Sideboard
1 Deathmark
4 Thoughtseize
2 Gaddock Teeg
4 Kitchen Finks
2 Sundering Vitae
1 Ancient Grudge
1 Ethersworn Canonist
Thaler’s deck does a lot of things differently than you might consider doing them. For starters he has all of his Jittes — three total Jittes — in the main deck. We would not have seen that a year ago.
Secondly, he mixes up his one mana removal spells and creatures. Thaler plays with a full set of Mogg Fanatics, and before any one mana burn spells, he stocks the one with almost the maximum number of Shadow Guildmages (killers who can also carry a Jitte)… Once he got there, Thaler mixed up Seal of Fire and Tarfire (one of each) to maximize the potential boost on Tarmogoyf, part tribal, part aura.
When I originally wrote Who’s the Beatdown?, the prevailing strategy in sideboarded games was to try to go more control. Here is a pretty basic example of how a deck might want to do that, Dave Price’s Top 8 deck from Grand Prix Seattle:
SIDEBOARD
3 Cursed Scroll
4 Masticore
2 Null Rod
3 Perish
3 Sphere of Resistance
In sideboarded games against other beatdown decks, specifically the Red Decks that were so hard to beat, Dave would remove cards like Sarcomancy (almost always awful) for cards like Masticore (more expensive, but worth lots of cards). This deck could set up a second turn Masticore with Demonic Consultation and Dark Ritual; cross the old fingers. With three lands — provided one was a City of Traitors — the Black deck could play the control, with the Masticore drawing fire (but possibly surviving still due to high toughness and regeneration), generating much card advantage by being able to pick off Ball Lightning. You can call this a kind of “Tinker” scenario, but for our argument it’s jockeying into the “control” role due to the non-tenability of the “beatdown” role against Fireblast and Ball Lightning when you have all these suicidal Zombies in your deck.
Arguably 2/3 of Dave’s sideboard could be categorized as “creature suppression” … Compare with the main deck’s 1/60 (unfettered beatdown).
The same was not untrue for “control” defaulting decks. Dave’s deck was from about a year after I wrote Who’s the Beatdown?. Look at Randy Buehler’s influential World Championship deck from about a year before I wrote that fairly well received article:
Randy Buehler – CMU Blue
4 Nevinyrral’s Disk
4 Counterspell
4 Dismiss
2 Dissipate
3 Forbid
4 Force Spike
4 Impulse
3 Mana Leak
1 Memory Lapse
1 Rainbow Efreet
4 Whispers of the Muse
Even with 26 lands main deck Randy was willing to side in four more lands for the mirror to prolong the time until he would actually have to start tapping lands by just playing more and more of them (and in this case having something to say about how the opponent spent his mana in the case of Wasteland applied to cards like Stalking Stones)… Jockeying for more and more and more control.
Randy’s Forbidian from more-or-less the exact moment of the original Who’s the Beatdown? sided three lands as well as some glacial Whispers of the Muse that were certainly not there for the ultra-fast beatdown and combo decks of the era; played quickly, these Whispers would increase Randy’s chances of drawing early Thawing Glaciers, played late, they were even more effective in the card advantage department, especially very very long games.
Of course there are no hard-and-fast rules that are completely unbreakable… We’re talking about prevailing trends here. At the time I talked to Zvi about why this might be — players (at least sometimes correctly) positioning themselves as beatdown or control in game one, but both usually going for control sideboarded — and he remarked that it was obvious: Control has more card advantage, and it’s simply easier to win with more card advantage.
The reason this is interesting is because as time has gone on the best deck designers and players have tried more and more to go more beatdown than control sideboarded. Maybe not beatdown in the sense of “siding in Jackal Pups” (though that happens all the time when the format gives you the tools you need), but beatdown in the sense that you want to seize the initiative and force through your threats.
