Here is a preview - a very small portion - of an upcoming article to whet appitites for the style of article i'll be doing over the next few months leading up to Origins.
MATCHUP SERIES: PSYCHATOG v. TOOLS ‘N TUBBIES
By Stephen Menendian
Type One Tog, like its Extended cousin, has inevitability. Instead being purchased in the more limited form of Upheaval, it comes in the form of Cunning Wish -> Berserk or Yawgmoth’s Will. If Tog can manage to survive long enough so that its graveyard has grown fat and plump, then it no longer has to counter each threat. This is because Tog itself becomes a lethal swing in the space of one turn, or, can act to suck up most of the threats so that the Tog player doesn’t have to counter other threats, on a one for one basis.
In many ways, Type One Tog can break the “Who’s the Beatdown?”(insert link
http://www.curiosity-shoppe.com/magic/Articles/Beatdown.htm ) role if built in a certain way. In the original model presented by Flores, one player must be the beatdown, and the other the control deck. When a player misunderstands his role and tries to play the other role, they tend to lose the game. Zvi’s revised model on Brainburst premium’s “Who’s the Beatdown II?” suggests that if someone manages to seize both roles at the same time, that is a devastating advantage and that player will almost always win the game. Applied to the situation at hand, Tog can wrap itself in the guise of a control deck – but with a careful combination of cards and in the space of a few turns, a Berserking Tog can find its way over the other side of the board for lethal damage. The aggressive, Aggro-Controlish Tog builds that facilitate an early, lethally Berserked Tog fit that schema. Recent changes in the Type One archetype, however, have made this possible.
Take a look at JP Meyer’s design as modified by Team Paragon that Carl Winter piloted to the 2003 Vintage Championship:
First Place: Carl Winter, Hulk Smash
4 Mana Drain
4 Force of Will
4 Brainstorm
4 Accumulated Knowledge
3 Cunning Wish
3 Duress
2 Merchant Scroll
2 Deep Analysis
3 Psychatog
2 Intuition
1 Mystical Tutor
1 Demonic Tutor
1 Ancestral Recall
1 Time Walk
1 Yawgmoth's Will
1 Black Lotus
1 Sol Ring
1 Mox Emerald
1 Mox Pearl
1 Mox Ruby
1 Mox Jet
1 Mox Sapphire
1 Library of Alexandria
2 Island
2 Polluted Delta
3 Flooded Strand
3 Volcanic Island
2 Tropical Island
4 Underground Sea
Sideboard:
1 Fire / Ice
1 Blue Elemental Blast
1 Mind Twist
3 Coffin Purge
1 Lim-Dul's Vault
2 Pernicious Deed
1 Artifact Mutation
1 Naturalize
1 Berserk
3 Red Elemental Blast
This deck could regularly goldfish on turn 5-6. In many cases, it wouldn’t even have to counter a key opposing threat simply because it was so fast at winning and Duress would fulfill much of that function. Recent exigencies have motivated a redesign of the deck:
Type One Tog
By JP Meyer
4 Underground Sea
4 Polluted Delta
3 Volcanic Island
2 Tropical Island
1 Island
5 Moxen
1 Black Lotus
4 Wastelands
1 Strip Mine
2 Stifle
2 Duress
1 Mind Twist
4 Mana Drain
4 Force of Will
1 Gorilla Shaman
1 Pernicious Deed
3 Psychatog
2 Cunning Wish
4 Accumulated Knowledge
2 Intuition
1 Mystical Tutor
1 Ancestral Recall
1 Time Walk
4 Brainstorm
1 Yawgmoth's Will
1 Demonic Tutor
Sideboard:
1 Berserk
3 Red Elemental Blasts
1 Vampiric Tutor
3 Coffin Purge
1 Artifact Mutation
1 Rack and Ruin
1 Crumble
1 Blue Elemental Blast
1 Fire / Ice
1 Naturalize
1 Library of Alexandria
The deck is built for inevitability and is far more controlish. The mana denial component has been added and because the focus is now more than just the first half-dozen turns, Duress becomes less important as a way to clear the path to an early victory. In Type One, mid- to late-game Duresses can often be dead draws – the result is that deck with heavy Duress components generally signal an intent to win quickly. Cutting down on the Duresses is a sign that the deck is taking a longer view of the game. With this understanding of the Tog deck in mind, let’s take a look at the TnT deck that is being put up against Tog:
TOOLS ‘N TUBBIES
4 Mishra's Workshop
2 Ancient Tomb
4 Wasteland
1 Strip Mine
1 Forest
1 Mountain
4 Taiga
4 Wooded Foothills
5 Moxen
1 Sol Ring
1 Mana Vault/Grim Monolith
1 Black Lotus
1 Mana Crypt
4 Juggernaut
4 Su-Chi
4 Pyrostatic Pillar
4 Survival of the Fittest
1 Memory Jar
1 Wheel of Fortune
3 Blood Moon
1 Squee
4 Goblin Welder
1 Anger
1 Karn, Silver Golem
1 Triskelion
1 Platinum Angel
SB:
3 Xantid Swarm
3 Red Elemental Blast
3 Rack and Ruin
3 Tormod's Crypt
3 Artifact Mutation
The deck derives its name from the Toolbox decks of Extended that used Survival and a “toolbox” of creatures it might tutor, and from the Workshop “Teletubbies” deck that David Price took to the 2000 and 2001 Magic Invitational that had Su-Chi and Juggernaut.
