Mr. Channel-Fireball
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« on: December 11, 2003, 12:24:18 pm » |
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I've been testing U/R and Dragon extensively after GenCon. Mirrodin brought us a card that will define pure control decks for years to come in the form of Isochron's Scepter. I'll discuss the merits of Scepter later, but first (according to myself) the optimal U/R Phid deck list. Most of this is from a discussion I had with Milton about my build. I thought maybe this would be beneficial to others who might have questions, and I'm too lazy to type it twice.
Red Rover
.:Land:. 1 Black Lotus 1 Mox Sapphire 1 Mox Jet 1 Mox Ruby 1 Mox Emerald 4 Polluted Delta 4 Volcanic Island 4 Wasteland 1 Strip Mine 6 Island
.:Counter:. 4 Force of Will 4 Mana Drain
.:Search:. 1 Mystical Tutor 2 Cunning Wish
.:Creatures-on-a-stick:. 2 Gorilla Shaman 4 Grim Lavamancer 4 Ophidian 3 Isochron Scepter (The Stick)
.:Tricks:. 2 Stifle 2 Blood Moon 1 Shattering Pulse
.:Card Draw:. 1 Time Walk 1 Ancestral Recall 4 Fire/Ice
SB: 4 Red Elemental Blast SB: 4 Rack and Ruin SB: 4 Lightning Bolt (These are good) SB: 2 Blue Elemental Blast SB: 1 Dominate (I borrowed this tech from Milton)
This deck, right now, is very good. I have elements to beat aggro (Grims and Bolts) and the Scepters and 4 ReB's from the SB are very good against Control. Right now Blood Moon is a hit and miss sort of card, but I'd rather hit small than miss big. The Stifle's are about amazing, and the lone shattering pulse is a gem. This is what I've been playing lately. I think the 'lite' version with white thrown in reduces the potency of Blood Moon, and we all know that Blood Moon has the potential to be game winning. I'd like to fit another Blood Moon in the SB. I don't initially like the Mishra's, as I think they make you question how you want your deck to run. They pollute your mana base when combined with strips/wastelands, and you may not be able to counter something (even though you're running mana leaks) when you want to. I like the idea of standstill, but I think it would work better in a deck dedicated to it competely (with Teferi's Response, stifle,. more man-lands, that type of stuff.)
Shattering Pulse maindeck is a fine Scepter target. It is relatively cheap, and honestly there are times when I can't keep a creature on the board. The 2cc is not prohibitive, and I don't have to wait until I get up to 5 mana to kill a (possibly) first turn scepter. With the new Slaver deck coming out of MeanDeck (You should see it soon if you haven't already) I'm playing to a metagame that might come into effect in a couple months.
Stifle is the answer to many problems. Why? Take the much talked about first turn lackey. Stifle works there until your 2nd turn fire/ice works. Or Deed? I can't think of a better card against Deed than Stifle to be honest. I think you'd want 3 in a sligh heavy meta, with possible Misdirections in the board. (Don't remove the Lightning bolts for them though). Stifling early fetchlands can create a very good tempo for yourself when you're running 5 strips and artifact munchers.
On the Phids, I also run Grim Lavamancer (which comes out against control) and the first target my opponent has is the Lavamancer, making Phid a secure blocker until I get a stick (scepter) going. The 'mancer shuts Fish down completely, hoses Welders and Metalworkers, cuts through other Shamans, and takes care of Factories nicely.
I joke around and call this my deck on a stick. Everything, Phid, Mancer, Shaman, Iso, they're all a big stick.
The scepter question (whether Scepter is right for this type of deck), in my mind, is really out of place. The card fits naturally in a pure control deck. It doubles the efficacy of a card like Jayemdae Tome for half the cost. Think of it in Wiesmann terms, while it may seem to be card disadvantage, it really isn't. The ability to drop a first turn Scepter is too great to ignore, and will *definately* swing the game's momentum to your side if it goes through untouched. The risk of losing it is only rivaled by its ability to win the game...a trade I'm willing to make. I think Stifle helps here in late game as well, if the Shaman hits the board it costs them 5 mana to pop a scepter. You're most likely going to have fire/ice on the scepter, meaning that you'll kill the shaman if they don't use it. That's where Stifling the shamans ability comes in handy.
Factories are good, but I don't like the trade off. If Lackey is the problem, you'll have Fire/Ice, Grim Lavamancer, and Lightning Bolt from the sideboard--same goes with Negator. Blue's biggest concern, control's concern, has always been fast disruption backed by quick, undercosted creatures. I've always hated playing mono-black or discard backed by hippies or negators. I can honestly say that this deck handles that fear and then some. I can't stop talking about how good these bolts are. Good by themselves (take out an opposing phid if desperate) and sooo much better on a stick.
If Null Rod is a problem, I think the deck has it covered with Shaman, Pulse, and sb Rack and Ruin. Scepter is, for the most part, one of your win conditions in this deck. It's not fast, by no means, which is why-like Morphling, you have to know when to drop it early and go for the throat, or sit back and wait until you can protect it. It's a matter of acquainting yourself with the stick, and then eventually learning to love the stick.
I would say that Blood Moon is a definate metagame call. If you feel more comfortable running a card drawer in that slot, it is probably the right call.
Traditional control had card draw in the form of Ophidian and Impulse. In this case the Fire/Ice on a stick replaces Impulse. Impulse has always been used to create an answer to early mana problems, or late game it filters through the chaff at the top of the deck. I would think Impulse would be a better card to replace the Moons with, as they still serve the same function, but become better when combined with the Isochron.
Red Rover doesn't rely on scepter at all--hence only the three. If I were making a Scepter deck I'd start with four of the sticks. I think it's the combination of threats that makes this deck so powerful, and the access it has to very good cards from the sideboard.
It's a very simple, yet effective sideboard. Control means you need to bring in ReB. Dragon means in comes BeB (effect on the stack and BeB the dragon-same as plowshares) The Stifles are good to stall early mana by hitting fetchlands if need be, this coupled with 5 strips can win you a game, not to mention they can stop Keeper's win condition in Decree of Justice. Aggro is answered by less counterspells than old conventional builds, and more threats. It's the same old idea, side out the counterspells that sit uselessly in your hand, and side in the Psionic Blasts. Only now those threats are in the main deck.
My Shaman statement wasn't saying that it's hard to get to 5 mana, but if they cast the shaman they have to use 6 mana, they probably have just exactly 6 or maybe a little more. This is where Stifle comes in because you Stifle the Shaman's ability. Next turn you Fire it. Stifle is a life-saver in a lot of situations, and if poeple are running 4 x Deed, you may want to run at least 3 Stifle.
I don't see scepter as the primary win condition. I see a contribution from Phid (yes it does damage!) Lavamancer, Shaman and Scepter. It is a slow way to kill someone off and it forgoes the belief that you need an identifiable win condition.
Thoughts? There are still unanswered questions I'm sure.
-Smith\n\n
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