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27-09-2001

Feature Article

Deep Spawn

Today I'd like to talk about one of my favourite decks in a long dang time.

It all started a long long time ago, back when everybody I knew was building what today would be called bad limited decks, since their collections were so small. The original crappy deck I was playing had High Tide and Deep Spawn. My opponent scoffed as I launched my insidious combo, playing High Tide, and then with my uber-powerful Islands, tapped out to cast Deep Spawn (only 5 islands in play). He pronounced Deep Spawn to be a crappy card, and you know what? I'm starting to think he was right. He then played Paralyze on the giant blue lobster, since I was tapped out. But a few turns later, the mighty morphing morphling monster had rolled to victory.

Here's the core card, a primordial version of morphling:

Deep Spawn
5UUU
Creature - Homarid
6/6
Trample
At the beginning of your upkeep, sacrifice Deep Spawn unless you put the top two cards of your library into your graveyard.
U: Deep Spawn can't be the target of spells or abilities this turn and doesn't untap during its controller's next untap step. Tap Deep Spawn.

Since those humble hard-casting beginnings, I've been trying to find more consistent ways to 'break' Deep Spawn. As I see it, the cathartic crustacean has three minor drawbacks.

First, you 'mill' yourself, (putting cards from your library into your graveyard).

Second, the casting cost is prohibitive.

Third, he's tapped down for a turn after becoming untargetable.

And then I hit upon the greatest multi-player mechanic ever invented: graveyard manipulation.

When Ice Age came out (about 1986 I think) there was this little beauty.

Dance of the Dead
1B
Enchantment
When Dance of the Dead comes into play, put target creature card from a graveyard into play under your control tapped. Dance of the Dead becomes an enchant creature enchanting that creature.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay 1B. If he or she does, untap enchanted creature.
When Dance of the Dead leaves play, destroy enchanted creature. It can't be regenerated.
This card lets you get creatures milled away by in-play Deep Spawn. It also lets you untap a lobster who got made untargetable on the previous turn, because the untap effect happens during upkeep. 1B is much easier to lay your hands on than 5UUU. Lastly, he even gets bigger! What more could you ask.

Small Side Rant: It seems like many people nowadays complain that wizards builds their decks for them. I care not for that complaining and whingeing (people like that are asking for noogies). This card is made for Deep Spawn. Incidentally, about the only graveyard recursion available at this time to me was Raise Dead and Regrowth. Both sucked (Regrowth is ok, but not in a deck built around Deep Spawn).

With graveyard manipulation, all of the 'drawbacks' of the Deep Spawn either become nullified or actually help the deck to work.

Because both people reading this probably won't be that familiar (ah, familiars) with the Fallen Empires set, here's another card:

Homarid Spawning Bed
UU
Enchantment
1UU, Sacrifice a blue creature: Put X 1/1 blue Camarid creature tokens into play, where X is the converted mana cost of the sacrificed creature.
This card is built to take advantage of the humongous casting cost of the giant crayfish. With the Spawning Bed in play, dancing with creatures from the deep (or even small islands, such as Polar Kraken) is positively sacadelic. Now, let's look at the core components of the deck so far:

Deep Spawn
Polar Kraken
Animate Dead
Dance of the Dead
Sunken City
Homarid Spawning Bed

The plan is: animate big creatures and either attacking with them or reprocessing them into lots of fish sticks. Sadly, the deck still struggled. It took too long to draw into the crucial cards. Since this deck is Blue-Black, card drawing should be it's forte. We can use even stronger card drawing than normal if they have a discard effect tacked on to them.

The initial search for card drawers involved creatures:

Merfolk Looter
Krovikan Sorcerer
Sindbad (This is the only known half-way decent use of Sindbad, to my
knowledge)

These all involved digging through my library and had the side effect of putting critturs in my graveyard. But they were too slow, and they really can't block anything either. My deck isn't playing with any brokenness like Squee, so these guys eventually got the boot. It wasn't until Invasion was released that the answer came through for me. I was thinking 'I need something which draws me the card right away, but can be a useful chump blocker early'. And there I saw it.

Vodalian Merchant, how sweet thou are.

Looking back though spoiler lists, I found another card I hadn't thought of (because I didn't own any), Merfolk Trader (Hai, everybody! Hi, Dr Nick!). This is the original Vodalian Merchant, identical in all important respects (except he helps me break the 4-card maximum rule). Rummaging through the singles boxes at the excellent "Heroes for Sale" store here in Palmerston North, I managed to find 2 copies of Merfolk Trader.

Other card drawing spells which have made their way though the deck are Sift (initially pillaged for another deck, and then not good enough to make the cut here when they were available once more), and Catalog (draw 2, discard 1) is good, just not quite good enough for the deck. Frantic Search was in the deck from Urza's block until Invasion and the incredible Probe were unleashed. The extra card it draws and the possibility of a bonus discard ability pushes it well in front of it's competitors. Thumbs up to wizards for making an expensive sorcery which doesn't directly affect the board position but is good enough to be used in tournament decks.

