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HL GP 9 Results

This is a short summariziation about the Highlander Grand Prix 9 which was held on January 8th in Hanau.

Konstantin Lorenz is the new Highlander champion with Red Deck Wins !

We had 164 players this time which is a new record.

Standings after 8 rounds of swiss:

1. Matthias Frauenschläger 20 (Naya)
2. Konstantin Lorenz 20 (RDW)
3 Patrick Richter 19 (4c Goodstuff)
4 Jochen Korbel 19 (5c Aggro)
5 Sven Fischer 19 (5c Goodstuff)
6 Sven Fischer 19 (Bant)
7 Christian Grosmayer 19 (RG-Beatz)
8 Alban Lauter 19 (5c Aggro)

Standings after T8:

1. Konstantin Lorenz
2. Jochen Korbel
3. Sven Fischer (Bant)
4. Alban Lauter
5. Matthias Frauenschläger
6. Partick Richter
7. Sven Fischer (5c Goodstuff)
8. Christian Grosmayer

Decklists http://mtgpulse.com/event/4985#66040

Metagame Breakdown ( Iwas able to look around the tables in round 1 and catch most of the decks. Obviously I wasnt able to catch all decks and be 100% sure what decktype it is so this graphic is just a orientation)



Category: Highlander  13 Comments
HL-GP 8 Place 2 Martin Pieler, Boros Report + Deck

Today I will present the report of Martin Pieler which got 2nd on the 8th Highlander Grand Prix with his Boros Deck. He was kind enough to write a quick text and provide me his deck list. So I hope you enjoy his writings and got some impression of the event.

First the list:

I played this deck a while ago (when Survival was still legal) because mana denial (Geddon, Moon, Winter Orb) + a fast clock was to my mind the best method to defeat all this UGx Goodstuffdecks. After the banning of SotF I played Naya Zoo with a higher man curve, because I thought this Goodstuff decks won´t be dominating any longer. I failed. I tested myself a while different Goodstuff builds get 2 conclusions: 1. there is no optimal list and 2. this decks don´t follow a straight game plan, which I hated most.

I updated my Boros-list with new cards and played in Iserlohn in January and won the tournament. I expected many UGx decks on the GP so I choose to play Boros here as well. You have a very good matchup against these, except they manage to play kitchen finks, Loxodon Hierarch, Baneslayer Angel in a row… Your Aggro matchup against 3-5c Zoo is obviously not so good, because they have better creatures, but if you get enough evasion on the table make creature combat not happen and draw enough burn you can defeat them.

But let´s see how the GP was like:

Round 1

I got a bye from the HL Trail in Essen

Round 2 vs. Matthias Wigge (Bant)

First game:Hhe shows me how to defeat my deck with Noble Hierach into Rhox War Monk. I found no solution for this guy, so it was a fast match. (Sorry for conceding so you can`t get the 30 life booster bingo)

Second game: Luck was on my side: He mulliganed to unspoiled 6 and was screwed on 1 land. I killed his mana elf leaving him with an Aether Vial but he can´t stop my army.

Third game: I haven’t made any notes, but he mulliganed to 6 with spoil. He hasn’t any life gain so I think a combination of flyers and burn finished him.

Round 3 vs. Phillipp Erle (Domain Zoo)

First game: I played Black Vise on turn one which dealt 10 damage since he was screwed thanks to my Wasteland.

Second Game: We both played some guys and he had the bigger ones but I killed him with my Hero of Bladehold on turn 5.

Round 4 vs. Jacob Krause (Bant)

First Game: I was flooded and his Thrun with an equipped Sword of Fire / Ice beat the shit out of me really fast.

Second Game: I played Sulfuric Vortex on turn 3 which finished him off after some beats.

Third Game: I had flyers with Bonesplitter so he couldn’t do much against my evasion force and btw. At first everybody laughed at Order of the Golden Cricket but this man made alone 10 damage, so don’t laugh again.

Round 5 vs. Jonny Al-Saidi (UG)

First Game: I had a Suntail Hawk with grafted war gear and a glint hawk idol; he had Wall of blossoms and call of the heard tokens, so no blocking just beating. And I won the race…

Second Game: I go down to 6 cards and use the spoil-mulligan. This time I played 2 2/2 Flyer but he had Trygon Predator+ counter backup for my burn so he could drive this home easy.

Third Game: I got some pressure on the table. He have not much except lands and some little guys after my Koth gets on the board I was able to force him to chump and my Emblem finished him off.

Round 6 and 7

After my 5-0-0 run I could ID two times in Top 8

Quarter Finals vs. Thomas Stier (4c Blood)

First Game: I started with Black Vise (which normally isn’t that good in this MU but I thought 5 damage should be very good) and he had a very slow start so the expected 5 damage went to 11. His fatties get stalled out by my Mother of Runes and no removal on his side where enough for my victory.

