The Archtypes Pt. 2
GW Creature fall
Game Plan:
This is your standard Green and White beatdown deck, with the
distinction that its main plan doesn’t use combat tricks as its main tool to facilitate
profitable combat steps. Instead, the good creature payoffs of this deck have lines
of text that essentially read “as long as I’ve played a creature this turn, you
can’t profitably block me.” This incentivizes you to build decks with 18ish creatures
to ensure that your payoffs are turns on every turn. At first blush this sounds
like a strategy that’s incompatible with the “you need to interact with your
opponent’s creatures” incentives of the format. However, access to creatures
that interact with your opponent’s blockers like Rhox Veteran and Zhalfiran
Decoy, plus a few “reach out and kill something” spells filling your few non-creature
slots is usually enough ammo to bring to the fight.
How to get
into this deck: I most
commonly find myself in this deck when I’ve started the draft with a few good
white cards and see a 3-5th pick Good Fortune Unicorn. Starting base
green usually leads me towards one of the other G archetypes as most of the
enablers and payoffs for this deck lean white. A late Good Fortune Unicorn is another
pretty strong incentive to be specifically GW.
Key Cards
Being a standard
beatdown deck, there aren’t many “key cards” that the deck can’t function without,
but here are some of the best aggressive cards for the deck
Good-Fortune Unicorn: One
of the best cards for this deck and the GW deck’s “Kill on sight" creature
Rhox Veteran: As mentioned before, important for
keeping your creature count high white still giving your deck interaction.
Battle
Screech: Just an
absurd card in general but at it’s best in this deck
Saddled
Rimestag: Outputs a
massive amount of damage for a two-mana investment
Other Cards
Above Replacement Level Cards
Scale up: The best home for this card, 2 unblocked
creatures on turn is usually lethal
Bellowing
Elk: This just makes
the cut to above replacement level. The 4-drop slot is hotly contested but if
you don’t pick up any of the premium ones, this one gets the job done.
Underperformers
Springbloom
Druid: Fantastic in
every other green deck, but you don’t want a card that doesn’t contribute to
your beat down plan
GW’s Plan
B/Backdoor Deck:
GW Go Wide
Just like RB’s
plan B deck, this deck isn’t so much a contingency plan, but an additional angle
of attack your deck might employ if you pick up the right cards. There are a
good number of cards in green and white that make multiple creatures so if you
cross a certain threshold on those cards, a few copies of Stirring Address can
work as common stand in’s for of Scale Up.
RW Slivers
Game Plan:
One of the most self-explanatory archetypes; your goal here
is to shove as many pieces of cardboard that say “Sliver” on them into your
deck with a curve that allows you to play them in a timely fashion. This is
mostly a beatdown deck but can play the long game by just waiting out a stalled
board until you draw the right Slivers to profitably attacks.
How to get
into this deck: The
most common way I end up in this deck is drafting good red or white cards early
and then noticing that Slivers are wheeling. Recognizing when you’re in a
position where you take the best Sliver/Changeling out of a pack and knowing
that another one will come back around is the best way to ensure your deck ends
up with a critical mass of Slivers.
An early Cloudshredder
Sliver is the one card that will truly incentivize me to try and draft this
deck instead of just falling into it.
Key Cards
Lancer Sliver
and Cleaver Sliver: These
are the two most important Slivers to the deck and a lot of games come down to you
assembling the combo of these two to make combat impossible for your opponents
The two
drop Slivers: None
of the two drop Slivers are insane on their own, but you need a critical mass of
two drop Slivers to make sure that your Lancer and Cleaver Slivers can deliver
the beatdown effectively.
Other Cards
Above Replacement Level Cards:
Hollowhead
Sliver and First Sliver’s Chosen: These cards are good, and the first copy of each are better
than your first random two drop sliver, but they aren’t integral to making the
deck tick.
Shelter: Protecting your Slivers to ensure
your entire game plan isn’t derailed with a single mid-combat removal spell is important.
I like packing 1-2 copies of this card.
Underperformers
Lavabelly
Sliver: This card is
in a similar spot to Ruination Rioter in the GR deck. It’s a fine card and you’ll
play it if you have slots, but not providing a combat relevant ability makes
this card sort of underwhelming. The exception to this is when you get 3-4 in
your deck and each of your Slivers start draining for 2-3. The more copies of
this card I have, the more willing I am to play them all.
