Friday, March 22, 2013

All Rise

White weenie is a classic decktype, and it's always getting new tools to work with. That said, it's always got its classic weaknesses, too. White's great at coming in fast with efficient weenies, cheap combat tricks and the best removal you can find. In a slower paced setting, however - such as any multiplayer game - suddenly that might not cut it. In my experience, white can have trouble closing out these sorts of games; I'm all for hashing it out with creatures and removal for a while, but games do have to end at some point and I'm not exactly itching for a three-hour standstill. I don't like resorting to an "I-win" combo, but I do like the option of something above and beyond turning dudes sideways and hoping for the best. The big finishers you can find, citing Akroma as a classic example, can knock some heads in... but mass removal is the classic weakness of aggressive decks, and your big finisher makes you no more resilient to one than any of your cheaper guys. Can't we rely on some metric a little deeper than just being a fat flyer?

Monday, March 18, 2013

Hungry For Mana

Careful of needy creatures.

Let's say you're making a lean, mean Boros deck. When selecting creatures along your curve, you pick Figure of Destiny, Frenzied Goblin, Sunhome Guildmage, Truefire Paladin, Boros Reckoner and Brion Stoutarm to top it off. Individually, all of these are strong creatures and well worth using. However, you have a very serious problem on your hands. Why's that? In order to be fully effective, each of them needs mana invested past their original casting cost. If you're paying into your creatures, it ties up mana that could be spent on new creatures along your curve. It's up to you whether turning Figure of Destiny into a 4/4 or playing Boros Reckoner is better, and maybe you like always having options, but ideally the creatures in your hand won't be fighting for mana with the ones in play.

Really, I wouldn't run more than four mana-dependent creatures in a creature-heavy deck. Even then, it's preferable to have their abilities open as a "mana sink" rather than necessary for the card to be at all worthwhile. It's easy to look at Student of Warfare and think "gosh, a 4/4 with double strike for just one mana! What a house!" But it's not just one mana, is it? Sure, paying in installments is better than all at once, but you have to pony up 8 mana eventually to get that kind of size. Playing her turn one, then leveling twice and attacking with a 3/3 first striker is very aggressive, but are you really better off in the long term (or as long a term as a white weenie deck will be viewing) than if you had played Isamaru turn one and Accorder Paladin turn two? Not if your opponent is holding a Lightning Bolt, I'll say that much.

Likewise, try for independent creatures.  Let's say you have an elf deck. Elves, like many tribes, feature guys who power up/are powered up by the presence of other creatures of the same type. While the synergy of stacking these creatures together can quickly add up, you should try to mostly have creatures who will still be effective on their own. Jagged-Scar Archers is a powerful 3-drop, but if the board has been wiped and you topdeck it late game... well, it suddenly won't seem so impressive. A lot of very nasty 4-drops - Drove of Elves, Elvish Promenade, Heedless One, Wirewood Channeler - won't perform unless your board is already pretty stuffy. They only are any good if you're already winning or at least doing well. I wouldn't say Elvish Champion is necessarily a win-more card, even if he needs buddies to be more than a green Scathe Zombies, but try to have some guys who can dig you out of trouble.