BUILDING A TESTEX SEALED DECK
Chris Bartron, an Oregon game store owner and an ex-Arizonan, asked
me to explain the thought process that I go through in putting a sealed deck together. He said that I had a good
way of explaining things and that it might benefit his newer players. I enlisted the help of Pro Tour player Kurt
Burgner, since Kurt (and Mark Chalice, in the good old days of Mirage/Visions/Weatherlight) has taught me a lot
of sealed tech over the years.
Chris used a sealed deck generator to produce the deck, requesting one Tempest starter, one Stronghold booster,
and one Exodus booster. To view the entire starting deck, take the link below.
AFTER CONSTRUCTION: WHAT I CHOSE FOR THE MAIN DECK
|
Qty |
Name |
Category |
Importance |
Color |
Cost |
P/T |
|
1 |
Standing Troops | Creature - Defense |
2 |
W | 2W | 1/4 |
|
1 |
Dauthi Jackal | Creature - Evasion |
2 |
B | 2B | 2/1 |
|
1 |
Angelic Protector | Creature - Evasion |
2 |
W | 3W | 2/2 |
|
1 |
Soltari Crusader | Creature - Evasion |
2 |
W | 2W | 2/1 |
|
1 |
Exalted Dragon | Creature - Evasion, Fat |
4 |
W | 4WW | 5/5 |
|
1 |
Lightning Elemental | Creature - Fast |
2 |
R | 3R | 4/1 |
|
1 |
Reckless Ogre | Creature - Fat |
2 |
R | 3R | 3/2 |
|
1 |
Sandstone Warrior | Creature - Fat, Slow |
2 |
R | 2RR | 1/3 |
|
1 |
Craven Giant | Creature - Medium |
1 |
R | 2R | 4/1 |
|
1 |
Mind Maggots | Creature - Medium, Versatile |
2 |
B | 3B | 2/2 |
|
1 |
Vampire Hounds | Creature - Threat |
3 |
B | 2B | 2/2 |
|
1 |
Coffin Queen | Creature - Utility |
3 |
B | 2B | 1/1 |
|
1 |
Corrupting Licid | Creature - Utility |
2 |
B | 2B | 2/2 |
|
1 |
Wall of Diffusion | Creature - Defense |
2 |
R | 1R | 0/5 |
|
1 |
Sonic Burst | Direct Damage |
4 |
R | 1R | |
|
1 |
Fanning the Flames | Direct Damage - Game Winner |
5 |
R | XRR | |
|
1 |
Rolling Thunder | Direct Damage - Game Winner |
5 |
R | XRR | |
|
1 |
Cannibalize | Removal |
3 |
B | 1B | |
|
1 |
Deadshot | Removal |
4 |
R | 3R | |
|
1 |
Fevered Convulsions | Removal -Excellent but Slow |
5 |
B | BB | |
|
1 |
Hero's Resolve | Trick |
3 |
W | 1W | |
|
1 |
Ensnaring Bridge | Utility |
3 |
Colorless | 3 |
|
4 |
Mountains +3 |
|
5 |
Plains |
|
4 |
Swamps +2 |
FIRST: WHICH COLORS TO PLAY
I separate the spells into colors, then go through and pull out the spells that I know are good (you get a feel for it after you've played sealed deck enough, like I ). I put all the extras into a pile by the side. I then look through my colors, and usually there are two colors which are really good and two colors that are okay. I lay out those two colors in two piles each, creatures and other spells, and add any good artifacts. I look for what I am missing: direct damage, removal, low/medium/large casting cost creatures, evasion creatures, etc. For example, if my two strong colors are red/green, you can probably bet that I will be looking at the black for removal and the white and blue for evasion creatures as I'll likely already have a good balance of ground creatures in a range of sizes and casting costs.
