Monday, November 18, 2013

Speed Kills

While my pauper Boros was winning and serving as the perfect gauntlet for my other deck ideas, it felt slow and unwieldy. I believed that I could make it go faster by adding a turbo button, namely, this musclebound fellow with the eight-pack abs: 


However, that meant triggering his heroic ability to the max and Boros as I had built it only contained dudes and burn spells.  The solution was to use Martial Glory and for a while I tried it out.

It still didn't feel fast enough.

I needed another one-drop.  More importantly, I had to make sure that it wasn't a dead draw in prolonged games.  I searched Gatherer and came up with this: 


The issue with the card was that I would have to replace awesome creatures like Daring Skyjek, Azorius Arrester, Master of Diversion, and Calvary Pegasus.  On the other hand, the best thing about it was the combo with Akroan Crusader spitting out dudes which would in turn pump it.  Titan's Strength and Madcap Skills were the two primary candidates for triggering heroic and avoiding or surviving blockers.

I continued to look for red creatures on Gatherer.  When I found them, another epiphany hit me.  I would have to lose the white and concentrate solely on small, red creatures and direct damage spells.  In other words, I had to design a Sligh deck, focusing on the mana-curve above all else.  It was 1996 all over again.

After several days of testing and reworking my original ideas, I ended up with this list:

The Return of Sligh
4 Foundry Street Denizen
4 Akroan Crusader
4 Gore-House Chainwalker
4 Deathbellow Raider
4 Goblin Shortcutter
4 Rakdos Shred-Freak
3 Riot Piker
4 Dragon Mantle
4 Madcap Skills
4 Titan's Strength
4 Lightning Strike
17 Mountain
Sideboard
4 Shock
4 Frostburn Weird
4 Act of Treason
3 Rubblebelt Maaka

17 lands were sufficient as two Mountains enabled my deck to operate efficiently.  Gore-House Chainwalker was a 3-power threat for 2-mana.  Deathbellow Raider survived Shock and Pharika's Cure, some of the more common and cheaper answers in the format.  Goblin Shortcutter helped messed up the opponent's combat math.  Rakdos Shred-Freak was sort of Shock on a stick.  Riot Piker's first strike countered Ethereal Armor.

Madcap Skills, Dragon Mantle, and Titan's Strength combined to trigger Akroan Crusader's heroic ability and buffed the other creatures as well.  One of my favorite tactics was to cast Titan's Strength on the Crusader during upkeep to produce a 1/1 red soldier token with haste and to scry 1.  In my main phase, I would then cast Dragon Mantle on the Crusader to get another token (hopefully pumping a Denizen twice in the process) and then draw a card.  Very efficient.  Very deadly.

Lightning Strike was almost always for reach.

As to the sideboard, Shock was additional reach for control strategies and removal in a pinch.  Frostburn Weird defended against mass removal effects like Shrivel or Electrickery and provided a mana-sink.  Act of Treason answered decks with huge threats like Nessian Asp or a creature attached with Ethereal Armor and other auras.  Rubblebelt Maaka was a red Giant Growth to bolster damage capacity as well as deliver the finishing blow.

Last Friday I took down an 8-man tournament with the deck.

The opening round pitted me against Bant Hexproof.  I quickly assembled an army of 1/1's in game one and swarmed my opponent relentlessly.  He kept a questionable hand in the second game and failed to stem the tide of weenies I sent his way.  So far, so good.

Next up was a mono-red concoction centered on Two-Headed Cerberus.  I was familiar with it because I flirted with the concept myself.  In the first game, he wiped out my board by overloading Electrickery and pointing Shock at my Deathbellow Raider but I saved a Crusader with Titan's Strength.  During my turn I enchanted it with Dragon Mantle to rebuild my forces and dig into my library.  My opponent launched a counterattack with Cerberus but I killed it when he was tapped out.  He succumbed eventually to my horde when he didn't draw another Electrickery.  The subsequent game was nerve-wracking because he eliminated the men that I turned loose on him.  Worse, my Riot Pikers were forced to attack and died to a tough blocker in Frostburn Weird.  Out of gas, I defended myself from his mutant dog by topdecking a burn spell each time he cast them.  Frustrated, he swung for thirteen points of damage but since I was still at a healthy twenty life all it accomplished was empty his hand and tell me that he didn't have cheese for my face.  I won by drawing and putting more creatures on the battlefield while he drew nothing but lands.

The last round was versus Selesnya, normally a challenging strategy with Ethereal Armor, lifelink, and big, green monsters.  I lost game one when my opponent gained a ton of life with Centaur Healer and Nylea's Disciple who were both bestowed with Hopeful Eidolon.  It was impossible to race him so I conceded.  Game two he played three guildgates in succession and this allowed me to inflict plenty of damage.  I then cast Goblin Shortcutter on successive turns to prevent him from blocking my creatures with Madcap Skills.  The deciding game hinged on my decision to burn a Voyaging Satyr early on.  By doing so, I made him stumble on mana which stranded four Nylea's Disciples in his hand.  He worked hard to stem the bleeding but a pair of Goblin Shortcutters circumvented his efforts.

After the tourney, people remarked on the deck's quickness, how it applied pressure on turn one and never let up from that point onwards.  I smiled in response because it meant that I had achieved my goal of constructing a deck with blistering offense.  It also proved my belief in the age-old adage that "Speed kills."

Indeed.

3 comments:

  1. This is an interesting read. I figure that the deck's goal is to swarm the opponent early game which is why there's not much burn in the main? I am sure Liz would enjoy playing this kind of deck. Keep it up! I'll probably write about my deck sometime later when I am done with work. :)

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    1. Yes, the basic principle is to swarm the opponent, nicking him for 1-3 damage here and there. Your creatures are basically your removal spells. Just keep throwing warm bodies at your enemies and you'll win. The Shocks in the sideboard come in against slower, more controlling decks. You use Madcap Skills to prevent effective blocks and to race your opponents. When they start to leave two blockers for your creature enchanted with Madcap Skills, that's when you cast Goblin Shortcutter to mess up their defensive plans. ;)

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    2. Waaaahhhhhh....I was about to heap praises on this deck too...it made my own Mono Red deck seem midrange in comparison....

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