Mixing Mike
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« on: April 16, 2005, 11:17:59 pm » |
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After a lot of testing with Sensei Sensei, which was first seen at SCG Syracuse, I decided to take it to a tournament. I’d rather not clog up the thread with decklists, but it was your fairly average Sensei build. I ended up making Top 8 losing to Brassman in a close match of three games.
Anyways, after playing it in some events and a bit of testing, I feel that Sensei’s biggest problems are Chalice of the Void set at 1, Null Rod, and Damping Matrix. Sometimes you’re just not able to fully control the game before your opponent has beaten you down or shut you out. Outlaw has always wanted to try out something with Sensei, and we figured that adding a transformal sideboard to the deck would work wonders and clean up some matches. What could you run? Why Psychatog of course. Here’s the decklist we have together...
// Mana (22) 3 Island 1 Tolarian Academy 3 Underground Sea 4 Polluted Delta 2 Tropical Island 1 Sol Ring 1 Black Lotus 5 Moxen 1 Mana Vault 1 Mana Crypt
// Counters (8) 4 Mana Drain 4 Force of Will
// Tutors (7) 1 Mystical Tutor 1 Vampiric Tutor 1 Demonic Tutor 3 Cunning Wish 1 Crop Rotation
// Utility (5) 1 Yawgmoth's Will 1 Time Walk 1 Frantic Search 2 Intuition
// Draw Engine (12) 1 Ancestral Recall 2 Thirst for Knowledge 3 Future Sight 2 Deep Analysis 4 Accumulated Knowledge
// Other (6) 3 Helm of Awakening 3 Sensei's Divining Top
// Sideboard SB: 1 Stifle SB: 2 Annul SB: 1 Berserk SB: 1 Brain Freeze SB: 1 Echoing Truth SB: 1 Tolarian Winds SB: 3 Psychatog SB: 2 Ground Seal SB: 3 Chalice of the Void
By adding Green, you add another way to find Academy every game. Academy is possibly the most broken card in the deck, and should be in play as often as possible.
The sideboard is where all the action is. With the Psychatog in the board, you end up taking out the 3 Helms, the 3 Top’s and sometimes all 6 of them depending on the matchup for things that totally ignore all of the things that were pesky in game 1. The greatest part about this is that nobody sees it coming. You also gain access to cards like Ground Seal. The point of most of your Sideboard cards isn’t to keep your opponent from winning; it’s to force them to find an answer while you win the game before they get into any sort of a favorable position.
Matchups I’m only going to touch on matchups that I feel improve from the inclusion of Green. Remember that these boarding strategies are not something to live by. Many times Outlaw and I have left a few Top’s and Helms in cutting Vampiric, Mystical, and sometimes Fastbond so we could still combo off if need be, while allowing for an even more surprise attack from Psychatog.
Null Rod Aggro -3 Sensei’s Top, +3 Psychatog
This was probably the decks hardest matchup before adding Green. Now you can play the matchup like you’re a Psychatog deck with Future Sights. Rather than having Future Sight being your game winning goal, playing a Psychatog is. Helm basically becomes a one-sided effect in this matchup, giving you such an unfair advantage. They drop a River Boa for G then you play draw spells for 1-2 mana each, drop a Psychatog, and beat over with Berserk for the win.
Fast Combo (DeathLong, 2-Land Belcher, Meandeck Tendrils) -3 Helm, -3 Sensei’s Top, +3 Psychatog, +3 Chalice
Now in this matchup you take out both Top and Helm, allowing you to drop Chalice at o and 1 to stunt their game. You’ve brought in Togs to help out Force of Will if need be and transform into a full fledged control deck, allowing you to take the match from that perspective.
Slow Combo (TPS, Sensei) -3 Sensei’s Top, -1 Crop Rotation, -1 Mystical Tutor, -1 Helm, +3 Chalice of the Void, +3 Psychatog
Everyone knows the mirror is a tough matchup. So why not take the mirror, and make it into a totally different matchup? You’re opponent will be totally thrown off guard by the entrance of Chalices to slow them down, while you feed off their Helm and beat down with Psychatog. If you’re heading up against dragon you’d leave in the Mystical Tutor and bring in Ground Seals over the Chalices.
Slaver Control -1 Mystical Tutor, -1 Cunning Wish, +2 Ground Seal
After removing the Lim-dul’s Vault from the sideboard, we’ve already gotten this matchup off to a much better start. Bringing in Ground Seals should help you from being Mindslaved until you can win the game, or set yourself up into an extremely favorable position.
Questionable Card Choices
Tolarian Winds 1U Instant Discard your hand, then draw that many cards.
I do realize the -1 CA the card has built into it, but I wanted some way to draw some cards for a cheap amount of mana when you’re digging for combo pieces. This is a nice way to help get all those lands out of your hand when you’re digging through your deck to find something far more useful. As a bonus, it costs a mere 1 mana under a Helm, making me want to try it even more. Thus far it’s been nothing short of what it seems like it would do, but it’s all the deck needs to make a Wish something a bit more useful without having to run something that kills you when you get Mindslaved. To date I have wished it was a Fact or Fiction once.
Other options and Discluded Cards Maindeck
Merchant Scroll This thing was pretty bad to me. It was cut for the Crop Rotation, basically giving us Academy #2, something I think is much better than the Scroll could ever do.
Regrowth I’d really love to play it, but I can’t really think of a situation where casting it would target anything but Lotus, Ancestral, or Walk. If there was room in the deck I’d play it, but Outlaw feels otherwise.
Echoing Truth As much as I liked having one Maindeck to deal with any random hate cards or annoying permanents, it had to go in the long run. It was cut for the second Intuition to help out any matches where Echoing Truth would be needed in games 2 and 3 by feeding our friendly Psychatog.
Fastbond After Kowal’s suggestion of playing it, I tested it for a bit. I ended up playing a whole 3 lands off it the whole night. The thing is that no matter the game state was, whenever you go off, the opponent ends up scooping or makes you draw into with Yawgmoth’s Will or Black Lotus, both of which End the game with Wish -> Freeze. Therefore, being able to play extra lands wasn’t as good as it seems. Even when you have a Future Sight in play with the Fastbond, all it really does it keep you from totally stalling out that turn. The biggest misconception about the deck is how people see it as either pure combo or pure control, when in reality, it’s really aggro control.
Sideboard
Oxidize/Naturalize I had thought about running one of these cards, but figured that whenever I would want to get either of these out of the board, I could just bounce them back EOT with Echoing Truth and have the one turn I needed without that pesky perm in play, and all other copies of it as well.
Chain of Vapor Speaking of bounce, any way to get Academy to untap is something I think shouldn’t be overlooked. I may end up boarding this over Echoing Truth just to turn my Wishes into “Pay 1UU, untap Academy”. The only thing I don’t like about it is if I need to bounce something my opponent has out in play, then they can bounce back my Future Sight/Psychatog, which basically reads as a play that’s keeping me from winning for another turn.
Blue Elemental Blast I tested this card. I’ll admit it was fairly useful for hating Welders and countering ReB’s. Only thing is that Ground Seal is the current answer to Welders and Dragon, so there’s not much of a need to play a single BeB anymore.
Tormod’s Crypt Again, Ground Seal cleans up just about everything you could ever really use this for.
Flash Counter I never Wished for it, never looked back and found out that getting it was a better option, nor can I think of a situation where it would be all that useful. Needless to say I cut it fairly quickly without any issues. If anyone can find a valid argument for it please let me know.
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