If I have two colors that are both pretty good support (3rd) colors, I'll do a one-by-one comparison to make my decision, such as:
|
|
WHITE |
BEST |
BLUE |
BEST |
| Removal | Pacifism |
X |
Gaseous Form |
|
| Smite |
X |
Time Ebb |
|
|
| Creatures | Spirit en-Kor |
X |
Cloud Spirit |
|
| Angelic Protector |
X |
Wind Drake (unless I needed lower cc) |
|
|
| Card Advantage | (none) |
|
Whisper |
X |
| Control/Tricks | Kor Chant |
X |
(none) |
|
| (none) |
|
Power Sink |
X |
I'll also check and see if there are good and bad combinations between my strong colors and my 3rd color (such as a Cloudchaser Eagle in white as a potential 3rd color and really strong enchantments in my primary colors).
In this particular deck, the blue and green were really bad, so the colors were easy to decide on.
SECOND (NARROWING IT DOWN): REMOVAL AND DIRECT DAMAGE (6)
Importance - Removal and direct damage are the first aspects of a deck that I look at. If I'm drafting, I'll almost always take removal or direct damage over a great creature. In this deck, I have 6 forms of removal (counting direct damage as well). This is excellent. As I like to save the Rolling Thunder and Fanning the Flames for Direct Damage, the Fevered Convulsions becomes my favorite removal in the deck. The Deadshot is also attractive because it can help serve a beatdown by taking out one creature and tapping the other. This deck does have an unusually high amount of direct damage. The Sonic Burst is a nice low-casting cost finisher, but doesn't always team up well with a Fan. To use the Sonic Burst without discarding the Fan, you would need at least 7 mana and one other card in hand: 5 mana to cast a Fan for 0 with buyback, and then two mana for the Sonic Burst and discard the other card in response.
Mana - The Fan, Rolling Thunder, and Fevered Convulsions are all mana - intensive. It means that the deck has to be heavy on red with strong black as well. This relegates white to the backup color (which makes the Exalted Dragon a quandary).
THIRD: CREATURES (14)
Importance - I like to class the creatures into categories when analyzing a sealed deck: Evasion, Speed, Utility, Fat, and Defense, with consideration for a creature's drawback.
Mana - The Crusader's pump ability is almost a waste with the low white mana in the deck. I've always been one to take chances though. Here is the mana curve for this deck:
|
Casting Cost |
Red |
Black |
White |
Total |
Double |
|
1 |
|
|
|||
|
2 |
2 |
2 |
2 |
6 |
1(B) |
|
3 |
1 |
4 |
2 |
7 |
|
|
4 |
4 |
1 |
1 |
6 |
1(R) |
|
5 |
|
|
|
|
|
|
6 |
|
|
1 |
1 |
1(W) |
|
2X |
2 |
|
|
2 |
2(R) |
What this means is that I need all three colors early as I have equal numbers in the 2 casting cost column. This is something that Kurt Burgner always bugs me about. He says that the decks I build have bad mana balances and the way I would build this deck is a good example. If I have 7 red mana and 5 white mana, I'm probably going to get my red mana early. However, there is a good chance that I won't get the white early, and be left with a Standing Troops or Hero's Resolve in my hand. That is why the Soltari Priest and the Youthful Knight, no matter how much I like them, are not in the main deck. I have nothing that costs 1, and not very many two casting cost items either. On the up side, the deck isn't ridiculously top-heavy in spite of the lack of lower casting cost spells. There is only one spell in the 5-6 casting cost bracket as well as two X spells that need 5+ mana to be effective.
FOURTH: GAME STRATEGY
Later in the game I will need red mana to cast the Rolling Thunder and/or the Fan. These two cards are simply too important to shirk on red mana, so I have included 7. I have 22 spells and 18 land.
Reset Button - The only reset button in this sealed deck is the Spontaneous Combustion for creatures, but I have never liked Spontaneous Combustion and so I did not include it. It can easily be sideboarded in, however.
