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Author Topic: WW/u  (Read 1243 times)
Anusien
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« on: October 12, 2006, 03:01:27 pm »

The main reason to play this is because it's an aggro deck that really beats the everliving shit out of Control decks.  The two main control options are UW, which can't beat Flare (and so I haven't tested versus this), and UR Tron.  You have 8 ways to shut down Wildfire and you have 8 counters backup.

// Lands
    4 Hallowed Fountain
    4 Flagstones of Trokair
    5 Island
    5 Plains
    4 Adarkar Wastes

// Creatures
    4 Drifter il-Dal
    4 Knight of the Holy Nimbus
    3 Serra Avenger
    4 Savannah Lions
    4 Paladin en-Vec
    4 Soltari Priest

// Spells
    4 Remand
    4 Spell Snare
    4 Psionic Blast
    3 Unstable Mutation

That's where I am right now.  I took Michael Flores's gauntlet list and started tweaking.  The first thing was the mana.  He had 2 Chanceries, and they don't fit.  Not only do they cramp your development (you really want all your mana each turn, which I'll discuss more regarding Flagstones), but you can really only use UW in counters.  You cna only use UW in playing Paladins proactively, which ends up wasting a lot of your mana.  He also had 3 Gemstone Mine; I'd definitely consider Tendo Ice Bridge if it were legal but it only took a couple of games where my lands were slowly ticking away and I kicked it to the curb.  It also gets exponentially worse without the bouncelands.

Flores has 4 Flagstones of Trokair, and I feel that the color balance is pretty good right now (I'm thinking of cutting an Island, because you have so much that requires WW, but this really needs testing against Zoo to see how much the life loss hurts).  The real issue is that sometimes you get a double Flagstone draw/hand/curve and it basically takes away your entire turn 2 to fix your mana.  That shouldn't happen more than 10% of games or so (probably less), but in the ones it does it takes up an entire turn.  The problem is that there are going to be a lot of matchups where you want the full 4.  They're nice against Wildfire and early versus Smallpox.  However, given that you beat the former, and I haven't seen anything good from the latter, I may scale these down.

Counters:
Flores originally had 4 Mana Leak and 4 Remand.  I feel with 8 counters there are 3 possible configurations, but these arise from three options: Rune Snag, Remand, Spell Snare.  Rune Snag just feels strictly better than Mana Leak.  Running your own Rune Snags to make the opposing ones better in control is a non-factor; you rarely have 2 back but not 4 (and without your own counter).  On the flipside, piggybacking their Rune Snags will win you games versus UW Control or Tron in the late game where they could pay 3 but not 6 or 8.

4 Remand, 4 Rune Snag
4 Spell Snare, 4 Rune Snag
4 Spell Snare, 4 Remand

I think those are the three valid configurations.  I'm really leaning towards one of the configurations with Spell Snare, so you can use your counters defensively.  This lets you play a turn 3 Knight of the Holy Nimbus with counter-backup, which is something the original configuration can't do.
At the moment I'm on Snare/Remand because of tempo and cantripping, but there are some matchups you need to be able to play the control role, and with Remand/Spell Snare you can't ever stop a Hypnotic Specter.  I think this depends on the metagame, but I'm open to arguments.

Creatures:
I want a 4th Avenger, but it does deceptively awful things for your curve.  The main contention is Drifter il-Dal.  I haven't done a lot of thinking over it; he hurts your development, but he's a genuine threat, which is something no other 1 drop seems to do.
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SonataOfTheCathedral
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« Reply #1 on: October 12, 2006, 07:41:46 pm »

Mana Leak man, you need Mana Leak.

4 Leaks
3 Remand

It's a solid configuration that hasn't gone wrong just yet for me.

Wrath Of God is a NIGHTMARE. Leaking the tap out fourth turn spell is game over.
I am also running Voidmage Prodigy, Azorius Herald, and Azorius Guildmage. They haven't dissapointed like Paladin En-Vec or Serra Avenger did in the main.

I also run Electrolyzes 3 main one in the board. A pair of Demonfires SB as well.
Oh Yea Master Warcraft is insane in the mirror. I would test it SB.

The aggro match is pitiful, it's what worries me about playing this at states. But I think I still will.
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« Reply #2 on: October 12, 2006, 07:44:57 pm »

Drifter il-Dal is actually godawful.  You run 2/x creatures for one mana specifically to get a jump on the power curve - with Drifter, you'll just give that power jump right back.  I'd run anything in that slot, including Icatian Javelineers and/or Flying Men.  If you're not concerned about the curve, run Azorius Guildmage as it's the highest power card in the slot.

I don't know about you, but I consider Serra Avenger to be godawful.  In an aggro mirror, it just dies like every other non-protection or Knight of Holy Nimbus creature.  Against control, you have to drop this as a guy on turn 4.  Hopefully you have backup for him, because by that point they'll have something to defend themselves.  You could just be running Azorius Guildmage - a creature that actually affects the board if it lives and can handle fast Akromas.
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SonataOfTheCathedral
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« Reply #3 on: October 13, 2006, 08:35:17 am »

Kird Ape hit it dead on.

Avenger dies to everything.

Oh Griffin Guide is the nuts man. It's card advantage out the wazoo if they try to kill your dork.
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Anusien
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« Reply #4 on: October 13, 2006, 09:52:08 am »

The problem with Griffin Guide is that most often versus control, they just Repeal the enchanted creature.  I'm definitely re-evaluating the rest of the deck based on the feedback here.
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