Sunday, August 31, 2008

Control

Lots of people like to have control. Obviously, this is true in most aspects of life, not just Magic. But control can be a dangerous tool. Taking control of your own life is greatly empowering, but control of others often leads to corruption. And this relates to Magic.

Control decks can be any color or combination of colors, and can have any number of ways of exerting control. However, what they all have in common is just that: ways of exerting control. It's of course possible to have control over just yourself. This could take various forms: a deck whose mana curve is well-balanced, modal spells, tutors, card draw, etc. They give you flexibility to react, find what you need, and make the best of bad luck. But when people talk about control in Magic, they are usually talking about exerting control over the game, and over the opponent.

Many players love control - if you call the shots, victory is only a matter of time. But there's an inherent problem with control - it's annoying. Now, this is a fairly personal issue, and I am sure there are plenty of players who don't share my sentiments, but I definitely know some who do. As I've mentioned in a previous article, the friend who taught me Magic in the first place refuses to play against heavy control decks at all. And I often find myself agreeing with him. Here are his - and my - reasons.

First off, let's consider a situation. Smith is playing any ol' deck. Jones is playing a permission deck - a deck that has enough counters that it can decide what Smith can or can't play. Jones has buckets of fun - he giggles when Smith tries to play a powerful creature and counters it. But what is Smith feeling? He entered the game assuming he would get to play his spells. Now maybe he shouldn't have made that assumption, but I don't think it's an unfair one. Besides, there's already a restriction on playing spells - it's called mana cost. When Smith finally manages to build up the 11 mana required for his Darksteel Colossus, and Jones is able to tap a mere two mana and play Remove Soul or Mana Leak, I think Smith is right to become angry. If he can't rely on the possibility of playing his own spells, what CAN he rely on?

So counterspells are one way that control is irritating. And it's irritating to any player - Johnnies, Timmies, or Spikes. If Johnny has laboriously set up his nineteen card combo, only to have it ruined by a single Cancel, his heart is broken. If Timmy prepares to summon a massive Baloth, only to have it sputter and die before it's even born, his heart is broken. And if a Rewind stifles Spike's chance at victory, his heart is broken.

Counterspells are by far the most common control method, but there are certainly others that can be quite aggravating. One is lockdown, which is perhaps even worse. What I mean by "lockdown" is a deck that attempts to stifle the opponent's ability to do anything at all, but not by countering each spell individually - rather, by setting up some situation that will not give the opponent a chance to play anything in the first place. This often takes the form of preventing the opponent from generating mana, either by killing his lands, keeping them tapped, stealing them, or some even more wicked and devious scheme. Another way is to take extra turns. Another way is to play spells that have gamebreaking conditions like "creatures can't attack you" or "target player can't play spells this turn." In any case, the same problems apply here as in the case of counterspells: if you're not allowed to play your spells, where's the fun in playing?

Of course, it can be a fun challenge for some to weasel their way out of such situations. But this requires a flexible deck, or a deck specifically designed for such purposes. Not every deck is packed with defensive maneuvers, and I don't think it would be fair to demand it. For many decks, especially casual ones, a lockdown situation will immediately render the deck helpless.

There are other kinds of "control" that are less pernicious, and are usually more specific in their prevention. One example is anti-creature control, such as tapping creatures, destroying creatures, Pacifism effects, etc. But even though these can be devastating to creature-based decks, they only affect creatures, they don't prevent you from playing anything altogether. Even a few cards dedicated to protecting your creatures from such effects can save the day. But lockdown and counterspells are much harder to defend against without employing them yourself, or specifically planning against them with cards like Vexing Shusher.

This may all seem familiar. I made similar complaints when talking about combo decks, about how they reduce fun by reducing options. Does this mean I only like aggro decks? Not at all; just look at some of the decks I've posted in other articles. I have plenty of control and combo decks, and even the occasional lockdown deck. However, as I mentioned in the other article as well, it's often a matter of the environment. If you're playing to win, such as in a high-level tournament, letting your opponents have fun is not even a factor (one reason why I have no desire to get involved in tournament play). But if you're playing with friends, and you insist on using a lockdown deck every time you play, no one is going to play with you. Sure, try it out once to show them how fancy your pants are, but then unless they actively desire tackling it again with a mind to crack it, put it aside as a beautiful but delicate antique. Or just enter a tournament. If you share your winnings with me, I promise not to rant about control anymore...

Monday, August 11, 2008

Decks That Are Cool

I have been a naughty boy. It's been almost two weeks since my last post, because I got tired of putting links to every single card I mentioned. But now I've figured out a way to do it easily, so I'm back – for now. I'm going to California for a week starting tomorrow. Owned.