Second Game: Soltari Monk with Bonesplitter did most of the work, Ajani Goldmane helped me in the damage race against his green guys and my two flyers did the rest.

Semi Finals vs. Patrick Richter (4c Goodstuff)

First Game: Patrick starts with Noble Hierach, Kitchen Finks and Zur who was quite good. I played Blood Moon to slow him down but it denied me the second white mana which I needed to win this game.

Second Game: I played Ankh of Mishra on turn 2 he tutored Baneslayer Angel but before he gets on the field my guys killed him off.

Third Game: I kept a hand with lands, some guys and Price of Progress, while I was dreaming how this card will finish him off, he played Duress on turn 1 which discarded my PoP but with no lifegain on his side my airforce fled me to the final!

Finals vs. Jochen Korbel (5c Zoo)

First Game: I had no chance in this game because he burned my creatures and had also enough beat down. After a some 2:1 trades I had to concede, even PoP wouldn`t won because his Ajani kept his life high enough.

Second Game: He mulliganed to 5 and I could kill 2 of his guys with Arc Trail so he had not much left except for a Dark Confidant which did 7 damage to him so I had only to attack a few times.

Third Game:  I mulliganed to 6 and spoiled then and kept a 1 land Hand.His Goblin Guide gives me some lands after some trading and a few attacks later our life totals were 4 (Me) vs 13 (Jochen). At the end the situation is as followed (which I totally messed up):

He had a Tarmogoyf with Rancor (6/5) and one card in hand. I have Accorder Paladin with Bonesplitter and Elspeth. In my Hand I got Chain Lightning, Savannah Lions and Hells Thunder. I thought a while playing the risky move going down to 3 because of my barbarian ring to cast the Hells Thunder. I was calculating the damage but then I made a mistake and started to calculate again: Accorder Paladin (3)+ Bonesplitter (2)+ Elspeth pump (3) = 8 damage+ 4 from the Hells Thunder =12… 12? Shit he is at 13,”WTF!” I thought…

So I only attacked with the thunder played lion and made a token, obviously this wouldn’t save me since his Tarmogoyf had trample. If I just attacked with the Paladin and the Hells Thunder I would have won because of the battlecry trigger which I missed after my calculation.

But so I have to say “Congratulations Jochen!”

So have fun flaming me who is such a dumbass and could made the second place on this GP!

Some remarks:

Tops:

-          Nice games

-          Deck worked well

-          Seeing some people played only against multiple times

-          Good organizations: End of Top 8: 10 p.m.

Flops:

-          Only 89 players

-          The guy from the restaurant was not very friendly and polite

-          I´m note able to count till 13

5c Staxx-Oath

Today we will look at a popular archetype which can be built in many various ways.  I am speaking about Staxx-Oath.  We saw this kind of deck on many tourneys and a lot of people tried to come up with their own specific builds. I will mainly present Kassow-Rossing´s build because he invested so much time on this thread http://www.magicplayer.org/forum/index.php?topic=513.0 to explore the possibilities of this deck.

His current build is the 3.0 version and he was kindly enough to share his insights. He has more than 1000 games with this deck and is testing it for a very long time. Because he is still in the progress of writing the article to this deck I will publish the whole guide as a series of multiple entries here on the blog. So check the blog for the next parts- If you are interested in the whole text he wrote, I suggest visiting the thread on www.magicplayer.org/forum. Today I present the introduction and land choices and of course his list. Keep in mind that I have to cut some parts of his article. I add the parts which seem crucial for the whole deck concept and offer some techs. I´ll appreciate his work and want to thank him for the time and work he put into the article.

Part 1 [List+Introduction+Lands]

The list:

Introduction:

Hello and welcome to my latest Highlander build. The idea of this deck comes from various sources but most credit must go to the tier 1.5 deck Staxx Legacy. The main focus of this deck is to lock down the opponent’s mana with Winter Orb, Static Orb, Armageddon, Ravages of War, Wildfire, Burning of Xinye, Devastation, Sphere of Resistance, Nether Void, Tangle Wire, Smokestack and/or Wasteland and Dust Bowl.

At the same time the deck tries to ramp the mana with either Signets or more powerful artifacts that all has great synergy with the above eight spells. If all goes well, the board is changing for the better each turn because the opponent will have less and less mana to spend for spells and this deck will hopefully have more and more.

The deck can be quite explosive and do incredible stuff out of nowhere. Adding Oath of Druids to the thirteen lock-down cards mentioned above, Oath-Staxx proves to be quite dangerous for the opponent to face. The key here is to get Crucible of Worlds to battlefield so Smokestack, from here the deck name, won’t hurt the deck itself as much as the opponent.

There are many substitutes to the Crucible-effect and therein lies much of the strength of the deck. Cards like Flagstones of Trokair, Awakening Zone and both Elspeth Planeswalkers will all provide the extra permanents needed for Smokestack. Crucible will be important after the five land destruction spells mentioned above. Signets and other mana producing artifacts will help tilt the board as well.

