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Doncaster English Nationals Qualifier – Results Analysis

By Anthony Skinner

 

Welcome to my report on the National Qualifier held last week by Space Myth & Magic at Doncaster. Kevin who organises the tournaments has kindly provided me with the top 3 deck lists and I have been looking at these with a lot of interest.

 

My first impression is that the metagame is very different depending on what part of the country you play in. This is not really surprising given that most the Magic clubs and communities in the UK rarely meet up, apart from Gencon and the yearly Gran-Prix. This is something that I hope changes in the near future, but for now, in my opinion, knowing what decks are seeing play at your local store is very important to your qualifier success.

 

The results also show that there is no “dominating archtype” like Affinity, Goblins or U/G Madness from seasons past. Enduring Ideal has qualified people, U/R Counterspell decks have won, a Urgatron deck won last week in High Wycombe. As well as this the expected crowd of Zoo, Heezy and Ghost Husk have also been showing up. Ghost Husk, the dominating force in US Regionals has slipped away in the last couple of UK qualifiers. It seems that when preparing your UK Qualifier decklist the first question on every deck builder’s mind is how do I beat Husk? That is not to say that Husk is a dominating archtype, Affinity was still played and to good success in a field full of Affinity hate, Husk it seems rolls over and dies if the opposing player prepares for them.

 

I believe that is because of the combo nature of the Husk deck and it’s inability to drop more than one threatening piece per turn, and with most of the threats only coming online as late as turn 3. A deck that can handle one spell per turn will easily break up the dozen or so mini-combos the Husk deck has to offer and win off the back of it’s more individually powerful cards.

 

This brings me to the first two decks qualifying from Doncaster, played by Andy Leeder and Ian Walshaw. I have decided to look at these two decks together because they play a very similar strategy, the key common cards are :-

 

Remand

Mana Leak

Hinder

 

“With at least eight counters you should be able to disrupt any opponent planning to beat you with card combinations”

 

I don’t count Remand as being a true counter as it is really a tempo card, something a controlling deck like these needs in spades, in the early turns where they don’t have much game. Most the time Remand is “Take an extra turn after this one, draw a card” for 1U.

 

Without any further ado, the deck lists:-

 

Andy Leeder

U/R Izzet Control

 

Creatures (4)

 

2 Meloku the Clouded Mirror

2 Keiga, the Tide Star

 

 

Spells (32)

 

2 Pyroclasm

4 Electrolyze

2 Boomerang

4 Compulsive Research

3 Mana Leak

4 Remand

3 Spell Snare

3 Disrupting Shoal

3 Muddle the Mixture

4 Hinder

 

 

 

 

Lands (24)

 

4 Steam Vents

4 Shivan Reef

11 Islands

2 Shinka, Bloodsoaked Keep

2 Minamo, School at Waters Edge

1 Oboro, Palace in the Clouds

 

Total 60 Cards

 

Sideboard (15)

 

3 Quash

3 Shifting Borders

3 Plagiarize

1 Pyroclasm

1 Umezawas Jitte

2 Remove Soul

2 Shadows of Doubt

 

Ian Walshaw

U/W Azorious Control

 

Creatures (4)

 

2 Meloku the Clouded Mirror

2 Keiga, the Tide Star

 

 

Spells (32)

 

4 Spell Snare

4 Condemn

4 Mana Leak

4 Remand

4 Telling Time

4 Hinder

4 Compulsive Research

4 Wrath of God

 

 

 

 

Lands (24)

 

7 Islands

1 Minamo,

1 Oboro, Palace in the Clouds

4 Adarkar Wastes

2 Hallowed Fountain

8 Plains

1 Eiganjo Castle

 

Total 60 Cards

 

Sideboard (15)

 

4 Rewind

4 Azorious Guildmage

4 Threads of Disloyalty

3 Millstone

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Andy Leeder’s U/R Control plays a lot more counters with Muddle the Mixture, Disrupting Shoal and Quash in the sideboard. Ian Walshaw’s U/W deck has less counters but has Telling Time and Condemn, with Millstone in the sideboard (obviously expecting a lot of counter mirrors). I like the idea of Muddle the Mixture in the Izzet deck, which can be transmuted for Pyroclasm or Boomerang. But with Control decks in mind I am not sure why there is no Jushi Apprentice, as at least a transmute target in the sideboard. Shifting Boarders looks like good anti- Urzatron/ Bounceland Tech but I would have thought Annex would be stronger as you don’t have to give them a land, the Plagiarize I don’t understand though. It would certainly be amusing against a compulsive research, but that costs 3 mana whereas Plagiarize costs 4 and I see this getting stuck in your hand too many times, when ideally you want to have mana open for counters. With a Greater Good deck in the top 3 it is quite likely that this was intended for the local meta-game and to completely decimate a Greater Good deck. “Yes I will sack to Greater Good, Yosei to draw 5” , “In response Plagiarize – I draw 5 you discard 3!” If you expect lots of Greater Good decks this could be good tech.

