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Author Topic: An Uncommon Format Revisited  (Read 3803 times)
Bram
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« on: March 04, 2004, 03:40:02 pm »

An Uncommon Format, Revisited


Introduction

With the current rise in popularity of the casual play format, I decided it was time to take another look at a format I devised several years ago for my local Arena season and wrote a Starcity article on and at the time. This time, I’ll revamp it a little in order ro adapt it to fit the needs of this community.

Players all over the world have been looking for ways to put to use their ever-growing collection of cards in a way that’s fun, competitive and challenging to the mind. This has resulted in various non-sactioned casual formats such as the well-known Peasant Magic, Multiplayer, Highlander and Tribes. More recent additions include Big Box draft (or Cube), Three Card Blind (though this focusses on the actual ‘deck’ design more than anything else) and Smmenen’s Type Four which recently featured on the official Wizards of the Coast site.

Take a look at your collection at this point (a mental image will suffice Wink). What do you see? An enormous bunch of cards, eighty percent of which are doomed never to see play. Sure, you can use the commons for the format frequently referred to, mostly by people outside the agricultural sector, as peasant magic, and you could use the big-ass Timmy rares for Type Four, but that still leaves an incredible amount of uncommons wasting away in your collective shoe-boxes. My initial idea was simple enough: a format consisting solely of uncommons. I noticed after some mild research that noone appeared to have tried setting up a play format like this. Always one to experiment with innovative ideas, however crazy they may be, I got a judge friend to try out my format during an Arena season at our local store. Obviously, we had to decide on which cards would be legal; after some debate we settled for basic lands and all the uncommons in pre-rotation Extended. Just before the start of the season I wrote a Starcity article as a means of relieving the guilt I was beginning to feel about not letting the rest of the world in on all the fun we were having.

I’m happy to say many people responded to my article and most reactions were encouraging. Several people said they liked the idea, others wrote that they had already experimented with all-uncommon decks in their own casual play environment before, proving that any new idea is never really new at all. One person even wrote in to say that he had organized multiple uncommon-only draft tournaments by re-packaging boosters; an interesting thought that hadn’t occurred to me and deserves further exploration.


The Rules

The choice for an Extended uncommon format was a logical one at the time; the rotation that removed so many cool uncs from the cardpool hadn’t taken place yet, and we felt that, since the power level of ‘older’ uncommons was too high, the format would be dominated by older players. We wanted to give newer players a chance to play with all of the chaff uncommons they owned from buying boosters while stimulating original thought and deckdesign (there are really no uncommon-only decklists to netdeck). But most of all, we didn’t want to think about (*shiver*) bannings.

The old Extended is gone for good now. The new one, much like Type Two, offers too small a cardpool for the format to become interesting. The solution? You got it. Using Type One as a framework. Here’s the deal:

- You build a deck with a 60-card minimum.
- All the cards have to be either uncommon or basic land.
- The usual rules apply; this means, among other things, the ‘four-of’ limit.
- You can use any Type One-legal uncommon.

I’d like to elaborate on that last rule a bit, since it may give rise to some questions. A card is considered uncommon for the porposes of this format only if it was an uncommon in the last tournament-legal set it appeared in. This means for example: no Shatterstorm, no Brass Herald, no Serra Angel, no Fallen Angel, no Sengir Vampire and no City of Brass since all of these were ‘promoted’ to the rare slot in their most recent printings (I suggest using Apprentice to check the current rarity when in doubt). It also means, much more importantly, no Counterspell.

‘Aw man!’, I can hear some of you exclaim already. But here’s the thing. Uncommons, in general, aren’t all that good. They’re usually not massive, game-altering effects like rares get. They’re usually not efficient tools (like Duress) either. Most of the time, they’re hosers and/or overcosted. There’s a good reason for this. Say Wizards wants to make a cycle of creatures with a certain ability spread over the rarity slots. The rare will be the biggest one, with the most impact on the game (i.e. Su-Chi). The common will be the cheap, low mana cost one, which will see to it that it is considered as cheap utility (i.e. Myr Moonvessel). So what does that leave for the uncommon one? It has to be bigger than the common, surely. So it needs to be more expensive (i.e. Cathodion). But hey, if you’re deck can support the uncommon, you can usually spring for the rare version, too. The uncommon is left hanging. Well, no more.

