I've received lots of PM's from people and a good amount of questions in real life about UW fish. Due to this, I've decided to write a primer on it. With SCG looming on the horizon, I feel a primer for this archtype would be most appropriate because it's been consistently doing well the past few months, and appears to be increasing in popularity. I peg about 20-30% of the room to be fish come SCG. This primer is just for UW fish, so please keep that in mind before responding. All the other versions of fish out right now, such as 3 color vial, 4 color hide/seek, blue/black... are all very viable, and I respect them...but this primer is strictly about..
BLUE/WHITE FISH!
HISTORY: The deck took center stage way back in May of 2005 when Jason Zheng won Waterbury with it.
UW Fish
Jason Zheng
1st, Waterbury 5-8-05
Maindeck:
4 Flying Men
4 Icatian Javelineers
4 Meddling Mage
4 Ninja Of The Deep Hours
4 Standstill
3 Null Rod
1 Ancestral Recall
3 Daze
4 Force Of Will
1 Misdirection
2 Stifle
3 Swords To Plowshares
1 Black Lotus
1 Mox Pearl
1 Mox Sapphire
3 Island
4 Flooded Strand
4 Mishra's Factory
1 Strip Mine
4 Tundra
4 Wasteland
Sideboard:
3 Arcane Laboratory
2 Energy Flux
1 Chain Of Vapor
3 Disenchant
1 Echoing Truth
3 Orim's Chant
1 Rushing River
1 Swords To Plowshares
The deck was aimed directly at control slaver, which was running rampant over every tournament at that time. While previous versions of UW fish had used many of the cards in Jason's list, the trump card for that particular tournament was Icatian Javelineers. The javelineers would easily kill welders as well as win any wars with the mirror match. The Javelineers ended up being a one trick pony, but Jason's base would continue to be effective for months to come. What's interesting to note is the use of no vials, yet the deck could still effectively use landstill. This would be helped by Mishra's factory, as well as the various cheap disruption provided by the combination daze/stifle and the staple wastelands/stripmine. Also of note was Jason's use of Orim's chant in the sideboard. He had won multiple matches with it post-board simply because no one saw it coming.
UW Fish took a backseat for a while, because it didn't have enough staying power to play a control game and it wasn't aggro enough to play like a dedicated aggro deck. Combo started to make major rounds and whoop on it, and slaver adapted. It was only matter of time before another version would pop up that was more aggressive than previous incarnations:
U/W Fish
A Vintage deck, by Rian Litchard
10th place at a StarCityGames Power 9 Tournament tournament in Rochester, New York, United States on 2005-12-11
Maindeck:
Artifacts
1 Black Lotus
4 Chalice Of The Void
1 Mox Pearl
1 Mox Sapphire
3 Null Rod
Creatures
4 Meddling Mage
4 Savannah Lions
3 Stormscape Apprentice
4 True Believer
Instants
1 Ancestral Recall
4 Brainstorm
4 Force Of Will
3 Swords To Plowshares
Legendary Creatures
3 Isamaru, Hound Of Konda
Sorceries
1 Time Walk
Basic Lands
2 Island
2 Plains
Lands
4 Flooded Strand
1 Strip Mine
4 Tundra
4 Wasteland
2 Windswept Heath
Sideboard:
3 Pithing Needle
4 Seal Of Cleansing
3 Last Breath
1 Swords To Plowshares
4 Kataki, War's Wage
This version forego Zheng's stifles and dazes for more definitive solutions to combo in true believer and chalice of the void. The flying men and Javileeners were also substituted for 2 power one drop beaters in Savannah lions and Isamaru's. Both versions utilize null rod well, but while Zheng's would setup a card advantage game through his dazes/stifles/landstills, Litchard's version just wanted to beat down before the opponent ever had a chance to stabalize. The mana base is worth noting because of the additional fetchlands over factories. Drains, while still definitely being played, took a backseat given the rise of combo, thus the cutting of factory made perfect sense. Additional fetches allowed more consistent draws because of the ability to get any color on command, and the draw consistency would be available because of the interaction with brainstorm. Of note in the board are the Kataki's, which previously had not seen much play and finally gave UW fish a more appropriate answer to Stax besides the de facto energy flux. Thus showing that the only thing better than flux is one with legs.
