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Throwback Tourney Rd 1 Deck Lists

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So, in the past two weeks, I have made a discovery: Tournaments are difficult to run.

Not so much in a logical sense; as far as that goes, I've run much larger tournaments than the bracket I proposed, but more in the time sense. Everyone started out very excited to run the new format, only to fizzle when it came time to proxying and testing decks. Fortunately, I have a printer in my office and ample time, and a dedicated playtest partner has risen from the ashes: one Mr. John Bolt. Mr. Bolt and his girlfriend Allie Smith spent quite a bit of time coming up with the actual lists we will be using for this format.

As a quick reminder, there is a lovely bracket system for this tournament in my article from two weeks ago, and I'd like to work on the top tiers of either side of the bracket. That means that this week, I will be showing you the lists for White Weenie Quest, Red Deck Wins, Merfolk, and Affinity. Remember that the lists we've gone with can certainly be modified to fit your metagame; however, I think that what will be presented here is a very strong base for each of these archetypes.

Let's kick this off with White Weenie Quest. WW Quest is the pet deck of John Bolt, and is quick and resilient enough to be problematic for most of the decks we will encounter. There are certainly some variations which can be had, including of course splashing a color, but for now I think monocolored is the way to go. Here is the list we are working with:

An argument can be made for Sword of Light and Shadow in the main deck; however, any decks that are packing Go for the Throat are hurt much more by the discard than they would be by any life gain. In all honesty, if we are regrowing creatures, the match is probably over anyway. Should burn and Zoo-type decks end up being popular, the Sword slots could certainly be switched. Just a side note/rules tip regarding Quest for the Holy Relic: Whenever a player activates the Relic, the opponent has a chance to respond and destroy a creature. Once the ability has resolved, however, the opponent has no chance to respond with something (say, Lightning Bolt, or Go for the Throat) until after the equipment is already attached.

Next up, we have White Weenie's duel mate: Red Deck Wins. RDW has been a mainstay on the circuit for as long as there have been events, and there's no reason for Overextended to be any different. RDW loses some of the pure efficiency of Legacy, but still packs more than enough oomph to take a player from 20 to 0 in no time. Thus, I present a deck that would make Pat Sullivan proud:

The only card in the deck that doesn't cause someone to lose life is Mountain, and we're working on a way around that. The Unearth creatures give this deck some reach that other lists might have been lacking in the past. If Affinity becomes a big issue, there is certainly room for Shattering Spree in the sideboard; otherwise, I am quite happy with how this list looks. Again, depending on your metagame, there are a few cards that could be good additions, notably Demigod of Revenge if you want some late-game reach, or perhaps Magus of the Scroll to perform a Cursed Scroll–type function. If damage prevention or life-gain effects are running rampant, that is an issue that might need to be addressed, but we are certainly well-equipped to handle that problem.

Now we turn our attentions to the other side of the bracket. Up first, we have some heavy hitters: Merfolk vs. Affinity. Both of these decks get reasonably strong ports from Legacy, with Merfolk losing one or two cards and Affinity actually being essentially unchanged. Let's take a look at the little blue guys and see what they're bringing to the table:

My initial thought was that we could simply replace Wasteland with Rishadan Port; however, with the loss of Force of Will and the addition of Counterspell, it is often more important to keep that mana open and ensure that you have uu at all times. Another loss is Mishra's Factory, which is seen in some lists as another way to make blockers under a standstill and pump Mutavault even further. A concern I have is the large number of lords in the deck, but I think with an early AEther Vial, that concern should not be a great one. Merfolk is definitely one of the strongest decks in Legacy and should continue that trend in Overextended.

Last but not least, we have Affinity. Affinity has been doing unfair things as long as I can remember. As of late, a lot of Affinity lists have steered away from the conventional Arcbound Ravager and Disciple of the Vault plans and have just gone for a more linear "be faster than him" plan. While I can't say I wholeheartedly endorse this idea, it certainly seems to be working in Legacy. If a deck is fast enough to compete in Legacy, I wonder how it will hold up under the scrutiny of Overextended? Here are the robots we are bringing to the table:

Affinity provides answers for pretty much all of the decks in the format. The only concern I have is getting the appropriate colors for sideboard cards, but I don't think that should be too much of a problem. I question the need for Chainer's Edict, but I will discuss the issue with John and see if there is a reason in testing for the necessity of the card. Don't forget—with Affinity, it is always possible to go to the more degenerate plan of Ravager and Disciple, and that in fact might be the best option with Dredge looming in the wings. Testing will tell, I suppose!

Those are the lists we will be testing on Friday. If you are interested in getting some games in, please come and see us at Armada Games and join in the fun! Come back next week and see who will be moving on; if there's room, perhaps we'll take a look at the next matchup. Until then, this is Ben McDole. Thanks for reading!

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