Wednesday 13 March 2013

A review of a casual modern U/G deck for Magic the Gathering



I thought I would try my hand in putting together an analysis of an MTG deck I built recently that I’m having a lot of fun playing with. As soon as I saw the evolve mechanic from the new Gatecrash expansion, I fell in love with it instantly. I’m a huge fan of anything to do with +1/+1 counters being placed on creatures. I had the same feeling when I got my hands on the undying mechanic and then again when I spotted Corpesjack Menace for the first time. I play mostly casual legacy decks around the kitchen table with my friends, so we have a pool of thousands of cards that can potentially combo off with new cards and mechanics as they come out. When I saw evolve, I knew there was golden opportunities to be had for the creation of an entertaining deck to play with, full of insane trigger combos and wild mutations.

I’ll start with the deck-list itself so you get an idea of what it’s all about. Keep in mind that this is a casual deck played mostly in multiplayer 2HG and Emperor games, so it’s design is not about getting 20 damage into the red zone as fast as possible, hence the exclusion of certain cards that play better if it was based more on 1 on 1 play. In addition, there’s no sideboard and it’s based around whatever cards I have available, so there’s always room for improvement and supplementing with the best cards out there.

Here’s a link to the Deck list online for easier viewing (complete with mouse-over preview!)







The Core Strategy of the Deck

As you can see at first glance, this is not a deck that has mostly four copies in every slot. There are so many cool cards I wanted to put in that I had to drop most of them down to less than four so I could include them all. The one exception is Cloudfin Raptor, which is just an absolute gem for the first drop and a must-have in your opening hand. Pretty much every other creature will evolve it from then on and most games it has ended up as a 3/4 or 4/5 unless it falls to some sniping fire early on.

In the 2 and 3 mana slot we have the usual evolve creatures, such as Gyre Sage, Simic Manipulator, and Elusive Krasis. A Wolfir Avenger works the same way as a Shambleshark, evolving your creatures at instant speed and also acting as a surprise blocker.

A great mechanic to pair evolve with is its Ravnican predecessor, graft. A Vigean Hyropon will likely evolve all your creatures when it comes down, and then passes on its +1/+1 counters to those more deserving of it, such as Simic Manipulator and Fathom mage. The Cytoplast Root-kin does an even better job at this. Not only will he trigger evolve with his hefty 4/4 body, but will also boost your creatures with another free +1/+1 counter to boot. Since evolve and his ability trigger at the same time, you can stack evolve first, making sure you can hit the motherload. A great joy passes through me whenever I draw one, as it usually means my other creatures will all double in size. Not only does he make a huge impact when he enters the battlefield, but his last ability can be used for multiple purposes: keeping another creature small so its evolve triggers, saving counters from a creature which is about to hit the dust, or even resetting undying (more on that later).

Another great card that at first glance seems weak is Ooze Flux. With just a few evolve creatures and Ooze Flux down, you have a great engine for churning out creature tokens at the cheap cheap price of 2 mana a piece. For example, you can remove a +1/+1 counter from each of two small evolve creatures and put a 2/2 ooze into play. That will in turn trigger evolve again, giving them back their lost counters. Rinse and repeat. Astute players may have now spied the infinite combo in this deck. See it yet?

Imagine this. You have an Ooze Flux, a Gyre Sage with 2 counters on it and at least two other evolve creatures (also with at least 1 counter on them). Now you play the single Intruder Alarm you’ve been saving in your hand with mischievous glee, waiting for the right moment to unleash it. Tap the Gyre Sage for 2 mana to feed into Ooze Flux and whip out a 3/3 Ooze by removing a counter from each of the 3 creatures. They get all their counters back and Intruder Alarm triggers, untapping the Gyre Sage. Do it again, and again, and again, then one more time for good measure...Ok maybe one more time. Bring out your wad of 68 million Ooze tokens that you’ve been saving up for this occasion, and watch your opponents face as you sprawl them out nonchalantly on the battlefield.

Zameck Guildmage is a great card in this deck for obvious reasons, but I find usually he falters when played early on, since you have to save mana for his abilities which would be of much better use bringing down your creatures as fast as possible. In the late game he’s a much better play, as long as there is mana to spare to make your plays and use him at the same time. I threw in a single Vorapede because there are so many ways to reset its undying and it will evolve your creatures every time it comes back into the battlefield.

As far as other non-creature spells go, they are mostly for tempo control and protection. Simic Charm and Rapid Hybridization are just so versatile that they are a must-have. AEtherize has saved me so many times and can be a ridiculous card to play in multiplayer. Bioshift can be extremely useful as a combat trick or as a creature-saver. You can shift the counters from a Vigean Hydropon or Bloated Primordial Hydra to another creature at instant speed that would make better use of them, such as a Simic Manipulator, Fathom mage, or Elusive Krasis.


Future Evolution

There are many ways this deck can be improved upon. It’s probably not going to win the next Modern Pro-Tour, or even the next Friday Night Magic, but it’s definitely loads of fun to play with casually and in Multiplayer. If you were to mutate it for more competitive play (no pun intended!), I would put 4 copies of the best of the creatures instead of spreading them out as I have for variety. You can also throw in Experiment One, Thragtusk, and perhaps a Prime Speaker Zegana for insane card advantage.

Another approach this deck can take is to profit more on the undying combo, such as with Young Wolf and Strangleroot Geist. There are so many ways to remove counters that you can virtually keep an undying creature alive forever. There is also the added benefit that they will come into the battlefield bigger the second time, triggering evolve twice. I avoided focusing on undying because it can become really annoying for your opponents, and that’s something that always needs to be considered if you’re building a casual deck for friendly play.

Originally, this deck was going to splash black for Corpesjack Menace, a beautiful card that unfortunately doesn’t get enough attention in competitive play. It is rather expensive and you usually end up playing it after most of your evolve creatures already came down, which kind of beats the point. But once it does come down it will more than earn its keep, since almost every creature benefits from it in some way. In the end I opted to keep this deck U/G so as not to risk mana issues.

So that’s pretty much it. All in all I really enjoy playing with this deck, as it really brings out the Johnny in me. I hope you enjoyed this review and got something out of it. Until next time, play safe and may you always see three lands in your opening hands!








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