Welcome to the first installment of Bad Deck Workshop: Janky Decks
for Janky People. Do you love jank? Are you pretty much a horrible person,
especially when you’re getting your Magic on? Then this is the place for you.
In all seriousness, or as much as I care to muster for a blog
intended to be lighter-hearted, and with tongue planted firmly in cheek, this
particular column is devoted to decks that most players would look at, then
look at you, likely with a concerned expression, and finally, look around for
whatever adult is responsible for you, because they’re worried that you aren’t
wearing your helmet.
Each week, I’ll showcase a new Bad Deck, talk about the
mechanics/theme it’s supposed to revolve around, and strong/weak points. I’ll
then proceed to edit the everloving crap out of it, and yammer your ear off
regarding the edits. Once it’s done…it’ll go into the Bad Deck Garage, to be
trotted out as a supplementary entry to
a day’s normal entry (since I only do this particular column once a week…I
don’t want to spend all day everyday doing these) whenever I make noteworthy
changes.
Bottom line is, these decks are meant to be FUN. They will contain
interactions and combos and cards that you just plain can’t play in competitive
Magic because you’ll get roflstomped. This is Kitchen Table Magic. Cards like
Azor’s Elocutors and Desecration Demon are fair game.
Finally, please note that just because a deck is here doesn’t mean
that I’m saying anyone playing a deck with the same core concept (as you’ll see
today) is bad. It just means that the deck isn’t designed to go straight for
the throat…it’s designed around a concept, and it’ll probably be pretty
inefficient, but through tuning, maybe it’ll become worthy of a FNM someday.
Knowing me, probably not.
Anyway, without further ado, the first victim of DBW:JDfJP is a cute little blue/red monstrosity I’m calling (oh, so INCREDIBLY creatively)…”Delversnipe.”
Anyway, without further ado, the first victim of DBW:JDfJP is a cute little blue/red monstrosity I’m calling (oh, so INCREDIBLY creatively)…”Delversnipe.”
Anyone want to guess what’s in it? Here’s a hint…there aren’t any
Angels or Thragtusks.
Give up? Fine. Here’s the list I’ve started with.
Deck
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Creatures
4 Delver of Secrets 1 Snapcaster Mage 2 Guttersnipe 1 Hypersonic Dragon 2 Charmbreaker Devils 1 Niv-Mizzet, Dracogenius Spells 2 Pillar of Flame 2 Street Spasm 3 Syncopate 2 Cyclonic Rift 4 Izzet Charm 1 Mizzium Mortars 2 Thunderbolt 4 Cancel 1 Counterflux 3 Essence Backlash 1 Thunderous Wrath |
I know it’s got funny numbers (a lot of 1 offs and 2 offs, etc)
but that’s because this started out life as my contribution to a thread in the
MTG Salvation Standard Budget Deck forums. The original thread was intended as
a no-rare deck, but my personal spin on it was to feel free to chuck in rares,
but only ones I actually owned. I wasn’t buying ANYTHING for round 1 of this
deck…which resulted in some odd card counts, but the first iteration of this
deck ended up working out decently enough, even if it was far from being Tier
1.
The key to this deck is, obviously, the revolution around instants
and sorceries. Nothing ground-breaking…it’s just that there’s some fun cards
that can take advantage of these card types. Let’s take a look at the
breakdowns.
Creatures
Delver of Secrets – Fairly obvious. They’re cheap, evasive, and a
strong early threat. With the number of instants and sorceries in this deck,
the ratio of being able to drop a Delver turn 1, and flip him for a 3 point
attack turn 2 is fairly high. With the loss of Ponder from standard , Delver
isn’t QUITE as powerful as he was prior to rotation, but it’s still a fairly
potent card.
Snapcaster Mage – Flashback in this deck is just plain gravy. There’s
really no shortage of targets for Snappy to hit. There’s a reason this is
looking to be one of the cards to make the shift to the formats with larger
card pools. Now if I’d only pulled more than one. I HATE buying singles. Time
to order some more boxes, I guess. (Yes, I know how horribly inefficient that
is.)
Guttersnipe – One of the absolute keys to this deck. These guys
give all of your counters some bite. Instead of playing purely defensively and
turtling up…you’re kicking your opponent in the crotch at the same time.