So what does this have to do with Counterspell? Well, we want the format to thrive, so we’ll need a healthy metagame. Aggro decks will need to resort to less efficient alternatives (bad burn, slightly overcosted creatures). Sure, there’s really (really) good uncommons, too, but not enough to fill a deck with. This means that counterspell level should be upped. If control decks can establish the same degree of control over the game as in ‘real’ formats while other builds need to make do with less efficient cards, there’s really no reason not to play control. Without Counterspell, the playing field is level once more. Fear not however, ye blue mages; control will still be a very viable archetype since there’s still a vast arsenal of slightly more expensive or suboptimal countermagic in the form of Arcane Denial, Dismiss, Dissipate, Circular Logic, Complicate, Forbid, Foil, Thwart and many, many others. Like Force of Will. Oops.

Some uncommons are just too good. Like in real Type One we need to steer clear of some cards that would break the format. Cards in Type One are never banned unless they use ante, since a banning would effectively remove that card from sanctioned play. Restrictions suffice. Well, that’s not a rule I intend to follow. It needlessly complicates matters, so I’m just gonna go ahead and make a banned list. It will be very short for two reasons:
a. there aren’t that many uncommons that will break the format, and
b. even if there are, I don’t know about ‘em all yet.
The list, much like the real one, needs to evolve. Let’s take a look at some possibly problematic cards:


Bannings

Force of Will. Very likely too good for the reasons mentioned above. The best counterspell in the game will be banned in our new format until further notice.

Mana Drain. By the same token, obviously.

Strip Mine. Four of these would ruin most formats, especially one where most land is basic.

Libraby of Alexandria. What is traditionally thought of as the best land in the game will probably break our format. It’s card drawing is simply too cheap, especially compared to its (uncommon) alternatives. While offset by the fact that Wasteland is in our format too, we have to consider the fact that we have no restricions. Four of these would ruin Uncommon-Only, so it’s banned.

Sol Ring. There's really no reason not to play four of these in every deck, so it goes.

Demonic Tutor. Again, in a four-of, this will make finding your cards a little TOO easy.

Black Vise. Derf.


Watch List

Juzam Djinn. Finally, a format where this ueber-black-dude is decent again. The problem is, it might be more than decent. It’s cheap, it’s efficient, and in a format where the creature removal is more expensive, it might be too good. But even so, it’s still a creature and it can be dealt with. Banning creatures is silly anyway, so we’ll just see how it goes.

Psychatog. Same problem, really, only this little bugger is way better than Djinn. Much like in Type One, a Psychatog (aggro-)control build may well become the best deck available, and without Combo to keep it in check, it could very well become dominant. Still, let’s wait and see how it turns out before we take drastic steps.

Berserk. This will help to make aggro better. That’s not a problem, since it compensates the fact that its creatures are suboptimal. The problem again lies with possible abuse in combination with Psychatog, a deck that really suffers very little by the restrictions imposed by our little format. It’s on the watch list.

Windfall. I really have no idea what the effetc of four Windfalls would be in this format. I suspect it will mostly benefit combo, which is not a bad thing since our format hits that archetype pretty hard. Even so, I need to keep my eye on this.

Fact or Fiction. This insane card drawer may or may not be broken. There’s not a lot of good accelleration in the format, so we’ll have to wait and see.


Building your deck

The possibilities are endless, really. Good uncommons like Sylvan Libraby, Flametongue Kavu, Fact or Fiction, Isochron Scepter, Fire/Ice, Ancient Tomb, Gemstone Mine and many others can provide a core for a decent build. On the other hand, it’s fun to try your hand at adaptations of popular current archetypes. How does an Uncommon Sligh deck look? Or Uncommon Stompy or Sui? Can we still play Hulk? And for the rogue builders among you: can you come up with a decent combo list? Helm of Awakening plus the Eggs and Tendrils of Agony perhaps?  It sounds sucky, but keep in mind that the other decks aren’t all that broken, either!


