Showing posts with label metagame. Show all posts
Showing posts with label metagame. Show all posts

Thursday, December 10, 2009

What If: Cascade Was Never Invented?

Hi guys! Zendikar's been out for a while, so now we're going to do a metagame breakdown of Standard. Aggro is still powerful but Control certainly has a good presence as well. Let's see what we have...


Boros Bushwhacker


Maindeck:

Creatures
3 
Elite Vanguard
2 
Goblin Bushwhacker
4 
Goblin Guide
3 
Kor Skyfisher
4 
Plated Geopede
4 
Ranger Of Eos
4 
Steppe Lynx

Instants
2 
Burst Lightning
4 
Lightning Bolt
4 
Path To Exile

Planeswalkers
2 
Elspeth, Knight-errant

Basic Lands
4 
Mountain
6 
Plains

Lands
4 
Arid Mesa
4 
Marsh Flats
4 
Scalding Tarn
2 
Teetering Peaks

Sideboard:
2 
Baneslayer Angel
4 
Manabarbs
3 
Oblivion Ring
2 
Burst Lightning
4 
Celestial Purge


Boros Bushwhacker is still one of the top decks in Standard. It kills most Control decks before they get online, but has a bad matchup against Eldrazi Green, which sweeped a few States tournaments.


 Eldrazi Green


Maindeck:

Artifacts
3 
Eldrazi Monument

Creatures
3 
Ant Queen
4 
Elvish Archdruid
4 
Elvish Visionary
3 
Great Sable Stag
4 
Llanowar Elves
2 
Master Of The Wild Hunt
4 
Nissa's Chosen
2 
Noble Hierarch

Planeswalkers
3 
Garruk Wildspeaker
4 
Nissa Revane

Basic Lands
20 
Forest

Lands
4 
Oran-rief, The Vastwood

Sideboard:
1 
Eldrazi Monument
3 
Pithing Needle
3 
Great Sable Stag
3 
Mold Shambler
3 
Mycoloth
2 
Windstorm



Eldrazi Green plays out a lot of "must-deal-with" threats, and it's a pretty good deck. Against these decks are the control decks:


RWU Planeswalker Control


Artifacts
4 
Courier's Capsule
1 
Obelisk Of Alara

Creatures
3 
Sphinx Of Jwar Isle

Instants
1 
Essence Scatter
2 
Flashfreeze
4 
Lightning Bolt
4 
Path To Exile
1 
Swerve

Planeswalkers
4 
Ajani Vengeant
1 
Chandra Nalaar
2 
Elspeth, Knight-errant

Sorceries
4 
Day Of Judgment
3 
Mind Spring

Basic Lands
3 
Island
2 
Mountain
3 
Plains

Lands
3 
Arid Mesa
2 
Crumbling Necropolis
4 
Glacial Fortress
2 
Jungle Shrine
3 
Scalding Tarn
4 
Sejiri Refuge

Sideboard:
1 
Pithing Needle
3 
Celestial Purge
2 
Essence Scatter
3 
Flashfreeze
3 
Oblivion Ring
3 
Earthquake



This is one of the 'decks to beat' at the moment, since there are few ways to gain card advantage in Standard at the moment, and planeswalkers are a big one.


That's all we have time for today! Tomorrow we'll talk about W/U Control, Red Deck Wins, and Emeria decks. See you tomorrow!

Wednesday, October 28, 2009

Fetch A Shockland: Part 1 - A Journey Into Extended

Hello, new and returning readers and welcome to my newest series: Fetch A Shockland. This series will chronicle my journeys into learning more about Extended as a format, and becoming more skilled in playing it. This first post will be all about the introduction: where I am now, and where I intend to go.

I know a bit about Extended already. I know the major players in the format and I keep a casual view of the metagame. So here's my current, immature analysis of the metagame:

The major players are Zoo, Faeries, Next Level Blue, Hypergenesis, and recently Dark Depths. Various Rock decks including Death Cloud also exist in some capacity. Dredge is a rogue deck that comes and goes in cycles. Everyone forgets about it, and it strikes. Everyone boards in hate, and it dies. People stop boarding in hate, and forget about it. It strikes again.