Hypersonic Dragon – Haste, evasion, a decent amount of power and
toughness, but it just wouldn’t fit in this deck if it didn’t have the flash
effect for sorceries.
Charmbreaker Devils – More expensive than is really suited for
this kind of deck, you’ll rarely be able to drop them…but if you ever do, it
means the game is going long, and you’ll be glad they’re there, since you’re
probably running low on your counters and direct damage by this point. 5/5
ain’t shabby either.
Niv-Mizzet, Dracogenius – Some direct damage coupled with drawing
power. High casting cost, and just plain screams to get removal tossed his was.
Instants/Sorceries
I’m not going to go through these one by one…most of them should
be fairly self-evident. I know I’m using some that aren’t quite top tier, but
again, this is a janky deck. I’m really pretty fond of Essence Scatter, as
expensive as it may be…as is the case in the current Standard environment, if
your opponent is playing green…save these for Thragtusks. If you’ve got at
least one ‘snipe out, that’s a minimum of 7 damage right there. Zounds! Similar
reasoning backs up Cancel…it’s expensive at 1UU, but when you’re playing a form
of draw-go, like this deck ends up playing after you’ve gotten a couple of
creatures out…it’s not actually too bad.
This Deck
SUCKS
So, how can we make it better?
First of all…let’s look at the strong points. It’s VERY
synergistic. If you manage to land and stick a delver or two and a snipe or two
on the board, odds are, you’re going to be able to knock your opponent out
pretty quick. Even if you aren’t tossing out counters and red damage spells to
power the Guttersnipe’s ability, you’re still able to attack for five damage
every turn. That’s assuming they don’t
have any blockers out, or anything else to blunt your attacks. If they do…then
you’re going to be kicking out counters and red direct damage...and blasting
damage out at your opponent through GuttersnipeIfeellikeabrokenrecordhere.
So yeah, synergy. So what are the weak points?
Well, other than using a bunch of sub-standard cards, because
they’re kinda fun (I want Essence Scatter in a very carnal way after some
matches…it’s just SO sexy when it works.) The big problem is the creatures.
This deck has SIX creatures.
Yep. Six. No, I didn’t miscount.
I only included the Delvers and the Snipes. Snappy? He’s really
more of an instant. You aren’t going to drop him until you need him for his
flashback ability…and even then, 2/1 dies pretty easily. Niv-Mizzet? Pretty
much a dead card. If you ever land him, you aren’t untapping with him. *IF* you
do…you’re in a situation where you really didn’t need him in the first place.
Charmbreakers? Nice, but expensive. Hypersonic Dragon? Expensive…with them,
maybe seven creatures.
Since most of your other cards are counters, or creature removal,
only some of which doubles as damage that can be done to your opponent…you may
find yourself left with very little left to do to finish your opponent off…and
eventually, you’re going to run out of counterspells, or removal effective
enough to deal with what they’re tossing out. We need to give this deck more
teeth.
To start, we need to transform this into less of a budget-based “Ok,
here’s what I had around” type deck. No more two or three-offs because that’s
what was available. We need to crank the necessities up to four each, and then
have a good gameplay reason for why we wouldn’t include four of anything that
we decide to reduce numbers on.
So…add two Guttersnipe, three Snapcasters, and three Hypersonic
Dragons. Looking MUCH sturdier now…but we’ve got to remove a few things.
Sorry Niv-Mizzet. You’re out. Same with the Charmbreakers. They
also don’t play nice with Snappy, since he exiles the spells he interacts with,
reducing what they have to send back to your hand. Counterflux is also gone,
because it just isn’t as useful as it could be. A non-counterable counter is
nice, but having to make sure you’ve got the right colors untapped is a pain,
and the secondary ability of countering all spells is just not that useful, due
to its situational nature.
That means we still need to clear out three spells, prior to even
homogenizing the numbers of the non-creature spells. Let’s try clearing out two
overcosted Cancels, and an Izzet Charm, since it’s a nice utility, but will
typically be used as a (potentially) weakened Syncopate.
At this stage…there’s a lot more we can do with this deck, but let’s
take it out of the shop at this point and do some playtesting, and revisit it
in a few weeks. As of right now, I’ll make supplemental entries when I make
changes, and bring it all back together when we re-spotlight this deck.
That’s really it…tomorrow we talk about one of my favorite new
mechanics.