For the early part of 2006 UW fish took a serious backseat in the metagame and was dismissed outright by many. SS had taken over the fish scene and dominated many tournaments. SS twoed the line between aggro and control, often playing its game entirely on what it drew. What it lacked in focus was made up for by the number of sheer options the deck had. It could sit back and play the control game with stifle/misD/fow/duress, or it could beat down with quick cutpurses/confidants. It even contained elements of combo in waiting to setup an erayo lock by dumping all cheap spells for one turn. I know I said I wasn't going to mention a non uw fish deck... but I lied :p
Sullivan Solution
A Vintage deck, by Tommy Kolowith
1st place at a StarCityGames Power 9 Tournament tournament in Rochester, New York, United States on 2006-06-11
Maindeck:
Artifacts
1 Black Lotus
1 Engineered Explosives
1 Lotus Petal
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
Creatures
4 Dark Confidant
4 Dimir Cutpurse
Instants
1 Ancestral Recall
4 Brainstorm
1 Chain Of Vapor
1 Darkblast
4 Force Of Will
1 Mystical Tutor
1 Rushing River
1 Shadow Of Doubt
4 Stifle
1 Vampiric Tutor
Legendary Creatures
3 Erayo, Soratami Ascendant
Sorceries
4 Duress
1 Hymn To Tourach
1 Time Walk
Basic Lands
2 Island
1 Swamp
Lands
1 Flooded Strand
4 Polluted Delta
1 Strip Mine
4 Underground Sea
3 Wasteland
Sideboard:
2 Skullclamp
2 Energy Flux
4 Planar Void
1 Darkblast
4 Diabolic Edict
1 Hurkyl's Recall
1 Shadow Of Doubt
The reason I list SS is because it was my personal inspiration to run UW fish. SS, with all of it's tools, is a deck that had an identity crisis. It doesn't know what it wants to be when it grows up. With the emergence of SS as a major deck, I saw the opportunity to build a more clearly defniied fish that could take it on as well as have the same good matchups that it had.
U/W Fish
A Vintage deck, by Dave Feinstein
3rd place at a Waterbury tournament in Waterbury, Connecticut, United States on 2006-07-30
Maindeck:
Artifacts
1 Black Lotus
1 Mox Pearl
1 Mox Sapphire
3 Null Rod
Creatures
4 Meddling Mage
4 Kird Ape
3 Ninja Of The Deep Hours
4 Kird Ape
4 Savannah Lions
Instants
1 Ancestral Recall
4 Brainstorm
4 Force Of Will
3 Stifle
4 Swords To Plowshares
Legendary Creatures
4 Isamaru, Hound Of Konda
5 Kird Ape
3 Kataki, War's Wage
Sorceries
1 Time Walk
Basic Lands
2 Island
2 Plains
Lands
4 Flooded Strand
1 Polluted Delta
1 Strip Mine
1 To Dave Feinstein!
4 Tundra
4 Wasteland
1 Windswept Heath
Sideboard:
2 Energy Flux
3 Seal Of Cleansing
11 Kird Ape
3 Blue Elemental Blast
3 Orim's Chant
3 Umezawa's Jitte
1 Kataki, War's Wage
The deck clearly follows the path of previous incarnations of UW fish in that it is centered around null rod and wants to play an aggro/disruption game. It contains the quirky tricks of Zheng's list but retains the raw power that is the focus in Litchard's version. Note the ninjas and kataki's playing together, in harmony. This version would be immediately altered because of the legality of Jotun Grunt, which has helped catapult fish as a whole back to a top tier archtype in the format.
Brett Allen WU GRint FIsh!