The deck I intend to begin with is Zoo. It's the only really Tier 1 aggressive deck, but comes in a few flavours. Here are the decks I considered:

Rubin Zoo

Pros:


  •  Has controllish elements in Baneslayer and Punishing Fire / Grove of the Burnwillows.
  • Good lategame: something many Zoo decks lack.
Cons:

  • Noble Hierarch is a bad topdeck.
  • Has to play 24 lands, thus has more chance of flood.
  • A lot of people will be playing it, since it won PT: Austin.
Spectral Zoo:

Pros:

  • Has random tech against Hexmage Depths
  • Has Jitte, which Rubin Zoo couldn't fit in.
Cons:

  • Sideboard seems weird.
  • Spectral Procession puts a lot of strain on the manabase.
Landfall Zoo:

Pros:

  • Abuses the HELL out of landfall. I mean, seriously.
  • Has very aggressive starts.
  • Has better Knights than other Zoo builds.
Cons:

  • Can attack from less angles.
  • Hasn't got much of a late-game.
  • Can't really defend with it's landfall guys.
Hyper Aggressive Zoo:

Pros:

  • 16 1-drops.
  • Fastest Zoo deck ever.
Cons:

  • Runs out of gas too quickly.
  • NO lategame.
  • Sweeper = you lose.
I decided to go with a process of elimination. I figured Hyper Aggressive Zoo simply wouldn't cut it in the mirror, so that was out. I also want a deck to start that will teach me a lot about the format, and mindless attacking won't do it. That ends the chances of Landfall Zoo.

I really like Rubin Zoo, but I also like the Jitte. However, in the end, I'm a sucker for an aggro deck that can control the game (that's why I play Jund) and the Grove / Punishing Fire combo simply suckered me in, so I decided to choose Rubin Zoo.

Here's the decklist I will be using, copied almost card for card from Brian Kibler's deck:

Lands (24)

4 Arid Mesa
2 Ghost Quarter
4 Grove of the Burnwillows
1 Marsh Flats
4 Misty Rainforest
1 Sacred Foundry
2 Stomping Ground
1 Temple Garden
2 Treetop Village

Creatures (21)

3 Baneslayer Angel
4 Knight of the Reliquary
3 Noble Hierarch
3 Qasali Pridemage
4 Tarmogoyf
4 Wild Nacatl

Spells (15)

1 Elspeth, Knight-Errant
4 Lightning Bolt
2 Lightning Helix
4 Path to Exile
4 Punishing Fire

Sideboard (15)

3 Ancient Grudge
3 Blood Moon
3 Celestial Purge
2 Ghost Quarter
1 Kataki, War's Wage
3 Tormod's Crypt

The only change I made (and the changes that rippled from that) was removing the Meddling Mages. I don't have enough of a handle on the format to name the right card. Because of that, I removed the Hallowed Fountain from the sideboard, and due to that was able to cut a Marsh Flats for a second Ghost Quarter (against the mirror). To make up for the missing slots, I added Tormod's Crypt as an anti-Dredge mechanism and Celestial Purge against Dark Depths.

I'm concerned about my ability to beat Hypergenesis now, so the next thing to do was to look at the match reports for an idea on how Zoo can combat the deck. I don't know too much about how it works, either.

After a read up on Kibler's beating Hypergenesis, I find that Hierarch into Blood Moon is a strong move, and Ghost Quarter is very good. (So it's good against Hypergenesis, Dark Depths AND Rubin Zoo? Why am I not playing FOUR!?)

And so this is the deck I've decided to play. I'll be playing some matchups over the next week, and that, as well as the lessons I learn about the format, will be featured next week!

Play Along At Home:

This is the Play Along At Home portion of the post. If you want to learn more about Extended yourself, you can follow along with my journey and do what I intend to do in order to improve our knowledge of the format.