RW’s Plan
B/Backdoor Deck:
RW Go Wide: Almost identical to
GW’s Plan B deck except you get access to Goblin War Party as an additional
tool to go wide, and Volatile Claws as another mass pump spell.
WB Changelings
Game Plan:
WB Changelings is a
midrange deck that’s trying to capitalize on its access to the greatest number
of Changelings amongst any colour pair. Past that, its game plan is pretty
dependant on how your draft goes and how you build, as you can slant this deck towards
being aggressive or grindy pretty fluidly.
How to get
into this deck: Starting
the draft off with good white or black cards, and then picking up some of the “Changeling
lords” like Cordial Vampire or King of
the Pride (lords that don’t actually have a deck that they belong to besides
the Changeling deck)
Key Cards
Tribal
lords: Undead Auger,
King of the Pride, Cordial Vampire and Sling-Gang Commander are all good reasons
to shove as many Changelings as you can into your deck
Other Cards
Above Replacement Level Cards:
Any card
that says Changeling one it. All the Changelings are playable so the more the
merrier
Underperformers
Etchings
of the Chosen: This card
needs a critical mass of Changelings before it’s better than a replacement
level card. A deck with 6 Changelings isn’t going to be able to play this card
unless if happens to also have a high density of an actual creature type like
Goblins or Ninja’s
BW’s Plan
B/Backdoor Deck:
BW ….Non-Changeling
Midrange?
BW is far
from the most complex or deep archetype, so your backdoor for this just a
reasonable BW deck with good cards in it. You can play small packages on
synergy you pick up to make the deck more than the sum of its parts but there’s
not a lot going on here outside of its main plan of attack.
GB Midrange
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Game Plan:
GB is the deck with
the least amount of synergy embedded in its cards. WotC has this listed as GB
graveyard but I don’t think there’s really enough going on in that department to
label it as such. Sure, there are some small things here and there, like casting
Winding Way and rebuying the creatures you dump with a Graveshifter, but
nothing that informs a whole strategy. View this deck as a pile of generically
good cards, with some minor interactions between them.
Another way
to look at this deck is a snow deck that can’t usually play the snow payoffs. A
good amount of the time when I’m drafting this deck, I find myself splashing
powerful cards off Arcums Astrolabe and Springbloom Druid.
How to get
into this deck:
Rotwidow Pack:
A common design trick
that R & D uses is giving a power boost to the signpost uncommon of archetypes
that are lacking inherent synergy. Rotwidow Pack is a product of this strategy.
Pack is a lot of power in one card and one of the only things that draws me
into GB
Key Cards:
Rotwidow Pack
Other Cards
Above Replacement Level Cards:
Rotwidow Pack. Again.
GB’s Plan
B/Backdoor Deck:
GB continues
the trend of colour pairs with loose plan A’s not having clear plan B’s. Your
plan B for this deck is generally just going to be jam as many powerful cards
as you can in your deck and hope.
UW Blink
Game Plan:
UW blink is another deck
without a true linear plan. The idea is that your deck has a lot of creatures
with good ETB’s, and you can grind some amount of value from them using Ephemerate
and Soulherder. This is a fine strategy but its just not one I find myself in
almost ever. I rather pair blue with any other colour by white and white with any
other colour but blue. There aren’t many inventive to be in this deck, and
since the colours don’t have much synergy between them, its not a deck I even
fall into incidentally.
How to get
into this deck: Like
GB, UW’s sign post uncommon is absurdly powerful, and the one strong pull into
this deck. An early Soulherder provides enough of a payoff and direction for a
gameplan that I’m willing to draft around it.
Key Cards:
Soulherder: This is the epitome of a kill on sight creature. It grows huge while gaining incremental value what's not to love.
Other Cards
Above Replacement Level Cards:
Manowar, Watcher
for Tomorrow: These
are two of the best cards to blink. It’s hard to imagine a game you lose where Soulherder
blinks either of these a few times.
UW’s Plan
B/Backdoor Deck:
UW Flying
Men
This one is pretty
interesting. It’s a deck I wasn’t aware of until recently but have seen it
preform well. The idea is that you get basically every Segovian Angel at the
table you want, and you capitalize on them using Martyrs Soul and Moonblade
Shinobi. This very much a “Ryan Saxe/ Christian Calcano” deck, a deck that picks up late commons that you know will wheel and uses them in a way that no other deck at the table can. Here's an example from my friend Dysent.
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