Deep Analysis – Full Circle in Block Constructed
[SCROLL DOWN TO READ THE ARTICLE!]
Become a StarCityGames.com Premium Member and receive exclusive access to top-level strategies, new decklists and entertaining reports from many of the best players and writers that the game has to offer! This includes "The Innovator" & Worlds finalist Patrick Chapin, 2010 Player of the Year Brad Nelson, Classic Theorist Mike Flores, Hall of Famer Brian Kibler, GP and SCG Invitational Champion Gerry Thompson, StarCityGames.com Director of Sales Ben Bleiweiss ...and many, many more!
PLUS! StarCityGames.com Premium members now have an EXCLUSIVE WEEKLY NEWSLETTER sent just to them with the latest tech, exclusive content and exclusive deals along with unprecedented access into America's largest Magic: the Gathering sales database, and can view lists of StarCityGames.com's top-selling items - broken down by category, format legality, and rarity - in real time! When it comes to trading, increased knowledge equals increased profits - and increased knowledge is just one click away for our Premium members!
A StarCityGames.com Premium Membership gives you exclusive access to the best Magic: the Gathering content available and is an amazing bargain for just pennies a day! When you're ready to start getting more out of this game, click here to join StarCityGames.com Premium today!
If you are a valid StarCityGames.com Premium member and still cannot view the article, please consult this FAQ.
As Paulo Vitor put it, "[Faeries] beats Faeries more than any other deck does, except maybe Mono-Red."
To sum up GerryT's last article: "Five-Color Control beats basically everything except the mirror, Faeries, and maybe Merfolk and Fulminator/Lark Elementals."
Unless you think these two masters are full of it, that leads to the following Block metagame:
Tier 1
Faeries
Five-Color Control
Tier 2
Mono-Red
Merfolk
Fulminator/Lark Elementals
Kithkin
I include Kithkin because my understanding is that it beats the other three Tier 2 decks, though it is a dog to the two Tier 1 decks when they are piloted well.
Personally, if I'd had time to get to know it better, I'd probably be running Five-Color at the final PTQ this weekend. I like control decks that play permission, draw a lot of cards, and run cheap beaters that can allow the deck to go aggro-control (Kitchen Finks). However, I also like to know what I'm doing when I play them (lack of familiarity with the Five-Color/Faeries and Five-Color mirror matchups is enough to scare me off), meaning I'll be sticking to what I know due to time constraints.
Merfolk had a lot of similarities to the Counter-Elves list I ran a couple weeks back, so I took it for a spin. The results were seriously unimpressive. It was significantly outclassed by Faeries, and I couldn't get it over 50-50 against Five-Color. As I played the Merfolk versus Five-Color matchup, I found that there were three broad paths to victory.
1) Aggro-control. The draw is Banneret into a Silvergill Adept or two, into Sage's Dousing and Cryptic Command for Kitchen Finks, Firespout, and the sweepers. Whenever Merfolk throws several guys on the table and backs it up with enough countermagic to keep them alive (while keeping Finks off the table), it tends to get there.
2) Cantrip mania. When Merfolk resolves several Silvergill Adepts and Sage's Dousings, Five-Color has so many lands it just can't keep up with the two-for-ones unless it draws a similarly large quantity of Mulldrifters or gets multiple Archons or Kitchen Finks to two-for-one (meaning they are not stolen by Sower, tapped by Reejerey, dodged by Sygg, or removed by Crib Swap) to compensate.
3) Five-Color gets screwed early. You know, the usual.
Coming into the matchup, I expected that Silvergill Adept would be good because it was a threat that could go ahead and die to Firespout without losing card advantage. What I learned was that even when it did, unless I drew several of them to rebuild quickly, Firespout's ability to propel Five-Color into the late game where it could comfortably defeat me was the main problem. It was the tempo loss, not the card disadvantage, that a resolved Firespout really used to put me down. Thus, the main benefit of Adept's cantrip was to help dig to countermagic to protect itself. Often I had out an Adept or two just beating away while countering the Firespouts that would remove it.