Think about Jund Mana Ramp v. Fae. I think Jund Mana Ramp is the control in this matchup (consider Asher ManningBot’s comment from You Make the Play, You Make the Play), which is as dodgy as it is unexpected (Game One is not exactly the most stable pillar of percentage)… But consider the specifics. Fae is the threat deck. They win not with permission but resolving Bitterblossom on turn two, and overwhelming with Mistbind Clique. Spellstutter Sprite is a pure tempo move one-for-one and Cryptic Command is usually there to get spit out of the way so that the infinite 1/1s and big old 4/4 can get in. Jund Mana Ramp is the Spartan 300 in this matchup. Jund is trying to hold the hot gates. The legions of little Fae are buzzing in… Jund wins by killing lots of them with Jund Charms and Cloudthreshers, usually wins with one big old Cloudthresher that didn’t get countered or killed… You know, how Weissman did back in the day with his one Serra Angel. That’s why getting in with a Kitchen Finks, Chameleon Colossus, or in Asher’s comment a Civic Wayfinder can change the tenor of a game: It’s like a special treat where you aren’t just taking it every turn and trying to survive until you can do something awesome.
But sideboarded, Jund can tear fingernails getting into the beatdown spot with Mind Shatter, or specifically Mind Shatter + Gutteral Response. So much more active. Sometimes it works, sometimes it doesn’t. When it’s working, you either work them and they have no chance to be either beatdown or control because they now have nothing and you are about to untap and smash whatever they have left with the soon-to-be-full value Cloudthresher in the grip; when it doesn’t, you are still making active plays that are wearing on a limited screen of counterspells that will eventually buckle if they don’t, you know, execute on their plan and beatdown you to death.
During the span that made me Resident Genius a couple of years ago, many of the successful decks I put together — Josh Ravitz on Kuroda-style Red, my PTQ win with Critical Mass, and Osyp Lebedowicz with URzaTron — featured controllish decks with sideboards set up to beat controllish decks by forcing through table-shattering threats… All three of those sideboards were masterworks.
So why am I on this topic?
Here is a video I just uploaded to ye olde YouTube:
If you watched B/W Tokens Part I you can see that I had overwhelming offense in the sky with multiple Marsh Flitters and Cloudgoat Rangers while he couldn’t get through on the ground due to my little White men. However he was playing with the powerful Chameleon Colossus, which is usually medium scary for Bitterblossom players.
I mentioned in the video I sided out Glorious Anthem which just makes me even more beatdown in favor of Wrath of God and Elspeth, Knight-Errant (block one Chameleon Colossus forever and / or guarantee Wrath of God card advantage) in order to cover that side of the spectrum. In this case I am going kind of old school, siding control / card advantage cards, but you see how I cut off both beatdown [which I already had] AND control [in the case that he could get his bit threats through] roles.
You see a lot of successful decks implementing exactly this strategy, even if no commentator indicated that was what they were going for.
LOVE
MIKE
PS:
Michael Jacob’s B/W Tokens
4 Bitterblossom
3 Marsh Flitter
4 Terror
2 Thoughtseize
4 Tidehollow Sculler
3 Ajani Goldmane
4 Cloudgoat Ranger
4 Glorious Anthem
2 Knight of Meadowgrain
1 Knight of the White Orchid
4 Spectral Procession
At the recent Star City Games $5,000 tournament in Philadelphia, a lot of people came up to me and asked about The World’s Greatest Tee Shirt. I am proud to say that having explained the desperate situation that the heroic Autobots found themselves in — at least until the arrival of their mechanical messiah — and how Optimus Prime, the Touch in tow, was able to save the day (or at least Autobot City) well enough that players present seemed to “get it” and new friends like Garrett Sheier even went and got themselves some Optimus Prime tee shirts.
So I thought I’d share what I talked about “in real life” in Philadelphia… and keeping in mind that you don’t have me swearing like a sailor in your ear… maybe you will come to understand why I find a tear in my eye every time I see that newly beloved tee shirt image. Transformers: The Movie has been one of my favorite films for over twenty years.
…
Here’s the setting.
