Type II: Straying from the Pack
Dave Marshall
Today’s Type II is a very fast, creature-heavy format. With
spells like Basking Rootwalla, Call of the Herd, and Wild Mongrel, and some
esoteric fatties like Shivan Wurm and Spiritmonger, green/x has the potential
to come exploding out of the gate and never let up. Because of that, it comes
as no surprise that some of the most played cards (besides those creatures
mentioned above, of course) appear in the form of cheap, good creature kill.
Just as you won’t see a green deck without Call of the Herd, you won’t see a
black deck without Chainer’s Edict or a red deck without Flametongue Kavu –
these spells earn automatic inclusion in any deck of their color, and even near
mono-color decks will splash for them.
Indeed, even one of the “creatureless” decks I’m going to
share with you today has Flametongue Kavu in it.
It seems perfectly logical, then, to assume that the
dominant deck types will be either explosive creature with or without burn, or
near creatureless decks with the ability to stop opposing anti-creature spells
(ala Psychatog). It’s basically the two extremes – either an unstoppable horde
that can shrug off an Edict or Kavu, or a deck nigh-on creatureless that makes
these spells dead in hand. This article will focus on two decks of the latter
type, and what they do to combat the speed of the tier 1 decks of type II,
whilst trying to be somewhat original in card selection – you know, since
seeing a new version of R/G beats with one creature submitted for another is so
groundbreaking.
Deck 1: Ray Gun
At first glance, this deck appears to be a straight-up
blue-white Millstone deck, but there are a couple of important differences. The
first vast difference from today’s millstone decks is the lack of life gain
spells (aside from Absorb). I’ve never been a fan of life gain, myself, as it
does nothing to pro-actively win you the game. While the argument could be made
that there are only four cards in the deck that do – the millstones – life gain
still isn’t good enough in my opinion to use. Ancestral Tribute is arguably the
best life gain spell printed since Ivory Tower, but the 9 mana cost is
prohibitive enough for me not to use it.
The second difference is Ray Gun’s surprise card and
namesake – Legacy Weapon. (Pause while half of you stop reading.) Those few of
you left that still take me seriously…you have to use this card to appreciate
it. It’s one of those rare things that are bad in theory but great in practice.
The non-counter control consists of:
Teferi’s Moat – the mono-black decks running around rampant
these days all but roll over and die to this card, and most green decks perform
just as admirably against it. In most cases the only creatures in either of
these decks that the moat doesn’t stop cold are the Flametongue Kavus (because
they’re off-color). I’m never upset to see one of these in my hand, even in my
opening draw, as it basically means if I can live to 5 land, I have an
excellent chance of winning.
Wrath of God – I’m sure I don’t need to explain this card.
Gets rid of those few flying creatures (a thresholded Mystic Enforcer being one
of the only ones currently seeing widespread play in the format) that can get
around your moat, or the stray off-color FTK.
Arcane Laboratory – Once this hits play, you can start
laying down the Howling Mines and you’ve basically clinched the game. You
should easily be able to draw a counter a turn. If you play this card properly,
you should win, but buyer beware – more than one game has been lost to
an improperly timed Lab. I would side this out vs. burn decks due to the number
of instants they have.
Legacy Weapon – Knock out enchantments, fliers, artifacts,
pesky Lavamancers, that 12th land to stop a kicked Rage – it does it
all. Weapon + Lab = You Win. All you skeptics out there, just try it, and if
you still hate it, send nasty letters to dave@22xband.com.
Enough rambling: here is the decklist.
As far as the sideboard goes, many of you may choose to run
more anti-green than I have chosen, over cards such as Sacred Ground. I choose
Sacred Ground because of the anti-Braids properties, and it’s the best
card against Tings (is anyone still playing this?). Many would choose, perhaps
COP: Green over the COP: Black, or even COP: Red. To that I say, Aegis is
better than COP: Red, but I couldn’t fault you for running the green circle.
Usually, for me, having some Hibernation is enough to buy me time to get a Moat
or a Wrath. If, in your area, green is king and black is nowhere to be seen,
you could also try some Glacial Walls.