Another reason why the deck is as strong as it is, is because of the deck’s agility. It has many ways to win the game such as Smokestack with great synergy, Planeswalkers, Oath of Druids or Polymorph into Emrakul, the Thopter-Sword combo, Wasteland/Dust Bowl combo, Sacred Mesa, Saproling Burst or with cards like Wildfire and it can easily come back from a tight situation.

The deck is evasive too. Cards like Blood Moon and Armageddon, which some opponents can cast as well, won’t hurt the mana base that much due to all the colorless spells and the artifact ramp permanents. Same goes for Wasteland/Dust Bowl lock-down.

The deck only runs one creature and it is both pretty brutal and extremely difficult to get rid of. For that reason the opponent will often sit with “dead” cards in hand.Emrakul, the Aeons Torn will often, alone, win the game the following turn it enters the battlefield. Oath and Polymorph are here to help.

The Lands:

The lands are extremely important in the Staxx Oath deck. In here are so many lands that have an ability needed for the deck to run smooth. Being a very colorless deck, the deck has the opportunity to play many colorless producing lands. The advantages are being pushed to the maximum. Having that many colorless producing lands, the deck needs the best mana fixers and a few lands that produce all five colors to complete the fixing quickly.

Duals + Fetchlands

This deck needs all ten duals with no real disadvantage besides being non-basic. Furthermore being a deck that doesn’t care about the opponent’s life total, Grove of the Burnwillows is a free extra dual. Running all five colors usually means running all ten duels unless one plays a twisted color-scheme.

I have tested five, six, seven and eight fetch lands but seven seems to suit it better. Seven fetches will fix the color base and yet it is still not terrible much life payment. Running Ancient Tomb and City of Brass prevents the deck from running too much fetch.

The four 5-color lands

-City of Brass does this and is therefore an auto-include in this deck. The damage is not overwhelming.
-Glimmervoid has no disadvantage and will at all times fix half of your color-base. The only problem can be a turn two countered Signet with Glimmervoid on the battlefield.
-Tendo Ice Bridge is the land that goes from City of Brass to Darksteel Citadel. The land has, like Crystal Vein, one shot of glory. It will always add the mana needed for the right situation. I do not recommend Tendo Ice Bridge to other 5-colour decks but for this deck where you only need to resolve one bomb to win, it is amazing.
-Exotic Orchard is absolutely incredible because it will almost always be a dual or better. Worst case it only adds a mono colour mana, but that won’t hurt the deck. In the case it doesn’t add mana, the opponent is most likely to concede anyways.

The utility lands

-Academy Ruins is one quarter of the heart of this deck. Together will Smokestack, Crucible of Worlds and Winter Orb, Ruins is what the deck is all about. This card will almost always be fetched with Gifts Ungiven and it has tremendous synergy with so many artifacts including Crucible and any combo piece missing. Crucible protects Ruins, Ruins protects Crucible. Academy Ruins will bring back Tangle Wire after it goes to the graveyard for even more abused and bended dampness

-Darksteel Citadel first of all works with Armageddon and Ravages of War. Second of all Darksteel has synergies with Thirst for Knowledge, Burning of Xinye sometimes (But never Wildfire), Transmute Artifact and in some cases Thopter Foundry as well. The fact that it only produces colourless is no big of a problem and will be majorly over shined by the fact that it survives a resolved Armageddon. Darksteel won’t be the target by Wasteland or Dust Bowl as well as Vindicate which makes a neat little bonus. It will make Glimmervoid seem safer.

-Dust Bowl was here for potential lock-down with Crucible of Worlds

-Flagstones of Trokair are in here, like Darksteel Citadel, for its tremendous synergy with the land destruction cards as mentioned above.

-Mishras Factory is an amazing 3/3 blocker against aggro. Mishra’s Factory will be able to attack opposing Planeswalkers if there aren’t any blockers and of course it’s a target for Polymorph.

-Khalni Garden (Smokestack+Crucible and Polymorph and Planeswalkers).

-Crystal Vein is the only maybe-card but I’ve tested it and it suits really well. Being a non-basic land that produces colorless mana has proved to not be a problem with all the colorless spells and the mana-producing artifacts. This land will push the speed when needed and will otherwise be another regular land. It is not as strong as Ancient Tomb and City of Traaitors and it will maybe be cut one day.

Part 2 [Creatures+Planeswalker]

Basic Oath of Druids theory of creatures:
When deciding what creatures to add to this deck, the first thought that came to mind was playing Oath of Druids. Having Oath of Druids in a deck makes sure you have one card that will almost alone ensure you the win for as little as two mana if you build your deck around the Enchantment. For that reason, I decided to design a deck featuring Oath of Druids and with that decision follows a lot of questions. How many creatures the deck has to run is one of them. I’ve tested everything from a single creature to six of them. Two creatures were the options for the second version. Playing only two was a bit risky because the creatures could both be on the bottom four cards of the library, but I think it was a wise decision because the more creatures the deck contained, the lower power level they had in average. Also the creatures were often dead draws since they were really expensive to cast. Knowing this I’ve decided to cut yet another creature for the third version and only playing one.