1st at Eudominia on 8/27/2006
Maindeck
4 Force of Will
4 Brainstorm
3 Stifle
1 Mystical Tutor
3 Daze
3 Null Rod
1 Timewalk
1 Ancestral Recall
3 Swords to Plowshares
1 Echoing Truth
1 Kataki, War's Wage
1 Isamaru, Hound of Konda
2 Stormscape Apprentice
3 Jotun Grunt
3 Ninja of the Deep Hours
4 Meddling Mage
1 Black Lotus
1 Mox Sapphire
1 Mox Pearl
1 Polluted Delta
1 Windswept Heath
4 Flooded Strand
1 Strip Mine
4 Wasteland
3 Island
1 Snow-Covered Plains
4 Tundra
Sideboard
2 Blue Elemental
1 Hydroblast
2 Energy Flux
2 Orim's Chant
2 Seal of Cleansing
3 Umezawa's Jitte
1 Rule of Law
1 Repeal
1 Exalted Angel
Brett's version loses all of the one mana, two power beaters (save for a lone Isamaru) in exchange for many silver bullets. The mystical tutor gives UW fish an element of card selection not previously seen much. He's able to tutor up whatever he needs for a given scenario. Parts of his sidebaord also reflect this strategy, such as the one repeal and decreased counts of Orim's Chant and Reb's. I am personally not a fan of the card selection route, because it diultes the
redudancy of the deck, making it more prone to counters. What's worse than having your Ancentral Recall countered? Tutoring for it and then having it countered. With that said, I respect mystical tutor and understand its benefits, I just wouldn't recommend it right now. More on that later.
CARD ANALYSIS:The Staples-
Nullrod- Make absolutely no mistake about it, nullrod is the backbone to this deck. It's constrictive nature actually allows flexibility. The fact that you can't run a full complement of moxen and other fast mana is more than made up for the fact that nullrod let's you compete with those that do. The mana denial it affords plays a perfect complement to the stifles/daze happy people among us. It also buys time for those that have run the card advantage game through its landstill elements. For those who like to go the tutor route and have card selection, rod gives you time to do that as well. My personal favorite strength of the card is that tt plays well with little beaters who just want to get in there...now they have time to. Probably most important above all of these reasons, nullrod makes wastelands/stripmines more scarier in here than any other version of fish. The strip effects often play a very crucial element in games. The raw power of broken draws is replaced by the redudancy and consistency of a barrage of mana denial. Also historically, combo is forced to deal with nullrod before it can go to town, as is any deck that wants to resolve a yawgmoth's will. Under no circumstances should your version of UW fish not include this card.
Meddling Mage- A prepeared player's best friend. In the world of vintage, the majority of decks are well known and have key cards that can be attacked. Meddling Mage, when used correctly, is always a threat. Decks that can counter him are always faced with the tough choice of whether to or not. Decks that can't counter it, such as pitch long, are usually forced to deal with him before continuing their gameplan. Meddling Mage is also a fantastic bait card, meaning that if you're able to cast two threats in the same turn and meddling mage happens to be the less important of the two, you can lead with him first, thus giving the opponent the hard choice of countering it or holding the counter back for a greater threat. Against slaver, meddling mage is a good example of a secondary threat. If possible, leading with him as bait before null rod or jotun grunt is almost always the right call. If he's countered, your real threat has a much bigger chance of coming down. If he resolves, you might not even have to cast the threal threat. Thirst for knowledge, Tinker and Yawg Will are all very possible things to name with mage, and all damage a control player. Against combo, I personally think the biggest 'must answer' play you have in the entire deck against them is Meddling Mage on Yawg Will. Long is more narrow than Gifts, so mage naming that tends be more effective. Against Gifts, leading out naming Will is still usually the right call, but cases can be made in certain scenarios for a whole host of other ones... top alternatives being Tinker and Tendrils of Agony. Even against the mirror, meddling mage has plenty of uses. If against a version that includes black, naming dark confidant first is probably the correct call every time. Against an exact mirror match, just know what beats you. If you have the creature advantage and are winning the race, naming plow could be correct. If you've burned through grunts and they haven't, that's another solid call. If you've ancestral'd and they haven't, that's perfectly acceptable as well. Bottom line, if you're naming a card that is run in both versions, just make sure it hurts your opponent more than it does you.
Jotun Grunt- Once again putting a clock back in this deck. Even if you're not going for straight beatdown, I can't see a legitimate reason as to why you wouldn't want this guy in UW fish. The argument I hear the most for not running him is that he hurts the blue count. I don't buy that. You can easily find room to run this card, and should definitely do so. For me personally, I cut ninjas. It wasn't even close. Ninja is good when it gets going, Grunt is a threat on command. It also works wonders with meddling mage, often making it so I can name something else other than Yawg Will if I already have a grunt online. Bottom line, a 4/4 for 2 with the 'drawback' being an asset makes it a must run. As much as I love Grunty, I feel four is a mistake. You never want two opening hand and you almost never drop it in the first two-three turns of the game.
