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Double Up on Stirring Wildwood

April 13, 2010

Concerning:

stirring wildwood ∙ Stirring Wildwood ∙ STIRRING WILDWOOD! Rah!

BTW:


Stirring Wildwood
Stirring Wildwood

Yesterday’s Borderland Ranger deck was a hit. I liked it a bit, but something wasn’t quite right. I’m not sure if it was the mana consistency (not terrible but not quite… you know… right).

On Twitter follower Gareth Lewin suggested cutting Black. At first I thought that would be ridiculous because of the loss of Bituminous Blast and new It Girl Resounding Thunder… But after playing a bit, it seems like this might be the right way to go.

If nothing else, cutting down to only three colors gives us the opportunity to double up on man-lands, adding Stirring Wildwood to the already excellent four-pack of Raging Ravines.

Rhox Meditant Deck 2010 version 1.0

1 Ajani Vengeant
4 Bloodbraid Elf
4 Captured Sunlight
4 Enlisted Wurm
4 Naya Charm
4 Steward of Valeron

4 Borderland Ranger

4 Lightning Bolt
4 Baneslayer Angel
1 Elspeth, Knight-Errant

4 Arid Mesa
5 Forest
4 Jungle Shrine
2 Mountain
3 Plains
4 Raging Ravine
4 Stirring Wildwood

sb:
2 Ajani Vengeant
4 Great Sable Stag
4 Goblin Assault
2 Celestial Purge
3 Day of Judgment

Okay, what are the differences between this deck and yesterday’s deck?

Spells:
-1 Ajani Vengeant
-4 Bituminous Blast
-4 Resounding Thunder
+4 Steward of Valeron
+4 Baneslayer Angel
+1 Elspeth, Knight-Errant

I cut one copy of Ajani Vengeant (beloved Ajani Vengeant) for one Elspeth, Knight-Errant. You can argue as to which Planeswalker is stronger (I don’t know that it is at all clear), but especially given the erratic nature of Cascade in this deck with no Bituminous Blast and no chain into exclusively Mind Rot-like discard spells, you really don’t want to flip over the second Ajani Vengeant, which happens sometimes. Also the greater emphasis on White mana makes main deck Elspeth and Baneslayer Angel relatively easy to cast… So why not?

Bituminous Blast and Resounding Thunder obviously went with the basic Swamp (et al).

Adding Baneslayer Angel is medium-obvious given the switch in mana…

But the real story of this deck is the addition of Steward of Valeron.

I lost a tight match with Jund tonight. Finally I had a semi-normal night where half or so of my opponents were all Jund. We went into the third; I went to six, he had the perfect Putrid Leech / Sprouting Thrinax / Bloodbraid Elf curve. I basically got flattened. My spells were okay, but his perfect curve starting on turn two (on the play) was just too vigorous that game (I think the four-color Borderland Ranger deck has a long run advantage over Jund, still).

So my inspiration following Gareth’s suggestion was to start my own curve a bit earlier. Steward of Valeron is probably somewhat less powerful than Putrid Leech (again, this is an Ajani v. Elspeth fight with one being more powerful than the other but both cards being quite good and relatively close in power level); but in a Cascade deck heavy on fours (especially one with “good” mana)… Steward of Valeron can help us stick the third turn Bloodbraid Elf, Ajani Vengeant, Captured Sunlight, or Knight-Errant; accelerate into a faster Baneslayer Angel or Enlisted Ultimatum, et cetera ad infinitum.

In sum, I have been Cascading into Steward of Valeron more than I would like… But it isn’t like I’ve dropped any matches because of that (so far).

Mana Base:
-4 Exotic Orchard
-2 Mountain
-1 Swamp
-2 Verdant Catacombs
+1 Forest
+3 Jungle Shrine
+1 Plains
+4 Stirring Wildwood

The mana in this deck is clearly improved with the removal of Black. Not only do we get even more Stirring Wildwood man-land violence, we get to play four Jungle Shrines. Naya Lightsaber was criticized for playing no Jungle Shrines (which was clearly correct… see also Boss Naya), but in a deck with no dedicated one drops but relatively heavy on fours, Jungle Shrine is a not-surprisingly welcome addition. I think the mana is near-perfect [despite at this point being a non-Tectonic Edge deck.

