Stalkingprey: Watching the Rath Cycle
Metagame
byDave
Bull
Being familiar with decks and trends
is an important part of competitive Magic:the Gathering. One must watch
local events, major tournaments, and the world abroad to successfully predict
the ever changing metagame. The following is a rundown of what to expect
at your qualifiers and how to deal with them. Absorb what you can and
good luck at your PTQs.
Originally, weenie beat downdecks seemed the obvious way
to go. With the success of mono-red Cursed Scroll decks at LA, it appeared
that little would stop the rapid onslaught decks. Though scroll is
banned in Rath Cycle, red is still a formidable adversary. Many PTQs
are being taken by the evil new red menace.
Mono Red " Can O' W.A"
4 Jackal Pup
4 Mogg Fanatic
4 Mogg Raider
4 Mogg Flunkies
3 Canyon Wildcats
2 Rathi Dragon
|
4 Fireslinger
4 Shock
3 Kindle
3 Sonic Burst
4 Maniacal Rage
2 Goblin Bombardment
|
4 Wasteland
16 Mountains
|
Whatyou need
to know:
-
The typical mono-red
deck is creature heavy, running anywhere from 23-30 creatures. The creature
choices are usually pretty straight forward. Pups and Fanatics seem
to be the constant in all of its incarnations. Mogg Raiders serve as
a creature pumper, Capsize killer, and answer to the often game finishing
Living Death. Burn averages 4-10 slots in the deck in random variations
cumulating with 4 Shocks. Many players are also choosing Maniacal Rage
over Giant Strength for its creature stopping abilities as well. ( Can't
get by a fatty for the final kill, now you can.) Mana bases seem
typical as well. Lands ranging from as low as 16 ( yes, 16! ) to as
high as 21 for Seismic Assault versions can beseen running amok at
qualifiers. This deck is too similar to Standard Sligh.... beat
down served nasty. This deck is generally hosed by the addition of
Chills, Propaganda, Humility, and Cop:Red/Warmth. This deck empties
its hand quickly as well. If one can survive the initial assault, it
is possible to gain serious card advantage with sweeping removal and life
gain/card drawing tools. Many players are still choosing brute force
over calculated control, due to its ease of flow andability to take advantage
of mana screw. With slower controlling decks being popular items, this
deck stands to do some serious damage in the future.
Although SuicideBlack
has been dealt some serious blows in this format due to the popularityof
mono-red burn, it still stands as an ever present danger to many
decks. Daniel Brickwell's success at Worlds is a prime example of just
how nastyit can get. The ability to kill on turn two or three is an
ever loomingdanger many decks are forced to deal with. Suicide Black
adds theraw speed of weenie beat down to the Channel like card Hatred to
end gamesquickly and abruptly. Unchecked, this deck can easily take
a greatmajority of the current field.
Suicide Black
4 Sarcomancy
4 Carnophage
4 Dauthi Horror
4 Dauthi Slayer
4 Dauthi Warlord
2 Reckless Spite
1 Dark Banishing
|
4 Dark Ritual
3 Thrull Surgeon
1 Stronghold Assassin
4 Hatred
1 Crovax the Cursed
3 Spinal Graft
|
1 Volrath's Stronghold
2 Wasteland
18 Swamp
|
What you need to
know:
-
Black weenie is deadly, black weenie isfast,
black weenie is easy to stop. With proper preparation, oneca shoot
down a black magi's hopes in a matter of seconds. Effectivetargeted
removal or creature stopping cards are the keys to unlocking successvs. Suicide
Black. This deck is about creature damage. Thegreatest majority
of its creatures are evasive, thus making it hard todeal with. The
addition of Thrull Surgeon from Exodus, combined withVolrath's Stronghold
allows a black mage to deal with annoying controldecks without losing the
utility of creature damage. ( A.K.A.- Coercion ) Along
with fast evasive critters comes the cheapcosting zombies of Sarcomancy and
Carnophage. It is hardly uncommonto drop 2-3 on the first turn with
this deck. Creature boosters likeSpinal Graft and the king of all boost
Hatred fill out the deck. Typically the average deck runs 4 Hatreds
and anywhere from zero to fourgrafts. Removal is also varied in this
deck type as some people optfor sheer speed over removal. ( i.e.- Culling
the Weak ) Evasivecreatures, rapid assaults, and massive damage
are the real means of victoryfor this deck. Nullify these, and you
will find life a great dealeasier.
-
What's a true weenie roundup
without Weenie White? Although WW has lost the mind numbing smashof
Empyrial Armor, it still has the massive destruction of Cataclysm. A
few of the last PTQs were taken by the protective deck type. Witha
massive array of Disenchant ability, the popular Enchantment test decksstand
little chance against the " great white hype". In true noblefashion,
this deck is returning for another round at the Rath Cycle
assaults.
