Toad from themanadrain.com boards gives a grand discussion about this variant of Control Slaver/Goth Slaver/Meandeck Titan and many other variants of Welder decks.
One thing that I see a lot more now than anything in the past year of Magic the Gathering and the Type 1 scene that I have been re-introduced to is this: The increased amount of
blue cards in each Type 1 deck archetype. Meandeck Oath is basically mono-blue with Oath kill. I am not trying to water down the deck by any means, instead I am trying to pick the pieces that it is made of apart... By doing so I want to find out why and how it worked and hopefully use those methods to increase my own win percentage.
http://www.starcitygames.com/php/news/expandnews.php?Article=8339// "Cruci Slaver"
// Mana Sources -- 25
1 Black Lotus
1 Mana Crypt
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Flooded Strand
1 Strip Mine
2 Darksteel Citadel
4 Polluted Delta
4 Volcanic Island
5 Island
// Expensive Artifacts -- 4
2 Mindslaver
1 Pentavus
1 Platinum Angel
// Recursion -- 5
1 Crucible of Worlds
4 Goblin Welder
// Draw -- 19
1 Time Walk
1 Tinker
1 Ancestral Recall
1 Mystical Tutor
4 Brainstorm
3 Intuition
4 Accumulated Knowledge
4 Thirst for Knowledge
// Protection -- 8
4 Force of Will
4 Mana Drain
The continued use of blue control along-side great kill methods is causing me to re-think the way I am building my decks as well. I took a moment to look back at the last 2 Vintage World Championship Decklists:
Control Slaver
2004 Vintage World Champion Decklist 4 Goblin Welder
4 Mana Drain
4 Force of Will
4 Brainstorm
4 Thirst for Knowledge
1 Ancestral Recall
1 Time Walk
1 Tinker
1 Mystical Tutor
1 Fact or Fiction
2 Duress
1 Demonic Tutor
1 Yawgmoth's Will
2 Mindslaver
1 Pentavus
1 Sundering Titan
1 Platinum Angel
1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Mox Sapphire
1 Mox Ruby
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
4 Polluted Delta
1 Flooded Strand
4 Volcanic Island
3 Underground Sea
2 Darksteel Citadel
4 Island
Sideboard3 Old Man of the Sea
3 Blue Elemental Blast
3 Flametongue Kavu
2 Mogg Salvage
2 Red Elemental Blast
2 Duress
The strengths of this deck were it's inherent ability to play off it's opponent while including the basic counter magic followed up with great draw power. The meta-game for GenCon 2004 was heavy with Fish and Workshop variants. It was very apparent that Vintage magic players wanted to play off the game-breaking Goblin Welder + Mishra's Workshop power. This deck said "Yeah, that's cute. Now I'd like to introduce you to my main man 'Old Man of the Sea'."
Hulk Smash
2003 Vintage World Champion Decklist 3 Psychatog
1 Gorilla Shaman
1 Demonic Tutor
2 Duress
1 Mind Twist
1 Yawgmoth's Will
4 Accumulated Knowledge
1 Ancestral Recall
4 Brainstorm
3 Cunning Wish
2 Deep Analysis
4 Force of Will
3 Intuition
4 Mana Drain
1 Time Walk
1 Pernicious Deed
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Library of Alexandria
1 Flooded Strand
4 Polluted Delta
2 Tropical Island
4 Underground Sea
3 Volcanic Island
2 Island
Sideboard1 Artifact Mutation
1 Berserk
1 Blue Elemental Blast
2 Deep Analysis
1 Diabolic Edict
1 Fact or Fiction
1 Naturalize
1 Psychatog
1 Rack and Ruin
2 Red Elemental Blast
1 Snuff Out
1 Starstorm
1 Vampiric Tutor
The strengths in this deck are the draw power coupled with the cunning wish versatility. With the cunning wish(es) it has more answers than any other Main Deck Archetype currently being used.
A new consideration that needs to be taken when you come back to today however, is it's disruption: 8x Counters and 3x Disruption. Currently we see decks that include 12 counterspells + other disruption and that is a lot to overcome even for this build. While it looks great on paper (Hulk Smash), it appears that the meta-game and Decks in general are "beginning" to plug slots with 4x FoW, 4x Mana Drain, 4x Mana Leak, and then varying amounts of Misdirection, Stifle, Chalice of the Void(s), etc...
