Post by Travis Lannoye on Feb 4, 2010 11:50:03 GMT -5
First of all, congratulations and thanks to John for encouraging longer and more thorough posts. Turns out you had a really good idea after all.
Now, onto the main topic: I'm trying to come up with some kind of Scepter/control deck for Extended.
I was first inspired by the list that Adrian Sullivan used to get 3rd place at the Minn PTQ. However, it would be terribly shameless to copy his exact list card for card, and part of my nature demands that I make at least one blue mana every once in awhile (hence my decision to rock the Zendikar Island sleeves in my non-blue Valakut deck for Standard).
With these things in mind, I set out to try and come up with my own version of this type of deck. I had tried to play a few games on MWS with various similar lists, just to get a feel for what is out there. The core of Adrian's deck is a whole bunch of cheap instants, plus three other cards:
- Bloodchief Ascension (BA): Since the majority of the deck is cheap burn, this card becomes very easy to activate.
- Dark Confidant (Bob): Since nothing in the deck costs more than 2 (I cut the three drops), this card keeps my hand full of good spells.
- Isochron Scepter: With about 20 excellent targets for this card, it demands a reaction very quickly.
As for the cheap instants, there are three color combinations that I have considered: UWR, UBR, and BRW. My thoughts on each one are as follows:
- UBR is currently the front-runner in my book. Black is such a strong color right now because of three cards: BA, Bob, and Extirpate. All three are absolutely incredible right now. There are only two good cards I cannot play with this build: Path to Exile and Lightning Helix. Path is easily replaced by either Terminate or Boomerang (or both). Lightning Helix might be the single best thing to imprint on a Scepter, but Lightning Bolt does just as much damage, and the life-gain from BA will be much higher in the long run.
- UWR is just OK in my experience. It has access to all the best instants available: Path, Bolt, Helix, Burst, Punishing Fire, Boomerang, Negate, not to mention all sorts of versatile counters and bounce spells. However, the three black cards mentioned above are just too good, and there isn't a suitable replacement in the format for any of them. I've even tried to add in Silence for a soft-lock, and it still just isn't as good as BA or Bob.
- BRW is also just OK in my experience. I might just have a blue bias, but I just don't feel right without being able to possibly counter something.
My current UBR Scepter list looks something like this:
4 Grove of the Burnwillows
3 Marsh Flats
3 Scalding Tarn
1 Urborg, Tomb of Yawgmoth
3 Blood Crypt
3 Steam Vents
3 Watery Grave
2 Tolaria West
1 Island
1 Swamp
4 Dark Confidant
4 Bloodchief Ascension
4 Isochron Scepter
3 Boomerang
3 Countersquall
4 Lightning Bolt
4 Mana Leak
4 Punishing Fire
3 Spell Snare
3 Terminate
Sideboard:
- Extirpate
- Shadow of Doubt
- Engineered Explosives
- Chalice of the Void
- Flashfreeze
- Negate
- Muddle the Mixture
I can't remember the exact numbers for all of the instants (I'll update that part later), but it's close enough. I tried to make sure that I had a versatile and diverse package of spells that could handle all of the most common threats in the format.
People always tell me that 24 lands is way too many in Extended, especially when my curve tops out at 2 mana. My response to this is the fact that I usually want to cast more than one spell per untap phase (one on my turn, and one on your turn). At the least, I want to tap three lands to recur the Punishing Grove combo at EOT, if I have nothing else to do.
Matchup-wise, I think my best matchups are Zoo and Faeries. I like the Zoo matchup because I think I have enough removal to be able to keep up with them, and late-game my Ascensions and Scepters just take over. Faeries doesn't have many ways to get rid of a Scepter if I resolve it, and I've won most of my games by following their Bitterblossom with a Scepter imprinting Lightning Bolt.
My worst matchups are the Cascade decks. The Hypergenesis version is just a question of whether or not I draw a counter. The Living End matchup is even worse because they have so much LD (4 Fulminators and 4 Avalanche Riders) plus the cascade combo. Thopter decks are also a problem because they have as many counters as I do, and my burn spells do not do enough damage before they get their stupid combo online.
One more thing that I tried to do was to squeeze the Valakut/Prismatic Omen combo in here. There were three problems with that strategy:
- It was very fragile: if they got rid of the Omen, my manabase was wretched awful.
- It required me to splash for green, and there are no other good green instants that I can include (I looked).
- It took up 8 valuable slots in the deck list (4 Omens and 4 Valakuts). Those 8 spots could be put to better use.
