RecursiveManaBurn
08-20-02, 02:53
UGr Squirrel Opposition Primer
Part 1. Introduction
Welcome. This is a primer for a top deck in the current type 2 format-- Squirrel Opposition. It is an excellent deck that has made quite a showing-- the most prolific being the first place finish at US Nationals by CMU member Eugene Harvey. The deck was not designed by Harvey, though-- it was the brainchild of Mike Turian, who first debuted the deck at GP: Milwaukee at top 4'ed with it. It was designed to be competetive in the Type 2 environment before Judgement came in, but it has only increased in power recently thanks to the prevalence of creature decks and the lack of common mass removal.
Part 2. Decklist and Analysis
Here's a decklist that has served me very well recently. The changes over Eugene Harvey's Nationals version are as follows:
-2 Call of the Herd
-1 Squirrel Nest
-1 Deep Analysis
+1 Fire/Ice
+3 Static Orb
7 Forest
5 Island
3 Karplusan Forest
2 Shivan Reef
4 Yavimaya Coast
4 Birds of Paradise
3 Llanowar Elves
3 Flametongue Kavu
4 Merfolk Looter
4 Wild Mongrel
3 Static Orb
4 Circular Logic
3 Deep Analysis
4 Fire/Ice
4 Opposition
3 Squirrel Nest
Before I start the card-by-card analysis, let me explain first why there are only 21 lands. Firstly, this deck does not need a lot to get started, and the odds of it drawing a mana accelerator are very, very high. The low land count helps in that you can squeeze in lots of low-cost speed spells and that your topdecks are phenomenal-- even an accelerator is another tapper. You also go through a lot more of your deck than you might think-- Deep Analysis and Merfolk Looter help a lot.
Let's begin!
Birds of Paradise and Llanowar Elves-- These make the deck very, very fast. Not only that, but after you get down Oppo, they're tappers-- they're always useful.
Flametongue Kavu-- One of the few removal spells this deck has, it deals with something you have to tap down as well as providing you with a tapper. Incredible card advantage.
Merfolk Looter-- One of the best cards in the deck. It provides you with incredible card quality as well as getting you that much closer to your combo parts. This makes the deck run infinitely smooth.
Wild Mongrel-- One of the best aggressive cards in the format, this is great for discarding Deep Analysis or Circular Logic to early on, not to mention changing the color to avoid Hibernation or any sort of trick like that.
Static Orb-- I recently put this card in and it is quite the savage mize, so to speak. Good against Tog, better against Deep Dog, best against White Weenie, which is played by a testing partner of mine at FNM-- he's won 4 of them in a row with it and I needed some way to keep myself from being thrashed. It's excellent in this metagame regardless of rogue decks, though-- the beatdown decks don't do too well when they can't attack.
Circular Logic-- The most tempo counter ever printed. You only need 4 counters because you will get enough card-drawing to make sure that you get these. They're excellent for protecting your Oppo or Nest when you need to get it down.
Deep Analysis-- An excellent card-drawing spell that can either be discarded early game and played or used late-game to replenish your hand. This helps you get to your combo parts or your creatures.
Fire/Ice-- A fantastic removal spell or cantrip. There are lots of 1-toughness creatures in the environment, especially in the mirror match or against G/U tempo-- killing an accelerator and a looter is insane, and even tapping down their land second turn can be quite the tempo boost.
Opposition and Squirrel Nest-- The combo. You make squirrels to tap down their lands and creatures and then swing in for the kill when you have enough. Kablam. Nest is excellent against Mono-Black or Tog as well-- hell, even against QRoar if they have yet to discard a Wonder.
Part 1. Introduction
Welcome. This is a primer for a top deck in the current type 2 format-- Squirrel Opposition. It is an excellent deck that has made quite a showing-- the most prolific being the first place finish at US Nationals by CMU member Eugene Harvey. The deck was not designed by Harvey, though-- it was the brainchild of Mike Turian, who first debuted the deck at GP: Milwaukee at top 4'ed with it. It was designed to be competetive in the Type 2 environment before Judgement came in, but it has only increased in power recently thanks to the prevalence of creature decks and the lack of common mass removal.
Part 2. Decklist and Analysis
Here's a decklist that has served me very well recently. The changes over Eugene Harvey's Nationals version are as follows:
-2 Call of the Herd
-1 Squirrel Nest
-1 Deep Analysis
+1 Fire/Ice
+3 Static Orb
7 Forest
5 Island
3 Karplusan Forest
2 Shivan Reef
4 Yavimaya Coast
4 Birds of Paradise
3 Llanowar Elves
3 Flametongue Kavu
4 Merfolk Looter
4 Wild Mongrel
3 Static Orb
4 Circular Logic
3 Deep Analysis
4 Fire/Ice
4 Opposition
3 Squirrel Nest
Before I start the card-by-card analysis, let me explain first why there are only 21 lands. Firstly, this deck does not need a lot to get started, and the odds of it drawing a mana accelerator are very, very high. The low land count helps in that you can squeeze in lots of low-cost speed spells and that your topdecks are phenomenal-- even an accelerator is another tapper. You also go through a lot more of your deck than you might think-- Deep Analysis and Merfolk Looter help a lot.
Let's begin!
Birds of Paradise and Llanowar Elves-- These make the deck very, very fast. Not only that, but after you get down Oppo, they're tappers-- they're always useful.
Flametongue Kavu-- One of the few removal spells this deck has, it deals with something you have to tap down as well as providing you with a tapper. Incredible card advantage.
Merfolk Looter-- One of the best cards in the deck. It provides you with incredible card quality as well as getting you that much closer to your combo parts. This makes the deck run infinitely smooth.
Wild Mongrel-- One of the best aggressive cards in the format, this is great for discarding Deep Analysis or Circular Logic to early on, not to mention changing the color to avoid Hibernation or any sort of trick like that.
Static Orb-- I recently put this card in and it is quite the savage mize, so to speak. Good against Tog, better against Deep Dog, best against White Weenie, which is played by a testing partner of mine at FNM-- he's won 4 of them in a row with it and I needed some way to keep myself from being thrashed. It's excellent in this metagame regardless of rogue decks, though-- the beatdown decks don't do too well when they can't attack.
Circular Logic-- The most tempo counter ever printed. You only need 4 counters because you will get enough card-drawing to make sure that you get these. They're excellent for protecting your Oppo or Nest when you need to get it down.
Deep Analysis-- An excellent card-drawing spell that can either be discarded early game and played or used late-game to replenish your hand. This helps you get to your combo parts or your creatures.
Fire/Ice-- A fantastic removal spell or cantrip. There are lots of 1-toughness creatures in the environment, especially in the mirror match or against G/U tempo-- killing an accelerator and a looter is insane, and even tapping down their land second turn can be quite the tempo boost.
Opposition and Squirrel Nest-- The combo. You make squirrels to tap down their lands and creatures and then swing in for the kill when you have enough. Kablam. Nest is excellent against Mono-Black or Tog as well-- hell, even against QRoar if they have yet to discard a Wonder.