Tainted Pact will every second resolution pass the creature before finding Oath. In the 1.0 version where I played six creatures, Tainted Pact could always find Oath of Druids, but for the later builds, I decided to let Tainted serve the many other functions in this deck other than finding Oath of Druids.

When designing a control deck featuring Oath of Druids, one has to decide to go for one of the following options:

A: To play a few important creatures that suit the deck really well and at the same time is castable within the range of mana available.
B: To play one or a few expensive creatures that win the game when they hit the table or put the opponent on a hasty clock.
C: To play a few creatures that covers both categories to a certain degree.

Creatures:

The creatures are divided into several categories depending on their characteristics and strengths/weaknesses on the different areas. I’ve decided to go for four different categories and they are as follows:
1. Castable’s: are the ones that do something for the deck but can still enter battlefield without the help of Oath pretty easily. Oath will only be a “helping hand” in this line of strategy.
2. Protectors: are the ones that will almost entirely alone stabilize the board as soon as they enter the battlefield. Oath will be the easiest way to make these bombs enter the battlefield.
3. Clocks: are the ones that will provide the fastest win given in the game. Oath will almost be the only way to make these bombs enter the battlefield.
4. Indestructible’s: are the ones that will be very tough to remove once they’re on the table. Oath will almost be the only way to make these bombs enter the battlefield.

Castable, in order:
1. Lodestone Golem
2. Baneslayer Angel
3. Sharuum the Hegemon

Protectors, in order:
1. Empyrial Archangel
2. Sphinx of the Steel Wind
3. Iona, Shield of Emeria

Clocks, in order:
1. Emrakul, the Aeons Torn
2. Hellkite Overlord
3. Progenitus

Indestructibles, in order:
1. Inkwell Leviathan
2. Empyrial Archangel
3. Emrakul, the Aeons Torn

After many testing matches, I’ve decided to go for Emrakul, the Aeons Torn and only him because seeing a creature being Sword’ed after having Oath’ed is not really a welcoming sight. Protection from spells is an amazing abilitie to keep removal off the bay. Also I wish to hit Emrakul with each Oath’ing instead of any other creature. In older version I dredge over Emrakul with Life from the Loam to trigger the shuffling ability, which caused me to not play the Eldrazi, but now that LftL is banned, there is no reason not to play the biggest guy in the game. One has to take care of Venser, Shaper Savant, Sower of Temptation, O-Ring, Karakas and the likes, but Emrakul really is difficult to deal with as well as providing the fastest cIock possible.

Converted mana cost 15, Emrakul, the Aeons Torn: Being the largest creature of the game, this alien will annihilate all or almost all of the opponents permanents once it attacks and is therefore often a reason for the opponent to scoop. The fifteen mana this Eldrazi costs is not completely out of reach in an Artifact ramp deck. Once you cast this creature, you win the game. It has great synergy with Awakening Zone. Emrakul is also the best creature to Oath into. Being the king of Gods (read: Emeria => Emrakul) of the sky on Zendikar plane gives it flying and makes it fly over Moat. On the downside Emrakul can still be removed by Oblivion Ring or the likes and be stolen by Sower as well as returned by Venser, which makes it a bit more vulnerable than creatures like Progenitus or Empyrial Archangel.
So far Emrakul has been really good and after including Polymorph, it seemed only right that Emrakul would be the only creature to include in the deck. The new version doesn’t play The Abyss any longer for meta game reasons and because Emrakul will be taken out by the World Enchantment. After excluding Life from the Loam from the older version due to bannings, Emrakul doesn’t have any natural downside in the deck. In the case that Oath of Druids is on the battlefield, a Chainer’s Edict or the likes won’t do much to Emrakul because it will enter the battlefield the following turn once again. A board-sweeper like Wrath of God will take out Emrakul and force it to be shuffled back into the library, which can be both good or bad depending on the current situation at the time.

Planeswalker:

The decision to play either six, seven or eight Planeswalkers in the deck all comes down to how many win conditions the deck needs and how many there are room for. For example Obelisk of Alara did count as a win condition and therefore took up a seat for a Planeswalker. Long time ago I decided to play around ten win conditions and therefore I’m most likely to run seven pieces of them, since Bitterblossom, Sacred Mesa and Saproling Burst is also in here. I don’t take Emrakul and the Thopter-Sword combo into consideration because they will require for Oath/Polymorph or the other combo piece to work. All seven Planeswalkers in Staxx are finishers except for Liliana Vess and are all very strong cards. All will add advantage when Smokestack is on the battlefield and all seven Planeswalkers (again except Vess) can defend themselves and will therefore be very difficult to get rid of. The Planeswalkers are the heart of the win conditions as well as a base of utility effects.