The Decepticons are blitzing Autobot City! The Decepticons are BLITZING Autobot City. I know you are used to some skirmishes over the tee vee seasons with ‘bots from both sides of the Red / Purple insignia division walking away or even rolling out as it were, but the film to this point has been a murder of murders. Ironhide. Prowl. Wheeljack. I owned some or all of the vanquished ‘bots. At age 11 I didn’t yet realize that this was a ploy to, you know, sell more bits of plastic and die-cast metal.
But through the long night some of the Autobots have survived. The villanous Richard III-like Megatron calls for the final destruction of all that is holy and good and energon-powered on Earth, the end of a war that began in the time of the dinosaurs, perhaps… but not at all a good ending for us and ours.
Devastator, six ‘cons strong, shrugs off a heavy blow and is tearing Autobot City in two with mighty hands of steel, threatening to expose the last hidey-hole of the now exhausted Autobot faithful.
All seems lost.
But there is hope.
Hope that rides on sixteen wheels.
Here is a music video (I didn’t make it, but they let some other videos sit on the same site as Five With Flores), albeit largely less popular:
Check it out at about 0:09… That long shot of Optimus Prime rolling out and crossing the bridge to what will be his final battle. Can you hear the palpable hope alongside Stan Bush’s power ballad crooning?
0:16… The Decepticons hear it, and are rallying to the bridge. 300 Spartans nearly held the hot gates against the greatest army history had seen to that point. But can a small army of robotic killing-machines stand against a single sixteen-wheeler?
0:21… We have completely misjudged this situation! The ‘cons aren’t rallying… They’re RUNNING! From a single Autobot! He must have “the Touch” or some such.
0:24… This is the reflection of a supervillain’s face right before he’s…
0:25… splattered to the sky by an oncoming sixteen-wheeler.
0:33… Prime is so tough he seems completely immune to blaster fire, even in truck-mode. Eff these guys and their stupid blasters.
0:35… There go the jets. This is the iconic moment. Prime is vaulting from “run over the slower Decepticons” truck-mode to “heroic mass-murderer” Autobot mode. If you aren’t cheering as he launches from the ground to the sky, I fear, my friend, that you have no soul.
0:37… He hasn’t even hit the ground yet, but his gun is in his hand.
0:39… Fatality!
0:40… Fatality!
0:41… Fatal… Um, we know Soundwave lives, but he seems pretty effed up anyway. Remember, Prime hasn’t even hit the ground from his transformation yet and he has already run over 2-3 Decepticons and shot another 2-3 to death already. Has this guy got the Touch or what?
0:42-0:47… We aren’t even a FULL MINUTE into the song yet and Prime has just unloaded 10-12 more rounds. We see the results of the last two; that is, two more ‘con corpses. Given his shot percentage to this point, how many ‘cons did he drop along the way?
1:07… No clue why Megatron flying tackles Prime here instead of shooting him with his black hole-powered cannon. This guy needs like, a life coach or at least to listen to Top 8 Magic or something. What a poor play.
1:25… Oh, that’s why! Black hole, black shmole! Prime would just dodge his lightspeed cannon-blast! (No clue why being disparately shown to shrug off blaster fire and dodge singularity-level destruction moving at the speed of light, he was successfully tagged by a hurled piece of debris, which you can see sticking out of his gut… You know when the Japanese guy shoots all his rounds and Gojira and they don’t hurt him, but then he inexplicably throws his empty revolver at the rampaging dragon-god? Imagine that the gun knocked him back into the sea. Logic.).
1:34… Megatron has a lightsaber!
1:35… Prime is vulnerable to lightsabers (I mean who isn’t?); this will be important at a later date.
1:44… Megatron, though, is vulnerable to PRIME’S EVER LOVIN’ FISTICUFFS!!!
2:00… Also Prime’s Judo!!!
We all know how this fight ends. It is Optimus’s last fight. Though he defeats Megatron and routs essentially the entire Decepticon invasion force, he is greviously wounded and has to pass the torch — or the Matrix of Leadership in this case — to the Prime of the next generation.
3:11… Rodimus Prime unleashes the Touch and lights our darkest hour. Do you see how the Touch can be passed to the most incompetent of potential heroes?