The more I played Merfolk, though, the more I missed Counter Elves. I wanted to cast a freaking Thoughtseize already, or at least a Doran instead of a Reejerey (which would always beg the question “Got the Firespout?” whereas Doran simply asserted, “I don't care if you have the Firespout”). I started thinking, "What if this was a Wren's Run Vanquisher here instead of a Silvergill Adept? What if this was a Doran instead of a Reejerey?" This led me back to Merfolk's three paths to victory, and wondering if I could get Counter Elves to somehow walk those same paths.
Obviously Counter Elves can exploit the same "Five-Color gets screwed early" win condition as Merfolk does, since they're both beatdown decks that rock countermagic. In fact, with bigger hitters like Vanquisher and Doran, Counter Elves is actually in a better position to exploit those draws.
The current iteration of the deck can't really get the aggro-control draw because it only has 4 Cryptic Command for counters... but that doesn't have to be the case. In fact, the original version of the deck with which I made Top 8 with had 4 Broken Ambitions, which would perfectly support an aggro-control strategy. Play a Vanquisher, then defend it, and when they finally resolve something to deal with it, punish them by resolving a Colossus or Doran. Seems reasonable, and I do recall Ambitions was about as good as (actually, maybe a little better than) Treefolk Harbinger against Faeries.
Obviously I can't get cram the "cantrip mania" win condition into Counter Elves, but maybe I can make up for that by generating card advantage with Scarblade Elite (works fine as long as they're trying to stop me with blockers rather than solid removal) and virtual card advantage through forcing chump-blocks on my larger animals. One of the great parts about Counter Elves over Merfolk is that Doran is always merely chumped by Kitchen Finks, and so is Vanquisher when either Doran, Nameless Inversion, or Scarblade are involved to shrink the Finks. Whereas Merfolk's “cantrip mania” strategy serves to run Five-Color out of answers, my abundance of fat and removal aims to run Five-Color out of the right answers.
Here's the list.
| Counter Elves Featured by Richard Feldman on 2008-08-31 (Lorwyn/Shadowmoor Block) | ||
Creatures 4 Chameleon Colossus 4 Scarblade Elite 4 Wren's Run Vanquisher Instants 4 Broken Ambitions 4 Cryptic Command |
Legendary Creatures 4 Doran, the Siege Tower 1 Oona, Queen of the Fae Sorceries 4 Thoughtseize Tribal Instants 3 Crib Swap 3 Nameless Inversion Lands 4 Gilt-Leaf Palace 4 Murmuring Bosk 4 Reflecting Pool 4 Secluded Glen 2 Sunken Ruins 2 Vivid Creek 3 Vivid Grove 2 Vivid Marsh | 3 Cloudthresher 2 Demigod of Revenge 2 Soul Snuffers 3 Sower of Temptation 2 Treefolk Harbinger 2 Wispmare 1 Nameless Inversion |
![]() |
![]() | |
| Download this deck in Apprentice format! |
Download this deck in Magic Online Text format! | |
I finally took Sower out of the main, and I've been really happy with the results against Five-Color and Faeries. Sower is just very, very slow against both of those decks, and while it's quite good against Kithkin, Doran, and others, I'm on board with the idea that it's just not worth hurting my chances against the two Tier 1 decks to include it main.
The three Nameless Inversions and three Crib Swaps are a bit of a compromise. I'm pretty sure I want 4 Inversion and 2 Crib Swap against Faeries and Kithkin main, but I'd rather have 3 Inversion and 3 Crib Swap against everything else - including Five-Color - because Crib Swap is much more important in those matchups.
Inversion is almost always better against Kithkin, as it's cheaper and kills everything but a Figure of Destiny that is already getting out of hand. Inversion is usually better than Swap against Faeries because I really only care about killing three or four of their creatures: Mistbind Clique, Scion of Oona, Sower of Temptation, and Vendilion Clique (if they run it). Inversion is a cheaper way to kill all of these except Mistbind, and doesn't leave behind a residual token for them, so I'd generally prefer to max out on Inversions before tapping into Crib Swap. However, the 3-3 configuration does give me more direct answers to Mistbind, and the times that I draw the third Crib Swap when a Mistbind is warping in on my upkeep will help make up for the times that I have to use a suboptimal removal spell on a Scion or Sower.