Ajani Vengeant: Ajani is good against aggro and better against control. Against aggro, Ajani’s best feature is being able to kill of the last creature on the board with a (-2): Lightning Helix ability. In other situations Ajani will shoot the best possible creature and go bravely to the graveyard leaving the math at 1:1 card trade and 3+x life gain, where x = the power of the creature attacking Ajani. Against control Ajani is nearly unstoppable. Being a devastating ticking clock waiting to ruin all lands one-sided, Ajani is a thread needed to be dealt with quite quickly. Ajani can, with help from other Planeswalkers, defend himself against the smallest of the creatures (and one big creature at a time). The (+1): ability has great synergy with the rest of the deck. Ajani will sometimes enter battlefield on turn three, and like any other Planeswalker, having it on battlefield one turn earlier makes it exceedingly deadly. The (-7): ultimatum ability of Ajani Vengeant will, sometimes alone, end games.

Elspeth, Knight Errant: In most other decks Elspeth, Knight-Errant usually has two functions: Spending one of the (+1): abilities to produce soldiers for blockers and attacking with a 4/4 flyer each turn. Elspeth has two more functions in Staxx which makes it of such great valuable to this deck. Like the majority of Planeswalkers in Staxx, Elspeth adds food in form of tokens for Smokestack. Elspeth + Smokestack is usually = win. Elspeth will sometimes enter battlefield on turn three, and like any other Planeswalker, having it on battlefield one turn earlier makes it exceedingly deadly. After adding Polymorph in v. 3.0, Elspeth, Knight-Errant also functions as a way of getting Emrakul to the battlefield. The (-8): ultimatum ability of Elspeth, Knight-Errant is not commonly used in any format but in Staxx it will prevent Armageddon, Ravages of War or Burning of Xinye from hurting you at all and they will all be one-sided for the rest of the game. Having that as a bonus is pretty convenient.

Elspeth Tirel: Elspeth Tirel is much like the old one. With the (-2): ability she will add a lot more tokens to the battlefield (1.5/turn instead of 1/turn). Taken into consideration that the first three tokens will enter battlefield right away makes it a lot more useful with Smokestack and Polymorph. This is the sole reason for playing this Elspeth in Staxx. Elspeth Tirel costs one more mana, which makes it a little slower giving that it will likely not enter battlefield before turn 4. The life gain from the (+2): ability is not amazing but a neat bonus when having this much pain in the deck from cards like Ancient Tomb and the seven fetch lands. The (-5): ultimatum ability of Elspeth Tirel is rarely used because it will wipe out all Artifacts and Enchantments.

Garruk Wildspeaker: Being perhaps the best of the first five Lorwyn walkers, Garruk works because of the (+1): untap ability not only well with Armageddon, Ravages, Burning, Wildfire and Devastation as well as Winter and Static Orb but also with Smokestack because of the (-1): Beast token ability. Almost all Planeswalkers in here add food to Smokestack. Garruk will sometimes enter battlefield on turn three, and like any other Planeswalker, having it on battlefield one turn earlier makes it exceedingly deadly. Garruk is more of a combo piece than an actual win condition though. Garruk’s only problem is the dual green mana cost which can be problematic turn three or four. For that we have Simic Signet and Selesnya Signet. The (-4): ultimatum ability of Garruk Wildspeaker was never used in 2.0 and is rarely used in 3.0. After adding this many tokens producers, the ability will sometimes, but rarely, win a game.

Jace, the Mind Sculptor: All control decks must consider playing Jace 2.0 because he is filled with utility abilities for most situations. Jace needs not much backup to be a one-man-army of incredible utility. In the situation where the opponent has no creature on the battlefield, Jace has two options: (+2): “Fateseal 1/Scry 1” ability or (0): “Brainstorm” ability. Depending on the board situation and the cards in hand, Jace will use either of the two abilities. I often prefer the “Fateseal 1” ability because it will allow me to think ahead of the opponent and it will make it unlikely for him to get rid of my Mind Sculptor any time soon. Jace can, this way, win the game quite quickly. I stay away from “Fateseal 1” if my opponent has a shuffling-effect like a fetch land on the battlefield. Against a control player where you know he’s playing a deck packed with cards like Oblivion Ring, Maelstrom Pulse and Faith’s Fetters, Jace will almost always use Brainstorm ability for card advantage before he goes to waste. Against a board of one creature with power 3 or more, Jace will often use the (-1): “Unsummon” ability targeting that creature. Having three “Unsummon” packed into one spell is quite powerful even though one most likely won’t spend the last counter on the creature. When Jace is having one Loyalty counter left, he will draw you the card to replace himself and the opponent will be given the choice to either kill Jace or attack you. In this way, Jace will also give you life in the end. If the creature has power 2 or less, “Fateseal 1” will most likely be better because it will keep the creature at bay. If the opponent doesn’t attack Jace the first time possible, Jace will now suddenly have an arsenal of “Unsummons”. Having Jace, the Mind Sculptor and Oath of Druids on the battlefield is a devastating combination. The opponent will now stand with the option of casting a creature only to see you oath or to not cast a creature and see you exile his library. Jace, the Mind Sculptor will sometimes enter battlefield on turn three, and like any other Planeswalker, having it on battlefield one turn earlier makes it exceedingly deadly. The (-12): ultimatum ability of Jace, the Mind Sculptor is hard to reach but not impossible. This ability wins many games.

