Magiclu
09-13-02, 22:45
Hello,Magiclu herre(damn its hot in NY)Anyway, after onslaught rotates in there will bemajor changes to the enviornment.Many,myself included,forsee the death of the metagame defining "tog" deck.While some may be disappointed at this, others see it as an opportunity to finnally get some breathing room for deck construction. This opens the door to all kind of rouge stratagy's.One of theses is U/W contol. Usually U/W would try to live through the first 6-7 turns before it could set up control and win with whatever kill mech it uses,be it millstone, nether spirt, or even Keljoran(sp.) outpost.
The strongest of these was Keljoran outpost.This little beauty plugged up many off U/W 's former problems.First off,It was uncounterable,which in its day was very important with all the force of will and counters floating around. Second, it could create a limitless stream of blockes which could stop even the largest creatures( Barring abilities such as trample,flying ect.)
Lastly in the late game after control has been established it could be used to swarm the opponents life total.
Fast forward a few years latter,and out comes the Onslaught spoiler and there,glarring back at me was the awnser
to my prayers,my godsent,Mobilization.I love U/W.It is my favorite deck off all time.I love the feeling of a wrath of god suddenlly destroying an opponents much supirior board
poition.Mobilization,along with its friends complicate and oblation have hade U/W a tier 1 deck.
Mobilization W2
Attacking does'nt cause Soldiers to tap
W2:Put a 1/1 Soldier token into play
Complicate U2
Counter target spell unless its controler pays 3
Cycling U2
When this card is cycled you may counter target spell unless its controller pays 1
Oblation W2
Return target nonland permanant to its owners library.That player may then draw 2 cards.
Counterpost V 1.01
3 Mobilization
4 Counterspell
4 Complicate
4 Force Spike
4 Peek
4 Standstill
4 Deep Analaysis
4 Wrath of God
4 Oblation
4 Adarkar Wastes
4 Flooded Strand
10 Island
7 Plains
The Deep Analaysis(pun intended)
3 Mobilization- The kill mech.Produces unlimited blockers and can go on offense any time during the game due to attacking doesnt cause a tap.
4 Counterspell-A catch all solution to spells.Can take out Arcanis or force your mobilization into play.A staple in most deck with blue.
4 Force Spike-Lets you stop the turn 1 shenanigains that green likes so much.It gives you time to set up against aggro decks and against control decks can help win counterwars.
4 Complicate-Very often a hard counter.Even when its not it will often be aided by force spike.Often in the early game its cycle ability will produce card advantage.In a pinch it may be cycled to find that wrath of god.
4 Peek-Many people hate this card but i swear by it.When used on first turn it will not only help thin your deck and find land but it will also give you valuable information such as what deck/colors are they playing or when to hold back your mana for a counter.
4 Standstill-This card is put to very good use in this deck.It can be used early to slow don your opponent or late game right after a wrath of god.This deck's optimal scenario is havin a clear board with this in play and a Mobilization.
4 Deep analysis- The only true card drawing in the deck.Really good at what it does.It gives you 4 for 1 card advantage.elps dig for awnsers.
4 Wrath of God-This card describes itself.GOD!!!!When it is used it will often take a least 3-4 creatures with it.This card must be well timed for maximum effect,which taes a bit of testing.
4 Oblation-Something got through your counter raidar.Back to the deck we go!This much like counterspell, is a catch all removal spell that takes enchantments or artifacts with it.It can even be used on on off your soldier tokens to gain card advantage.
Sideboard
3 Cop Green
3 Cop Black
3 Cop Red
2 Sacred Ground
3 Disenchant
1 Mobilization
3 Cops-Each used against its respective color.Wild mongrol is annoying but a neat trick is to put damage on the stack then attempt to prevent it. This way yo only take 2 damage and they are forced to discard in order to do damage.
