[MTG] deathstar.t2.dek

DonRoyale

Get on my choppa!
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    My own little brew for FNM this week. I'm hoping this succeeds; it's strongly tuned to the metagame.

    -8- Creatures

    -4- Trinket Mage
    -2- Thrummingbird
    -2- Wurmcoil Engine

    -29- Other Spells

    -4- Tumble Magnet
    -4- Mana Leak
    -3- All Is Dust
    -3- Everflowing Chalice
    -2- Steady Progress
    -2- Lux Cannon
    -2- Contagion Clasp
    -2- Brittle Effigy
    -2- Chimeric Mass
    -2- Voltaic Key
    -2- Stoic Rebuttal
    -1- Contagion Engine

    -23- Lands

    -4- Halimar Depths
    -4- Tectonic Edge
    -2- Mystifying Maze
    -13- Island

    -15- Sideboard

    -4- Flashfreeze
    -3- Spell Pierce
    -3- Negate
    -2- Ratchet Bomb
    -2- Volition Reins
    -1- Basilisk Collar

    There you go.

    So I've been toying around with Proliferate for a while, as many would know, it's my favorite new mechanic from Scars of Mirrodin. I really like the idea of making all of your counter permanents that much more awesome, and I've had plenty a situation in Limited where I just can't punch through the combination of Contagion Clasp turn 2 > Tumble Magnet turn 3 > Completely locked down turn 4. I thought this combination would kill RDW pretty dead, especially when I draw into more Tumble Magnets.

    I took a lot of metagame calls on this one; hence the Negates and Flashfreezes. Flashfreeze is maindeckable in Standard right now, almost; with RDW and ramp being so prevalent. But with blue control variants with white or black as a secondary color being quite dominant as well, I couldn't afford to play a dead card in an attrition deck. This deck literally grinds its wins out through locked-down board states. Wurmcoil Engines and massive Chimeric Masses swing games in your favor. (Did I mention Wurmcoil Engine is insane? It kinda is.)

    The build initially had a second Contagion Engine in over the two Clasps, and splashed black for Carnifex Demon and Skinrender. However, though proliferate with Carnifex Demon is a pretty nice Plague Wind, the other fourteen creatures in the deck really, really, really hate it. I amicably cut the black. The Clasps are also a perfect turn 2 answer to Geopede, a random Steppe Lynx, or Lotus Cobras.

    This package can deal with most archetypes in a multitude of ways:

    -U/W Control: Hold Leak for Sun Titan. Resolve Wurmcoil. Wait for the All Is Dust blowouts, hold Effigies for the Colonnades. Lux Cannon them out of the game, and beat Day of Judgment with Chimeric Mass.

    Sideboard plan:

    -4 Tumble Magnet
    -1 Contagion Engine

    +2 Volition Reins
    +3 Negate

    The Tumble Magnets really only tap their finishers in Baneslayer and Sun Titan, which are dealt with by Effigy or countermagic, or Cannon. Reins nabs Jace and their other 'Walkers. (Though Venser vs. Reins is no real battle)

    I haven't tested this matchup quite yet. I should more, but it's falling out of favor as an archetype due to how much ramp just owns it.

    Valakut Ramp:

    You. Don't. Lose.
    Cannon and 4 Tectonic Edge make it nearly impossible for them to even attempt Valakuting you unless they stick turn 3 Titan, which you should not even let resolve (ergo, hold every piece of countermagic you have against them). I built this deck specifically to destroy this one, which I feel is the most powerful deck in Standard atm.

    Sideboard plan:
    -4 Tumble Magnet
    -3 All is Dust
    -2 Steady Progress

    +4 Flashfreeze
    +3 Negate
    +2 Volition Reins OR +1 Volition Reins / +1 Ratchet Bomb

    The sideboard plan changes if they play Avenger. You need the Bomb against Avenger, otherwise it kills you. Yes, Effigy is great, but more insurance definitely doesn't hurt.