But you can surely see how Prime’s inspiration and leadership — and most importantly the hope he represented to the embattled and desperate heroes — combined with the magical music of the time combine sublimely (almost like Devastator or perhaps Voltron to go off-universe) into The World’s Greatest Tee Shirt:
Your old buddy michaelj (or Mrs. michaelj properly) ordered two. They will be mine for Christmas! Thank you beloved Better Half!
If you have foolishly not gotten yours yet, think about it like this… Do you not have the Touch? Do you want it? Are you constantly complaining about bad mana, bad luck, being topdecked? Perhaps you need the Touch, or perhaps the Power. Did you notice Prime teasing your opponent and calling him a loser with that L-shape up top his head?
You just might want to think about that.
I plan to start next year’s Extended PTQ season with the Touch in tow.
The major differentiating element is that this deck plays Rhox War Monk over Kitchen Finks, which is sometimes worse but sometimes quite dramatically better (for example, Jamie ran all over Tsuyoshi Ikeda in the Top 4 gaining tons of life with Spiteful Visions in play).
The super tech was Bitterblossom in the sideboard. Jamie rode his awesome blossoms to beat Paulo Vitor Damo da Rosa in the deciding game of his Top 8 match.
Here’s the obligatory video…
I actually had to go back and edit that just now. I think the opponent (playing what looked like Michael Jacob’s B/W Tokens deck) actually missed a kill the turn I tapped out for Oona. Yay us?
For anyone who hasn’t seen the new B/W Tokens decks in Standard, Michael Jacob used a version to help knock down the 2008 Worlds team title in favor of the good old USA.
Michael Jacob’s B/W Tokens
4 Bitterblossom
3 Marsh Flitter
4 Terror
2 Thoughtseize
4 Tidehollow Sculler
3 Ajani Goldmane
4 Cloudgoat Ranger
4 Glorious Anthem
2 Knight of Meadowgrain
1 Knight of the White Orchid
4 Spectral Procession
sb:
2 Head Games
2 Thoughtseize
3 Stillmoon Cavalier
2 Elspeth, Knight-Errant
3 Wispmare
3 Wrath of God
This deck has some unusual choices…
[Only?] Two copies of Thoughtseize on one… but these compliment the full set of Tidehollow Scullers on two.
Black two mana spells include tons of Terrors, but also possibly the most powerful spell in the deck, a quartet of Bitterblossoms. This is the kind of deck — along with Blightning Beatdown — where I can really appreciate Bitterblossom. It’s obviously a strong card… I just hate the fact that it is Faerie-stamped.
The only “true” three mana spell in Michael’s deck is Glorious Anthem. I saw a similar innovation in a deck that Andre Coimbra showed me before Worlds. Andre was testing my Blightning Beatdown pretty heavily and was losing badly to B/W tokens. So he decided to brew up some mirror innovations for the B/W deck, and Glorious Anthem “to win the tokens fights” was one of the things he came up with. It looks like Jacob had the same idea.
Regardless, Glorious Anthem has killer synergy with token creatures in general… It can help to make 1/1 throwaways into [more] legitimate threats.
One thing that struck me as a little odd in this deck was the White Planeswalker in the main, that is, the “other” Ajani [Goldmane]. Yes, you can increase all tokens with Ajani, simiar to Glorious Anthem, but Elspeth Knight-Errant actually makes tokens. Her “to the air” attack is about as devastating as you can get with a Knight of Meadowgrain early. Do you realize that a ten-point life swing on a stick actually increases Elspeth’s loyalty?
Offense is rounded out by multiple “make three or more guys” guys… Marsh Flitter, Cloudgoat Ranger, and Spectral Procession. In the following video, I get my Spectral Procession stolen on turn two, but the other two token generators make quick work of Game One.
This one is kind of like a Who’s the Beatdown? redux.
It wasn’t really intended that way… The first part especially is about the Reflecting Pool Control deck Mike McGee used to make Top 8 of the Star City Games $5,000 event. But game play gave us a rare opportunity to observe the control deck switching roles.