Sample Decklist

Of the top of my head, here’s a list for an uncommon Psychatog deck. It is most likely not optimal, but it gives an indication of the sort of things you need to start thinking about.

//CREATURES
4 Psychatog
4 Merfolk Looter
2 Wonder
//COUNTERMAGIC
2 Foil
4 Dissipate
3 Circular Logic
//REMOVAL
4 Smother
2 Chainer’s Edict
//DRAW
3 Concentrate
2 Skeletal Scrying
4 Fact or Fiction
//UTILITY
1 Chain of Vapor
//MANA
4 Talisman of Dominance
3 Swamp
14 Island
4  Salt Marsh

Dismiss is a decent replacement for Mana Drain in this format. It’s cheap, easy to play, and it cantrips. The maindeck removal is necessary since many decks you face will be aggro. Foil replaces Force of Will and since you run a decent number of islands, it will do the job just fine. Circular Logic is obviously there to protect your Tog. You drawing engine focuses on Fact or Fiction, probably the most efficient ‘hard’ card draw in the format, and Concentrate.  Skeletal Scrying is more powerful than the latter, but has a somewhat  negative synergy with Tog. Wonder functiones as a replacement for Deed and Upheaval. Berserk would be a logical choice for this deck, but it would also be the only green spell and it’s fiendishly difficult to make a smoothly running 3 color build, especially if you want to run Foil. The mana is ‘fixed’ by Marsh and Talisman


A Challenge

I’d like to challenge all of you to submit your own Uncommon-Only decklist here, with an explanation of card choices. I’m pretty sure you can do better than me. It’s a good mental excersise and it increases your card knowledge to boot. You’ll be surprised at the cards that are suddenly quite decent. Oh, and above all: it’s fun. Try it, yo!

- Bram[/b]
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« Reply #1 on: March 04, 2004, 04:05:13 pm »

So other than the banned list, I can play any T1-legal uncommon as a four-of?
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« Reply #2 on: March 04, 2004, 04:11:48 pm »

Yes. That means, for now, 4 Tinker, 4 Windfall, etc. Just to jumpstart the format. If any of the cards are too good, they'll be banned. The list WILL grow Smile

Possibly I'll make a restricted list, too, but that would not be my first choice.
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« Reply #3 on: March 04, 2004, 04:13:09 pm »

Oh man, I was all set to break the format and then you said Demonic Tutor, so now I have to go sort through Alpha.

Can we make a tournament for this, like we do with 3CB? I want to get to play with my decks before they get banned. Very Happy
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« Reply #4 on: March 04, 2004, 04:16:28 pm »

After some IRC discussion, I added Demonic to the banned list. Don't let that stop you in breaking the format, though Razz
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« Reply #5 on: March 04, 2004, 08:45:01 pm »

Damn you, Bram! You banned my deck before I even got to crush the format with it:

DECKLIST WITHHELD. [/color]

I think I can make my deck live again, with another broken card you've overlooked. By the way, I've got so many great ideas for decks it's silly.

In the meantime, here's a deck:

//NAME: Uncommon Funk
//  Bring In the Noise
        3 Cabal Therapy
        4 Addle
        3 Chainer's Edict
        2 Engineered Plague
//  Bring In The Funk
        4 River Boa
        4 Chimeric Idol
        4 Hypnotic Specter
        2 Juzam Djinn
// Get Down, Get Down
        2 Skeletal Scrying
        4 Regrowth
//  Jungle Boogie
        4 Elvish Spirit Guide
        4 Wasteland
        4 Forest
        4 Tainted Wood
        12 Swamp
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« Reply #6 on: March 04, 2004, 10:46:12 pm »

//NAME: Gobvantage
// Land
        20 Mountain
        4 Ancient Tomb
// Burn
        4 Price of Progress
// Draw
        4 Skullclamp
// Goblins
        4 Reckless One
        4 Goblin Ringleader
        4 Goblin Warchief
        4 Goblin Recruiter
        4 Gempalm Incinerator
        4 Goblin Cadets
        4 Goblin Lackey

Any format with Lackey + R&R + Warchief gets to deal with the gobbo's.  Smile Skullclamp is insane a card drawer as any, esp. with the restriction of only Uncommons. Who cares if you don't have Piledriver, when you can draw and play 10-15 weenies? And this is like... a 2 minute version.

