Red/White in the New Limited
Sean McKeown
This past weekend's Grand Prix in New Jersey didn't see my team, Scarecrow,
taking home any big prizes or even making the second day of the event, but
it did give me a good chance to test my pet theories. Teaming with Seth
Burn and Kevin An led to us finishing 21st in the event, and dropping out at
3-0 at the PTQ the next day to see if we have in fact just qualified off of
rating... and it also saw me taking the less-appreciated and certainly less
powerful deck for our seven-round winning streak, which started on Saturday
and rolled over to Sunday.
That less-appreciated, less-powerful deck is my pet theory: that Red/White
is not merely an archetype to be avoided, but is instead a potent aggressive
combination. It is my belief that Red/White in the three sets we have to
work with is very similar to Tempest block: good at presenting a fast
aggressive start and keeping up pressure no matter what your opponent does.
Much like Tempest-era Jank, you have a large number of efficient early-game
creatures and the ability to keep mounting tempo by aggressively pushing the
offensive and letting tricks and removal mount the pressure. Of course,
some of the best White cards are highly defensive, and many of them just
won't apply to the deck we are looking to construct. Famous for its
minimal-power, high-toughness defenders like the Disciples, Teroh's
Faithful, Blessed Orator and Angelic Wall, there are plenty of White cards
that we just don't want to have to play with, as good as they are in more
traditional White-based decks. Defensive White like Cagemail and Kirtar's
Desire are likewise undesirable, and even Hallowed Healer doesn't look so
good anymore when you could have the beatdown-active but less-powerful
Militant Monk on your team.
In short, the key to making White-Red work is to make the White as un-White
as possible. You're trying to play monored, but willing to pay two colors
of mana for your Red spells. Some defense is definitely to be allowed,
since no matter how much I grumble I'm never going to have Hallowed Healer
not make the deck. White and Red pair well together since both have
excellent weenies, but Red has very little to do with two mana and even
three mana can be a difficulty for reasonable creatures in some card pools
for both draft and Sealed. And when you're playing Sligh, which is what you
are trying to do here, it's important to respect the mana curve.
To give some samples of the type of deck I am looking for, I present the
two White/Red decks I played this past weekend at the Grand Prix, with the
third deck being an ill-fated Red-Green deck that landed 0-2 and made us
very happy that we had Byes to go with our mediocre decks.
Grand Prix New Jersey Rounds 5-8: 4-0
8x Plains
8x Mountains
Benevolent Bodyguard
Mad Dog
Mystic Visionary
Phantom Nomad
2x Patrol Hound
Auramancer
Hallowed Healer
Militant Monk
Shieldmage Advocate
Anger
Chainflinger
Mystic Zealot
Aven Cloudchaser
Pardic Lancer
Firebolt
Reckless Charge
Flame Burst
Strength of Isolation
Guided Strike
Browbeat
Demoralize
2x Scorching Missile
Sideboard:
Petravark
Flash of Defiance
Pay No Heed
Lots of other junk
Grand Prix New Jersey PTQ: 3-0
9x Plains
8x Mountains
Benevolent Bodyguard
2x Mystic Visionary
Mystic Familiar
Beloved Chaplain
Barbarian Lunatic
Nomad Mythmaker
Reborn Hero
Battle Screech
Valor
Mystic Zealot
Aven Cloudchaser
Battlewise Aven
Pardic Lancer
Rites of Initiation
Flame Burst
Shelter
Strength of Isolation
Aven Warcraft
Arcane Teachings
Fiery Temper
Scorching Missile
Thermal Blast
Sideboard:
Firecat Blitz
Flash of Defiance
Earth Rift
Infectious Rage
2x Halberdier
Border Patrol
Goretusk Firebeast
Lots of other junk
No, they don't look good on paper, but that's why it's Jank. The key is in
the balance between creatures and 'tricks', having an effective and
aggressive mana curve with reasonable creatures and just enough early spells
to keep coming up ahead in combat. The creatures you can fit in here are
ripe with special abilities, such as Haste, Flying and First Strike, while
others have characteristic bonus abilities, of which Barbarian Bully and
Benevolent Bodyguard are probably the best, and Chainflinger also makes it
very high up on the list of exceptional abilities. Low-mana, high-quality
tricks such as Guided Strike, Shelter, and Pay No Heed make it easy to come
ahead in combat, and truly powerful cards like Arcane Teachings and
Prismatic Strands can turn a good aggressive deck into a veritable
nightmare.