The deck is made up of the following sections:

  • Big Expensive World Shakers
  • Camarid generator/pumpers
  • Animation Effects
  • Drawing/Discard Spells
  • Emergency Button
  • Land
Deep Spawning (Circa August 2001)

Big Expensive World Shakers
4 Deep Spawn
2 Polar Kraken
Camarid generator/pumpers
3 Sunken City (For a 'big' army of Camarid tokens)
3 Homarid Spawning Bed (Token generator, saves Krakens from Swords to Plowshares too)
Animation Effects
4 Animate Dead
4 Dance of the Dead
2 Hells Caretaker (almost always removed from the game by StP, for some reason)
Drawing/Discard Effects
4 Vodalian Merchant (great in limited too)
2 Merfolk Trader
4 Probe (Probe you wiv da kicks)
1 Recall (Good for getting enchantments and artifacts back for land or creatures)
Emergency Button
3 Feldon's Cane (to prevent decking when multiple Deep Spawn are in play, rarely needed)
Land
15 Islands
9 Swamps

This is very much a base blue deck, so much so that I desperately want to fit Nightscape Familiars in the deck. But the deck was built before they were around, and I can't for the life of me see what gets bumped from the deck for them.

But wait. I must have been smoking crack or something as I made up that decklist stealthily while at work. Looking at the actual deck, I do see room to squeeze in some Nightscape Familiars

The changes are
-2 Feldon's Cane (bumped for familiars)
+2 Nightscape Familiar
-2 Island
+1 Swamp
+1 Zuran Orb

The full decklist is

Deep Spawning (Circa September 2001)

Big Expensive World Shakers
4 Deep Spawn
2 Polar Kraken
Camarid generator/pumpers
3 Sunken City
3 Homarid Spawning Bed
Animation Effects
4 Animate Dead
4 Dance of the Dead
2 Hells Caretaker
Drawing/Discard Effects
4 Vodalian Merchant
2 Merfolk Trader
4 Probe
1 Recall
Misc
2 Nightscape Familiar
1 Feldon's Cane
1 Zuran Orb
Land
13 Islands
10 Swamps

This deck really 'combos' the opponent over the course of two turns. Turn 1: Animate a huge Polar Kraken, at the end of opponents turn, sac it to the Homarid Spawning Bed, take 11 1/1 tokens. Turn 2: Play Sunken City, attack with 11 2/2s. You can usually kill more than one opponent like this. Using the Hells Caretakers to sacrifice a token for a Polar Kraken, then saccing the Kraken to the Spawning Bed has this effect: 1UU, Tap Hells Caretaker: Put 10 1/1 creatures into play. Or if you're stuck, you can 'cycle' between a Vodalian Merchant in the graveyard and one in play, to see more of your deck. Now, although there is a little bit of a combo feel to this deck, it correctly follows the principle that if you're going to kill people, do it quick. That way people don't sit around bored all night (either because they got eliminated early or they're in some sort of aevil {said with the pronunciation of Dr Evil} stasis lock).

To an extent, this deck is reactive to what your opponent does (like having a hammer, and hitting whatever they put in front of you). Just like in basketball, if they cut off the right, you drive left. If they disenchant your Spawning Bed, you have to tough it out with 11/11 trampling monsters, or content yourself with a 6/6 weenie (it's hard, but I'm sure you'll manage). If they try to kill your big dudes (particularly remove them from the game) then the Spawning Bed saves them by incubating them in the graveyard for you (they seek him here, they seek him there), providing a horde of little blue dudes by way of compensation (there are too many bracketed comments in this paragraph).

Now, it's notable what isn't in this deck. It has no flyers, creature removal, or counterspells. Counterspells are weak in multi-player generally, but all together the omissions paints a grim picture of your ability to disrupt you opponents. This means that it's opponents can do what they want to you (usually in the form of a red X-spell). This is by design, for two reasons. Firstly, I think an important part of any casual play deck is hope. First, by being slow and without disruption/removal, the deck gives opponents hope that they can survive (important if you want to play more than one game against them with the deck). Second, the deck can do what it wants to do (bring big fatties into play) with much more frequency when all of the cards are 'aligned' towards the same purpose. Also, only the Sunken Cities and Spawning Beds are dead draws when top-decking (that's why there are only three of each in the deck).

Or maybe I just suck at deck building, and can't make it faster and better. There, you made me say it. Are you happy now? Ah well. Possibly no-one will play this deck. I've spent far too many hours exploring the nuances of play, and it never seems to work as well for anyone else.

But that's not the point, this is. Whoever dies after being proven wrong by the largest number of people wins. As an aside, Rizzo is the man. He may not be the greatest player (picking this up solely from his entertaining tournament reports) but he's an exceptional writer. And in the year 2040 when Wizards has gone bust because there's no money to be made in online virtual reality tournaments, he'll still be pretty good at spinning some weird shit about something. It may not be magic, but it will be funny. But, I digress.

As I've already said, this deck has some glaring weaknesses. However, in multiplayer, that's ok. It's required, in fact.

The worst thing a multiplayer deck can do is look more powerful than it actually is. If someone has a kick-arse deck, everyone else will instinctively band together to slay the obvious threat. This is a concept that competitive duel playas sometimes miss in multi-player (they just get annoyed that everybody somehow wants to kill them, when they KNOW that they have the best deck and somehow DESERVE to win).

Even though a deck may be the 'best' deck from a goldfishing standpoint (a term which has always seemed more relevant to *my* deck than anyone elses) being overly powerful disregards the subtle political nuances at the multiplayer table. Play your own decks, despite what the 'best' deck is.

Part of this deck's appeal is that it can be taken down by a concerted attack. Imagine how many people would want to play with you if they all played virtually as a team and still lost? You'd be playing solitaire quick-smart. So, the Deep Spawning deck isn't much of a threat early. When you know it's a threat, you still have a turn to react. And when it 'goes off', the game ends really quickly and no-one's too sore about it, because the next game starts again quickly. And that's all I have to say about that.

Mark Wilson
magic_merl@hotmail.com

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