Closer - More On T2 Machine Head
Over the past week or so since my last posting, there has been a great deal of cardboard spread out about our computer desk - and it is all of the brown, red and black theme.
Nearly thirty readers took up my call for a greater Machine Head build and offered overwhelmingly positive response, and for that I feel I owe you all great thanks. Without these suggestions, the statistical build would most likely have had to have been tested for months...Not something I greatly relish at the moment, taking its win-loss record into account.
Breaking down these many suggestions, we arrive at a number of cards that should be included in any Machine Head build. These cards are:
1. 3 Void
2. 4 Urza's Rage
3. 2 Earthquake
4. 2 Pyre Zombie
5. 4 Seal of Fire
6. 2 Hammer of Bogardan
7. 4 Blazing Specter
8. 3 Skizzik
9. 4 Pillage
10. 4 Chimeric Idol
11. 2 Vampiric Tutor
12. 4 Dark Ritual
These are the top twelve cards, mirroring the twelve slots from the original statistical build, suggested via e-mail for inclusion in the ideal Machine Head build. The average number included is listed, as well, for reference.
As one may no doubt notice, many of the 'must-haves' reflect almost exactly with the statistical build from State Championships and PT: Chicago results. For further reference, here is that build, compared with the reader-suggested card quantities:
Original Reader-Suggested
4 Urza's Rage 4 Urza's Rage
4 Seal of Fire 4 Seal of Fire
4 Blazing Specter 4 Blazing Specter
4 Dark Ritual 4 Dark Ritual
4 Vampiric Tutor 2 Vampiric Tutor*
4 Chimeric Idol 4 Chimeric Idol
3 Void 3 Void
3 Thrashing Wumpus [Not Included]*
2 Pyre Zombie 2 Pyre Zombie
2 Skizzik 3 Skizzik*
1 Hammer of Bogardan 2 Hammer of Bogardan*
1 Earthquake 2 Earthquake*
What does all this mean, then? A difference of a mere eight cards is actually conclusive in that it proves, after a sense, that the statistical build was not so very different from what is being run out in the great, wide world.
It must be mentioned here, briefly, that many of the more positive results with Machine Head came from participants in the Junior Super Series. This can mean a number of things - perhaps the younger members of the Magic: the Gathering community have a knack for the type of deck Machine Head is, or perhaps there is simply a glut of these types of builds in the JSS, providing enough of a chance for one of them to make it further. (Or perhaps the level of competition was such that Fires of Yavimaya and Rebels, two established weaknesses of MachineHead, were not that popular among the younger crowd -- The Ferrett, just sayin' what he hears) However, this is not the focus of this particular article. Perhaps next time. End random bit of data.
Now, the eight cards that differ are somewhat intriguing, especially the number one difference: The inclusion of four Pillages. Suggestions unanimously agreed on running four copies of Pillage and, obviously, not all of these suggestions came in the form of a land destruction theme. No less than seven readers provided exactly the same number of copies, putting this suggestion in the number eight-ten spot for inclusion - a high priority, indeed.
What can this mean? To my perception, it signifies a need for more versatile control. More than likely, there is a glut of Chimeric Idols and Rishadan Ports out there right now, and the four copies of Pillage provide an answer to each of these threats.
Next most noticeable change is the mere two copies of Vampiric Tutor. While I confess to not having the testing done regarding this change that I would like to do, this can mean one of two things.
In early testing, I noticed a distinct need to 'react' rather than 'act' with the build. This made the deck somewhat indecisive, since it could not decide if it was aggressive or controlling. The dropping of two Tutors provides two more slots for actual threats rather than control elements, providing the decision for Machine Head to go aggressive.
Additionally, it must be mentioned that two life actually makes a great deal of difference in many duels with Machine Head. This would obviously return to our first point in that there needed to be more threats, but more so in that there needed to be less self-inflicted injury. This point is made clearer when facing Jon Finkel's Fires of Yavimaya build; carrying numerous copies of painlands and City of Brass, I would watch as its life total would gradually slip into the 'red zone' of six to eight life, where Machine Head stands a good chance of winning.
This also goes hand-in-hand with my preliminary results of testing the statistical build, wherein I had voiced displeasure over the amount of non-basic lands. Going basic may be a more and more attractive option in the future of type two, bearing whatever Planeshift and Apocalypse bring us.
Moving on, we notice the rather drastic lack of Thrashing Wumpus in the reader-suggested build, as opposed to the three copies in the statistical build. It would be easy to provide a reactionary theory about the difference, as the statistical build was compiled from winning decks, whereas the newer build comes from reader opinion - however, I feel we need to look deeper.
Obviously, at least a few readers would not have offered their suggestions having not tested them first, barring a certain few. Therefore, what we may be witnessing is an evolution of Machine Head in the day-to-day season.
Personally, I'm inclined to disagree with the Wumpus' exclusion. In testing, the beast proved itself time and again against many control decks, including Rebels, Counter-Rebel, U/W Control and others. Fires does tend to ignore the living Pestilence unless one gets an absolutely insane draw, bringing the Wumpus in on turn three or earlier.
However, we must bear in mind that not everyone will be showing up with Fires. Honestly, there are not that many Birds of Paradise out there - trust me. However, you will face Fires often, and the Wumpus may, or may not, get rotated out after sideboarding in this matchup. This is fine, though. In many other matchups, the Wumpus will be the star, and thus, should be included.
Finally, we arrive at the last three differences; an additional Skizzik, Hammer of Bogardan and Earthquake. Honestly, I agree with all these decisions, especially the third Skizzik. I would even go a step further and up the count to four, provided there is space.
Skizzik is indeed the new Ball Lightning, after a sense. Not as fast, certainly, but then again, Type 2 is no longer the turn-two endgame that it used to be. Which, by the way, is great for the game - bravo, Wizards! Returning to my point, though, Skizzik is an amazing creature, able to smash through some of the most difficult obstacles, providing those last few points of damage that will end the game or bring it within Rage-range.
Hammer of Bogardan is a card that I was initially unimpressed with. More and more, though, I'm finding that six cards at the 3cc-burn slot are appropriate, especially for removing pesky blockers.
Earthquake was another card I hadn't been impressed with, overall. I'm still not entirely sold on it; however, it does seem to do a trick here and there. Time and testing will tell.
Thus, in due course, we arrive at the crossroads for Machine Head. What is the ideal build, give or take a few card choices?
That's a question players of Machine Head will have to develop for themselves. I choose 'develop' over 'choose' mainly due to my years of experience at this game; great decks are not chosen. They are built, tested for months, and finally internalized to the point where only play skill distinguishes matchup percentages.
However, bringing these discussions regarding Machine Head to fruition, I have to admit that I would not be adverse to playing the following version:
4x Skizzik
4x Blazing Specter
4x Urza's Rage
4x Chimeric Idol
4x Seal of Fire
4x Vampiric Tutor
3x Void
3x Thrashing Wumpus
2x Pyre Zombie
2x Hammer of Bogardan
2x Earthquake
This version is, of course, subject to change, especially the land mix, which explains why the land configuration is not included. The Earthquakes I am questioning, as I would much rather have Snuff Out, Terror or any of the other spot-removal spells. When Planeshift is released, these will no doubt be converted to Terminate.
Testing will continue and, depending on all applicable responses, I may post more data and results, as the Friday Night Magic and random Type 2 season is no doubt going strong outside of the draft-oriented Pro-realms.
As always, feel free to e-mail results and further suggestions.
The Bruce
TheBruce58@hotmail.com