Throw in Scorching Missile, Rites of Initiation, and Reckless
Charge to turn up your damage potential and you can see how it is that even
conventionally bad situations can be circumvented. Problematic, perhaps, is
the fact that the best White removal spells (Chastise and Second Thoughts)
become nearly unplayable in a deck of this variety, as both keeping mana
open and defending against attacks are things you don't want to be
concentrating on with any of your cards.
Common theory is that Limited is a slow format right now, and in many ways
this is true, but the solution to a slow format is inevitably a fast deck.
When we had just Odyssey to draft with, the counter-strategy to Blue-White
and Blue-Black control decks and Blue-Green tempo decks was Red-Green.
Focusing on 'bad' creatures like Chatter of the Squirrel and early
aggression, finished off with Rites of Ititiation, you made good use of
relatively unimportant picks by applying aggressive strategy to its fullest.
In the complete Odyssey block you can see much the same thing, except that
Green doesn't have enough tricks at its disposal to build a consistent
beatdown deck able to punish the opponent for blocking. White, however, has
the ability to make combat favorable with enough high-quality tricks, and a
relatively equal number of good aggressive early plays. I noticed this
pretty early on and got a gruesome taste of how very ridiculous this could
be at the Prerelease draft, where my 3x Judgment decks, on average, looked
like this:
3x Arcane Teachings
2x Prismatic Strands
2x Lava Dart
2x Guided Strike
2x Benevolent Bodyguard
1x Dwarven Scorcher
1x Suntail Hawk
3x Phantom Nomad
3x Barbarian Bully
2x Shieldmage Advocate
1x Vigilant Sentry
2x Battlewise Aven
8x Mountain
8x Plains
You should never have to make the choice between the fourth Arcane
Teachings and the third Prismatic Strands, then take Barbarian Bully.
Triple-Judgment is, obviously, one of the more ridiculous single-set draft
formats you could ever see, with only triple-Apocalypse topping it for
stupidity outright because of how many draft decklists I saw starting with
"5x Jilt".
What makes the aggressive power of Red-White work? As good as the spells
are, I'd have to say it's all about the creatures and the ability to just
pour on damage as early as possible. There's added synergy to the rest of
your cards, like Arcane Teachings on a Phantom Nomad or using Patrol Hound
to turn Strength of Isolation into a true combat trick (which I never got to
do until this past Saturday). There's also non-synergy, like that same
Arcane Teachings going on a Mad Dog... just think of what happens to the Dog
the first time it tries to tap for its ability.