White Wedding
4 Soul Warden
4 Soltari Monk
4 Soltari Priest
4 Soltari Visionary
4 Warrior en Kor
4 Soltari Emissary
|
2 Paladin en Vec
2 Knight of Dawn
3 Disenchant
4 Cataclysm
3 Helm of Possession
|
3 Wastelands
19 Plains
|
What you need to
Know:
-
Weenie White isstill
an ever present danger. Thanks to Cataclysm, this deck candeal serious
blows to slow controlling decks. Helm of Possessionis key in a creature
heavy deck with few sources of removal. Thisgives WW the ability to
deal with annoying Tradewind Riders and he like. The generous amounts
of pro-color creatures also help this deck in itsfights vs. opposing color
decks. One can not simple overpower WWas it might another deck.
With the ability to use 4 Visionaries,4 Disenchants, and Cloudchasers...one
must wonder how an enchantment heavydeck could survive against WW at all.
The typical WW deck runs 4of all the pro color creatures paired with the
redirecting Vec and SoulWardens. For a mere W mana , one can often
win games through massivelife gain. Weenie White does have some serious
problems though. Dread of Night is a surefire addition to all black
based or splashed decks. One can act as a one sided Wrath of God when
played at the proper time. By simply denying any attempt to remove the
Dread, an opposing deck cancrush any hopes for a WW victory. Sweep
removal in the form of ShardPhoenix is also a popular addition to the strong
Nightmare archetype. If Weenie White is to survive, one must exercise
proper game play and frequentCataclysms.
-
When players realizedthe
inherent potential of the Recurring Nightmare/Survival of the Fittestcombo,
they immediately began researching its abusiveness. Over thepast few
weeks, many players have come to realize just how strong thisdeck really
is. It placed at Worlds, at Boston, at Lisbon, and numerousPTQs.
With a few weeks left before PTQ Rome players search for morekeys to unlocking
the powers of this deadly deck type. The Finkeltroncontinues to exploit
the evil power of this deck, beware!
Every Man's Nightmare
1 Anarchist
3 Spike Feeders
4 Wall of Blossoms
1 Cannibalize
1 Cartographer
3 Living Death
3 Recurring Nightmare
1 Spike Weaver
1 Mirri's Guile
4 Hermit Druid
|
4 Survival of the Fittest
1 Verdant Force
1 Coffin Queen
1 Rootwater Hunter
2 Tradewind Rider
1 Lobotomy
1 Cloudchaser Eagle
1 Thrull Surgeon
3 Mox Diamond
|
1 Island
7 Forest
4 Swamp
2 Volrath's Stronghold
2 Skyshroud Forest
1 Pine Barrens
2 Rootwater Depths
|
What you need to
know:
-
On average, this deck uses a great dealof
non basic mana. However, cards like Wastelands and Price of Progressseem
fewer uses than before in this format. In turn, this gives Nightmarea
great deal of flexibility. This deck is just made for Living
Death. On average a player can expect to see 1- 3 Deaths main decked
in Nmare. The real combo to the deck is the Survival/NMare combo.
The truepower comes from the flexibility of the creature mix. Green
givesthe card drawing/graveyard filling tool Hermit Druid and the Spike controlof
Feeders and Weavers. A recurring Weaver can often win games againstcreature
driven decks. Wall of Blossoms is a creature stopper andcard drawing
giant in this deck. The key against many decks is thepowerhouse fatty,
Verdant Force. By recurring the veggie tokens ,one can make for huge
amounts of advantage vs. their opponents. Blackgives the deck the ability
to recurse via Coffin Queen and the Coercioncard control of Thrull
Surgeon. The smidgen of blue in the deck allowsfor Tradewind locks
to be created, and give the deck the ability to dealwith annoying
permanents. The combination of Anarchists and Lobotmy/LDeathmake for
even more problems. Can this deck get any better? Only the future
will tell. Removal in the deck varies amongst playersin cards like
Shard Phoenix, Stronghold Assassin, and Rootwater Hunters. Stopping
the deck can be difficult , but can be achieved. Tradewakeningwas created
to do exactly that by denying various key cards. By denyingNMares and
mana/card drawing one can foil the evil power of LDeath.
-
With the success of
RecurringNightmare, players have sought ways to foil the flexible deck's
power. Tradewakening seems the perfect answer for doing so. With
the abilityto land lock an opponent in a short amount of time, Tradewakening
has beenracking up points on the Rath Cycle tour. Bounce the
permanents,counter the threats, then apply spike beat down is the key to
victory forthis deck. Players like Alan Comer and Zvi Mowshowitz have
capitalizedon its "elastic" capabilities.