If I bother making another deck. Def. having 4 Mystical and 4 FoF. Good times.
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« Reply #7 on: March 05, 2004, 03:41:06 am »

Nice. Precisely what I wanted to see. Here's my attempt at an uncommon Madness build:

//CREATURES:
        4 Roar of the Wurm
        4 Arrogant Wurm
        2 Wonder
        2 Anger
//ACCELLERATION:
        4 Elves of Deep Shadow
        4 Elvish Spirit Guide
//MADNESS OUTLETS:
        4 Windfall
        4 Bazaar of Baghdad
//UTILITY
        4 Violent Eruption
        4 Circular Logic
        4 Regrowth
//LAND
        4 Archaeological Dig
        4 Mirrodin's Core
        4 Gemstone Mine
        3 Island
        3 Mountain
        2 Forest

I needed a decent Madness outlet besides Bazaar. Since Mongrel isn't uncommon, I tried Windfall since it's allowed as a four-off right now. It also provides the necessary card advantage. Elves of Deep Shadow obviously only accellerate towards colorless mana, but then again you need o lot of that in this build.
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« Reply #8 on: March 05, 2004, 08:07:21 am »

Quote from: Bram
Nice. Precisely what I wanted to see. Here's my attempt at an uncommon Madness build:

I needed a decent Madness outlet besides Bazaar.


Try Merfolk Looter , Compulsion or Zombie Infestation maybe. If you're going to play with Windfall you probably want more Threshold cards than Madness - Nimble Mongoose, Setons Scout and Centaur Chieftain are all good.
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« Reply #9 on: March 05, 2004, 08:36:46 pm »

I'm going to try to take a stab at a control deck. Here it is:


Land:

4 Mishra's Factory
4 Flood Plain
10 Island
6 Plains

Spells:

4 Dissipate
2 Arcane Denial
4 Fact or Fiction
4 Forbid
4 Swords to Plowshares
3 Control Magic
2 Aura Blast
1 Mystical tutor

Artifacts:

4 Jeweled Amulet
2 Ring of Ma'ruf
4 Icy Manipulator

Creatures:

3 Thieving Magpie
4 Air Elemental

The kill card is rather unimpressive, but I couldn't think of anything else that was big enough and had flying. Obviously, this deck would need a sideboard in order to use the Rings. No way to kill creatures all at once kind of sucks, though.
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« Reply #10 on: March 14, 2004, 09:38:06 pm »

Again everyone is copying old ideas.  Library should not be banned, along with strip mine, if I can play 4 strips and 4 wastelands, you can have your libraries.  In fact I think sol ring should stay...so what everyone plays 4 sol rings.  Same thing with tutors who cares, I don't think combo decks will really be able to survive the limitations of this format.  Someone organize an event!  I'm thinking either mono black, or wite weenie.  I'm not sifting through the shoe boxes till there's an event to go to though.
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« Reply #11 on: March 15, 2004, 02:48:38 pm »

Yes, PLEASE play WW in a format with four Sol Rings. PLEASE be absolutely crushed by Vise combo. Seriously, though Vise is gone, the deck I had was almost certainly one of the best in the entire format.
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« Reply #12 on: March 16, 2004, 01:18:31 am »

That madness deck blows, because you can't use the incarnations with so few Islands and Mountains. Also, Windfall is a very weak madness outlet, because if you've ever played Madness, you know that you need your discard outlets to be as cheap as possible - even something like Survival is too much to spend, usually.

More decks:

//NAME: MBC
// Cards
        4 Skeletal Scrying
        3 Mind Sludge
        1 Zuran Orb
        4 Addle
        3 Diabolic Tutor
// Kill Card
        3 Nakaya Shade
        4 Knight of Stromgald
// Creature Kill
        3 Contagion
        4 Engineered Plague
        3 Smother
        4 Chainer's Edict
// Mana
        20 Swamp
        4 Cabal Coffers
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« Reply #13 on: March 25, 2004, 01:52:13 am »

I seriously think Workshop and Skullclamp should be banned. Both are WAY the hell stronger than Juzam and Windfall.

