Part II of the 4 Color Control leaves off from deck observations of last week's article, and continues with the sideboard plan.
Sideboard Notes
Because this deck plays 4 colors I have a bit more tools at
my disposal, so sideboarding can get tricky.
I'm still trying to hammer things out.
(For reference sideboard cards that are only one-of's won't have any
listed cards for taking out because you can usually find one or two cards
specific to your current matchup that's probably better than one card I
suggest.)
1.
Chain Reaction: Always in against any sort of
agro deck as it almost always leads to a few extra turns for me to set up my
late game. I typically take out
Mysteries of the Deep for this, as against agro decks I almost never enter a
battle of attrition.
2.
Crystal Ball: A good one-of for a late game
insurance policy for getting better card quality. Gets put in against control
or other slow decks.
3.
Demolish: Good against any deck packing high
amounts of artifacts. It's also good
against decks that play three or more colors (which don't show up) or decks
that have a heavier top curve. Usually I
won't be focusing on creatures, taking out Halimar Wavewatch, Kor Cartographer,
and a World Queller. Additionally, I toss
out a Prism or two.
4.
Mind Control: Good against decks that play big
creatures, especially titans. I like
taking out Lavaball Traps and a couple Mold Shamblers out for them.
5.
Oust: An extra measure against big creatures or
heavy agro decks. Sometimes you can Oust
a creature and just prevent them from playing the creature ever again when you
keep destroying their lands.
6.
Prophetic Prism: An extra measure against
spreading seas and potentially against land destruction, but I have yet to
really play many opposing land destruction decks.
7.
Spell Contortion: Good against decks that ramp
and even counter-control decks. Just
kicking it once is good enough for what I dub as “Craptastic Command.” I'd take out my own ramping cards for this as
they aren't good enough threats if they are on the counter-control plan.
Otherwise, I'd take out Lavaball Traps due to their useless against bigger
creatures and decks that can ramp up before you can even pay the trap costs.
8.
Whiplash Trap: This card is just the nuts
against Elves and Goblins. Bouncing back
a lord is screws up combat math, and they almost certainly have 2 creatures
come out. Trap also is good for
potentially bouncing back one of your creatures to try to get more value out of
it when you replay it. I would take out
slower cards like Mysteries of the Deep, Prophetic Prisms, an Ulamog's Crusher,
etc. for it.
So I Realized that People Might Want to Play Better
Cards...
Basically jank isn't for everyone. In fact these articles are written with the
purpose to illustrate how one can be more creative with deck building, to
entertain those who are tired of seeing countless articles on serious magic,
but in large part, it's written for magic players that know they have a budget
but want to build as best as they can.
So yes, these articles are really pushing the extent of the
term budget, so I have decided to include cards on a more affordable range,
that are basically strictly better versions.
And I'd be lying if I didn't say my “Groundbreaker” deck didn't help
inspire this section of the article ;)--there used to be sections after each
preconstructed deck list in the included strategy booklet which go into detail
(including a deck list) about how to improve the provided decks.
1.
Day of Judgment ($2-$4) for Chain Reaction
2.
Birds of Paradise ($3-$5) for Greenweaver Druid
3.
Nest Invader ($0) for Kor Cartographer/Ondu
Giant/Pilgrim's Eye
4.
Raging Ravine/Celestial Colonnade/Stirring
Wildwood/Scars of Mirrodin Lands ($3-$5): Dread Statuary, any number of the
gain life lands
5.
Mana Leak ($0.50) for Spell Contortion
6.
Goblin Ruinblaster ($0.20) for Demolish
7.
Acidic Slime ($0) for Mold Shambler? Some of these choices may be dependent on how
much you want to tweak the deck toward land destruction and less ramp.
8.
Cultivate ($0.20) for Prophetic Prism: Helps
ramp you instead of just mana fix you.
9.
Jace's Ingenuity ($0.20)/Enclave Cryptologist
($0) for Mysteries of the Deep
10. Kor
Skyfisher ($0) for Aether Tradewinds/?.
It might push your deck more toward combo and agro where you bounce back
your own creatures like Aether Tradewinds, and get a nice 2/3. I just am not sure if I'd abandon Tradewinds
yet because it helps in so many situations.
I'm sure you guys can think up more things (and I encourage
them to be posted in the comments section).
Also my jank goggles—basically I've been building jank decks and playing
with this one for so long, I'm not sure what I'd change without completely
changing the nature of the deck—are hindering my abilities here.
Some Memorable Moments
With the most lands I've ever had in play and in hand, I cast Mysteries of the Deep into...well turns out that at the bottom of the sea was more land (which makes sense!). |
I didn't concede the previous game (see above) even when I knew I had no possible way to beat him, and for good reason. Hint: he was so mad that he had to take his time-out in advance ;). |
His plan was to take decks into late game with Day of Judgment, then beat them with man-lands and titans. My plan was to Crush those plans. |
I'm really sick.... |
...really sick of playing... |
...decks that auto-lose to Aether Tradewinds! >:( But I actually can't lose to them :). |
Forget Day of Judgement, forget Spreading Seas, forget Grave Titan...the card that all variants of Vampires lose to is Ondu Giant ;). |
...but they still make me sweat bullets. |
Despite beating this deck, I really thought it was well made and creative, with surprise Platinum Emperion :). Too bad it met my surprise Kor Sanctifer. |
Final Thoughts
This deck is definitely one of the funnest decks out there in my honest opinion. Many choices exist, both in playing but a lot of it in sideboarding. Because of the greater choices, the deck is very easy to misplay, and thus, it forces you to think harder. Some people won't like thinking harder, and this deck won't be for them (and that's perfectly okay!), but I feel that thinking is what makes magic actually fun and not just going through the motions. Looking back at those "Groundbreaker" days, I really have realized how much my decks have certainly come a long way from "pay mana for creature and attack with creature next turn".
Keep Jokesin'.
-HWU (AKA Avatar of Woo)
No comments:
Post a Comment