A card conspicuous by its absence in this version is Path to Exile. I am fairly obsessed with not missing on Cascade, and Path to Exile is no good from that standpoint, at least main deck. Path to Exile will likely be added at least to the sideboard if Emrakul, the Aeons Torn and his pretty girlfriends prove playable for Standard Qualifiers and Regionals (or whatever they are calling it this year).

It probably shouldn’t be blatantly obvious that this kind of deck can compete with Jund. It’s kind of like Naya Lightsaber… Naya cards with the exception of Blightning are in our opinion more powerful than Jund cards. Baneslayer Angel being heads up more impressive than Broodmate Dragon, and in this deck, Enlisted Wurm backing her up on the six. Bloodbraid Elves are even more-or-less, the White Planeswalkers are about 100x better than Garruk Wildspeaker, and Naya Charm is a legitimate trump.

Seriously.

Play a little Naya Charm and you will be very happy with the results in a variety of matchups. The ability to Falter past blockers, Fog while setting up an Alpha Strike, or play Lightning Bolt / Regrowth… All the abilities are bonkers actually (but mostly the combat / anti-combat one).

The real tension is between Blightning and not-Blightning; or in this case Borderland Ranger specifically.

As we saw in yesterday’s deck (or for example in Kelly Reid’s Jund deck) Borderland Ranger can go just fine in Jund. I am going to make a relatively controversial argument (but hey — it’s my blog!) that the two cards are not so far apart in power.

I was the first person to start calling Blightning the strongest card in Standard; but hear me out:

  1. Both cards cost three mana, but Borderland Ranger is marginally easier to play.
  2. Both cards give you what we might call a (+1) in card advantage immediately; Blightning will punish opponents who took a trip to Paris and make for relatively difficult decisions for some opponents with certain draws… Borderland Ranger has none of these features, but can increase your consistency to play over time, and will generally ensure that you hit your fourth mana (and we know this deck is strong on four).
  3. Blightning does three immediately; Borderland Ranger does nothing immediately, but has arguably no upper limit to how much damage it can do.
  4. Borderland Ranger is an excellent card against opposing Bloodbraid Elves, essentially even on cards but one faster, negating Bloodbraid Elf in combat (+1 for Borderland Ranger!)

If you think about it for a while, I think that you will see that Borderland Ranger isn’t getting lapped or anything by Blightning. Blightning is generally stronger in particular because of its ability to fight Planeswalkers (in particular off a Bloodbraid Elf), but even there Borderland Ranger has some action; the point is, the card can compete, and it isn’t so far off in speed or power level.

Anyway, that’s the deck.

It has been performing very nicely for me, including a superb record so far against Jund. I know Rise of the Eldrazi is going to change things, you know, starting this weekend… But I think that there might be some merit to trying this deck, say this Sunday.

Battle on Five with Flores fans!

LOVE
MIKE

Currently Reading: The Master Butchers Singing Club (P.S.)

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The Return of Borderland Ranger!

April 12, 2010

Because, you know, Enlisted Wurm-into-Borderland Ranger is plus-two cards.

Weapons of the Enemy

2 Ajani Vengeant
4 Bituminous Blast
4 Bloodbraid Elf
4 Captured Sunlight
4 Enlisted Wurm
4 Naya Charm

4 Borderland Ranger

4 Lightning Bolt
4 Resounding Thunder

4 Arid Mesa
4 Exotic Orchard
4 Forest
1 Jungle Shrine
4 Mountain
2 Plains
4 Raging Ravine
1 Swamp
2 Verdant Catacombs

sb:
2 Ajani Vengeant
2 Maelstrom Pulse
4 Goblin Assault
4 Baneslayer Angel
3 Day of Judgment

With this deck we return to the style of Cascade that I ran in some PTQs to near-Top 8 finishes in the era before falling in love with Blightning.

The deck satisfies a relatively strong power level (despite missing the absolute best card in the format, and generally so closely associated with Bloodbraid Elf)… an “ultimatum” in the form of not just Enlisted Wurm Ultimatum, but the eight mana option on Resounding Thunder.

I lost a bit after getting locked out by Jace, the Mind Sculptor; and a close one against a Goblin Guide / Hellspark Elemental beatdown deck (topdeck mode… I drew three straight lands to his one Hell’s Thunder). But the rest of the matches went pretty well tonight.

In particular, the deck seems pretty solid against Jund.