Homework: Play 10 matches of Rubin Zoo (either through real-life, proxies, MODO or MWS, I'm really not picky).

Look up some articles on the current metagame and Rubin Zoo.

See you next week with Fetch A Shockland: Part 2!





Sunday, September 13, 2009

How To Do Better At Your Next PTQ - Part 4

Part 4 - Sideboarding for the Event Metagame

Sorry for the delay between parts: Zendikar spoilers will do that. I've learnt my lesson. I will aim to finish this series, Zendikar or no, within the next week, and then I'll only do series' that I stick with once a day until it's done. I'm also going to aim to finish the Last Look At Lorwyn series.

Now, on to the actual advice.

At a PTQ, your metagame will probably be subtly different to the ones in another country or even another city. Perhaps a lot of good players in your area play Faeries: so you shouldn't, facing the double threat of being outplayed in the mirror and outhated by the lesser players who can only win through excessive sideboard hate.

Instead you'd want to play a deck that has a good match against Faeries and against anti-Faeries. An anti-Faeries deck would work, if you were confident in beating the lesser players in the mirror.

Either way, if you bring a specific sideboard and turn out to be wrong, you're in trouble. That's why you should bring about 30 cards, and construct your sideboard at the event.

Note: you should not construct your sideboard piecemeal unless you have to. Make plans. For example, with GSS Jund, I might bring in my 30:

Kitchen Finks
Volcanic Fallout
Firespout
Maelstrom Pulse
Vithian Renegades
Guttural Response
Cruel Ultimatum
Mulldrifter
Doom Blade
Broodmate Dragon
Glen Elendra Archmage
Stillmoon Cavalier

This would leave me free to have several sideboard plans. For example:

Heavy 5CC metagame:

4 Glen Elendra Archmage
3 Firespout
2 Maelstrom Pulse
4 Kitchen Finks
2 Volcanic Fallout

This is a fairly balanced sideboard, but with 4 slots dedicated to Glen Elendra Archmage, an excellent foil to Five-Color. The deck also features light anti-Time Sieve (Maelstrom Pulse and Archmage) with some anti-aggro and Elf Combo, and a good plan against Blightning, which often beats Five-Color Control. With Great Sable Stag and Fallout, the deck is strong vs. Faeries, and the GSS / Anathemancer combo gives you a good chance in the Jund mirror.

Heavy Fae metagame:

4 Volcanic Fallout
3 Deathmark
3 Stillmoon Cavalier
1 Maelstrom Pulse
4 Kitchen Finks

Here, the Volcanic Fallouts cede to Fae, but mostly the sideboard relies on the maindeck Stags and the Stags  in other sideboards to beat Fae. Kithkin, B/R Blightning, Elf Combo and the mirror are all handled here: the main decks expected to survive the first few rounds. The hope is that most of the Fae will die in the middle rounds, since there's a lot of hate ready for it.

Heavy Elf Combo metagame:

4 Volcanic Fallout
4 Firespout
1 Maelstrom Pulse
3 Kitchen Finks
3 Glen Elendra Archmage

This deck is aimed at Elf Combo with the 8 sweepers, and the decks likely to beat it, with Volcanic Fallout hitting Faeries, Kitchen Finks hitting burn, and Archmages hitting Five-Color Control and Time Sieve.


I could go on with specific examples, but that isn't worth the space. These are merely examples. A fourth option is a transformational sideboard, against say, a heavy Jund mirror which won't be expecting it. The point is, you want to have multiple sideboard plans, and the cards to handle all of them. I wouldn't do this for say, FNM, but for a PTQ, every edge is important, and this is certainly a formidable one.

Until next time, may you outplan your opponents.

Tuesday, August 18, 2009

How To Do Better At Your Next PTQ - Part 2

Hello, and welcome back to my series of How To Do Better At Your Next PTQ. We've covered testing your deck here, so now it's time to move on to analysing the metagame. The list which inspired this series can be found here.