For now, then, I'm just going to talk about some decks I've made recently. I spent several hours trying to figure out how to post decklists without having to do the whole thing manually, but I failed. So you'll just get the usual – a description of the deck's general function and important cards. The format I'll use for the deck names will be "Color Type Name," where T2 is Standard, T1 is Extended, and T0 is Legacy. (I know 1.5 and 1 are usually used for Extended and Legacy, but I am too cool for decimals.)

BG T2 Deathling
This deck is fairly slow to get going, but the idea is to attach a Thornbite Staff to a dude with Changeling, then give your Changelings deathtouch with Wren's Run Packmaster, since they'll all be wolves. (Moonglove Changeling doesn't even need the Packmaster, though he has to activate his deathtouch.) Then your dude has, essentially, "2: Destroy target creature." And that should be enough for victory. Gilt-Leaf Palace and Murmuring Bosk are nice because you'll very often be able to play them untapped.

BR T0 Goblin Game
This is a completely ridiculous deck based on the combination of Goblin Game and Wound Reflection. If you can play Goblin Game while you have a Wound Reflection in play, you can often pick a number of objects that will guarantee your opponent's doom. As long as you have one more than half your opponent's life, you can pick a number two below your life total and your opponent will die no matter what number he picks. Example: you have 14 life and your opponent has 20. You hide 12 objects. If your opponent hides 12 or fewer objects, he'll lose at least half his life, and Wound Reflection will kill him. If he hides more than 12 objects, he'll lose that much life…which is more than half his life, and Wound Reflection will kill him. You, on the other hand, will only lose at most 13 life, leaving you with 1. Of course, this deck is weak against almost everything, but Goblin Game is hilarious enough that it totally doesn't matter. Most of my "T0" decks sacrifice effectiveness for hilarity, and I regret nothing. In order to get the massive amounts of mana necessary to play both of these spells, the deck is packed with mana spells, as well as the awesome combo of Cathodion + Burnt Offering. The lifelink guys help you keep your life at least half as high as your opponent's so that you can use the main combo. A barrel of lulz.

GU T0 Pool Party
Another ineffective deck, this one is based around the mana pool. Upwelling is the main force behind the deck, allowing you to build up mana over time. Doubling Cube makes a large mana reserve into a nigh inexhaustible one. Pygmy Hippo can steal your enemy's mana, preventing them from abusing your own Upwelling. There are a bunch of buyback spells to give you control of the board, which lets you get your weak creatures through to slowly wear your opponent down to death. I've played this deck a few times, but it has never even come close to working. I love it.

UR T0 Stroke of Mirror Harvest
Another inane combo deck. This one is named for Stroke of Genius, Mirror Sheen, and Early Harvest. Once you have 6 mana (from at least 3 blue and 2 green sources) with Mirror Sheen in play, play Early Harvest. Copy it with Mirror Sheen, then let the copy resolve. Your lands magically untap! Then copy Early Harvest again, and float the rest of your mana. Repeat until you have infinite mana, then play Stroke of Genius on your opponent. Mind Spring and Dimir Guildmage can help you get Stroke of Genius, and various Elves help you get the required 6 mana to start the combo. Not wonderfully interesting, but I thought it was cool.

GU T1 Proteus Staff
OH MAN. I love this one, even if it is rather clunky. The main combo is Proteus Staff + Squirrel Nest. Make a Squirrel, then staff it. Whatever creature you end up getting (the only ones in the deck are various Elemental Incarnations and Darksteel Colossus), it will be totally awesome. Impromptu Raid is great since it lets you get more dudes out, and when all your guys have 6 or more power and trample/fear/flying, haste is great. And when you have to sacrifice a dude, he just gets shuffled back in. Cream of the Crop can help provide fresh targets for Impromptu Raid. You can Polymorph your Darksteel Colossus to get another dude easily. A few draw/discard spells let you get rid of the usually unplayable dudes in your hand and replace them with useful stuff. Although sometimes there is conflict between Cream of the Crop and the shuffling of dudes into your library, it is usually not a problem, especially as you get more pieces.

GW T0 Saffi
Another goofy combo deck. The main combo has three parts: Saffi Eriksdotter, Altar of Dementia or Blasting Station, and Karmic Guide. Get one of each of these on the board. Then, sacrifice Saffi to the artifact targeting the Guide. Then sacrifice the Guide, who comes back into play, bringing Saffi with him. Repeat until pwning has occurred. There's also another combo recommended by Brendan, consisting of one of the aforementioned artifacts plus Eternal Witness and Aluren. With one Witness in play and one in your hand, sacrifice the one in play to the artifact. Play the other for free, return the dead one to your hand, repeat until pwning has occurred.

R T1 Chargehead
The theme is charge counters, not surprisingly. Not much to say about this…it was originally based around Ion Storm as the main win condition, but Darksteel Reactor and Chimeric Egg can also do things. Most of the rest of the stuff is for producing charge counters, moving them around, or using them to get the main kill cards. It's cool, though.