    Tumble Magnet is pretty poopy when the only thing you'll probably ever target with it is Primeval Titan, which is better off Flashfrozen anyway. All Is Dust is debatable if the opponent is playing Avenger or the random Rampaging Baloths. Otherwise, Negates are better at neutering Cultivates and all their ramp spells, and the sideboarded artifact hate (Nature's Claim = so good right now srsly). Grabbing Titan by the Reins is pretty sweet (especially when you fetch double Tectonic Edge =D).

    Eldrazi Ramp:

    Can be a difficult match to scout, I guess you could say: Ulamog makes things swingy. Titans don't resolve...On the play, Joraga Sol Ring dies to Clasp pretty badly...You never Leak Battlements...Always Effigy Ulamog, keep their dudes tapped...It's certainly different than Valakut, but not all that much different. IMO, it's still a pretty simplistic matchup.

    Sideboard plan:

    -3 All is Dust
    -2 Steady Progress
    -2 Chimeric Mass

    +3 Spell Pierce
    +2 Flashfreeze
    +2 Volition Reins (*giggle*)

    Eldrazi Green doesn't much care for AIDS because you mostly just hit Battlements and Treespeakers, which are much worse than your Trinket Mages and Thrummingbirds. Plus, whereas in the Valakut matchup, Titans don't like AIDS, the Eldrazi have enough STD's to have lost most of their color anyway. Pierce might seem odd, but it's redonk in situations where they think they're cute Trapping you after you counter their turn 3/4 play. And Reins...is just freakin' unfair in this matchup.

    RDW:

    You pretty much tap their team, don't let Koth resolve, and sit back until you put holes in their world. Their burn isn't too big a deal. Once you resolve Contagion Engine or get a Key and a Cannon onboard together, there's not much they'll be able to do.

    Sideboard:

    -2 Thrummingbird
    -2 Steady Progress
    -2 Stoic Rebuttal

    +4 Flashfreeze
    +1 Ratchet Bomb
    +1 Basilisk Collar

    Basilisk Collar is as relevant as it's ever going to get here, as it draws their Bolts to your Trinket Mages and lets them hold off a resolved Koth in certain situations. (This is the only real reason I have the Collar in my board...I'm going to see if it works yet. It probably won't.) Flashfreeze is obvious, and Ratchet Bomb loves RDW's curve so good. Thrummingbird just eats Searing Blaze all day and Stoic Rebuttal is shafted in favor of a better counterspell. Spell Pierce is fine over either of the one-ofs to blank their burn and if you're afraid of Koth that badly.

    Monogreen Elves:

    Haven't tested this one. Assumedly, you counter the absurdities in Monument and Wave, remove Ezuri, and keep them tapped down with Tumble Magnets.

    Thinking about it, though, this one's pretty rough, due to how fast they come out of the gate and how they're able to dodge Mana Leak.

    Sideboard:

    -2 Steady Progress
    -2 Chimeric Mass
    -2 Stoic Rebuttal

    +4 Flashfreeze
    +2 Ratchet Bomb

    Chimeric Mass is generally going to get overrun (durr hurr get it?) before it becomes relevant, and Wurmcoil's more reliable anyway. Stoic Rebuttal is shafted again in favor of a faster, more reliable counterspell. Ratchet Bomb seriously loves this deck's curve, much like RDW's.

    WW Quest:

    Not much can stop the turn 3 Vindicate Armor, but really, the deck's way too draw-dependent to really invest in playing around it after turn 2, and your odds of winning improve significantly postboard.

    Sideboard plan:

    -3 All Is Dust
    -2 Thrummingbird
    -2 Steady Progress

    +3 Spell Pierce
    +2 Negate
    +2 Ratchet Bomb

    Pierce is absolutely amazing on the play as a way to ensure Quest never resolves. Ratchet Bomb is also an allstar as a great way to get value, but be careful when playing your Chalices and Chimeric Masses alongside this.

    Those are all the relevant matchups I could think of. UB Control's probably not too far off from UW though you notably counter Memoricide when they try and nab your Cannons.

    If the numbers on anything are wrong, or if you see a flaw in my matchup analyses, please be sure to let me know. I appreciate all input.

    Let me know what you think! =)
     
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