Kataki, War's Wage- He plays well with others. By others, I mean null rod. He's also your best chance to beat Stax game one, which is traditionally a tough match for fish as a whole.
Isamaru, Hound of Konda- OH NOES. A ONE MANA 2/2 THAT CAN ONLY SWING. THIS SURELY CANNOT BE A STAPLE CARD.
It is... get over it :p In the face of darkblast and lava dart, he stands alone. There's been much debate on the right number, with anywhere from 1-4 being popular. I'm currently in the camp of three. SS has died out and darkblast has basically left the building, so there's no real reason to have four. You like having one early but you never want more than one opening hand. It's that simple.
Brainstorm- It's freaking Brainstorm.
Force Of Will- Next.
Swords to Plowshares- I'm a fan of the full four, but people have been cutting down on them in the face of combo. I understand that, but you're going to up against tinker/colossus after board anyway, so it's not like they're going to be dead. Also, if Xantid Swarm comes back from exile, it will be handy. Against non-combo, it's never bad. It can hit anything and everything as far as creatures go. Even against Oath, a historically rough matchup, you should be able to kill anything game one, as they traditionally do not maindeck Simic Sky Swallower.
Stifle- The card has proven it's worth time after time. Probably the best game 1 card in the deck. What I mean by that is, it has the most impact game one, as once an opponent sees it they have the fear and will play around it the entire match. This provides the flexibility to board it out, or at least one or two copies of it. I could see not boarding them all out, just to keep opponent's on their toes, but personally I'm always boarding it out. With that said, it's still very useful and I'm never upset to have it opening hand. More than one I find to be an issue against non-combo, which is why I'm a strong supporter of just three.
Anectral/Walk/Lotus/Mox Sapphire/Mox Pearl- Pretty much all must haves. Arguments have been made for actually cutting lotus, the biggest being that goblin welder can't weld out null rod. I don't think that's enough of a reason to not run the single most powerful mana accelerant in the format.
Wasteland/Strip- Full complement of Wastelands and one Strip Mine is the way to go. If Mana Drains come back in a big way, I could see arguments for cutting A wasteland to help make room for factories, but even then I'd try not to. Wastes help you advance your game plan while hindering the opponent's. That's the defining principle of this archtype.
Flooded Strand/Delta/Heath- 6-8 fetchlands is where you want to be. Full complement of Strands, then the other ones depend on your mana count. If you're close to even then just spit the deltas/heaths down the middle. That's all there is to it.
Tundra- Dirka Dirka. Mohammed Jihad.
MASTERFULLY DEBATABLE CARD CHOICES:Daze- I have a love/hate relationship with this card. Sometimes it wins the game, sometimes it just sits there. When it will win do the former instead of latter is completely arbitrary. To me, it's the ultimate one trick pony card. Once your opponent sees it, it will probably never have any further impact the entire match. This is notably unlike stfile, where playing around it forces your opponent to play different lands, activate abilities differently, etc. With daze, you just wait to pay one more mana if the spell is that important to resolve. While this can certainly be classified as playing around the card and hence a game advantage, it's not that much of a hinderence for anyone to play around in vintage. The entire format revolves around fast mana. Still, I'm torn on the card. In a 61 person tournament overseas last week, Joachim Freitag went 6-1 with an exact copy of my day one Waterbury deck. The only non-land exception (he took out a mox sapphire for an extra plains) was -1 Isamaru/+1 Daze. Daze is a card that can randomly win games, but on the whole won't. If you catch someone off guard, it's GG. Having one copy of a card that can do that seems reasonable.
Stormscape Apprentice Vs. Savannah Lion- "THERE CAN BE ONLY ONE!"
