There is a tendency for net decks to more-or-less dominate things.The whole process
of creating a new deck is difficult and time-consuming. Moreover, it's basically
unnecessary if all you want to do is humble your friends at the local
tournament- a deck off themanadrain will do just fine for that.
That being said, I really wish more people would spend the time
and effort to innovate. it's disheartning to sit down at a tournament and
face multiple mirror matches or face a deck that you know so well that you
can play the game on autopilot.
There is something to say about playing a deck concept that you came up with yourself.
Some of the local metagame environments might be a little inbreed and stale. Are the
number of viable deck types severely limited in Type 1? I'm referring to viable
as a deck type that is highly competitive in a powered meta. Should a healthy
metagame contain only a half dozen viable deck types or should it. Should a healthy
meta contain a greater number of viable choices. The paragons of vintage would have
us believe not.
Here is a quote from a forum ...
I have a completely rogue deck idea that I really think the MTG community would
appreciate.
I just want to see if anyone knows a few good places to post it, so it can gain
recognition.
(And yes, I have posted it on this forum.)
Thanks.
We all know the different arch types, so few are on the lookout for
rogue decks. Rogue decks are considered Tier 2 decks by most. We construct
these rogue decks to prove to our peers that we can be original and innovative.
This leaves a whole host of rogue decks waiting to be released. What's the future for
Magic? Is it really just rock-paper-scissors, where decks fall by the wayside
because the card mix doesn't support them as well anymore and new decks take their places?
Get into a questioning mode, check the sites and tournament reports and then spend
some time building decks that I like to call creative. Is this a healthy and
thoughtful approach? What are the more promising rogue ideas right now? What do people
think are the up-and-coming decks.
The answer is not that clear. We need innovation for new arch types to emerge
but more often than not the deck does not succeed in its original manifestation.
Early builds are often dissapointing or inconsistent. Many of the decks are
playable but they are not highly competitive. Yes, luck is an inevitable factor and
without some element of luck, the game would certainly lose its attraction. The
game is biased away from the chance factor though. Good decks take into account this
element of luck. That said if you are serious about building a rogue deck do not be
afraid to throw that bad concept into the ring of criticism.
Coming up with original decks is determining whether or not the concept works.
Usually there are three or four cards that lets your deck win. Recognizing
probable match ups will help determine if your deck has a chance. Creatures,
counterspells and combo are all being played. Can your deck handle those creatures,
counter or prevent that counter deck from reacting, kill that combo deck before it
can kill you or break their combo.
Know that when the best players agree on one line of play, and you think
differently, accept the possibility that you could be wrong. Early builds often
mis-evaluate cards. There are power disparities in in unconventional cards.
Sometimes they counterbalance incorrect assumptions of the deck's ability to compete.
Rogue" decks sometimes win small venues but do not perform as well at larger
venues. The best Vintage players at big events make very good decisions abiut their
build, minimizing the chances of adding an inferior card to it.
Here is a depressing little fact: rogue decks rarely win large tournaments. It
is only after their potential is recognized anfd the decks are tweaked that they
succeed. A rogue deck that is copied and tweaked soon ceases to be rogue.
There are over 6,000 cards printed by WotC since its start over 10 years ago.
There have been hundreds of winning decks.There is always a deck ready to
emerge as the 'best' that a a year ago was unknown. We need new decks as older decks
do not remain powerful as newer cards emerge.
Lock, Stock which evolved into WMud, O. Stompy began as an experiment.
The first Fish builds were without Standstill and mono blue.
Madness was all over the place beginning starting with Toronto Stompy.
I like to play decks where from one tournament to the next that has the potential
of taken my opponent by surprise. Here on themanadrain some have advocated a meta
where everyone knows what they will hit. This is the ideal environment for rogue to
thrive in. You simply need to proxy up the top decks and create a new deck that has
game against them. Now you can't really make a 100% Rogue deck that will work every
tournament as no one deck type is in control. But it does encourage Tier 2 decks
to really come into their own. In fact a lot of people seem to have
noticed that making a Tier 2 deck that is 50% good against most, with a sideboard
that increases this to 70%, is the way to go.
People realise that speed is the way to overcome many deck building issues.
One of the most significant problems for Magic at this point is the prevalence of
decks that can win or lock the game quite early.
Unfortunately the designers and play testers do not endeavor hard enough to be far more
aware of the potential of certain combinations and how they can impact
the game over the long run. The result is dominant decks. WoTC needs to playtest
cards better.
By eliminating the rogue Decks and the unknowns, we arrive at maybe a half dozen
solid decks types. When an environment starts to become defined it almost always
begins as a control stratagem initially. Slowly, but surely, combo develops. Then of
course, we have beatdown decks, which are hit and miss against control. This has
created the current environment where fat green and Madness are thriving.
We all know the different arch types, but who is on the lookout for those rogue decks.
You really can't get ready and playtest for those rogue decks that you might be paired up
against. You just have to be prepared for all of those different archtypes that will be
at a tournament. Hell, I'll play a rogue deck that is geared to beat the other arch types.
But you once you build one deck to beat the others everyone will be playing that deck. Just ask Ray,
Peter and Richard.