U T0 Cryptic Rape
The title "Cryptic Rape" is perhaps misleading, because it does nothing of the sort. This deck was based on a cool premise, but is extremely clunky. The idea is to get Cryptic Gateway and two Changelings. Then you can play various awesome dudes for free, because they'll all share creature types with your Changelings. Shapesharer is nice because he can double as a Clone of one of your big dudes. If you get Grozoth, you can immediately tutor a ton of awesome dudes (such as Bringers). I took Intruder Alarm out of this deck despite its power to allow you to dump an entire deck's worth of creatures into play in one turn. I don't remember quite why. I think it was a bad choice.

U T1 Erayo
If you thought Cryptic Rape was bad…you were right. But this one is worse. The goal is to get a flipped Erayo, Soratami Ascendant and an Arcane Laboratory in play. Then, the first and only spell your opponent can play each turn will be countered, effectively preventing him from playing spells altogether (albeit with some exceptions, such as Replicate). One problem with this deck is that you have to be able to play four spells in a turn, but there are a bunch of 0-mana spells for that purpose. Still, it can take a while to set up. Another problem is that you can't play the Laboratory before Erayo, or you'll never be able to flip Erayo. Another is that even when you get them both active, your opponent might still have an army of creatures or a dangerous assortment of artifacts and enchantments. Azorius Aethermage is intended to take care of pesky activated abilities, and Boomerang to remove the threat of creatures, but it's tenuous. Also, the Aethermages are themselves the win condition, so if you lose them, you have no way to actually win, unless your opponent happens to be drawing more cards. A massive pile of suck, but maybe it has potential to turn into something almost palatable.

U T2 Islandwalk
Finally, a deck that can almost be considered "good." And what's more, it's Standard-legal. This deck was inspired by Cold-Eyed Selkie, and evolved into an Islandwalk-fest. It's a blue deck, but it splashes the tiniest bit of white for Sygg, River Guide. Most of the creatures have Islandwalk, and there are a few ways to ensure that it is useful. It is quite lucky (or perhaps sneaky on the part of the designers) that Stonybrook Banneret and Merrow Harbinger both have Islandwalk, because they are extremely useful to any Merfolk deck. With mass unblockability and card draw, this deck actually seems to be pretty decent.

UB T1 Underworld Dreams
This was originally an Underworld Dreams deck, but soon became a Megrim deck as well. With a mere one of each of these in play, Wistful Thinking deals TEN damage, as well as its rather powerful regular effect. The rest is basically just stuff to make your opponent draw and discard, but Mind's Eye is a nice addition, since you can trigger it using your own spells that force opponents to draw. It's a bit slow and fragile, but neat.

UR T0 Dream Halls
I absolutely LOVE this one. Dream Halls is of course the main card, but I am very proud of my discovery that the Eidolons could make this deck amazing. Dream Halls is blue, but there aren't any other spells that require another color; I chose red at first because it is awesome, but then I realized that I could do whatever color or colors I wanted, so I made three more variations of this deck with each of the other colors and blue. Anyway, the idea is to get Dream Halls and ideally two Eidolons in hand. Then you can play another spell for free discarding one Eidolon. When you play another spell for free discarding the second Eidolon, the first one returns to your hand, since pretty much all the spells are multicolored (since that's the whole point of using Eidolons in the first place). With two Eidolons, you can play any of your expensive and powerful spells for free. I chose spells that help you draw more cards as well as doing something awesome, and I threw in Kaervek the Merciless because he is just so awesome. And if you don't have two Eidolons, you can often play a spell with your regular mana (which would just go to waste anyway) and get your one Eidolon back, or hopefully draw one. Unfortunately Dream Halls might be very useful to your opponent, which can be dangerous. But hopefully, it will be more useful to you, and tempting enough to your opponent that he will think twice about Disenchanting it.

WB T1 Teysa
And finally, another one I really like. The main combo is Teysa, Orzhov Scion and Painter's Servant, naming black. Then all your white creatures are black, and any of them that die will give you white (and black) spirits. If you have three or more, you can use Teysa's first ability indefinitely, wiping the board for free. Spectral Procession helps to accomplish this. But that's not all. There is also a Sliver theme, using Hivestone and Necrotic Sliver plus Basal Sliver to make you a pwning machine. With those guys plus Teysa, the Servant, and one spirit, you can destroy ANY permanent for free. Sacrifice the spirit-Sliver using Basal Sliver's ability to get two mana...and a new spirit-Sliver. Repeat until you have, say, 6 mana, then sacrifice your spirit-Sliver using Necrotic Sliver's ability to destroy a pair of permanents. Oh, and Blasting Station can also be used to go infinite. Lots of components, but they work together nicely. Ward Sliver is a great help too.

Well, that was certainly a lot of decks (thirteen! holy crap!) but I hope it makes up for my long silence. I welcome comments, criticisms, advice, or any other form of feedback to help me improve my decks. Please?