I guess it all came down to turn one, where the opposing beatdown deck played Ghitu Encampment. Because I was on the play, this let me Remove Soul his first play and buy a ferocious amount of time.
Then it was Kitchen Finks, Kitchen Finks against an opponent with no creature set up to block.
Normally a deck like Red Deck Wins or Blightning Beatdown is a challenge for Reflecting Pool Control. However instead of playing a sit-there attack-acceptance strategy where we would win (hopefully) after a lifetime of draw-go Magic, I saw multiple Finks as an opportunity to attack.
A lot of the readership (viewership?) has been asking for full matches. So we will probably be following this one up with Game Two… and why we didn’t side in something that would seem obvious to most of you.
Until then… Don’t get played.
LOVE
MIKE
P.S. Oy! Mike’s deck list:
2 Island
3 Remove Soul
4 Wrath of God
3 Condemn
2 Cascade Bluffs
2 Flooded Grove
2 Cloudthresher
4 Cryptic Command
3 Jace Beleren
2 Mulldrifter
4 Vivid Creek
3 Vivid Grove
1 Vivid Marsh
4 Vivid Meadow
1 Negate
2 Ajani Vengeant
2 Cruel Ultimatum
4 Esper Charm
4 Kitchen Finks
2 Mystic Gate
2 Sunken Ruins
4 Reflecting Pool
It’s a redux of Vengeant Reveillark aka the Brian Kowal Boat-Brew.
Our good friend Osyp Lebedowicz just scored Top 8 at the Star City Games $5,000 tournament in Philadelphia with Brian’s deck, which he considers one of the top two decks in Standard (alongside the Fae).
For those of you who haven’t seen the most recent list, here it is cut down to a manageable 60 cards:
Sideboard:
4 Guttural Response
4 Stillmoon Cavalier
4 Voice Of All
3 Wrath Of God
The Boat-Brew is just chock full of great cards; Osyp was close to saying that Bantoine Ruel (Ranger of Eos) is his favorite card in Standard, but his final vote goes to powerhouse Planeswalker, Ajani Vengeant.
The deck is very robust against the majority of the Standard field, though there is a potential soft spot against Faeries. Faeries with four Sower of Temptation is very difficult to overcome, particularly because Sower of Temptation is just the scariest possible prospect when you are laying out 4/3 Reveillarks.
Osyp took the time to talk to me about some potential changes for the deck, along with justifications.
1) The deck already cut the first Murderous Redcap; Osyp wants to do away with the other three, plus one Kitchen Finks, and replace that quartet with Spectral Procession. Spectral Procession is a known quantity in Windbrisk Heights decks. It is also probably better against Red Decks than Kitchen Finks because the tokens can block a Demigod of Revenge while still getting damage in.
2) Swap the main deck Burrenton Forge-Tender for a Flamekin Harbinger. Flamekin Harbinger might seem like a strange choice for a deck with… What? Three elementals? But think about it like this: With Flamekin Harbinger, you can get Reveillark with Antoine Ruel, meaning Ranger of Eos gets better and better. If you can get your 1/1 killed (not hard) look to be able to set up more than one Reveillark. Osyp feels the Red Deck matchup is strong enough to justify this change, and the following video does nothing to change this opinion:
MichaelJ is sick! No voice! Please forgive me, but I wanted to do a video on the deck I am playing at the Star City Games $5K before, you know, the Star City Games $5K.
I wanted to pretend-play eight matches on MTGO, pretending I was in a PTQ or whatever, but I went 6-1in the first seven, and I got a “draw” … However I wasn’t playing real Magic so the draw was irrelevant. So I just played the eighth (basically the nightmare matchup of Kitchen Finks, guys with large toughness, and Wilt-Leaf Liege for my Blightnings) … and got there easily. This solidified my choice of Blightning Beatdown for the $5K.