Deck 2: Fireworks
This deck evolved very strangely – and I have to admit, it’s
still a bit of a work in progress, though it is very successful already. When
testing the Ray Gun deck above, I asked a friend to make a burn deck with
something I wasn’t expecting, and not only was it decent against control, it
also defeated R/G beats and U/G threshold semi-consistently. The strange thing
is, a lot of his card choices were (in my opinion) total bunk, and with some
improvement in card quality I felt it could be a very competitive deck. Here’s
the list after some improvements on the initial design and a lot of testing:
The Captain’s Maneuver, much like the Legacy Weapon, is a
card you’d have to play with to understand it’s utility. It can range from a
Divert without the drawback, to with enough mana, being able to Earthquake or
Breath of Darigaaz everything but yourself, and even functions as an instant X
damage spell in many situations. You can turn a creature’s combat damage into
it’s own downfall. Again, it’s impossible to see why it is good without playing
with it, so go out there and use it. And, again, if you still hate it, flame
me.
Speaking of the Breath of Darigaaz, many people might also
question that design move. I play it over, say, Pyroclasm, because for two more
mana you get two more damage and the opponent closer to zero. When you
can burn to the dome as much as this deck can, that’s a good thing. Not too
many creatures have toughness more than four, so economically speaking it’s a
better deal than Earthquake.
There would seem to be a lack of synergy between Jayemdae
Tome and Ensnaring Bridge. In theory, there is, but if you have both of these
in play, there will rarely be two cards you draw that you can’t play in the
same turn. The Jayemdae Tome is ridiculously useful in the damage race
Fireworks can often get into, and the Ensnaring Bridge spells problems for
about 4 out of 5 decks. Emptying your hand is a good thing with this
deck, and Ensnaring Bridge makes it even better.
I’m very confident in all my card selections except for one
– the Barbarian Rings. At the right time, it’s one of the best cards Fireworks
has in its arsenal. Not only is it uncounterable, it provides double duty as a
mana source, AND having a couple on the table gives you a psychological
advantage as well. If they’re getting low on life, staring down a couple
Barbarian Rings can really give a player a sense of urgency. However, I can’t
tell you how many times I’ve drawn an opening hand of pain lands, and taking
three damage to play Fiery Temper is just stupid, especially when you tend to
be racing damage with this deck a lot of the time. I think I’ll leave them in
for now, only extensive testing with and without can tell me which way to
swing.
The rest of the burn is standard material; so let’s move to
discussion on the sideboard.
The four Aura Blast are an absolute must – an Aegis of Honor
or COP: Red could stuff this deck like a Thanksgiving turkey. They can also
take out annoying things like Worship, Battle of Wits, or Opposition, and they
replace themselves (which is why I chose it over Disenchant – there are no
artifacts I can think of that would cause Fireworks problems.) The Overmasters
also replace themselves and are an obvious must against a control deck (though,
if you save your Rages and play smart, that matchup should be something akin to
an auto-win.) The other anti-control card is the Planeswalker’s Fury – once it
hits play, it’s a recurring source of uncounterable damage, and vs. control is
a surprisingly good card.
The Pyroclasms and the Scorching Lava are somewhat
enigmatic. The Scorching Lava is most obviously against Ichorid, which
otherwise gives this deck fits. But it also pulls double duty against other
burn decks. The Earthquake and Breath of Darigaaz are obviously only good
against creature decks, and if you’re getting burned a lot can turn into a very
bad card to have in your hand. The Pyroclasms become the better card in the
weenie matchup, and also gets rid of those pesky fliers that Earthquake and the
Breath can’t touch.
---------------
So, why play these decks, when you can just go with a
straightforward R/G beat deck? Well, if that’s the way you feel, I won’t try to
change your mind. But I know there are a lot of you out there that would like
to play something different, but be competitive – I tip my hat to you, and hope
these decks can do that for you, or inspire something even better.
Thanks for reading.
-Dave Marhsall
dave@22xband.com
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