The Three Types of Metagame

There are generally three different types of metagame that you'll face in a particular format in a particular year. These modes are about more than decks: they're about how the whole metagame interacts, and understanding it is crucial to victory.

The Deck vs. The Anti-Deck

This type of metagame is when there is one particular 'best' deck that makes up about a third of the field, and generally beats most of the minor decks. The second most popular deck is the anti-deck, which beats the best deck, and generally has passable matchups against the minor decks.

An example here would be Affinity. Affinity was THE deck, and anti-affinity was THE anti-deck. This is a greatly exaggerated example of how it usually is, but it's ideal for our purposes. If you couldn't beat Affinity, you basically couldn't show up.

How this matters: In this case, you need to make a choice: The Deck, which is strong but everyone will pack hate for, the Anti-Deck, which beats The Deck but can lose to minor decks, or a minor deck with a good matchup vs. The Deck and the Anti-Deck. I would generally recommend playing a minor deck if it's strong enough to get a 55-60% win chance against The Deck and the Anti-Deck, because people are less likely to sideboard against and test against it. The Deck, unless ridiculously powerful, is often not a good place to be at if the players have figured out how to beat it.

Rock-Paper-Scissors Metagame

Generally the most common, the rock-paper-scissors metagame features three major decks with favourable matches vs. one, and unfavourable vs. the other. The three major decks all perform well against the minor decks almot all of the time.

An example of this would be last year's metagame, where Faeries beat Five-Color Control, Five-Color Control beat Kithkin, and Kithkin beat Faeries. All three decks performed well against random decks (except Faeries vs. Mono-Red) and all of them were good vs. one deck and bad vs. another.

How this matters: Generally, one deck will be the most popular. The deck it beats will be second, and the deck that the second deck beats will be third. Thus, we need to examine the pros and cons of Deck 1, Deck 2 and Deck 3.

Deck 1: Playing Deck 1 is often a good choice, especially if you're good with it. Most players won't play Deck 3, and plenty of them play Deck 2. Of course the problem with Deck 1 is that minor decks can do well against it if they sideboard heavily.

Deck 2: Playing Deck 2 is generally a bad choice. Losing to Deck 1 is never a good thing. I personally would not recommend it. People will sideboard against Deck 2 as well. Deck 2 = bad idea.

Deck 3: Playing Deck 3 is a good idea. If you can survive the first few rounds of a PTQ, Deck 2 will be mostly eliminated by Deck 1, and you're designed to prey on Deck 1. Most decks will only devote 3-4 sideboard slots to Deck 3 as well. Personally, this is the one I would pick unless I was quite skilled with Deck 1.

Minor deck: I wouldn't recommend it. It's basically impossible to build a minor deck with decent matchups against Deck 1, 2 and 3. In this case, the best move is to go with Deck 1 or Deck 3.

One Deck Many Decks Metagame

The rarest of the three, a one deck many deck metagame is when one deck or subset of decks makes up about 20-25% of the metagame, and the rest of it is spread among minor decks.

A perfect example of this is Legacy. CounterTop decks make up the One Deck, and the other decks (notably Dreadstill and Thresh) are mostly fairly minor, with a couple of 10-15% players. This metagame is hard to predict. It depends on how much hate is brought against the One Deck.

How this matters: In this scenario, it all depends on how new the One Deck is. If the One Deck has recently surfaced, play it. If it's been winning for a few weeks, I suggest playing a minor deck with a good matchup against the One Deck and passable matchups against most minor decks. It's hard to know how this kind of metagame will turn out, but a solid plan against the One Deck is never a bad thing.



The Role of Minor Decks

Minor decks, the ones that make up a small but appreciable segment of the metagame, generally 5-10% are an excellent, valuable addition to the metagame. For one, it keeps the major decks honest. They need to be able to defend against a wide variety of angles of attack to remain in their catbird seats. For another, it provides variety. Sometimes you don't want to play a major deck, and then you can always move to the Merfolks or Blightings of the world and try to strike from an unexpected angle.