2 Sacred Ground-These are against the LD decks and the soon to be very popular braids deck.Turns braids into a very bad overcosted 2/2
3 Disenchant-Solitary Confinement got some new tools and with this decks powor I expect mirror matches.
1 Mobilization-Just in case you suspect enchantment removal or for the mirror match
Match percentages
Mirror(50-50)-This will often come down to who can draw more lands to pump mobilization.Oblation is key game 1.Sideboard as follows
+3 Disenchant
+1 Mobilization
-4 Standstill
Game two should let your opponent resolve mobilization and destroy it with disenchant.You goal is to get rid of your opponents Mobilization.
MBC(80-20 U/W)-In order for mono black to win you must be severly mana screwed or draw very badly.Game 1 should consist of them laying some creatures and you take them out with wrath.After that they will try to resolve thier 1 mind sludge or mirari.Always counter mirari!!! it will wreck you.
Sideboard
-2 Wrath
-2 standstill
+3 Cop Black
+1 Mobilization
Game two will mean they probably brought in some creaturs so keep 2 wraths.If you suspect they brought in braids add sacred ground and mobilization.
Braids(70-30 U/W)-Ifyou get mobilization and 1 or 2 wrath they can kiss thier @$$ goodbye.Mobilization maks braids food and wrath stops creature assaults.
Sideboard
-4 Peek
-3 Oblation
+3 Cop Black
+2 Sacred Ground
+1 Mobilization
Game 2 Should be about landing standstill to stall and then mobilization to break their back.
G/B(65-35 U/W)-I have actually tested this match(G/B is diese).You will need at least 1 wrath in the early turns.This deck can come out blazing fast so just try to stay alive in the early game.Once you land mobilization you should win if you make 2 or more tokens a turn.Dont be scared to attack into thier bigger creatures if you have like 5 tokens
Sideboard
+3 Cop:Green
+3 Cop:Black
-4 Peek
-1 Oblation
-1 Deep Analysis
Game 2 is about landing some Cops.If you can get both cops and mobilization down your opponent cant do much so just start making tokens.
and Finally...
Sligh(55-45 Sligh)-This is a tougher match.They can ussually burn you out but if you drop standstill on turn 2 and they dont break it you may have a chance.Never drop below 7 if possible and always counter thier morph cards because it will ussually be a blistering firecat.
Sideboard
-3 Oblation
+3 Cop:Red
Game 2 is all about getting cop red into play.If you do its pretty much game but counter thier morph cards just in case.
Well i hope you enjoyed this raher long articale about my new favorite deck,Counterpost!
-Magiclu
The strongest of these was Keljoran outpost.This little beauty plugged up many off U/W 's former problems.First off,It was uncounterable,which in its day was very important with all the force of will and counters floating around. Second, it could create a limitless stream of blockes which could stop even the largest creatures( Barring abilities such as trample,flying ect.)
Lastly in the late game after control has been established it could be used to swarm the opponents life total.
Fast forward a few years latter,and out comes the Onslaught spoiler and there,glarring back at me was the awnser
to my prayers,my godsent,Mobilization.I love U/W.It is my favorite deck off all time.I love the feeling of a wrath of god suddenlly destroying an opponents much supirior board
poition.Mobilization,along with its friends complicate and oblation have hade U/W a tier 1 deck.
Mobilization W2
Attacking does'nt cause Soldiers to tap
W2:Put a 1/1 Soldier token into play
Complicate U2
Counter target spell unless its controler pays 3
Cycling U2
When this card is cycled you may counter target spell unless its controller pays 1
Oblation W2
Return target nonland permanant to its owners library.That player may then draw 2 cards.
Counterpost V 1.01
3 Mobilization
4 Counterspell
4 Complicate
4 Force Spike
4 Peek
4 Standstill
4 Deep Analaysis
4 Wrath of God
4 Oblation
4 Adarkar Wastes
4 Flooded Strand
10 Island
7 Plains
The Deep Analaysis(pun intended)
3 Mobilization- The kill mech.Produces unlimited blockers and can go on offense any time during the game due to attacking doesnt cause a tap.
4 Counterspell-A catch all solution to spells.Can take out Arcanis or force your mobilization into play.A staple in most deck with blue.
4 Force Spike-Lets you stop the turn 1 shenanigains that green likes so much.It gives you time to set up against aggro decks and against control decks can help win counterwars.
