Nehptis
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« on: July 02, 2008, 04:58:15 pm » |
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Hide and Seek Control (BWR)
Why Now? As I am still trying to find my way in this new Vintage realm I started to ponder non-Tier 1 decks that might be effective in a new meta. One such deck that has always intrigued me or annoyed me (when I played against it) was Hide and Seek Control. Being a life-long Island junky this is a bit unfamiliar territory for me. I have always played decks like Storm Combo, Gifts, Oath, MUC, etc., in tourneys. But, I think it's time to try something new. I thought I remembered seeing a primer or at least a thread on this way back when. But, couldn't locate one at this time. Please post the links if you find them.
I won't get into too much detail in this section. However, I hope I will explain adequately below that this deck has the potential to favorably compete in this new meta. There are still decks with low #'s of win conditions in the meta which this deck thrives off due to it's Namesake spell. Also, it's lean and agile which allows it to be effective against a lot of different decks. Although it uses 3 colors it is able to maintain a stable basic-land supported mana base. So, it doesn't roll to Waste effects. Exalteds are beefy enough to establish a medium clock. But, their life gain ability gives the deck a staying factor against faster decks.
How Does the Deck Work? I think most people are aware of this deck at some level. The deck is not very complicated. Basically, it's a non-blue Control Deck. It can't counter spells. So, it instead controls the game by attacking the opponent's, hand, graveyard and of course library. It also uses board control spells to keep things in check as best it can. The deck draws cards and searches with obvious spells like Bob, Top and Tutors. It can win with slow Bob / Shaman beats if it establishes enough control. However, its main aggro threat is Exalted Angel. But, Hide // Seek can also be a win condition against decks that rely on low #'s of their own win conditions.
The starting point (main deck discussion). A list from Cullen Cox: Maindeck (60 cards): Lands (18): 3 Bloodstained Mire 3 Flooded Strand 3 Plains 3 Plateau 3 Scrubland 3 Swamp
Fast Mana (5): 1 Black Lotus 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Sol Ring
Draw / Search / Will (12): 4 Dark Confidant 3 Sensei's Divining Top 1 Demonic Tutor 1 Imperial Seal 1 Enlightened Tutor 1 Vampiric Tutor 1 Yawgmoth's Will
"Control" (23): 4 Duress 4 Hide // Seek 4 Swords to Plowshares 3 Orim's Chant 1 Extirpate 1 Balance 1 Moat 1 Rack and Ruin 1 Seal of Cleansing 1 Gorilla Shaman 1 Engineered Explosives 1 Tormod's Crypt
Kill (2): 2 Exalted Angel
My immediate changes / updates -1 Swords to Plowshares: Creatures are still prevalent enough to keep in some STPs. However, I think 4 creates too many dead draws. Plus, I wanted a spot for a 2nd Extirpate. +1 Extirpate: I feel that 2 is a good number. The card is very effective at disrupting a lot of deck's strategies and even crippling others. -2 Duress: Why limit yourself to a single discard effect when you can use 2. Thoughtseize and Duress together are optimal IMO. +2 Thoughtseize: Hitting a creature like Welder or Bob or whatever else is worth Seizing warrants the inclusion of at least 2 Seizes.
Deck Analysis I'm just getting into some more heavy testing of the deck. So, I don't have all the plays worked out. But, it's not overly complex of a build or a play strategy.
Mana: The land base seems solid so far. It has a good mixture of fetch, basics and duals. The number of lands seems to be functional. It isn't overly susceptible to Wastes or Extirpates. The Fetches shuffle for Top. The Moxes are all on color. Lotus allows for acceleration and color balancing. Sol Ring could be Mana Crypt. But, too early to tell.
Draw / Search / Will: Bob + Top is a good engine for this deck. The relatively low CC of spells prevents Bob-Deaths. It uses the best available Tutors except for Grim. Yawgwill isn't a stellar game breaking play in this deck. But, late in the game re-occurring some Control spells or an Angel if need be isn't a bad plan. The Tops do their thing and are enhanced by Bob.
Control: This is where it gets interesting for you and annoying for your opponent. I won't comment on the obvious spells like Duress / Seize, Crypt, etc. But, some of the more interesting spells are discussion worthy.
The namesake card, Hide // Seek. I've always loved the effect of Extract. So much so that I have 4 Foil Extracts (but rarely use them). Seek is even more fun. Granted it costs more. But, the ability to disrupt your opponent's plan and gain life from the experience is priceless. Well, not priceless, it's WB. Hide is equally as fun. However, it's just less used of an effect. But, if there is a nasty enchantment or artifact in your way, this does the job.
Orim's Chant, such a cool card. It's pretty damn close to a White Timewalk. It essentially has 3 functions here. Either to buy you time to establish more control. Give you an extra "turn" of Angel beats while your opponent is essentially neutered for a turn. Or of course using it as a means to ensure that your next spell will resolve. These effects are so good that it is tempting to find room for Chant's cousin Abeyance.
Balance, very rarely played in Vintage. But, it's on the restricted list for a reason. If the opportunity arises when either the conditions are right by your own doing or by the opponent's, a timely Balance can effectively lock-down the game for you or swing it back in your favor.
Moat, seriously? Yes, it is perfect in this build because it doesn't affect your Angels and it slows the game down. Faster aggro decks or Shop type decks with big beats are stopped in their tracks when this hits the board until they can bounce/destroy it if they have the means to. The Tutors allow you to find it fast if needed.