Borderland Ranger actually matches up pretty well against Bloodbraid Elf. Bloodbraid Elf will usually only net two cards on a Blightning, so Borderland Ranger can match it card-for-card; Borderland Ranger, being a turn quicker, acts in superb anticipation of the more heralded two toughness Green creature. In the late game, this deck has both Enlisted Wurm and Baneslayer Angel to match scales and wings (respectively) with Double Dragon.

I would actually like something a bit faster against the Red Deck. If you draw Lightning Bolt in your opening hand, it is very difficult to lose; but if you don’t, your first answer is circa turn three, and against a turn one Goblin Guide on the draw, you’re just going to discard a bunch; i.e. “poop”. There. I said it. If you can play your game, Captured Sunlight chaining into Baneslayer Angel has been pretty good. I am not 100% on the right sideboarding strategy. I won a close one with four Enlisted Wurms in my deck, but was chewing my nails down to bloody stumps waiting for my sixth land against a triple Goblin Ruinblaster draw; I swapped Bituminous Blast back in for the third (which should have been great against all the Red Deck hasters), but they never came up. The deck probably wants at least two Enlisted Wurms just to have a way to win; don’t forget that Enlisted Wurm can morph into Baneslayer Angel with some regularity*.

Obviously by the Standard PTQs and Nationals Qualifiers we are going to have fifteen-drops to worry about… I actually think siding a bunch of gigantic Eldrazi might be a strategy for this deck against those Blue bastards.

LOVE
MIKE

* Not actually that regular.

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Rupture Spire in Cascade

October 26, 2009

So I finally caved and added Rupture Spire to my Cascade deck.

I don’t actually know what I was apprehensive about before… Rupture Spire has been great. The deck went from struggling (somewhat) to advertising some very valuable expectation.

Here’s the quickie-quick on how to play Rupture Spire in a deck like this…

  1. Typically you want to play a comes-into-play-tapped land on the first turn; you know, Seaside Citadel… something like that.
  2. You run out your Rupture Spire and pay.
  3. You hammer the opponent with whatever kind of three you drew, after playing a regular land.

See?

It’s that easy!

The down side on Rupture Spire is that it can potentially force more mulligans; for example you have a two-lander and they are both Rupture Spires; any other two-land opener combination and you can at least think about keeping (like if you have Arcane Sanctum and Savage Lands and two Esper Charms you will probably keep)… But with double Rupture Spire, that is a zero option (Remember Finkel’s Second Law).

The other annoying thing about Rupture Spire is when it is your fourth or fifth land and you are already rolling on spells. Like a lot of the time you will go comes-into-play-tapped land, comes-into-play-tapped land, comes-into-play-tapped land, Forest: Bloodbraid Elf… then you can go another Bloodbraid Elf or Captured Sunlight plus another comes-into-play-tapped land; however if your fifth land is Rupture
Spire [especially off the top] then you stall on four. This might not be the end of the world (you are already hammering them with awesome Cascade spells), but you might actually consider pointing Esper Charm at yourself in this spot–this is another somewhat common spot where Rupture Spire can slow you down.

So anyway, here is the updated deck list:

Black Baneslayer version Three Point Whatever:

4 Bituminous Blast
4 Blightning
4 Bloodbraid Elf
4 Captured Sunlight
4 Deny Reality
4 Enlisted Wurm
4 Esper Charm

4 Baneslayer Angel

2 Arcane Sanctum
1 Arid Mesa
4 Crumbling Necropolis
4 Exotic Orchard
1 Forest
1 Island
1 Jungle Shrine
1 Mountain
2 Plains
4 Rupture Spire
4 Savage Lands
2 Seaside Citadel
1 Swamp

sb:
3 Ajani Vengeant
4 Maelstrom Pulse
4 Rhox War Monk
4 Lightning Bolt

Two things about this deck list…

  1. I just pulled four lands out for four Rupture Spires while half-asleep… Not a lot of huge science here, but the Spires have been contributing (I made @RidiculousHat’s eyes bleed).
  2. The sideboard is transformative. You are no longer a “mono Cascade” deck sideboarded. You transform into a “regular” (but aggression-hostile alternate deck. The attitude sideboarded is more like a “classic” Standard deck (or like the Borderland Ranger deck of old)… Cascade for value rather than full-on ultimatum.
  3. These changes were largely thanks to my Tweeps @RidiculousHat and @amistod… Thanks Tweeps!

