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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

MysteryGuyX
09-15-02, 21:38
I think you wrote this too soon. We really do not know much about the future T2 environment.
After all, T2 drastically changed with the last rotation, and nobody played fires, rebel, or skies anymore. Now, I know that was because Saproling burst, rebels, and free counters rotated out, but the same will happen with absorb, undermine, Fof, FTK, skizzik, etc.

Also, what about creatureless MBC?

Acarg51
09-16-02, 12:08
Also, what about creatureless MBC?

You would have to go into more detail about what kill-cards in creatureless MBC. You talk about rotation killing decks - creatureless MBC is one of those decks that loses lots of cards (Soul Burn, Phyrexian Arena, Planar Portal, Legacy Weapon)

meno
09-29-02, 00:14
Originally posted by Acarg51


You would have to go into more detail about what kill-cards in creatureless MBC. You talk about rotation killing decks - creatureless MBC is one of those decks that loses lots of cards (Soul Burn, Phyrexian Arena, Planar Portal, Legacy Weapon)

the only thing I can think of is corrupt, perhaps syphon soul and the new charm comming out could aid in the creatureless kill...

El Kardian
09-29-02, 01:37
infest is a neat wipe out card.

Tolarian_Negator
10-10-02, 21:00
you need a new name for this deck, U/W control is just boring, and there seems to be a lack of good names. might i suggest the name Anti-Flag? Anybody who knows the band would get the mobilize for peace reference.

JAG
10-10-02, 23:20
The thing is, i dont think this deck has the matchup percentages you say it has. It certainly doesn't seem like it has any shot vs. U/G, since Circular Logic often cannot be stopped on the turn it is needed. Also, u cannot remove their Roars from the grave, so they can just leave one or two there and play one Post Wrath. In order to live, you must often Wrath on turn 4, or if not, definitely on turn 5 or U/G wasnt winning anyway. U cannot defend Wrath with anything but Spike on turn 5, and u cannot defend it at all on turn 4. As you said, the key is stayin alive, which means Wrath on turn 6 or even 7 is required, and u could already be dead or beyond the possibility of winning. Always remember that your soldiers will not be able to block forever, as they will eventually pitch Wonder and your draftees will watch in awe as the Wurms fly over and take huge chunks out of your head.

As for the rest, it certainly doesnt seem like you should have such an easy time with sligh. Any self respecting sligh deck will have someway around CoP: REd, or it just isnt worth playing Sligh. Control decks are historically bad against decks like Sligh, and this one is no exception. Your spikes may save you, but it's a questionable matchup to say the least.

Anyway, I dont really know about this deck. You did a good job of showing its merits, but I think the countermagic and Card-drawing is just too weak now for it to be much good. Standstill in particular is a poor card for a control deck. If Mobilization were actually Outpost, then Standstill would rule. As is, it is a bit too situational.

-JM

quiche=)
10-11-02, 19:28
With Naturalize, this deck doesn't stand a chance versus U/G. or any deck with green for that matter.

Wizard on the coast
11-01-02, 11:30
What do you think of this build

6 plains
8 Islands
4 Flooded strand
4 Adarkar wastes

4 Wrath of God
4 Counterspell
3 Complicate
3 Mobilization
2 Worship
3 Force Spike
3 Cunning Wish
1 Disenchant
3 Chastise
3 Stnadstill
4 Aether Burst
3 Discombobulate
2 Renewed Faith

Sideboard
1 Hibernation
1 Disenchant
1 Oppurtunity
1 Envelop
1 Boomerang
1 Spy Network
1 Vengeful Dreams
2 CoP: Red
1 CoP: Black
1 Reprisal
1 Renewed Faith
1 Aritificial Evolution
1 Prismatic Strands

The JimBob Jenkins
11-01-02, 13:40
Moblization does not stand a chance against most things. I would say that the Sligh matchup is something like 33-67 and Braids 40-60. MBC primarily revolves around how much disruption they have. Against players who pack four Duress and four Blackmail, Moblization just runs out of cards without Fact or Fiction.