IT is clearly a very powerful deck, and there's no denying that the designers did a fantastic job. They created possibly the most efficient Will deck since the original Long got LED and Burning Wish banned. The question I'm posing, in my own roundabout way, is: is the deck too good at one thing? Does the deck's focus on resolving Yawgmoth's Will make it too easy to combat? At what point are you trading too much resiliency for too little power?
This is an interesting analysis and experiment you've performed.
Although it has always been obvious, as you put it, that Yawgmoth's Will is the lynchpin and MVP
of most combo and Drain-based control decks, the statistics you've reported are so extreme that
it's easy to infer that negating Will absolutely cripples many of today's leading combo decks. Â Real emphasis
must be given to the fact that it cripples them as opposed to merely annoying them or slowing them down. Â
This reliance of so many decks on Yawgmoth's Will is the reason that, as I've heard echoed here before,
the future of Fish lies in builds using graveyard-hate (ie Tormod's Crypt) as a component of its disruption rather
than fussing with "hit and miss" Chalice of the Voids. Â I run 2 Crypts maindeck in my current U/W Vial Fish
build and I'm rarely displeased to see them. Â The g1 advantage v. Gifts, Slaver, Stax, Jester, Ichorid, Tendrils
Francais, Dragon, TPS, IT, Turboland, Tog, and occasionally Oath (which, while it can work around it more easily
than the others, still has an intrinsic dislike for seeing half its library RFGed) easily outweighs
the few circumstances where Crypt is a dead draw (Goblins, for instance, or any other Fish
not running Crucible of Worlds or Grim Lavamancer). Â As a Fish player, I naturally find it more challenging to
play against decks with a diversity of win conditions. Â A deck that relies too much on 1 kill is helplessly at the mercy
of finding their 1 or maybe 2 bounce spells when Meddling Mage or True Believer hits the table. Â To illustrate, when
I play v. Gifts, my main goals are to neutralize its win conditions. Â Traditionally, Tormod's Crypt and either a Meddling
Mage naming "Tinker" or a Bounce-critter (ie Waterfront) or Swords to Plowshares would seal the deal, but
builds incorporating the Flame Vault are more difficult to lock out if they run Burning Wish->Tendrils. Â The
reason for this is pretty apparent: it would take great fortune for me to draw, within the first few turns,
enough disruption of the right kind to prevent all three wins: Colossus Beatdown, a hideous Will, or
a Vault/Fusillade and have all of it resolve (though Vial is great at that job). Â Thus as an opponent,
I find that my own opponents fare better when they pack a diversity of win conditions rather than
only 1 narrow route (even if they are quite effective at it). Â Slaver is a great example of a deck
that is versatile and excruciatingly difficult to lock out. Â Â
Also, your findings also must have some bearing on the current discussion in the Jester's Cap threads regarding
the nature of limited vs. broad methods of win conditions. Â If you haven't seen it, I'd recommend checking
it out. Â Thanks for the insight and some numbers to back it up,
-Brian (BPK)