At least balanced
Hello dear
fellowers,
today i’m
gonna write `bout my new (old) love – Eldrazi and Taxes.
A
Black-White Deck full of disruptive elements, card advantage and clunkiness ;)
It has a lot of legs (like many other decks i’ve played), a bunch of removal
and some sort of „trick plays“.
First: Why Taxes?
Death and
Taxes doesn’t get the attention it deserves. It’s a quite powerful and
interactive strategy, it has huge creatures and neat interactions. There are
two solid reasons to play the deck:
A) Great removal
Black and white give all what a skillful player may wish for. Path to
Exile, Fatal Push, Zealous Persecution, Dismember, Go for the Throat etc. In
addition to this creatures can be blinked, flickered and processed – so a lot
of interaction is going to take place at my table.
B) Disruption „to go“
I love creatures with disruptive elements. I was intrueged by
Thought-Knot Seer, Wasteland Strangler and Tidehollow Sculler when i started
playing the deck. There maybe no Tarmogoyf (lurking for a Stoneforge Mystic
unban) in this deck, but everything does contemplate to the deck plan. Thalia,
Arbiter, Sculler, Displacer, Strangler, TKS – i’m just plainly fascinated.
The deck
fell off the map when Humans emerged as a super-solid Aether Vial – contender.
Merfolk (the other famous Vial-deck) is a local phenomenon, as it’s played by a
couple of guys in my LGS. Either way, i believe that this deck is stronger than
most of you will suggest.
On paper it
looks quite clunky, sluggish and weak compared to the blistering fast and
powerful decks in the format. There’s no Jace, Bloodbraid Elf or Hollow One
that will kill your opponent in a single turn. Also no Scavenging Ooze, Dark
Confidant or Young Pyromancer that will grind your opponent to death. Just
solid beaters with tax & discard-effects.
Second: „My“ list
I included
2 specialities the following list will offer to you:
3 shambling vent
4 concealed courtyard
1 godless shrine
3 caves of koilos
4 ghost quarter
4 eldrazi temple
1 sea gate wreckage
2 plains
1 swamp
4 aether vial
4 path to exile
3 lingering souls
3 thalia, guardian of thraben
4 leonin arbiter
4 tidehollow sculler
1 selfless spirit
4 flickerwisp
4 flickerwisp
3 eldrazi displacer
3 wasteland strangler
4 thought-knot seer
Sideboard:
3 relic of progenitus
2 stony silence
2 blessed alliance
2 fragmentize
2 burrenton forge-tender
1 engineered explosives
1 eidolon of rhetoric
1 gideon, ally of zendikar
1 fatal push
So 2
casualties are here: lingering souls and sea gate wreckage.
Let me
explain this to you. The deck was lacking innovation for quite some time now.
There haven’t been printed anything spectacular new or flashy. The latest solid
additions are Blessed Alliance, Gideon, Fatal Push and Fragmentize – all are
part of my sideboard.
So why
bothering with Lingering Souls? Well Midrange and Control are common matchups
nowadays. The deck was lacking a solid option of card advantage. Some included
Blade Splicer, others Dark Confidant – both doesn’t shore up the two weakest
matchups for Eldrazi and Taxes: Jund Midrange and Affinity.
Both
strategies are commonly played and present a serious issue. But there are these
tiny little 1/1 Fliers that nobody comes across. 4 creatures for 5 mana,
stalling like a wall, chumping like a boss and making combat math getting
complicated.
It has
anti-synergy with Thalia, but a MTGO-Grinder suggested it and he was running
the deck to great success. I’ve tried it and was happy at least.
Sea Gate
Wreckage is the other elephant in the room. The Manabase is already quite
complicated. I had to cut a single Caves of Koilos for the Wreckage, but the
switch was well worth it. This land has drawn me a lot of cards and is one more
tool on my way of finding “my” list.
With these
additional 4 cards Jund and Affinity are at least manageable.