Liliana Vess: Due to the fact that Staxx Oath 3.0 runs a lot of key cards and a combo, a lot of tutors will work really great in the deck. Liliana is amazing in this deck because it’s (-2): tutor ability is extremely efficient in a 100 cards singleton format. Liliana is often a Planeswalker that functions too slowly in this format, but when the opponent is often pushed into being land-screwed, the expensive Planeswalker doesn’t seem so expensive at all. It obviously works a little slower than Tezzeret the Seeker, but Liliana will find cards like Armageddon, Mana Drain and other Planeswalkers against control which Tezzeret won’t be able to. Also the (+1): discard ability can sometimes win games against control. Against aggro, where Liliana is worst, it will go for Oath of Druids if there is time for it, Moat if there is less time and Crumbling Sanctuary if the aggro player is pressuring a bit too much. The (-8): ultimatum ability of Liliana Vess will never be used.

Tezzeret the Seeker: In a highly Artifact-based ramp and combo deck, I think it would be a mistake not to play with Tezzeret the Seeker. Tezzeret can sometimes use the (+1): untap ability for mana if any expensive spell is in the hand, and here is mostly focus on Gilded Lotus, Thran Dynamo, Khalni Gem or Worn Powerstone, but most often he will use the (-x): tutor for Artifact ability. The bomb here is Crucible of Worlds because it will set up combos alone and will always be the safe card. Crucible is the most common tutor target. Tezzeret can, however, also tutor for Sword of the Meek or Thopter Foundry if one of them has already been drawn to set-up the combo. If there is time for it, both Artifacts can be found for all four loyalty counters. Tezzeret will tutor for Nihil Spellbomb in  matches when needed. If the opponent is completely tapped out Tezzeret can go for Winter Orb or Static Orb and if the opponent is land screwed, Tezzeret will go for Sphere of Resistance to push the advantage. In pressed situations, Tezzeret will find Tangle Wire to give the space needed to restore balance. When a land is needed, Darksteel Citadel or sometimes a bit more expensive mana artifact like Coalition Relic will be found. In rare situations, Tezzeret will find Sensei’s Divining Top for card advantage. Finally it is also possible to go all in for Smokestack itself even though it costs four loyalty counters. Tezzeret can be seen as the second Smokestack in the deck for the extra mana. Tezzeret is a powerhouse in the deck and is a toolbox of utility having an answer to every situation. The (-5): ultimatum ability of Tezzeret the Seeker will end many games against control.

Category: Decks, Highlander  2 Comments
RGW-Naya/Zoo

Today I present a deck which is very popular and a constant force in the highlander meta. Many people know that archetype as Zoo but since the release of Shards of Alara its also called Naya which is one of the Shards which rely on massive creature power. This deck trys to combine all the good quality/aggro creatures and mix it up with the best burn we´ve got in magic. It also have three of the best planeswalker (in terms of cost-effect relation) to support the fast aggro strategy.

There are many different builds out there and since the release of SoA its quite ususal to mix it with blue to get all the good bant creatures too. Even five colour aggro decks are quite usual nowadays and it seems they will replace this kind of deck. But I think a huge advantage this build got is the pure speed it can provide with such a low mana curve. As I said there are many choices to make. You can even make this deck faster or stick with more quality spells. Even more burn is possible.

Here is the list:

Matchups

Control: It depends on the control deck and on their draw. If you are opposing a standard UW/UB/UWB version you have a good matchup depending on their removal count. Since this deck is able to get a quite aggressive start they are simply to slow. Even for cards like Vedalken Shackles or Moat you got all the answers. If the meta got a lot of recursion based control decks you can easily implement Loaming Shaman. A card like Back to Basic can easily crush you so if possible try to get some basic lands against blue based control decks since they will run this card!

If you got a realy control/combo heavy enviroment try to add spells like Ravages of War, Tangle Wire or Frost Bringer.

Aggro: There are different kind of aggro decks. Boros, White Weenie, RG/Beasts, RDW, Goblin, Elves and even Black Suicide. So it depends which kind of aggro you are facing. Most of the time you got the better creatures and better spells. But the advantage they have is either speed or consistence. A RDW or WW can easily crush you in turn four or even get you in turn 10 with a price of progressorBlood Moon. To avoid such devastation its not a bad call to implement cards like Loxodon Hierarch, Obstinate Baloth and of course more basic lands ;) On the long run I would say its quite balanced betweend this deck and other aggro versions.