That should be enough for the literary community. Thoughts are appreciated as always.
Now, onto the main topic: I'm trying to come up with some kind of Scepter/control deck for Extended.
I was first inspired by the list that Adrian Sullivan used to get 3rd place at the Minn PTQ. However, it would be terribly shameless to copy his exact list card for card, and part of my nature demands that I make at least one blue mana every once in awhile (hence my decision to rock the Zendikar Island sleeves in my non-blue Valakut deck for Standard).
With these things in mind, I set out to try and come up with my own version of this type of deck. I had tried to play a few games on MWS with various similar lists, just to get a feel for what is out there. The core of Adrian's deck is a whole bunch of cheap instants, plus three other cards:
- Bloodchief Ascension (BA): Since the majority of the deck is cheap burn, this card becomes very easy to activate.
- Dark Confidant (Bob): Since nothing in the deck costs more than 2 (I cut the three drops), this card keeps my hand full of good spells.
- Isochron Scepter: With about 20 excellent targets for this card, it demands a reaction very quickly.
As for the cheap instants, there are three color combinations that I have considered: UWR, UBR, and BRW. My thoughts on each one are as follows:
- UBR is currently the front-runner in my book. Black is such a strong color right now because of three cards: BA, Bob, and Extirpate. All three are absolutely incredible right now. There are only two good cards I cannot play with this build: Path to Exile and Lightning Helix. Path is easily replaced by either Terminate or Boomerang (or both). Lightning Helix might be the single best thing to imprint on a Scepter, but Lightning Bolt does just as much damage, and the life-gain from BA will be much higher in the long run.
- UWR is just OK in my experience. It has access to all the best instants available: Path, Bolt, Helix, Burst, Punishing Fire, Boomerang, Negate, not to mention all sorts of versatile counters and bounce spells. However, the three black cards mentioned above are just too good, and there isn't a suitable replacement in the format for any of them. I've even tried to add in Silence for a soft-lock, and it still just isn't as good as BA or Bob.
- BRW is also just OK in my experience. I might just have a blue bias, but I just don't feel right without being able to possibly counter something.
My current UBR Scepter list looks something like this:
4 Grove of the Burnwillows
3 Marsh Flats
3 Scalding Tarn
1 Urborg, Tomb of Yawgmoth
3 Blood Crypt
3 Steam Vents
3 Watery Grave
2 Tolaria West
1 Island
1 Swamp
4 Dark Confidant
4 Bloodchief Ascension
4 Isochron Scepter
3 Boomerang
3 Countersquall
4 Lightning Bolt
4 Mana Leak
4 Punishing Fire
3 Spell Snare
3 Terminate
Sideboard:
- Extirpate
- Shadow of Doubt
- Engineered Explosives
- Chalice of the Void
- Flashfreeze
- Negate
- Muddle the Mixture
I can't remember the exact numbers for all of the instants (I'll update that part later), but it's close enough. I tried to make sure that I had a versatile and diverse package of spells that could handle all of the most common threats in the format.
People always tell me that 24 lands is way too many in Extended, especially when my curve tops out at 2 mana. My response to this is the fact that I usually want to cast more than one spell per untap phase (one on my turn, and one on your turn). At the least, I want to tap three lands to recur the Punishing Grove combo at EOT, if I have nothing else to do.
Matchup-wise, I think my best matchups are Zoo and Faeries. I like the Zoo matchup because I think I have enough removal to be able to keep up with them, and late-game my Ascensions and Scepters just take over. Faeries doesn't have many ways to get rid of a Scepter if I resolve it, and I've won most of my games by following their Bitterblossom with a Scepter imprinting Lightning Bolt.
My worst matchups are the Cascade decks. The Hypergenesis version is just a question of whether or not I draw a counter. The Living End matchup is even worse because they have so much LD (4 Fulminators and 4 Avalanche Riders) plus the cascade combo. Thopter decks are also a problem because they have as many counters as I do, and my burn spells do not do enough damage before they get their stupid combo online.
One more thing that I tried to do was to squeeze the Valakut/Prismatic Omen combo in here. There were three problems with that strategy:
- It was very fragile: if they got rid of the Omen, my manabase was wretched awful.
- It required me to splash for green, and there are no other good green instants that I can include (I looked).
- It took up 8 valuable slots in the deck list (4 Omens and 4 Valakuts). Those 8 spots could be put to better use.
That should be enough for the literary community. Thoughts are appreciated as always.