Sure it seems like I am only speaking of Mono-Blue at this point, but look at Meandeck Oath: 14 Main Deck counterspells. I don't like to base my deck-building on trends in general, but the fact that 4 of the top 8 decks at the SCG Richmond tournament were packing 14 counters main is enlightening to say the least. It paints a picture that begins to blend my old school Type 1 roots into today's meta-game.
When I first began playing Magic the main winners were either Mono-Blue Control or Heavy Blue 2-color decks. I speak of a time when 4x Counterspell, 4x Control Magic, Vesuvan Dopplegangers and Clones ran rampant in our area and they won because they were able to either say "no" or say "ok that's a cool creature, I want it or one myself as well..."
Now start looking a little at other decks that have been taking the Large Tournaments over the past couple years. The Vintage World Champions for the past 2 years have one thing in common, they eached included 4 Force of Will(s), 4 Mana Drain(s) in their builds. Then each included a great amount of draw power into their decks: 4x AK for 2003, and 4x TFK in 2004. Does this mean that a winning deck needs to include these cards?
After looking at these previous decks and considering the current trends. If I was building Control Slaver myself I would probably re-think the builds that have been used already. Especially upon noting what happened in Richmond, VA. Let's try to map the deck out:
Counter Spells:
4x Force of Will
4x Mana Drain
4x Mana Leak
2x Misdirection/Stifle
Slaver Components:
4x Goblin Welder
2x Mindslaver
1x Pentavus
1x Platinum Angel
Draw:
4x Thirst for Knowledge
4x Brainstorm
Restricted:
1x Ancestral Recall
1x Time Walk
1x Tinker
1x Mystical Tutor
Total: 34 Spells
Mana:
5x Mox
1x Sol Ring
1x Mana Crypt
1x Black Lotus
4x Volcanic Island
4x Fetch
5x Island
2x Darksteel Citadel (Indestructible Welder Component)
Total: 23 Mana Sources
Total: 57 Cards, with 3 slots left.
I then started thinking about the decks themselves and noticed that this past year's Vintage Champion played a lot on the fact that there would be definitely be other Welder decks at the top. Instead of trying to out-do the other decks in the meta he decided to use their strengths against them. He concentrated on his Slaver-control and then post sideboard enlisted the Grand Old Man of the Sea's assistance in board control. Not only did this help him against other Welder decks, but it also assisted him in controlling the Fish match-up (which happened to be another deck that was reaking havoc around the world at the time).
Mark Biller's meta-gaming may not have been meant as a lesson in Magic the Gathering for those watching the Vintage Championship at GenCon this past August, but it did give me reason to change how I build decks today. Instead of packing every restricted card into a deck and hoping that the God Hands would come up enough for me to win a Game, I now start with a base card pool. The base card pool are those required for a deck to run. After that I begin thinking about what others in the area are playing and I begin to find ways to capitalize on the decks of others.
When looking at the above build for Control Slaver you find what works and then are left with 3 slots that can be used for Main Deck meta-game tech. After GenCon this year I've had to admit something to myself: I no longer think about each individual game anymore, instead I think about the Match.
When I start thinking about the Match instead of each game I am able to understand why it is so important to learn what the meta-game is going to be for an area. Those 3 slots that are left open for meta-game tech in my opinion are going to be the difference between winning the Match and continuing on and losing the Match and dropping out.
Before you dismiss me as an idiot think for a moment. If you can win the first game hands down what has happened to the match? You now need to just get a decent draw and win 1 of the 2 remaining games. Correct? You've just finished seeing what your opponent is playing and so you should be able to beat them based on what you know about their deck at this point. You've built your deck and Sideboard with ways to deal with every deck. If you haven't then you didn't really want to win the tournament anyhow right? Why lose the first game and then hope that for the next 2 games you get a fair draw and your opponent doesn't get a God Hand?
So if you can increase your chances of winning by including Main Deck answers to either a: decks that you have a hard time beating or b: decks that will be over-abundant in this meta-game, then you should be able to win more Matches and then more Tournaments.
How has Vintage been treating you? Have you changed the way you build your decks based on the techniques you notice other players using? Are the well covered large-scale events changing the way you play Magic?