Third: Matchup Guide – Merfolk
From time
to time I’ll give sideboard advice to all of you that are messing around with
the intricacies of the deck. Starting with Merfolk today I’m going to share my
knowledge and insights about the matchup.
Merfolk is
a tempo-based creature deck that tries to disrupt opponents and strengthen it’s
boardstate all at once. The disruption suite contains landhate (Spreading Seas,
sometimes Field of Ruin), counter-backup (Cursecatcher, Deprive) and
pump-effects (Lord of Atlantis, Merrow Rejerry, etc.). On top of that it has
2-for-ones like Silvergill Adept, Spreading Seas and Master of Waves.
It’s
crucial to understand that Merfolk is at heart a Aether Vial Deck. So one thing
to know is, that without Vial it’s pretty much a fair creature strategy with a
lot of “1-play-per-turn” shenanigans. So the first thing to recognize is the
reliance on Vial and Spreading Seas too.
Islandwalk
is such a huge blowout, that it’s a centerpiece strategy of the deck. Once you
are aware of this, artifact/enchantment – removal becomes pretty appealing. 8
pieces getting hit by disenchant are reason enough to board 2 fragmentize.
Be aware
that BW E&T is a super mana-hungry deck, once your manabase is messed up
you’ll have a hard time deploying all of your threats.
Next let’s
think about there creatures. They got a lot of bounce-/tap-effects like Rejerry
or Trickster. So reming yourself that they can mess up your combat math easily.
Board in a couple of removal spells to kill there lords, the most importance
pieces of there aggro-plan. I’m usually into one Engineered Explosives (hits
S.Seas, Lord of Atlantis, Adept, Master of the Pearl Trident etc.), one Fatal
Push and two Blessed Alliance. These are 6 cards which is fairly enough. I don’t
expect that boarding more does make that matchup favorable.
So what
should be dropped off? Lingering Souls is pretty bad here, it isn’t a clock and
can’t chumpblock Islandwalk creatures, that means -3 Lingering Souls. Another
offender to take out is Thalia, Guardian of Thraben.
With more
spells coming in it’s a liability to pay the tax. Your opponent won’t be
affected as much as you are and Thalia lacks an impressive body. This leads me
to -2 Thalia (don’t drop too many 2 drops, but it may be right to board out the
3rd copy too).
One Slot
left, whereas Selfless Spirit is a serious contender. It is no clock and it
only messes up your opponents combat math if no islandwalk is available. So the
last slot is either -1 Thalia or -1 Selfless Spirit.
Merfolk is
a tough matchup. Sometimes they flood the board and overwhelm you, on other
meetings your removal package hurts them badly and there fair draws are quite
beatable. Be aware of Mutavault which gets buffed by ALL Lords (Master of Waves
+ LoA / MotPT) and quickly get out of control.
Once they
establish a boardstate with Master of Waves and a couple of tokens the game
usually ends within 1-2 turns. Be prepared to keep the board small. Trade
useless creatures wherever you can (Leonin Arbiter isn’t worth keeping, Thalia
too) and either race them or try to control the board with Eldrazi Displacer /
Flickerwisp / Wasteland Strangler.
Don’t try
to manadenial them hardly. Sometimes it’ll work, but the longer the games go
the worse is your chance of winning. Keep Ghost quarter for there Mutavaults.
The matchup
favores Merfolk slightly I guess. There creatures line up better against ours
and there evasion is far more superior than ours. After board it’s balanced
because we got good removal plus there dismember and Ceremonious Rejection are
good, but not exceptional.
Our Vial
starts can match there Vial starts although we are not that explosive.
Last words
It’s a
pleasure to write about this archetype because it’s easy to understand, but
hard to master. I advice anyone interested in creature-beatdown decks to take a
spin. A lot of things can be learned from it, which is the most important
argument for me to sleeve it up and take it to the table.
Hope you
enjoyed the article, maybe leave some comments in the section below.
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