn’t look that difficult to get to work.
Black offers us the typical suicide style of deck, the reanimator already posted,
which is almost mono black, and a control-oriented approach with all the creature
removal available and probably even a splash from other colors for more flexibility.
The Bx kind of deck is actually one of my favorites for the coming season and
it’s one of the fields I am testing most extensively.
Red has the typical sligh build that seems never to completely disappear from
the scene. As long as red has some fairly decent weenies and burn, this archetype
will be around, count on that. Since this is a solid choice and definitely one
of the decks to beat next season, I will now show a sample deck of how this
could look like.
This deck has a really low land count and every card is a threat. It’s
a pretty uncomplicated build with an average casting cost of 1,2, definitely
a deck you don’t want to be screwed against. The Wooded Foot not only
let you play virtually with less land, but also enable adding one forest in
the sideboard and splashing green for solutions against horsers like Worship.
A possible sideboard for this deck could be as follows
1 Forest
3 Naturalize
3 Flaring Pain
3 Cursed Scroll
3 Kill Switch
2 Price of Progress
Again this sideboard does not consider the metagame and it doesn’t have
a solution for a quickly animated Phantom Nishoba or Verdant Force. A possible
way around this could be replacing that Forest for a Swamp and the Wooded Foothills
for Bloodstained Mire and adding things like Terminate or Planar Void to fight
reanimation. Those are just possibilities, but in general I must say that if
you have a sub optimal hand this deck can basically run over you so be prepared.
I personally wouldn’t even attempt to a tournament if my deck doesn’t
at least 50-50 against this kind of threat, but that is just me and my sligh
paranoia.
Red also has Ponza style decks, heavy on land destruction, or Red artifact builds
using the Welder for some amazing interactions.
To conclude this section we have the green and all it’s different beatdown
variants. My personal favorite from the Mono green decks is the Elf one. The
concept is really simple, use the early boost to cast a lot of guys, stall the
opponent with cards like Plow Under and eventually win with some massive effect
like coat of arm, Overrun, Deranged Hermit or a random Silvos. This deck can
kill really fast, and adding cards like Masticore or Cursed Scroll it can fight
its greatest weakness, the lack of removal or non-creature way to win. Other
stompy or Trinity build will just use the Weenies in Saga and some later expansion
to create a fast early attack. As will all other colors Mono green decks can
easily splash for other colors using the painlands or the cities.
Single Cards, sealing the deal: To conclude this recap I would like again address
some cards that I find really environment defining. The first card is Meddling
Mage. With all the possible Combo decks, this card punishes narrow strategies,
and forces them to have an answer to it or succumb miserably. This wizard will
even turn into a more important factor as the format takes shape and goes towards
a certain direction. The ability to stop a certain cards from coming into play
can turn a bad match up upside down. For me definitely one of the Top 5 cards
in extended.
The second card is Pernicious Deeds. I have mentioned this card all along during
this article and not without a good reason. This is probably the only fast and
cheap way to stop hordes of weenies assaulting AND combo decks all in one. The
lack of Cards like Nevinyrral's Disk, pushes the card to another level, to the
point where if it wasn’t for the prohibitive casting cost, you would see
4 copies of this card in every deck. Expect this card, and play around it if
you suspect that your opponent runs them. Definitely another Top 5 card of the
format before it even started.
The Metagame
To conclude this article I would like to review what metagame we can expect
for this new season. From the analysis and recap we can see that there are a
lot of possible deck choices. And those seen so far are not the only ones Rock
and his Millions, Counter slivers, Fires of Yavimaya, Rebels, Tradewind Rider
decks, Opposition decks, and the list goes on and on. They are certainly not
all at the same power level, but at least pretty playable.
So we have an unknown metagame with multiple solid choices and possibilities.
My advice to you when choosing a deck for this new season is:
- Be aware of the speed of this format and act accordingly
- Be sure you can deal with artifacts and enchantments or a combo deck might
just eat you alive
- Don’t be afraid to compensate the weaknesses of your deck with other
color/s, since, as seen so far, this is not such a hard task in extended with
the current resource pool
- Don’t let a bunch of goblins kill you
It’s up to you to pick the best deck suited deck for extended, but right
now, after my testing and experiences with new extended, I would say that Reanimator,
Sligh and Mono Green elves are the Decks to Beat. I predict a lot of these at
least at the beginning of the season, so act accordingly.
My feeling at this point tells me that Bx is the way to go. Black offers you
so many control choices, and answers to pretty much any strategy with graveyard
disruption, hand disruption and creature control.
I believe this article is already long enough so I won’t make it any longer.
For those that managed to read this far, congratulations! I hope it was at least
a little insightful interesting.
As a final note, many of those that know me, might be wondering why I almost
didn’t mention Battle of Wits as a possible archetype or deck choice.
Well I believe in this card, and take it certainly more seriously than the average
magic player. With over 24 Tutors available in extended you can certainly build
a pretty “consistent” deck, but I intend an extra article on Battle
of the Wits strategy and give that card the credit it deserves, I might even
send it to brainburst too ;-)
Best Regards,
- Nestor Rodriguez
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