Rude Awakening
4 Counterspell
4 Forbid
4 Legacy's Allure
4 Tradewind Rider
4 Capsize
|
4 Whispers of the Muse
4 Awakening
4 Wall of Blossoms
3 Spike Feeder
2 Spike Weaver
|
10 Island
7 Forest
4 Reflecting Pool
3 Skyshroud Forest
|
What you need to
know:
-
Tradewakening is a simple enough idea. See
stuff, bounce it back..then counter it if necessary. Agreat deal
of card drawing is made possible with this deck. The deckis fueled
by the Whispers of the Muse/Awakening combo or the bouncing Wallof Blossoms
trick. With any buyback spell, Awakening becomes an effectivetool.
One must beware however, as your opponent gets the same bonuses....thusthere
is countermagic. The Forbid engines, once running, are
nearlyunstoppable. Green also supplies creature control and damage
viaSpike Feeder/Weaver. This deck does have a great deal of problemswith
some of the weenie archetypes. Suicide Black can simply demolishthis
deck in a mere matter of minutes. Effective side boarding canoften
save the Tradewakening player, but one must always be weary of blitzkriegstyle
rush decks. To beat this deck, apply pressure quickly and denybuyback
spells. More pressure causes this deck to be more reactive,and that
can spell doom if the pace is maintained constantly. Thereare few tricks
to this deck, save for a few counter sacking/bouncing yourown permanent
abilities. This deck seems to do rather well againstdecks like
Nightmare. It's success had been proven over the lastfew weeks, it
may be possible that even greater things can be achievedwith this deck.
-
When I first starteddeck
testing, I had discussed the possibilities of a Counter Phoenix deckin this
format. Had we brought our ideas to fruition, we might havediscovered
how capable it could be. With the ability to create aCountermagic lock
and the removal of mass permanents, Counter Phoenix hasbecome a true competitive
deck type in Rath Cycle. With a swing towardscontrol decks, Counter
Phoenix may have an edge sought after at this pointin the Qualifier
run.
Counter Phoenix
4 Shard Phoenix
4 Intuition
1 Scroll Rack
4 Shock
1 Mogg Fanatic
|
4 Counterspell
4 Mana Leak
4 Forbid
2 Dismiss
2 Capsize
|
14 Island
10 Mountain
4 Reflecting Pool
1 Caldera Lake
|
What you need to
know:
-
The decklist presented above is the
Buehlerversion. Notice it is one card shy however. When I
discoverwhat it was, I will update as necessary. The ability to abuse
ShardPhoenix in combination with Forbid is no laughing matter. This
cancreate a psuedo-lock with countermagic. The typical Phoenix deckwill
run 12-14 counterspells and 5-10 red removal cards. ( Not includingthe mandatory
4 Phoenixes ) These decks also run an ample amountof land ranging from
24 to an awesome 30 mana! Intuition is the realkey to the deck.
It can serve to retrieve those Phoenixes or neededcountermagic. In
the late game it can weed out the unnecessary manacards. One can not
be afraid to Intuition for land early, this deckwants to have a great deal
of land in play. Weenie White can getto this deck if given a proper
start. The collection of Pro-red creaturescan often devastate CP. Versions
of the deck greatly differ in runningWhispers, Grindstones, and additional
burn. If you haven't play testedagainst this deck, you probably want
to start doing so.
-
Humility Prayer has become a staple partof
Rath Cycle deck testing as of late. Its success has been provenby Brian
Hacker and various other players at Worlds. Against creaturedecks,
its enchantments can often overwhelm the weenie assaults meant tobring it
down. Many decks just don't have an answer for so many
enchantments. Control decks have become awful popular, and this is
definitely an exercisein control.
Humility/Prayer
4 Humility
3 Orim's Prayer
4 Counterspell
4 Forbid
3 Disenchant
2 Reclaim
2 Lobotomy
|
2 Grindstone
1 Scroll Rack
1 Peace of Mind
4 Intuition
3 Mox Diamond
3 Whispers of the Muse
|
2 Vec Township
6 Plains
7 Island
2 Reflecting Pool
4 Thalakos Lowlands
2 Rootwater Depth
1 Wasteland
|
What you need to
Know:
-
Humility Prayer simply overloads an opponent
with complicating enchantments. Even worse is the fact that they are
all creature hosing enchantments. By adding some
protectivecountermagic, one can easily Grind his way to victory against a
great deal of decks. Against control decks, the idea changes a bit but
the premise is the same. Control then Grind to victory. The newest
incarnation of this deck is smidgeoning black for the deck wrecking power
of Lobotomy in the main deck. Intuition again is a key card in this
deck as well. The ability to grab what's needed is a powerful one
indeed. This deck can be overcome though. Deck like Counter Phoenix
and NMarecan utilize their unique deck styles to bring Prayer to its
knees. By denying key enchantments or Lobotomizing away needed cards,
one can bring the Grindstone menace to a grinding halt. Knowing what
the deck looks like and how it wins, are true keys to unlocking its
defeat.
By knowing what to expect, one can better be prepared for
the future. If you have any questions or comments, feel free to email
me at DBull19002@aol.com.
Dave Bull
Team Island Magic(v2.0)
DBull19002@aol.com