In the course of the games I have pulled from Testing, I’ll explain how Flores and Moshowitz pieces tie into this matchup and I’ll explain how this matchup plays out and the ways in which the both decks struggle to win. I’ll conclude with an examination of potential changes both decks may decide on in order to improve the matchup.
Here is a game which can illustrates the game plan of the TnT deck and the way in which TnT wins. My opponent is Joe Bushman, a local who is quite familiar with the Tog archetype and performed very well at Origins, and in our metagame with Tog.
GAME ONE
My Opening Hand:
Black Lotus
Wooded Foothills,
Ancient Tomb,
Strip Mine,
Su-Chi,
Goblin Welder,
Blood Moon
This kind of hand is really ideal. It has key early threats, great mid-level threats like Goblin Welder, which tend to win long games, and game breakers like Blood Moon. Further, the distribution of mana is extremely flexible allowing me to cast whatever I want, whenever. The Strip Mine is an added bonus to keep the pressure on after I play my first threat.
Joe is playing first this game:
TURN ONE:
Joe opens the game up with Island and Mox Emerald, which he taps for Time Walk. He draws, plays Wasteland, and passes the turn. Evidently, I am thinking, at this point, that he doesn’t have another blue mana source, which makes my Strip Mine potentially stronger. Nonetheless, it is absolutely critical, that rather than be the control player and attack his mana base first, I should play my threat first, and attack the mana base second. If anything, that is the lesson from “Where’s the Beatdown?”
I open my turn with Ancient Tomb and Black Lotus. I sacrifice Black Lotus for RRR and tap the Tomb for 2. I play Su-Chi. It resolves. I then drop Goblin Welder. Joe plays Brainstorm and casts Force of Will pitching a Psychatog. If he had countered the Su-Chi, I’d have had the Welder. Either way, I’m happy.
TURN TWO:
Joe is clearly having mana problems because he Wasteland’s my Ancient Tomb and passes the turn. I intend to make his mana problems worse.
On my turn I draw another Goblin Welder and I attack with Su-Chi sending him to 15 and attempt to Strip his basic Island. That only draws out Stifle, however. Foiled!
TURN THREE:
Joe is now desperate and he casts Accumulated Knowledge for 1 and passes the turn.
I draw Wheel of Fortune on my turn. I attack him down to 11. I drop Wooded Foothills and find Taiga. Good thing he used the Stifle on my Strip Mine, or else I might be denied access to colored mana for the foreseeable future. I tap my Tiaga for Goblin Welder. He Force of Wills my Welder pitching a third Force of Will.
TURN FOUR:
Joe does absolutely nothing. On my turn I drew Ancient Tomb. I swing him down to 7 life. I tap the Taiga and the fresh Tomb and drop Blood Moon. At this point Joe scoops.
It’s obvious that Joe had severe development problems, but I posted this game to illustrate a few principles of the matchup. The first is that TnT can drop a large creature on turn one. More usually this is done through Mishra’s Workshop and a Mox. In this case, I had the superior combination of Black Lotus and Ancient Tomb. The tomb allows me to cast Blood Moon, as in this game, as well as Pillar and Survival. The principle of the game play is rather straightforward: play a threats and follow it up with disruption or game breaking spells which create tremendous or virtual card advantage.