I could include some information about how to collect statistics for the metagame, but I'm fairly sure that if you're at the level of seriously analysing it, you already know how to do that. My only tip I will give you is to check out the latest tournaments: StarCityGames.com is good for this. Other than that, it's up to you to ascertain what pattern of metagame you're in.

The best part about this advice is that it will still be applicable 5 or 10 years from now. I'm sure I'll write many articles about the metagame that will go out of date in mere months, but this content is timeless. Enjoy it, and use it wisely.

Until next time, may you see the pattern you've seen before.

Monday, August 17, 2009

Catching Up On Magic - Part 6

This will be the final article in the series. The entire article will be republished into one for linking purposes, and then this series will end.

It's time for the last post of this series: the metagame. I could write a large amount about the metagame, but I'm just going to give you the bare bones. I'll actually be writing a bigger post about the metagame in the next few days that caters to the PTQ players.

The main decks in the metagame are:

Major:

Five-Color Control
Jund
Faeries

Minor:

Jund Mannequin
Elf Combo
Time Sieve Combo
Kithkin
Doran Rock
Merfolk

Man that's a lot of decks. Let's do this:

Five-Color Control

Decklist from USA Nationals, 1st place, by Charles Gindy


Five-Color Control's strength lies in it's ability to play all the best control cards in Standard in one deck. It starts off slow, then uses overwhelming card advantage and card quality to beat you down until it plays Broodmate Dragon, Baneslayer Angel, or Cruel Ultimatum, and then proceeds to win.

How to beat it: Anathemancer is always an excellent choice. If you're not in the colors or need another weapon, Glen Elendra Archmage is a good choice too. Great Sable Stag helps, but won't really win on his own with Lightning Bolt, Firespout and Hallowed Burial providing an answer.

How to play it: Try not to tap out on your opponent's turn unless what you play is far more devastating than anything they can come up with (Broodmate, Baneslayer, Cruel). Use your counterspells only on things you will find hard to deal with if they hit.

Jund

Decklist from Uruguay Nationals, 3rd place, by Rafael Peralta


While I personally disagree with some of his card choices, he's got the invite to Worlds and I don't, so there ya go. The deck focuses on Cascade and powerful aggro creatures to create a rare deck: an aggressive deck with card advantage.

How to beat it: Anathemancer is effective, as is Burrenton Forge-Tender to stop most of their removal. Ethersworn Canonist or Double Negative is good if you're getting beat up by Cascade, and you can outlast them if you're a deck like Five-Color.

How to play it: Play aggressively, but sandbag a Bloodbraid Elf against a control deck. Against Elf Combo or Kithkin, use your sweepers well. Cascade is your friend, and use Lightning Bolt and Maelstrom Pulse aggressively.

Faeries

Decklist from Brazil Nationals, 1st place, by Paulo Vitor Damo de Rosa


Faeries is an aggro-control deck that uses it's creatures to control the board, by countering spells with Spellstutter Sprite, stealing your turn with Mistbind Clique, and disrupting you with Vendilion Clique. Bitterblossom provides incremental card advantage.

How to beat it: Great Sable Stag is the KING against Faeries here. It totally stops them cold, and all they can do is race or play a sideboarded Warren Weirding (very clunky). Against U/B/R Faeries, Anathemancer is good, and Great Sable Stag is still almost as powerful.

How to play it: Save your cards til the right moments: Sprites to counter spells, Scions to counter removal or as combat tricks, Mistbind Clique on their upkeep, etc. Bitterblossom is good to play as early as possible. Don't be afraid to turn aggressive and race.

Elf Combo

Decklist from Russian Nationals, 1st place, by Andrey Kochurov.


Elf Combo uses Heritage Druid, Nettle Sentinel and Elvish Archdruid to get lots of mana, Elvish Visionary and Ranger of Eos to assemble a critical number of Elves, and Regal Force / Mirror Entity as finishers to win the game with.