 

Ian Walshaw’s U/W deck has a more focussed sideboard with Rewind, Azorious Guildmage and Threads of Disloyalty for Control, Combo and Beatdown respectively. The Millstones look like Mirror match tech, but do they work? You pretty much need to activate one seventeen times to win. In my opinion I feel Jushi Apprentice would be better, and you can flip him to “mill” your opponent too. Against Seal of Fire, Helix and Shock etc Jushi is a bad card but you wouldn’t board it against those decks. There are also quite a few slower decks where I wouldn’t want to empty cards into the Graveyard (see the Greater Gifts list below)

 

I have played U/W Control at Nationals before in the good old days of Decree of Justice and friends, where are the Exalted Angels in this U/W list! In all seriousness though I don’t see how this list does well against Heezy / Zoo and the “I play every legal burn spell decks”- that always show up! I think there could be something said for including Descendant of Kiyomaro in this list. Also of note is the 2 Hallowed Fountains in the main – I assume this is purely not having access to the other 2?

 

What immediately strikes me about Ian Walshaw’s list is that it is very focussed, playing 4 copies of 8 spells and then 2 each of the win conditions. The Pro’s advise to play 4 copies of as many spells as you can and it is something that has been impressed on me during the years. To be competitive your deck needs to consistently perform and it is much easier for it to do that for you if you play fewer types of spells.

 

If you are going to the Kent or Durham Qualifier tomorrow then you could do a lot worse than playing one of the above two decks. They certainly look very effective against any form of Combo deck and slower beatdown decks.

 

When deciding which of the above to play it is a basic choice between playing Electrolyze / Pyroclasm / More Counters Vs Wrath / Condemn / Telling Time. If you go with the red plan you need more counters as many of the creatures that resolve will be resistant to your red spells, so you need to make sure they don’t resolve and also, Boomerang to bounce any that get through so you can counter them on the way back down. Electrolyze is more versatile than the White spells, as it is never a dead card, as you can just use it for itscantrip effect.

 

One thing is for certain, both decks play 4 creatures, 32 control cards and 24 land and both qualified. So that would appear to be a very solid starting point for constructing your deck. I would want extra win conditions in the Sideboard to combat Cranial Extraction. It really does just come down to personal preference. The U/R list is certainly stronger against utility creatures like Dark Confident and decks that can dodge White’s sorcery speed Wrath effects, like Ghost Council. The White spells are better against Paladins, Magnivores, Husks and the like.

 

Next up is a very interesting take on Greater Gits

 

First the decklist

 

James Howl

 

Creatures (17)

 

4 Sakura Tribe-Elder

1 Kagemaro, First to Suffer

4 Protean Hulk

1 Loaming Shamen

3 Coiling Oracle

1 Kokusho, the Evening Star

1 Yosei, the Morning Star

1 Indrok Stormhowler

1 Keiga, the Tide Star

 

Spells (20)

 

1 Zombify

4 Compulsive Research

2 Macabre Waltz

4 Footsteps of the Goryo

3 Kodama's Reach

3 Greater Good

2 Gifts Ungiven

1 Vigor Mortis

 

 

Lands (23)

 

4 Overgrown Tomb

4 Watery Grave

2 Breeding Pool

2 Yavimaya Coast

1 Miren the Moaning Well

2 Island

4 Forest

4 Swamp

 

Grand Total 60 Cards

 

Sideboard (15)

 

3 Jesters Cap

3 Cranial Extraction

3 Meloku, the Clouded Mirror

1 Kokoshu, the Evening Star

2  Keiga, the Tide Star

3 Research//Developement

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

This is definitely a competitive deck for the “Johnny Magic Combo Player” There are literally too many combos to describe here, but the main one that strikes me is the interaction between Protean Hulk and Footsteps of the Goryo. The plan is to get a Hulk in the graveyard and then “re-animate” it with Footsteps, at end of turn you sacrifice the Hulk and put creatures up to converted mana cost six into play. I would like to find room in the main for the second Kokusho as I can see the “double Kokusho” as a combo this deck would like to play for.  Research / Development in the sideboard allows you to bring in extra creatures from the sideboard to fetch with Protean Hulk and acts as a way to put your Hulks back in if they get removed with Cranial Extraction.

 

This deck is very creative and looks like a lot of fun to play. With absolutely no control cards, bar one Kagemaro, I feel this deck wouldn’t fare very well against focussed aggressive decks (effectively being a gift’s deck without Wraths), it’s mid to late game is however, very powerful. I do feel that there are many other combos this deck could investigate, for example, adding a Kiki-Jikki and a  SkyHussar. Use Kiki to copy a Hulk in opponents turn, Hulk dies at end of Turn, fetch Sky Hussar ,untap, tap Kiki to copy it again and repeat till infinity! I also feel that the list could be better with Birds of Paradise so you can cast Compulsive on T2 and Footsteps/ Zombify on T3. I would also like to investigate adding Delirium Skins, as I can see discarding three as being a good thing for this deck and it puts a lot of pressure on your opponent’s draw at the same time.

 

That’s all for now folks, good luck to you if you are playing in the qualifiers in the next couple of weeks, hope to see you at Nationals. If you have any ideas or questions on the decks please do discuss them in the forums.

 

Anthony

Editor