Tuesday, July 1, 2008

Experiments with "sluishie" Part II


SHM Draft, "sluishie" Monoblue, result:  eliminated in second round.

2 Whimwader

1 Consign to Dream

1 Faerie Swarm
1 Painter's Servant
1 Silkbind Faerie
1 Leech Bonder
17 Island
2 Cerulean Wisps
1 Oona, Queen of the Fae
2 Parapet Watchers
2 Drowner Initiate
2 Memory Sluice
2 Curse of Chains
1 Torpor Dust
1 Oona's Gatewarden
2 Spell Syphon
1 Flow of Ideas

Sideboard
1 Elvish Hexhunter
1 Whimwader
1 Dream Salvage
1 Sootstoke Kindler
1 Zealous Guardian
1 Ember Gale
1 Cursecatcher
1 Demigod of Revenge
1 Safehold Sentry
1 Cinderhaze Wretch
1 Spiteflame Witch
1 Blowfly Infestation
1 Thornwatch Scarecrow
1 Strip Bare
1 River's Grasp
1 Torpor Dust
1 Heap Doll
1 Gloomwidow's Feast
2 Emberstrike Duo
1 Safewright Quest
1 Put Away


Match 1:  Ratava, Mono-White, 1620

Game 1 I did the old fashioned way.  Damage.  Nice that this deck can actually do that.  Painter's Servant is nuts in this deck.  My Faerie swarms are huge, my siphons become hard counters, intiates go bonkers off every spell either mage casts, Whimwader gets in there, Oona even goes hogwild when every card in there deck is blue, including the land.  I side out the cantrips for additional threat reduction, as he seems to enjoy casting Spectral Possession twice a game.  Actually quite quick, a lot nastier than my last sluishie opponent.

Game 2:  He goes nuts on me with turn 2 elite, turn 3 and turn 4 spectral possession.  Very hard to recover.  He continues laying down threats after that as well.

Game 3 ended on turn 5.  It was one of those crazy hands.  Turn 1, intiate.  Turn 2, intiate...mill for 2.  Turn 3, sluice for 8 mill for 4.  Turn 4, sluice for 8 mill for 4.  Turn 5 gatewarden, mill for 4.  I could have outraced a godhand in RB or RG with that hand.  Like I said, if you could get 3 intiates and 3 sluices this deck would be insane.  So far I like this version a lot better.  But Monowhite really isn't that disruptive.  

Match 2:  Dmatthews, Monogreen, 1798

Dmatthews beat me handedly in 2 games.  His deck was fast and I didn't get the right disruption in time.  He abused a lot of untapping mechanisms... presence of gond, drove of elves (untargetable, quite nasty), rhys the redeemed, he was quite good at amassing a hugy army rather quickly.  Spice that with severe beaters, and it was quite agressive.  I just couldn't handle it.

Noted:  Mudbrawlers is a beating for Monoblue, I mean there are lots of ways of dealing with it...but still.  

I'm guessing he'll go on to win the whole thing, so I'm not too dissapointed.  I'll save this deck...msg me online sometime and play me with a draft deck, I'd love to try it out again.

So far I'm not overly bullish on the whole thing as an archetype.  I think it works better as one of those things that evolves rather than is forced.  I wouldn't go whole hog into forcing it at the expense of pathways that could lead to more traditional victory, but I wouldn't mind picking up the occassional initiate or sluice when they come my way if there's not a strong pick in the pack...and if you're in colour and you pick up 2 intiates or sluices in pack 1...I'd consider going for it.  Overall, at least I got to 2nd round and got beat by a proper deck.

End of Sluishie Experiment for today, I'm bushed.

1 comment:

squest said...

I always wanted to try the milling deck. It seems very potent but you need to pick up the sluices to make it work. You comments were quite insightful and I don't think I realized how important creatures were in a deck like this. I think the strategy for drafting this deck should be the same as it was in Kamigawa, use your early pick for removal and solid creatures and try to table the sluices. If I ever open a pack with memory sluice or drowner initiate+a solid blue card I want to take, I will try this out.