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Post by dreamrpg on Jun 10, 2012 14:06:40 GMT -5
Purpose of this Forum:
Submit decklists for review. Discuss sideboard options. Discuss upcoming events. Event or Deck performance reports. Discuss metagame. Discuss draft formats, pick order, and competitive limited play.
And remember even if your trying to win it all, its still important to have fun!
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Post by omnilizard on Jun 12, 2012 15:51:12 GMT -5
Just out of curiosity, what IS the magic metagame? what do the top decks do? I know that a yugioh-esque deck(Utilizing the new "Miracle" game mechanic) won a major event within the past month or 2, was that a fluke or is it really that good?
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Post by dreamrpg on Jun 14, 2012 9:05:20 GMT -5
The current Magic Meta-game in Standard looks something like this
= Aggro Wolf-run ramp is a red-green deck that wins off of playing extra lands, often using those lands to drop a 6-cost titan as early as turn 4, and/or trampling through with a instant-speed pump from the namesake Kessig Wolf Run. Red-green also has a decent mid range aggro deck that tops out at 4-cost guys.
White-tokens can add black, blue, or green to produce a lot of little guys. Make them big with intangible virtue and/or honor of the pure. Typically wins off of a weenie rush strategy
= Control
Snapcaster mage is prevalent in most control decks, since he enables re-buying of ones key instants or sorceries. Delver of secrets is also prevalent in most control decks, since with a decent number of instants or sorceries it is a reliable 3/2 flyer on turn 2.
White-blue: Typically adds cards that make spirit tokens, drogskol captain to pump those tokens, as well as the usual bounce, counter, sweeper, and dig control cards.
Black-blue: Runs a different top end (usually wormcoil engine), and runs the same kinds of effects on different cards. Black sun's Zenith over Day of Judgment (for example).
= Combo
4 color re animator - Use red dig spells to get really broken creatures into your graveyard. Then cast a 4-5 mana sorcery to bring it into play.
Birthing Pod - Birthing pod is an artifact that allows you to (once a turn), sacrifice a creature to search your deck for a creature that costs one more and put it onto the field. The deck usually runs green to fuel the (colored) phyrexian mana of the pod. The exact contents of the 'targets' you go find with the pod vary by deck. There's White-red-green, Blue-green-white, as well as lesser two-color pod decks.
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The "Miracle" deck that won the last pro-tour was generally considered a meta deck. Which is to say that is was particularly well-positioned for that tournament. It did really well against other control decks, but had a bad matchup against red-white humans.
While a strong deck suitable for competitive play, I would not expect it to post stellar results across multiple events.
Also note that tournament was actually Innistrad Block Constructed rather than standard.
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