Besides Nameless Inversion for a turn 2 play, this list runs only my best available two-drop creatures in Scarblade Elite and Wren's Run Vanquisher. I considered adding Sygg (River Guide - I briefly tried River Cutthroat, and though he's adorable with Doran, usually he just sucks), but while Sygg would be strong against Five-Color and probably fine against Faeries, I'd expect him to be weak against Kithkin and Red. Broken Ambitions for one gives me some more reasonable turn 2 plays that don't require adding another creature I won't be happy with.
I battled against Five-Color for a bit, and the matchup felt surprisingly even with the new build. I ended the set at a satisfying 6-4, much better than the dismal results I was getting before Ambitions came back into the picture. A few games against Faeries confirmed that I was still acceptable there as well, and I had my deck!
Matchups and Sideboarding
Versus Faeries:
+3 Cloudthresher
+2 Wispmare
+1 Nameless Inversion
-4 Broken Ambitions
-1 Doran, the Siege Tower
-1 Crib Swap
I finally bit the bullet and went with Wispmare for this matchup. Wickerbough Elder really doesn't help the most damaging Bitterblossom draws, which are the ones where they start with it and then have Spellstutter Sprites and other counters backing it up, plus killing it before it can crank out any tokens at all is worlds away from hitting it after it's had time to produce three of them.
I was toying with leaving in Broken Ambitions on the play as another foil to Bitterblossom, but decided against it. Whenever I have Ambitions and a two-drop Elf, I want to play the Elf to keep things aggressive, rather than hanging back on Ambitions. If they have Bitterblossom and simply choose not to play it into my untapped mana, I'm playing right into a game loss when they start playing threats on my end step.
Versus Five-Color:
+2 Demigod of Revenge
+2 Wispmare
-3 Nameless Inversion
-1 Oona, Queen of the Fae
Oona is a bit tough on the curve when boarding in Demigods, so it makes sense to cut her. The rest of the boarding plan, however, is pure greed. By cutting 3 Nameless Inversion, I drop the deck's Changeling count considerably, making it tougher to resolve Wren's Run Vanquisher early and Thoughtseize on turn 1. However, given how tough the post-board matchup is once they bring in additional Halos and Wraths, I believe this will give me the best shot at winning it by cutting out the extremely poor Inversions. Put another way, I'd rather be forced to mulligan hands with only Nameless Inversion powering Vanquisher than suffer drawing Inversion the entire game.
Versus Mono-Red:
+2 Treefolk Harbinger
+2 Sower of Temptation
-4 Thoughtseize
Harbinger is simply nuts here, and Thoughtseize is garbage. Sowers are pretty good as long as I don't draw them too early, as they are a handy (if often temporary) answer to big Figures.
Versus Kithkin:
-4 Broken Ambitions
-1 Chameleon Colossus
-1 Oona, Queen of the Fae
-1 Doran, the Siege Tower
-1 Crib Swap
+3 Sower of Temptation
+2 Soul Snuffers
+2 Treefolk Harbinger
+1 Nameless Inversion
As ever, this sideboard plan is dead simple. I want as much removal as I can get, and I want it as cheaply as I can get it. As with Five-Color, I am going down on Changelings just a tad (to the tune of the one Crib Swap) simply because drawing two Crib Swaps is nothing short of awful in this matchup. Drawing one Swap is bad enough, but it's not such a disaster that I can justify the impact on Wren's Run Vanquisher and my manabase that would result from taking out all three of them.
Initially I had 2 Shriekmaw in the Soul Snuffers slot, but I wised up to the fact that even though Shriekmaw is easier on the curve, I drop a lot more games in this matchup to Stillmoon Cavalier and to token generators like Spectral Procession and Cloudgoat Ranger than I do to anything else, and I'd really like to maximize my outs to them if they resolve.
Versus Doran:
-4 Doran, the Siege Tower
-4 Wren's Run Vanquisher
+3 Sower of Temptation
+2 Treefolk Harbinger
+2 Demigod of Revenge
+1 Nameless Inversion
I am still all about the Chameleon Colossus superiority in this matchup. I knew I wanted to bring out Doran, as he is among the most useless cards in this matchup, and I also knew that I wanted to bring in Demigod and Treefolk Harbinger. I also wanted Sower, as it can turn around Colossus races simply by stealing the other guy's for a turn (even if it is immediately hit by Shriekmaw, which it usually is), besides which it provides the alternate win condition of “my Sower remained in play.”