AggroControl: They got all the good control cards and run Tarmogyof,Rhox War Monk, Kitchen Finks,Shriekmaw etc. so you need quite aggressive starts to beat them. The will simply control (obv.) the game and beat you down with the same good creatures you are running or even better ones. Most of the time it depends on the draw of both players. Planeswalker and removal are difficult to handle and you need always the pressure on the battlefield to win the game.

Conclusion: Its realy fun to play this deck since it can win on so many different ways and its allways nice to play exciting cards like Ajani Vengeant and Knight of the Reliquary so it differs from pure aggro since it got a lot of quality spells. The matchups are quite balanced against other archetypes which makes the deck very strong. But as I said before its possible that the 4-5c aggro builds will replace this kind of deck since its not as fast as RDW or WW and trys to compensate this through quality spells but since the mana base is easy to establish in Highlander you can also play all five colours to get the best spells of each colour.

so far~

Category: Decks, Highlander  7 Comments
MonoU-Prison

Today we got another deck which is not well known. I´ve asked Coldcrow to give me his MonoU-Prison list and write something about his build.

The result is the following text.

I got tempted to write a primer for the Highlander-Blog and chose a quite unusual, but effective deck. Some of the older players will remember the dreaded Stasis decks of old. First they counter/remove everything then you got no more untaps and finally they played Kismet and Feldon’s Cane and you died a horrible death of doing… nothing.

A exact copy of such a deck is of course not possible, as there are too few equvivalents of the card Stasis.

I chose to keep it Mono-Blue, for the maximum power of Back to Basics, Vedalken Shackles, Thwart, Gush andSundering Titan. Splashes are of course possible, white and green would be the first choices for cards like: Freyalises Winds, Kismet, Hokori, Dust Drinker and such.

I omitted the namesake card, Stasis. As a one of Stasis is not very reliable, because you have to find some way to break the symmetry, which would necessitate more bounce spells and cards like Howling mine. In green splashed build with Garruk Wildspeaker it could be strong though.

Also a reason to play this deck is that you  get to slam down Mind Over Matter! Where else is that card played? It serves several roles in here: tapping threats, tapping Orbs, untapping Mana + Temple Bell.

Cards I am not really happy with: Rising Waters, Frozen Aether. Both are costly at 4 mana, are no artifacts (not being tutorable by Tezz or Fabricate) and the latter one can be utterly useless. I’d like to include one or two more early counters, but alas! There are only so many good ones. Memory Lapse/Negate / Arcane Denial would be possible candidates.

Matchups:

Let’s start with the bad ones:

RDW/Burn:

Well. There isn’t much you can do about that. They need only 2-3 mana to cast their burn spells, are Back to Basics proof, and you have zero lifegain. You really need to have the early counters ready to reach the midgame when you can establish a lock.

Zoo/Naya:

Also not too great, as they play huge early threats. But if you can land and protect one of your anti-aggro tools (Shackles, Propaganda, Tabernacle, Dream Tides, Bridge) they are often quite helpless since they run alot less burn spells. On the other hand be aware of Qasali Pridemage and Krosan Grip.

If your meta consists of mostly aggro you can tune this deck in that direction. A white splash with Wraths, Swords and such would be prudent.

Other control decks (3c-5c, Rock etc.):

These are quite good MUs. Often they run alot of dead anti-creature cards and a non-basic heavy manabase. The ample support of counterspells + Mana should enable this deck to comfortably outplay them. Once you can land a lockpiece it is mostly over for them.

An exception would be MUC/BlueStaxx. That deck looks almost like this only that they play no lockpieces but huge blue spells/Artifacts. This will often be a classic draw-go game, where the one moving first loses.

Combo:

Also quite favorable due to counters + mana denial. There are many combodecks out there but most of them need unhindered mana to operate, which makes the orbs prime threats to them.

Conclusion: If you want to play a different , pure control magic game, this deck is quite satisfying.

BUT: that might not be the case for your opponent, since games tend to go very long with them being able to do nothing. So you might get a win or two by just forcing the opponent to concede in agony(A/N I realy like that :D ). That actually happened to me in the online league.

As usual I’d be glad to receive every kind of constructive critics.

Best wishes

Category: Decks, Highlander  5 Comments
Gw-Elves

Today I want to present a deck which is  loved and hated all over the world . My friend Patrik (also known as Pennywise on the forums) played this deck since 12 years and is constantly improving it. He also got the 4th place on the Highlander Grand Prix three years ago. He tried different builds with a black and white splash or just green.

