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04-09-2001
Theory Behind Magic - The IBC Blues
Personally, I have never been a huge fan of charity work since I find
the concept of "doing something for nothing" rather disturbing. However,
I have given a lot of money and DCI points 2 weeks ago in the GP
Brisbane trial for nothing. Not only did I not win the 3 byes, but I
have lost my automatic 2 byes to 1 bye because my ratings have dropped
from the 1800s to 1700s. The sad thing is that my deck at the day wasn't
bad, it is just that my opponents have much better decks with bombs like
Lightning Angel, Flametongue Kavus and Questing Phelddagrif and
somehow manage to draw them every game at the 5th to 6th turn.
If you have read my previous articles, you would know that I am not one
of those losers who blame losing the game on luck, but with the beats I
have been receiving that day, I cannot help but to feel that some
greater force was working against me. Thus I intend to make a come back
in IBC, to take my revenge on this greater force and to win my points
back.
Ever since Apocalypse has been released, articles about the IBC have
been popping out like zits on my face after a night out. I have read no
less then 100 articles about the IBC format in the last 2 months and I
think I will probably go mad if I read another (thus I'm going to leave
the editing work for this article in the hands of Microsoft Word and my
editors. :P) (err... thanks -- editor). To save our fellow MTG
Paradise readers to go through the
same agony, I have compiled this article, which is pretty much the
essence of what I have read.
Back in MBC, most of the top decks are single coloured such as Rebels,
Waters and Skies. It is rare to see players to play 2 colours and anyone
who play 3 colours are seen as either insane or stupid (or both) because
the mana base cannot support it. Most people can tell what deck their
opponent is playing after laying the first land and boring mirror match
ups happens way too often. It may be true that players will never play
the same game twice as the Magic slogan claims, but they would
definitely play against the same deck over and over again.
The R&D people might see this as a problem, thus in IBC they try to fill
the tournaments with a large variety of decks by introducing new
non-basic lands that provides 2 colours or more and powerful
multi-colour spells that sometime require paring the complementary and
opposing colours together. At first glance, magic seems to be what it
used to be where creativity is the essence of the game and rogue decks
with great ideas can be just as good as net decks. The constraints of
must playing certain colours or decks have been lifted, or have it?
Most of the winning decks I saw in IBC have something similar to what a
bride would need before her wedding. That is "Something new (cards from
Apocalypse), something old (cards from the first 2 sets), something
borrowed (the tech and decks off the net) and something blue". It is
common believe that if you want to win in the IBC environment, you would
have to play blue despite of the multiple colour combinations in the
set.
Let's face it, no matter what format we are talking about, the most
popular colour in Magic the Gathering is nearly ALWAYS blue. Personally,
I suspect that the majority of the people in R&D are blue players since
the colour is always loaded up with good cards. Though they tried to
limit blue's power by creating cannot be countered spells and put a
condition on all pure blue counter spells. Yet they gave blue tons of
cantrips that allows blue players to replenish their hands. You may
argue that other colours have their own cantrips as well, but how many
people do you see that plays Exclude, Repulse and Fact or Fiction and
how often do you see Zap being played? In a format without tutors, spells
that replenish themselves are the closest thing to library manipulation
and giving a player the right card at the right time is one of the
greatest advantages a player can gain in magic.
Hope seems to be lost with Blue having sovereign power over artificial
god draws, how can one hope to defeat an opponent who can draw twice as
many cards as you do pulling cards that will always turn the game
around? It seems that we have to jump on the blue gravy train and submit
ourselves to stupid counter wars if we want a chance to win. However,
I'm not one who easily give up on hope and like Kahana I dislike blue
and refuse to play the colour because I hate playing mirror match ups
and counter wars that drags the game on. New players may not know this,
but there was a time in Magic where blue is only part of the game and
not the game itself. I will be damned if I write an article to promote
how good blue is, thus the remainder of this article would focus on how
to beat your average blue players in the IBC format.
There are 2 main stream strategies in Magic and they are control and
tempo. Control refers to decks that sits back countering threats you
cast, wipe out what they miss with mass removal spells and cast cards
that give them card advantage while you eat bits of their lives away.
Most control decks are blue, yet there are exceptions like Machine Head
B/R control where they gain card advantage via discard spells.
The other strategy is tempo (or commonly known as beat down) which wins
by laying threats early and kill their opponent before they can gain
enough card advantage for the win. Once you have board control, you can
apply pressure by creature beats and draw their counters out by direct
damage spells. Don't cast all your creatures at once in case of mass
removal spells like Rout and cast your kill card (fat creature like
Shivan Wurm or direct damage like Ghitu Fire) as soon as their lands are
tapped or their counters are out. The key is to always keep them on the
back foot and don't let the game drag on since they would always have
answers if they manage to stabilise.
For early beats, the best creatures to use are the 2cc creatures known
as the bears as they are early drops and usually have a useful ability
attached to them. These are what I think as the best bears in order:
Spectral Lynx, Goblin Legionnaire, Gaea's Skyfolk, Blurred Mongoose and
Meddling Mage. I ranked the Lynx as the top because of its regeneration
ability and it works well against other beat down decks. Pyre Zombie is
also a good creature against counter decks, but I find it too slow and
by the time you have the manner to work its ability, you're not far from
dying.
On the direct damage side, not many people would argue if I say that
Urza's Rage is the best since it cannot be countered, can be kicked and
the damage cannot be prevented if it is kicked. Ghitu Fire comes second
since it can be cast as in instant with and extra 2 colourless mana.
This allow you tap out or draw their counters by the end of their turn
so you can cast another one in your turn or lay down some potential
threats.
From the decks I saw at the GP deck list, not many people seem to main deck
any enchantment removal in their decks. So if you have some powerful enchantment
such as Goblin Trenches, Meteor Storm, Destructive Flow or even Dark
Suspicion, your opponent will have a hard time dealing with it at the first game. Other
cards such as Obliterate and Keldon Necropolis are also useful against blue
control decks.
Good luck this weekend in your quest against blue players and if you are
a blue player yourself, I have pretty much tipped you on what cards to
watch out for. I don't hate blue players, just the fact that the game is
dominated by a certain colour. By the way, my life story is up, take a
look if you have the time. After seeing some photos from the GP and
Worlds on Sideboard, I have postponed the idea of putting up a photo
since Magic players never seem to look good online.
Always, comments are welcomed at t_memo@yahoo.com. If anyone dares to
subscribe any Nsync, Backstreet Boys and Spice Girls mailing list with
this email, I'll hunt you down till my last breath.:P
Minga Wong |