Naturally, I then had to make a decision as to what I should cut to make room for the Sowers. I knew it wouldn't be Cryptic Command, Chameleon Colossus, Thoughtseize, Broken Ambitions, or Crib Swap. Basically none of the cards that have a good shot at stopping a Colossus are coming out in this matchup. That left Oona, Scarblade Elite, Wren's Run Vanquisher, and Nameless Inversion. If I cut Scarblades or Inversions, I remove 3 Elves from my deck, making Vanquisher unreliable; the choice is, therefore, Vanquisher by default.
Finally, I wanted the fourth Inversion help me save on my Crib Swaps by removing early Wolf-Skull Shamans (you really can't just let that guy go unchecked from turn two) and to help power my lands and Scarblade Elite. If I remove 4 Doran and replace them with 2 Harbingers and an extra Inversion, I have only decreased my total Treefolk count by 1. Since I am boarding out 4 Vanquishers and only 1 Inversion in, my Elf count is going down by three, but then again my Faerie count is going up by 3 due to the addition of the Sowers. All in all, the Inversion helps me balance back out to 15 Elves, 13 Treefolk, and 15 Faeries.
...
So I've come full circle. I played in my first PTQ of the season with Counter Elves featuring Broken Ambitions, and it looks like I'll be doing the same in the last. The list is vastly superior, including Doran, Scarblade Elite, and Crib Swap over Imperious Perfect, Leaf Gilder, and two very out-of-place Bitterblossoms. I now have access to Demigod of Revenge, Treefolk Harbinger, Wispmare, and Soul Snuffers post-board, where before I had only Shriekmaw and Stillmoon Cavalier. I like my chances a lot better this time around.
As many writers have said before, this might not be the optimal deck to play in a vacuum, but for me, and for this next tournament, I believe it's the one that gives me the best shot at victory. I have lots of tricky, interactive cards at my disposal, I'm playing a deck that I know well, and I have no truly awful matchups that I am aware of. I'm no more thrilled to be paired against Faeries than anyone else is (Faeries players included), but though your mileage may vary, I personally like my chances of beating the Fae a lot better with Counter Elves than I do with Five-Color or Faeries itself.
To those of you with your final PTQ this weekend, good luck!
Richard Feldman
Team :S
lcd_cow@yahoo.com








Thursday, August 28th - That's right, folks... Rich is back! For those not familiar with the format, Canadian draft maestro Rich Hoaen takes us for a stroll...
Friday, August 29th - Hello everybody, and welcome to another edition of the Magic Show. This week we’re wrapping up our conversation with Patrick Chapin where...
Friday, August 29th - The Wheel of Time turns, and ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again. And so the ages pass,...
Monday, September 1st - Hello everyone, and thanks for reading another edition of The Main Phase. In this article you get to read not one, but two tournament...
Monday, September 1st - “Wait. Are you playing?” I got some variation of this question about ten times last Saturday, which by the time you read this is two Saturdays ago. In fact, you’ll notice that Josh Silvestri and I...
Monday, September 1st - The Block Constructed season is slowly winding down… it’s time to turn our Constructed eyes to pastures new! Today’s Innovations...
Wednesday, August 27th - I’ve been kicking around Necroskitter quite a bit lately, and I have to admit he’s much more impressive with a Doran in the house. Bulkowski’s got some seriously good quality creatures here with...
Wednesday, August 27th - Many Magic players find Vintage fascinating because of the range of cards are available, which creates the...
Wednesday, August 27th - Mono-Red is currently the deck of choice for the aggressive player seeking to smash face in Standard competition. At Grand Prix:...
Wednesday, August 27th - Magic Online is one of the most important aspects of the Magic Brand. Wizards of the Coast stands to make great profits off of this...
Thursday, August 28th - I have seen one recurring theme in forum posts – people keep describing Magic Online as “a license to print money,” and persist in...
Thursday, August 28th - Yes, it's a horrible play on words, but as any reader of Dave knows, those are really the only kinds of puns he knows. This week, Dave...
Thursday, August 28th - For as long as I have played Magic (since Summer 1995), I have heard people talk about the art on cards. We talked about the good art, and we talked about the bad art. Today, I want to do something very... 