Here is a rundown of the last, you know, “five with” matches I ran with ye olde Black Baneslayer:

Four-color Control

His deck was mostly esper with Red for like Double Negative (obviously a solid against YT).

I opened up on Esper Charm, which hit; then he sent Double Negative at Bloodbraid Elf.

My next play was Esper Charm, which I used to draw up and hit lands (it hit).

The next move was (another) Bloodbraid Elf, which stuck and drew out two cards with Esper Charm. He saved a Lightning Bolt for the Bloodbraid Elf itself… But he was out.

Baneslayer Angel obviously hit. And hit. And hit. And that was it.

Next one I opened up on Esper Charm, which drew out a Counterspell.

Sick as hell, dawg! Untap, Ajani Vengeant.

I worked him with Ajani for a few turns while emptying his hand. He hit all his land drops and played the Sphinx.

I was “winning” but stuck on four for a while so I couldn’t deploy Baneslayer Angel or Deny Reality, so Ajani died. That said, he was empty, if in command of a 5/5 shroud when I played Baneslayer Angel…
Baneslayer Number One, that is.

More to come (more Baneslayers, that is)… Concession.

On Twitter @amistod has been trying to get me to play Sphinx over Baneslayer Angel; his argument is that if you untap with Sphinx you generally win.

I don’t agree with him in that if you untap with Baneslayer you win about as often, plus you get to play out of stuff like Anathemancer, too.

Jund Aggro

Interesting game… He started on Putrid Leech but stalled.

He pumped for two every turn, but I was all comes-into-play-tapped and wasn’t doing anything past the the Blightnings and Esper Charms… Nothing to fight his Putrid Leech head-on.

Then I got there with Deny Reality and he packed.

Second game he conceded quickly to my discard plan.

I don’t typically sideboard much, if at all for Jund. All my cards are good… It’s a matter of their being super quick more than anything else; I will sometimes bring in 2-4 Lightning Bolts in Game Three if I am on the draw, but not typically on the play.

Four Color Control

Game One was very competitive as he raw drew three Blightnings. That made the game “very interesting” as they say. I got rid of his hand back, and he topdecked Sphinx. I topdecked Baneslayer. Baneslayer won of course.

I thought I was going to bowl him over in the second, but he had Swerve! He turned one of my Blightnings against myself! That certainly un-landslided it. I got back in there but we were both coming off the top. He drew and played Courier Capsule. With great discipline he waited until the end of my turn to fire it (what if I drew Blightning?) … Unfortunately I drew Esper Charm and re-emptied him. That was the beginning of the end.

Esper Control

I had played v. him a couple of times before… But his deck is heavily anti-Jund, so I take a little splash damage on that one (think Sphinx of the Steel Wind).

I don’t know why I am telling you this but you should know…

I won the first game on a common error on his part.

As usual v. control I opened up working him with discard spells. He made Jace Beleren to get out of it, targeting only himself, putting Jace to below three loyalty. That allowed me to kill Jace with Blightning while erasing his hand!

If he had played Jace so both players would draw card instead, the game might have gone differently.

Games two and three he got me with Identity Crisis.

No!

I had marginal lead on the board, but no hand after turn six or so.

In Game Three he was down to two cards when he played the Identity Crisis, so I had an open to rip almost anything and wreck his hand… But I drew a land. He drew four Counsters off the top to protect His Shroud Phinx.

White Weenie

You know… Mono-White Steppe Lynx.

I got Game One with the dramatic personae if you know what I mean.

He bum rushed me in the second… I was all swimming in hobos.

In the third I got a bunch of Rhox War Monks going but screwed up. He had multiple Honor the Pure in play and I got lazy on Lightning Bolt. I could have just killed his Lynx on my turn but instead I gave him the empty-handed open to draw Arid Mesa to demolish me (can’t respond to both triggers). Instead, I was forced to chump with two beautiful Rhox War Monks.

I worked my way back up to the point where it was no longer interesting. I didn’t die, so I got the space to Ultimatum him a bunch… But that one turn was what mattered; I just got mad lucky to Cascade out of it (or maybe it wasn’t lucky, now that I think about it).

Four wins, one loss in this five-match set. I really like this deck (which you probably know).

LOVE
MIKE

Currently Reading: Let the Right One In: A Novel

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