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15-08-2001

Feature Article

Counter-Burn in Standard

A friend of mine asked me recently - what do you think of counter/burn in Standard?

I've always liked U/R ever since Hammer of Bogarden (My very first rare) was released. It has had enjoyed moderate success over the years but has never reached the accolades that I believe it deserves.

A quick stroll down memory lane let me remember when it had viable archetypes.

Mirage - Counter/Hammer (1).
Tempest - Counter/Phoenix (2).
Urza's - Not viable.
Masques - Not viable.
Invasion - ???

Has it been that long? Reminds me of a long lost red-headed step sister. Let's look her up to see what she's been up to in the last 5 years.

(1) Counter Hammer

BLOCK - Pros

Squandered/Bloom. This was when I first started the game, so due to a lack of cards I played Counter Hammer because I only needed 3 rares (hammers). The Bloom decks were dominant because they were a great combo, but as with any combo they were sucseptible to heavy control. Beating the best deck in the field makes anyone stand up and take notice.

BLOCK - Cons

Very weak to a good start by Stompy, rogue elephants stampeding wildebeasts etc. Remember back at this point the only sideboard card was Dream Tides which cost 4 and Creeping Mold - due to it's amazing utility - was in all good green decks. Mono green wasn't winning much at this point but the "net-effect" (dojo) wasn't quite in full swing and people were still doing stupid things like building their own decks.

TYPE 2 - Pros

In type 2 we introduced Necro & Counter-Post to the environment. Counter-Post had enjoyed success as the favoured deck right until the "Black summer" of Necro.

Type 2 heavily added to the counter magic of U/R, (FoW & Arcane Denial). Necro was hosed a little with the Anvil of Bogardin while Counter-Post had many wasted cards without sideboarding and these matchups would seldom be settled within 50 minutes.

TYPE 2 - Cons

Sligh was also introduced to the equation - Sligh has 2 things in common with Windows...

  • Can be used effectively by a 6-year old.
  • Designed by infernal devil worshippers.

Like Stompy, Sligh could outrun control into the ground with a good start. This was the beginning of Sligh's good run that didn't end until the Rath Cycle dropped out.

5-colour decks -- these deck were designed to beat anything, which from memory was Jakob Slemr's winning deck from the 1997 worlds.

(2) Counter Phoenix

BLOCK

Again we were left with a deck I loved that never fulfilled its potential. The archetypes floating around were Recur/Survival, Tradewind/Ophidian, Living Death & Counter Sliver. The abundance of non-basic land gave rise to too many metagame options for other decks.

Tradewinds ruled the table until Exodus, when Survival dominated.

Reliability was the big question here as the Rath Cycle brought the quickest tempo ever to the game.

TYPE 2

If you wanted to play control, you'd play cuneo blue (Rainbow Efreet), it was as simple as that. You look back at the match-ups and think that phoenix was the better option, but that year's Euro's was ruled by cuneo, which made the worlds sideboard heavily against blue. That year recur/survival won the worlds - because, I believe, blue decks had been scared off. Sligh was the runner up because of its reliability. Other decks of note were White Weenie, Oath and Bloom. Don't get me wrong, U/R was a good deck, but the good players were just playing other decks.

POST-URZA'S TYPE 2

2 words. Tolarian Academy. What the hell, I'll name some more. Time Spiral, Mind Over Matter & Windfall. Truly, this was the week the wizards playtesting team went to sleep. There was only one hope to beat Academy: Academy.

This deck dominated more than ever before and beat everything else, hence it's bannings. Black featured with Hatred and control variants. Replenish had graduated from Urza's Block. The Covetous Dragon deck that followed was also sort of silly.

Indeed, my poor long lost red-headed step sister was getting no attention whatsoever, as from set to set CounterBurn withered away and died.

Replenish was strengthened with Nemesis, and U/R couldn't match the card advantage of Rebels. The good players seemed to be all playing Accelerated Blue & Tinker. U/R didn't get any consideration during this time.

OK, so what have we learned, children??? Counter has had it's success but never at top level since Counter-Post days.

People will play U over U/R, unless there is a significant advantage in 2 colours, and it will only have success if there isn't a broken deck in the environment.

TODAY:

The blue decks today are Xerox, Skies & Prison, both Xerox & Prison do well against the Fires, while Skies beats Xerox & Prison.

Paper-Rock-Scissors any one???

U/R in today's Standard??? Try to bear in mind that it has to beat Fires. Just pack up and go home if you can't. It then has to deal with other blue decks.

Fires: Fires has brilliant tempo. Fire/ice is an answer to that as it's really good against Birds & Elves, but U/R really lacks enchantment removal. Hibernation is an option but only in the sideboard. Creatures that cannot be countered are also a problem. Theft in the environment is too slow (Confiscate & Dominate).

Other Blue decks: What was tough to get through against other counter decks? The kill. Urza's Rage will do it if you can control the game for long enough, something you should be able to do against other blue decks.

Now let's look back at the keys to the success of the R/U decks of old and try to put it in context with today's environment:

  • Use card advantage. That's what it's there for.
  • Clear the board with a Nev's Disk or a Phoenix.

Card advantage can be done with Fact or Fiction & Acc. Knowledges, but the ability to clear the board still remains a mystery. Solve that and you've got yourself a great deck.

Earthquake? Cave-In? Evacuation? More burn?

Can't do it????

Bugger it - play Fires.

Dan Gow
Manaflares@yahoo.com

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