Workshop powers a whole host of strong decks, and even with Sol Ring banned, they inch towards being totally broken. Bazaar gets away because most of the cards that really bust it (Squee primarily) aren't in the format.

Skullclamp, I don't like, just because it's SO good and SO easy to use that it's an automatic four-of in EVERY deck that runs at least 16 creatures. It doesn't matter if you're Stompy-style weenie rush, U/G Madness beatdown, Suicide-ish aggro-control, FCG aggro-combo, or a midgame deck like Fires was. Moreover, the lack of rare cards - which is historically where the esoteric cards that make up most combo decks are from - means that there's no natural foil for aggro, making it the #1 archetype.
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« Reply #14 on: March 25, 2004, 02:36:55 pm »

Wasn't Workshop a U1 and therefore a rare during it's print run?
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« Reply #15 on: March 25, 2004, 02:46:45 pm »

Quote from: Necrologia
Wasn't Workshop a U1 and therefore a rare during it's print run?

U1 = on the uncommon sheet. There were no rares in AN or AQ, because all the packs had only 8 cards each.
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« Reply #16 on: March 25, 2004, 04:31:32 pm »

I'm not sure about the legality of Mishra's Workshop.   This deck could love to use him.  I've played this deck in solataire mode a few times and it's quite silly.  Still needs refinement, any input/testing would be loved.

The Melting Pot

Scrap Metal  22
4 Milikin
4 Myr Retreiver
4 Shield Sphere
3 Ornithopter
3 Su-Chi
4 Arcbound Crusher

The Pot
4 Skullclamp
3 Ashnod's Alter
3 Helm of Awakening
2 Genesis Chamber

Gettin the ingrediants
3 Tinker
1 Thran Dynamo

Lands
6 Island
4 Ancient Tomb
4 Wasteland
4 Mishra's Factory
4 Crystal Vein

The Melting Pot is pretty self-explanatory.  Just throw down lots of scrap, clamp it up draw lots of cards, rinse, repeat.  I haven't done sufficient enough testing to really know the exact #'s of some of these cards.  Finishers can either be the Crusher or maybe mix in some Brain Freeze.  The # of Su-Chi's, Ornithopters, Tinkers and other tools are obviously debatable and might need some changing.  Otherwise the deck is ridiculously fast.
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« Reply #17 on: March 25, 2004, 04:43:51 pm »

That's similar to, but still distinct from this Workshop deck I made:

//NAME: Untitled Deck
// Creatures
        2 Millikin
        4 Coretapper
        4 Myr Retriever
        4 Arcbound Slith
        4 Chimeric Egg
        4 Arcbound Crusher
        2 Extruder
// Engines
        2 Voltaic Key
        3 Spawning Pit
        4 Skullclamp
        4 Genesis Chamber
        4 Power Conduit
// Mana
        3 Crystal Vein
        4 Wasteland
        4 Mirrodin's Core
        4 Mishra's Workshop
        4 Mishra's Factory

Conduit/Core/Coretapper powers up Spawning Pits and Eggs like no tomorrow. Retriever/Retriever/Pit is a silly engine.
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« Reply #18 on: March 26, 2004, 01:38:30 am »

Uncommon Artifact.dec

4 mishra's workshop
4 Mishra's Factory
4 Ancient Tomb
4 Stalking Stones
4 Wasteland
3 Plains

4 Thran Dynamo
4 Juggernaut
4 Cathodion
4 Copper Tablet
3 Arcbound Crusher
3 Sisay's Ring
4 Voltaic Key
3 Thran War Machine
4 Extruder
4 Su-Chi
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666 asr1210
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« Reply #19 on: March 27, 2004, 11:27:08 am »

An attempt at combo:

12x Plains
12x Forest

4x Worldy Tutor
4x Enlightened Tutor

4x Angelic Protector
4x Warrior En-Kor
4x River Boa
3x Lancers En-Kor

4x Swords to Plowshares
4x Animal Boneyard
3x Worthy Cause
3x Lightning Greaves


It can protect itself pretty well till it combos off, then it decks the opponent with its 61 cards.
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cogito ergo estis
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