4 Complicate-Very often a hard counter.Even when its not it will often be aided by force spike.Often in the early game its cycle ability will produce card advantage.In a pinch it may be cycled to find that wrath of god.
4 Peek-Many people hate this card but i swear by it.When used on first turn it will not only help thin your deck and find land but it will also give you valuable information such as what deck/colors are they playing or when to hold back your mana for a counter.
4 Standstill-This card is put to very good use in this deck.It can be used early to slow don your opponent or late game right after a wrath of god.This deck's optimal scenario is havin a clear board with this in play and a Mobilization.
4 Deep analysis- The only true card drawing in the deck.Really good at what it does.It gives you 4 for 1 card advantage.elps dig for awnsers.
4 Wrath of God-This card describes itself.GOD!!!!When it is used it will often take a least 3-4 creatures with it.This card must be well timed for maximum effect,which taes a bit of testing.
4 Oblation-Something got through your counter raidar.Back to the deck we go!This much like counterspell, is a catch all removal spell that takes enchantments or artifacts with it.It can even be used on on off your soldier tokens to gain card advantage.
Sideboard
3 Cop Green
3 Cop Black
3 Cop Red
2 Sacred Ground
3 Disenchant
1 Mobilization
3 Cops-Each used against its respective color.Wild mongrol is annoying but a neat trick is to put damage on the stack then attempt to prevent it. This way yo only take 2 damage and they are forced to discard in order to do damage.
2 Sacred Ground-These are against the LD decks and the soon to be very popular braids deck.Turns braids into a very bad overcosted 2/2
3 Disenchant-Solitary Confinement got some new tools and with this decks powor I expect mirror matches.
1 Mobilization-Just in case you suspect enchantment removal or for the mirror match
Match percentages
Mirror(50-50)-This will often come down to who can draw more lands to pump mobilization.Oblation is key game 1.Sideboard as follows
+3 Disenchant
+1 Mobilization
-4 Standstill
Game two should let your opponent resolve mobilization and destroy it with disenchant.You goal is to get rid of your opponents Mobilization.
MBC(80-20 U/W)-In order for mono black to win you must be severly mana screwed or draw very badly.Game 1 should consist of them laying some creatures and you take them out with wrath.After that they will try to resolve thier 1 mind sludge or mirari.Always counter mirari!!! it will wreck you.
Sideboard
-2 Wrath
-2 standstill
+3 Cop Black
+1 Mobilization
Game two will mean they probably brought in some creaturs so keep 2 wraths.If you suspect they brought in braids add sacred ground and mobilization.
Braids(70-30 U/W)-Ifyou get mobilization and 1 or 2 wrath they can kiss thier @$$ goodbye.Mobilization maks braids food and wrath stops creature assaults.
Sideboard
-4 Peek
-3 Oblation
+3 Cop Black
+2 Sacred Ground
+1 Mobilization
Game 2 Should be about landing standstill to stall and then mobilization to break their back.
G/B(65-35 U/W)-I have actually tested this match(G/B is diese).You will need at least 1 wrath in the early turns.This deck can come out blazing fast so just try to stay alive in the early game.Once you land mobilization you should win if you make 2 or more tokens a turn.Dont be scared to attack into thier bigger creatures if you have like 5 tokens
Sideboard
+3 Cop:Green
+3 Cop:Black
-4 Peek
-1 Oblation
-1 Deep Analysis
Game 2 is about landing some Cops.If you can get both cops and mobilization down your opponent cant do much so just start making tokens.
and Finally...
Sligh(55-45 Sligh)-This is a tougher match.They can ussually burn you out but if you drop standstill on turn 2 and they dont break it you may have a chance.Never drop below 7 if possible and always counter thier morph cards because it will ussually be a blistering firecat.
Sideboard
-3 Oblation
+3 Cop:Red
Game 2 is all about getting cop red into play.If you do its pretty much game but counter thier morph cards just in case.
Well i hope you enjoyed this raher long articale about my new favorite deck,Counterpost!
-Magiclu