The Kill: It is possible to kill with Bob / Shaman. But, it's not often enough to care about. Mostly the deck wants to resolve a morphed Angel and gain life, keep control, and then swing FTW. I actually am considering upping to 3 Angels because they are so critical to winning. Ironically, this deck that thrives off Decks with few win-conditions due to Hide // Seek has really only 2 win conditions itself. I'm not worried about mirror matches. And, fortunately Seek responds the same way to MisDirect affects as Duress does. But, I do like to see an Angel by turn 3. Concerns: COTV at 0, 1 or 2. Yes, they hurt. But, there are Main Deck answers to them. Rack and Ruin, Seal of Cleansing, Gorilla Shaman, Engineered Explosives, Hide. Counter Magic. You have to use your Duress/Seizes and Chants strategically. This deck can't afford to have a key spell countered.
Bounce / Removal. This is another hurdle. Resolving an Angel doesn't mean you get to use it. If given the opportunity then obviously Duressing away a bounce/removal spell is ideal. But, that doesn't happen too often. So, I'm at a loss for how to hedge against Bounce spells. Any ideas?
Not Drawing Matches. This needs to be a concern for this deck. Being control based with a low win condition count, it is very possible that matches could take too long and you can be drawing instead of winning.
Other Card Considerations Abeyance - I love the effect. Similar to Chant, but repaces itself with a draw. If I could find room I would. Night's Whisper - Definitely, a MD consideration. Right now the Bob plan works fine though. Aven Mindcensor - A very powerful effect. And very much a consideration. However, it just seems more like Fish than Hide//Seek Control. Jotun Grunt - A very powerful creature. And very much a consideration. Again, it just seems more like Fish than Hide//Seek Control. True Believer - A SB consideration if the deck performs poorly against Storm. But, with all the bounce around these days it doesn't seem too great of a choice. Kataki, War's Wage - A SB consideration. Main deck inclusion would not be synergetic with Top. Also, it makes the deck more of a Fish build. Wasteland/Strip/Crucible of Worlds - I like the control aspect of it. But, it would hinder the 3 color mana base IMO. Man-Lands - Possibly, but doubtful if they would add any benefits to the deck. Could disrupt the 3 Color base too much. Mind Twist - No Drain / No Ritual makes this very unappealing. Skeletal Scrying - Although more appealing than Twist, sans Drain/Ritual, it still is inferior to Bob / Top in this deck. Cranial Extraction - Nice effect. But just too mana intensive for this build. Leyline of the Void - If the Crypts don't work out then this is the obvious next SB choice. Shattering Spree - Definitely a consideration and possibly a replacement / enhancement to the Rack and Ruins. Lotus Petal - Maybe for more mana balancing and accelaration. Vexing Shusher - The 2 RR CC is tough. But, the R ability would be great vs. Blue Control.
Newer card set considerations?
Sideboard also from Cullen Cox: I don't want to spend too much time on this yet. Nothing ground breaking here. But, the 3 color base allows for a lot of flexibility in the side.
Sideboard: (15 cards) 3 Diabolic Edict - Helps in the Oath matchup if SSS is played. Also, handles DSC. 3 might be too many. 2 Disenchant - Oath, artifacts, etc. You know the drill. 2 Extirpate - 2 in the main might be enough. 4 is too many. So I may cut this entirely from the board or go -1. 2 Pithing Needle - Excellent right now for Welders, Waste/Strip, Bazaar, even Bargain. 2 Rack and Ruin - Enhances the Shop matchups and COTV hate. 3 Red Elemental Blast - Enhances the Blue matchups. 1 Tormod's Crypt - More GY hate is never bad in Vintage.
Matchups At this time I have limited information for this section. I will update it as I gather more info. So, most of it will be speculation until I can test further.
Storm Combo (Drain, Bob, IT Tendrils, GLong etc) I'd say good not great matchup which gets slightly more favorable post Sideboard. An early Duress/Seize followed by an Extirpate on a key spell should neuter your opponent enough for you to start beating with an Angel. 2 swings with the Angel should be enough to put your life beyond Storm's ability to recover. Also, although many Storm decks are running TOA in multiples hitting 1 copy with Seek is very disruptive to them.
Slaver No doubt Slaver is the deck to beat right now. This is no easy matchup. However, H//S Control has a enough tools to give Slaver a run for its money. The STPs keep Trisk in control since it will destroy your Bob engine or Kill you. STP, Explosives and Crypt can control Welder. Also, Moat is no picnic either, unless they run Triskev for some reason. Try not to get Slavered though. Although again you can't be Seeked!
Aggro Shop / Stax I'd say 50/50. Rack and Ruin and Moat are your best tools here. Other than that, use your control and disruption as effectively as possible and swing, swing, swing.
Fish They have more creatures than you and of course Blue based control. The trick here is play smart and don't run into their counters. If they play Grunt you should be OK due to the STPs. Eventually you will gain life back if you resolve an Angel.
Oath This match does look too bad on paper either. Hide // Seek is double duty against Oath. Plus you have STP. If it is ICBM Oath, COTV will pose a problem. But, a well timed RnR should save the day.
Ichorid No idea. Chant, Moat, etc. should be the formula for success here. But, TBD.
Thanks for reading and please let's discuss!
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