This is how I described the match on November 24:
8. G/W Little Kid
Game One – You probably know I made a deck with all G/W cards and Wilt-Leaf Liege for Block that won one PTQ (that I know about). I actually started thinking about this strategy again for Standard just because Wilt-Leaf Liege is so good against Blightning and Cruel Ultimatum. So basically, alongside Kitchen Finks and better guys than are in my colors — let alone my deck — this is the nightmare match.
Luckily he had a slow opening, which was my only saving grace. One too many lands came into play tapped so he couldn’t overrun me with superior forces. I stuck a Blightning that was pretty ironic. A turn or two later and I would have been eating 4/4.
Anyway he got out a ton of 4/x and 5/x creatures (with Liege boosts) but I had a late Bitterblossom to get in for a tiny amount of damage… eventually burned him to death.
Game Two – I side out Blightnings (obviously) for Everlasting Torments.
I luck out that his third land is a Mosswort Bridge, meaning my Figure of Destiny is 4/4 before he has a Wilt-Leaf Cavaliers in play. This is just what I need to get in -one too many times-. Then it’s all Hell’s Thunder and burn to the face. No sweat, thanks to his stumble.
And this here is the corresponding video:
DON’T FORGET!
I said way up top (and if you read the previous post) I am sick as hell. Meaning my voice is like cigarettes ground into gravel. Forgive me this one time, I really wanted to get the content out to you.
Wherein Michael J. Flores further discusses the one thing that matters most in the Reflecting Pool Control mirror match and displays a long back-and-forth battle between competing Stage Three strategies (possible spoiler: the one from Shards of Alara wins).
Last week in Top Decks I described a frustration with the Reflecting Pool Control mirror matches which was instrumental in my switching to Jund Mana Ramp for the New York State Championship.
That frustration was / is that the Reflecting Pool Control mirrors generally come down to State Three, where one player resolves Cruel Ultimatum and eventually wins… regardless of what either player did or how hard the other player fought during State Two.
After identifying this, I simply decided to switch from a paradigm of mana efficiency and card advantage in Stage Two (where most “Magic: The Gathering” is played) to a strategic game revolving around beating my opponent in Stage Three, that is, saving my Cryptic Commands for his Cruel Ultimatum even if if meant falling behind his Mulldrifters (or at least not scooping up some juicy Mulldrifter targets) during the second Stage.
This, I believe is still right.
The problem is that especially in sideboarded games, the crafty Reflecting Pool Control player can just play to force his Cruel Ultimatum regardless; for example he can wait until eight mana and play Cruel Ultimatum + Gutteral Response, or set up with a Vexing Shusher. It is basically impossible to outsmart this strategy. Like even if you sit back with double Cryptic Command on eight mana you will fail if they simply went first. Grok?
I know you grok.
Even in Game One situations, he can wait until nine mana to cover with a Negate.
So I just decided to avoid this dance entirely and play a more proactive Mind Shatter + Gutteral Response strategy at the New York State Championship.
So speaking of the New York State Championship, I made a video based on our reigning Champion Stephen Carpenter’s Reflecting Pool Control deck. Here is the aforementioned Reflecting Pool Control deck:
Reflecting Pool Control
1 Adarkar Wastes
4 Vivid Creek
3 Vivid Meadow
3 Vivid Grove
4 Reflecting Pool
3 Mystic Gate
2 Flooded Grove
2 Sunken Ruins
1 Fire-Lit Thicket
1 Cascade Bluffs
1 Yavimaya Coast
1 Oona, Queen of the Fae
4 Mulldrifter
4 Kitchen Finks
2 Cloudthresher
So interestingly, I immediately got into a Reflecting Pool Control mirror match where my opponent outdrew me on Cryptic Commands and got a slew of two-for-ones on me. Yet I was able to win it in State Three because he blew three Cryptic Commands on Cloudthreshers and Esper Charms and was out when it came down to the one card that really matters in the Reflecting Pool Control mirror: Cruel Ultimatum from Shards of Alara.
This was a really interesting back-and-forth battle. I hope you like it.
PS I won Game Two very quickly with three Kitchen Finks on offense so it never came down to Stage Three shenanigans.