Game Winners - Kurt taught me that you should always ask yourself: what do I have in this deck that can win the game? This deck is heavy on high-casting cost spells that can win you the game, such as the Rolling Thunder and the Fanning The Flames. You also have some nice tricks like the Licid and the Coffin Queen. A key card in helping this deck's purpose is the Ensnaring Bridge, something I originally overlooked. Remember that your goal with this deck is to stall long enough to get your direct damage working. As Kurt pointed out, the Bridge is perfect for that, so make sure during your games that you empty your hand as fast as possible, and when the Bridge hits the table, your opponent's game is effectively shut down. Your defensive (and hopefully early game) Standing Troops and Wall of Diffusion will help hold off your opponent's creatures.
COMMENTS FROM KURT BURGNER
I looked at your sealed deck analysis. It was pretty good. Obviously the colors pretty much picked themselves, with green and blue both being amazingly bad. The deck actually looked really good. Optimally, you would like to play something like 8 mountains, 7 swamps, 3 plains and ditch the white spells. But that won't happen with only 4 of each land. Playing 7/6/5 is pretty much your only choice. If you want to minor in white, your deck as made is about right, with the Dragon probably making the cut. I might play the Youthful Knight solely because I have no turn 1 or 2 plays except for a wall. the other choice is to play 8/6/4 land with black being your minor color. If you look at your black, you really have some decent creatures, two good creatures (Coffin Queen and Vampire Hounds) and Convulsions. You could possibly not play Convulsions and just play black for Cannibalize and your 3cc critters, allowing you better access to white and red mana. this would let you play the Dragon/Knight/Soltari Priest as well as the Lowland Giant.
(And his initial response, which prompted me to add Ensnaring Bridge in place of
the Puppet Strings)
The only card that you overlooked is Ensnaring Bridge. I have never had this card, but it is definatly a must play
card. It is immensly powerful, as it lets you totally control the game play. Obviously, you can combo Fan and Bridge
to win some games, but at the simplest level you can simply play down to one card, draw one, attack with a 2 power
shadow or flyer, and then play a card. What will your opponent do in response? Hit you with some Bayou Dragonflies?
It can also let you stall a game out till you can simply Thunder and then Fan your opponent to death. Turn 3 Bridge,
play all your junk, get to like 15 land and X them out. Definately a must play card.
POTENTIAL USE AS SIDEBOARD
|
1 |
Puppet Strings | Art | 3 |
|
1 |
Watchdog | Art | 3 |
|
1 |
Nausea | B | 1B |
|
1 |
Shadowstorm | R | R |
|
1 |
Shattering Pulse | R | 1R |
|
1 |
Spontaneous Combustion | RB | RB1 |
|
1 |
Circle of Protection: Green | W | 1W |
All the Other Cards and Why I didn't play them (not including potential sideboard cards)
| Lowland Giant | Didn't want the double red |
| Armor Sliver | I'd use him in decks where I'm short creatures |
| Mogg Conscripts | Not enough low casting cost creatures to make him useful |
| Anoint | Don't want to waste mana saving creatures |
| Soltari Priest | Double white |
| Reality Anchor | Mediocre Green |
| Respite | " |
| Hammerhead Shark | Mediocre Blue |
| Mana Leak | Good - but not good enough to play blue |
| Rebound | Mediocre |
| Tidal Surge | " |
| Volrath's Curse | " |
| Tranquility | " |
| Endangered Armodon | Bad |
| Stone Rain | I never play this in sealed - the Europeans love it |
| Dream Cache | Mediocre Blue |
| Thalakos Scout | " |
| Dream Prowler | " |
| Rootwater Alligator | " Green |
| Natural Spring | Not worth it |
| Rabid Wolverines | Mediocre Green |
| Sea Monster | Only as a sideboard when opp. plays blue as well |
| Rootbreaker Wurm | Bad |
| Blood Pet | Bad |
| Lab Rats | Don't like - too mana intensive and no combos |
| Predatory Hunger | Bad |
| Spike Drone | Bad |
| Keeper of the Beasts | Mediocre Green |
| Crown of Flames | Bad |
| Manta Riders | Bad |
| Mind Games | Mediocre Blue |
| Shadow Rift | " |
| Tidal Warrior | " |
| Whispers of the Muse | " |
| Thalakos Seer | " |
| High Ground | Bad |
| Power Sink | Mediocre Blue |