How to beat it: Lots of sweepers and Wrath effects. Tapping all their creatures with Cryptic Command can also buy you time.

How to play it: Don't be afraid to overextend unless you have a combo + Ranger of Eos. If you don't win fast, you won't win at all. Use your big creatures to win the game.

Jund Mannequin

Decklist from USA Nationals, 4th place, by Brad Nelson.


Jund Mannequin uses a combination of aggressiveness and comes-into-play creatures (reanimated) to win the game. It's an aggro control deck that hinders the opponent while building it's own attacking force.

How to beat it: Removing their graveyard with Jund Charm helps, and it's also vulnerable to Burrenton Forge-Tender and Anathemancer like conventional Jund decks.

How to play it: Feel free to evoke Shriekmaw and Mulldrifter early to bring them back with Makeshift Mannequin. Caldera Hellion is a good controlling card, and your other cards are used for attacking the opponent. Your deck can switch roles between aggro and control repeatedly during a game: use it.

Time Sieve Combo

Decklist from Finland Nationals, 1st place, by Mikko Airaksinen.


This deck focuses on playing artifacts to draw cards and get mana, then use Time Sieve, Time Warp, and Open The Vaults to take infinite turns while drawing lots of cards with Howling Mine. It wins with Tezzeret's ultimate ability.

How to beat it: Counter their Open the Vaults, or be fast enough to kill them first. Maelstrom Pulse on Borderposts is a good idea.

How to play it: Don't be afraid to play Borderposts at full price. Top priority is Howling Mine, then 'draw a card' artifacts, then mana artifacts. Once you hit 5-6 mana, start Time Warping, Sieving, and vault opening until you win.

Kithkin

Decklist from Finland Nationals, 3rd place, by Antti Malin.


Kithkin focuses on playing lots of threats, then pumping them up to win quickly. It's surprisingly resilient, as a Cloudgoat Ranger or Spectral Procession can provide an immediate threat, especially with a pump spell on the battlefield.

How to beat it: Sweepers and Wrath effects, as well as anti-white cards like Stillmoon Cavalier and Deathmark work well. Chaotic Backlash can often deal a lot of damage to them if they don't have Burrenton Forge-Tender.

How to play it: It's an aggro deck: simple to play. Play cards, make them big with Ajani and Honor of the Pure, and bash them to death. Keeping back a Cloudgoat Ranger isn't a bad idea though.

Doran Rock

Decklist from Hungary Nationals, 2nd place, by Gabor Kocsis.


Doran Rock uses powerful creatures and removal to make a very strong midrange deck. It's card quality is difficult to beat.

How to beat it: Anathemancer (do you see now why I play it maindeck?) is good, as is Deathmark and Hallowed Burial, though 2-3 damage sweepers won't cut it against this deck's main threats.

How to play it: Remember: you're a midrange deck. Control their early game, then play your guys turns 4-6 and win before the late game comes online.

Merfolk

Decklist from Switzerland Nationals, 1st place, by Tommi Lindgren.


Merfolk is an aggro-control deck which plays some creatures, and then protects them with counterspells to win. It also features removal and the game-ending Sleep to force through damage and kill opposing creatures.

How to beat it: Sweepers do well, especially the uncounterable Volcanic Fallout. Racing them is often an option, as well: generally you won't face Merfolk often.

How to play it. Treat your creatures as both offensive creatures and blockers. You are an aggro-control deck: you can do both. Go aggressive when you draw Sleep, and go for the kill when necessary. Use your lords well. It's not an easy deck to describe briefly.


And there you have it! You have the sets, the mechanics, what's powerful, what's not, how to draft, what's being played and all the new additions to the game. You're now ready to build a deck and head to FNM without making a complete fool of yourself. But the next step is up to you. Your foot is in the door, but now you have to step through, by playing in events and continuing to learn. When Zendikar comes out, everyone else will be as confused as you are, and you'll be ready to play with the regulars once again.