Turning White's defensive
nature into an aggressive tool, rather than a defensive tool as has
previously been the case, isn't the easiest thing to do, but it greatly
accomodates Red's intentional lack of good early plays. Just look at
the cards you can take that fit the mana curve that are worth playing,
without adding into account Artifacts, or Rares that should be unlikely to
see:
1cc Creatures:
Benevolent Bodyguard, Suntail Hawk, Dwarven Scorcher
1cc Spells:
Pay No Heed, Lava Dart, Engulfing Flames, Firebolt, Sonic Seizure, Blazing
Salvo, Crackling Club, Reckless Charge, Rites of Initiation
2cc Creatures:
Mad Dog, Minotaur Explorer, Patrol Hound, Mystic Visionary, Mystic Familiar,
Soulcatcher, Beloved Chaplain, Phantom Nomad
2cc Spells:
Flame Burst, Guided Strike, Shelter, Strength of Isolation, Hypochondria
3cc Creatures:
Ember Beast, Longhorn Firebeast, Barbarian Bully, Barbarian Lunatic, Dwarven
Recruiter, Militant Monk, Hallowed Healer, Shieldmage Advocate, Auramancer,
Stern Judge, Nomad Decoy, Vigilant Sentry
3cc Spells:
Fiery Temper, Demoralize, Aven Warcraft, Embolden, Prismatic Strands, Arcane
Teachings, Tattoo Ward, Floating Shield, Unquestioned Authority, Pyromania,
Browbeat
4cc Creatures:
Aven Cloudchaser, Battlewise Aven, Mystic Zealot, Valor, Chainflinger,
Dwarven Driller, Anger, Pardic Firecat, Pardic Arsonist, Halberdier,
Petravark, Teroh's Vanguard, Resilient Wanderer
4cc Spells:
Violent Eruption, Scorching Missile, Battle Screech, Swelter, Temporary
Insanity
5cc Creatures: Aven Flock, Phantom Flock, Pardic Lancer, Dwarven Strike
Force, Frenetic Ogre
5cc Spells:
Shower of Coals, Thermal Blast
And if it costs more than that, it's probably something you should think
heavily before playing... though admittedly there is an X-spell that remains
unlisted by this classification, Flaming Gambit, which can actually be a
very savage beating. The idea here is that you can certainly get enough
cards to build a deck, be it Sealed, Draft, or Team Limited, despite the
fact that you want to ignore approximately a third of the white cards (and
some of the conventionally better ones, like Kirtar's Desire and Second
Thoughts). It's worth looking for in your average Sealed Deck, not that
anyone looks at that particular Limited format at the moment, and is
an archetype worth looking for in Team Limited because it allows you to
split your other colors in a reasonably good fashion, especially since it
still leaves the defensive White cards at the disposal of another deck, and
can compromise very reasonably on the power White cards like Prismatic
Strands.
I thought I was kidding myself about this, since while I had been drafting
it pretty exclusively in non-Team drafts to very good success, everyone
else's doubts about the viability of this color combination as an archetype
gave me cause for wonder. However, after going undefeated against what
seemed to be conventionally superior decks, I was impressed... especially
since that included winning a Game Three against a solid Blue-Green deck
where I double-Mulliganed and they led with Wild Mongrel, Standstill to my
Mystic Visionary. One Battle Screech and some aggressive tempo and tactical
chumpblocking of ridiculously large Green creatures later, my opponent saw
an apparent victory turned into a taste of a Scorching Missile, with six
cards left in his hand.
The implications of this archetype for Team Rochester Draft remain
interesting, as another viable archetype to test against the 'standard'
color splits and consider as an alternative as the colors show themselves
should shake things up in an interesting fashion... since this weekend's
Grand Prix seemed to reinforce that two-tiered system with only a slight
change in the
finals, where the Black deck of one team wanted the Green, so the center
seat was Blue-White rather than Blue-Green, and the A-seat was Black-Green
instead of the more traditional Black-White you want to put against
Red-Black. With the ability to go Red-White, Blue-Green, Black-X, you have
a very interesting third choice... but only if you believe that Red-White
can be good, which I do but certain others don't. Apparently the
professionals think that Wild Mongrel is better than Overrun, as well, which
makes sense only on certain levels to me... so there's nothing saying that
every 'professional' is always right.
- Sean McKeown
spm209@nyu.edu
"I just don't care anymore; I've reached the end of my tether
I've torn all your letters up; I just don't care anymore
Won't cry these tears anymore; I just don't care anymore
I've reached the end of my rope; And it's time that I told you so
I just don't care anymore; Won't cry these tears anymore..."
--Garbage, "Won't Cry These Tears"
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