Eh. I see cases for both. One's a wizard, one's a lion. Throw in tigers and bears, and you've got a classic on your hands. Alright it's getting late. So yeah, I'm in the camp of lion. I've tested stormscape alot in this version and he just isn't doing enough. The cases where he's saved me from colossus I can count on one hand. Yes, he fends off friends from the mirror, but tying up a white a turn is a big deal. Unless the cuddly creature he's fending off happens to be a Jotun Grunt, I don't see the mana he's tying up to be worth it vs. other fish. Instead of trying up a mana, Lion just trades with other non-grunt creature you have an issue with. The biggest argument on Stormscape for me is that he pitches to Force. That just isn't enough for me, but I know plenty of people who continue to actively play with him and enjoy his company. As for me, I prefer lions.
That just didn't sound right. :p
Misdirection- I was previously against this card, but times change. With all combo (both long and gifts) basically running these as FOW's 6-8, the best way to combat this is to fight fire with fire. Unless Duress blows up into every single deck on the planet, MisD won't be a bad call in a large field. At worst, it pitches to Force.
SIDEBOARD WAR!
True Believer Vs. Orim's Chant- True Believer has been showing up in force in many sideboards recently. It is a fine, fine card... I just don't think there's room for it. It's basically fighting Orim's chant for a home, and more often than not against combo I'd rather have chant than true believer. Yes, if true believer hits they have to deal with it before they win, and it doesn't tie up mana... both HUGE pros for the card. The biggest con for the card is it's not that hard for the opponent to deal with. Combo brings in lots of bounce, and I'm noticing a big surge in massacres. Sad Orim's Chant, while you have to keep a white open, basically says they aren't going off period. They can duress to force you to cast it, but that's basically a time walk. If Xantid swarm falls back in fashion (currently it's nowhere to be seen because Long wanted a better manabase), then chant should probably be shown the door. Until then, I'd say it's the right call over true believer. Just my take on it, and I can definitely see why people run TB.
UW FISH - TEH FUTURE!If SCG were tomorrow, this would be the UW fish I would play:
1 Black Lotus
1 Mox Pearl
1 Mox Sapphire
3 Null Rod
1 Ancestral Recall
4 Brainstorm
1 Midsdirection
4 Force of Will
3 Jotun Grunt
3 Stifle
1 Time Walk
4 Meddling Mage
4 Swords to Plowshares
3 Isamaru, Hound of Konda
3 Kataki, War's Wage
4 Savannah Lions
4 Flooded Strand
2 Island
2 Plains
1 Polluted Delta
1 Strip Mine
4 Tundra
4 Wasteland
1 Windswept Heath
Sideboard:
2 energy flux
3 seal of cleansing
3 orim's chant
1 null rod
3 THREADS OF DISLOYALTY
3 umezawa's jitte
As you can tell from the main, there isnt much further the deck can go at this point in time. Just little tweaks. The board though, that's a whole 'nother story. With fish on the rise, I think at least 6 spots should be dedicated towards the mirror. Since you've come this far, I'll just let the cat out of the bag:
Threads of Disloyalty is SOME GOOD. Leagues better than Old Man of the Sea, in my opinion. Unlike Old Man, threads steals immediately. Unlike Old Man, threads can't be plowed. Most importantly, unlike Old Man, threads can take Jotun Grunt. I'm still in the testing phase with threads, but I'm pretty sure it's taking what would have otherwise been the Old Man spot of my sideboard. For the record, threads on a welder is pretty hot, too

As for Blue Elemental Blast, it went the way of the do-do (extinct). Just doesn't seem needed at this point in time. If something wacky like UR Goblins rises to prominence, then a case for BEB could be made once again the sideboard. As of right now, I don't see BEB being an integral part of it. The only other thing to note is the reduction of stax components. For UW Fish, Stax is still pretty good post sideboard. Cutting a few slots to up the anti-mirror plan seems fine.
In closing, UW fish is a consistent and powerful deck that's incredibly easy to build. It can be picked up and played with relative ease as well. Although I'd strongly recommend testing it beforehand so you can tweak it to however you want. I'm not sure of the long term staying power of the deck. My guess is that it will eventually fade back into the nether world, only to be called upon in different form by the power of greyskull a months afterwards. Thus is the nature of things. As it stands, UW fish is a good call for vintage and if you choose it as your deck, I hope it works for you and I hope my primer helped.
Enjoy.
- Dave Feinstein
Fixed your list. You omitted a few cards.
-Kowal[/color]