This  build is mono green with a slighty white splash for Ravages of War and Armageddon since its obvious that a deck which got so many alternative mana sources can only benefit from such mighty spells. Additionally there are Mirror Entity and Ranger of Eos

Here is the list:

As you can see a lot of the cards are meant to be synergetic which is not unusual for a tribal deck like this. Since elves are one of the oldest tribes in magic there are a LOT of options to put in. I saw many many builds over the years. Straight aggro, aggro-control and even combo elves (yeah nothing spectacular in extended). Patrik tried also some combo elements like staff of domination or Progenitus. But he came to the conclusion that straight aggro with a very aggressive curve is the best way to go.

It would be very easy to implement some black cards since the deck is capable to splash any kind of colour for cards like Maelstrom Pulse or Putrefy and Demonic Tutor. As far as I know Patrik was not satisfied with these cards so he was going back to a more creatures less non creature spells – build. To implement the mass land destruction is in my view a very good call to the actual meta game.

A lot of 4-5c aggro decks are going wild and have such strong cards from all colours. He´s able to finish the game with just one spell against these decks. And even against control its a game winning card. Since its not my deck I cant write as much as you guys would like but I´ve seen it a  lot in real life and think its one of the best tribal decks out there if not the best.

Its a force to reckon with. I lost on the last Grand Prix my only game in swiss against Gwb Elves and its insane what potential they have. I cant imagine any other deck which can get such explosives starts like elves. I hope you guys enjoy this list and feel free to ask.

so far~

MonoR-Red Deck Wins

This time I want to present a well known archetype. My goal was to show some unique decks on the blog but I thought it would be nice to have some classic builds for people which are new to the format. So here is my version of MonoR-RDW which get 2nd in the current Highlander season (Season X).

MonoR-Red Deck Wins

MountainMountainMountainMountainMountain
MountainMountainMountainMountainMountain
MountainMountainMountainMountainMountain
MountainMountainMountainMountainMountain
MountainMountainMountainMountainMountain
MountainMountainMountainMountainMishras Factory
Barbarian RingWastelandTeetering PeaksMutavaultSmoldering Spires

As you can see there are a lot of obvious choices but of course as always there is a lot of space to implement personal favorites. The good thing about RDW is that you can easily modify it to your local meta. If there are many WW-Decks you can add Sulfur Elemental/Ghost Fire/Pyrite Spellbomb if your meta is dominated by control decks you can add The Rack and land destruction spells etc.

I would say that this kind of deck got a lot of good matchups. Sometimes its insanly fast and is able to kill an opponent on turn four. And even in a game where an opponent is able to stabilize you can end the game with spells like Price of Progress or Ruiniation/Blood Moon/Magus of the Moon

Against straight Aggro Decks like Gx Elves, WR Boros or Rx Goblins this deck is also performing very well. Its able to burn the small dudes which are essential since they use a lot of synergies and finish them off with his own haste creatures which are “immune” to spot removal or at least generating card advantage. I added in my build spells like Volcanic Fallout and Breath of Darigaaz for this kind of matchups.

Midrange Aggro Decks like GWR Naya, UGW Bant/UGWB Dark Bant or 5C Aggro Decks are the “worst” matchups. Since they got a lot of good cards against RDW. They play all the good removal + lifegain creatures and got counterspell backup. Sometimes you can mess with their manabase but if they are playing their second Kitchen Finks which got revived by an Eternal Witness or a Baneslayer Angel the deck simply cant beat this.

Against Control Decks you got a good chance since they need their anti-aggro cards right on time and dont have much time to develop their board. Some player add cards like Tangle Wire or Frost Bringer to get a better matchup against control/combo decks but In my build is no place for this kind of cards. I think its a viable strategy to add more mana denial to the deck but my deck is a hybrid between sligh and aggro so its crucial to have enough mana. Cards like Avalance Riders and Fulminator Mage are also a good option to think about.

As you can see my build is missing any artifact removal. This is a meta game call but if you whish to implement some cards against artifacts I would suggest those Pillage / Smash to Smithereens or Hearth Kami.

This type of deck is in my opionion a good benchmark for any deck which want to survive in the Highlander meta. Its an insanly fast deck and can check if the opposing deck is stable enough to stay in the meta. As far as I know its a very popular deck on MTGO and a lot of players mix it up with a goblin strategy or even more burn so if you planing to create a new deck check if its able to catch up with this kind of archetype.

so far~

HL GP 7: Place 9, Timo Barwisch, Bant

After some requests and personal messages here is my Bant-list played at GP 7: more…

Category: Decks, General  Tags: , ,  2 Comments
HL GP 7: Place 5-8, Thomas Hinkel, Bant

Finally here comes the bant-list you asked and waited for: more…

Category: Decks, Highlander  Tags: , , , ,  7 Comments
HL GP 7: Place 3-4, Patrick Richter, 5c-Goodstuff

After some days without a new list, now it’s time for Patrick Richter’s list. Here we go: more…

Category: Decks, General, Highlander  Tags: , ,  5 Comments