Sunday, July 28, 2013

Paupularity Contest #3: UL's Simic Guildmage

Welcome back to another edition of the Paupularity Contest! I'm your host Grandpa Growth.

Today we are going to be looking at another one of our humble narrator's decklists. This time: Uncle Landdrops' Simic Guildmage Deck.

Simic GuildmageThe original guildmages have always been a great choice for a Pauper general. They have a wide range of functions, reasonable stats, offer you your choice of two-color combinations, and are easy to cast.

Out of the ten original GMs, this is the one you are least likely to see on the other side of the table. We all know that UL has a passion for underplayed cards and never shies away from a challenge. This card has some very unique abilities. Let's take a look at the deck list and see how he's using them.
The List

Lands: 38

    Evolving Wilds
    16 Forest
    16 Island
    Rupture Spire
    Simic Growth Chamber
    Simic Guildgate
    Terramorphic Expanse
    Transguild Promenade

Creatures: 27

    Aethersnipe
    Archaeomancer
    Battering Krasis
    Bramble Elemental
    Cloudfin Raptor
    Coiling Oracle
    Crocanura
    Cytospawn Shambler
    Drift of Phantasms
    Elgaud Shieldmate
    Fertilid
    Fierce Empath
    Floodchaser
    Imperiosaur
    Krosan Tusker
    Merfolk Looter
    Mnemonic Wall
    Mold Shambler
    Mulldrifter
    Ondu Giant
    Penumbra Spider
    Sentinel Spider
    Shambleshark
    Stormbound Geist
    Thornweald Archer
    Thought Courier
    Yavimaya Elder

Enchantments: 15

    Alexi's Cloak
    Ancestral Mask
    Beastmaster's Magemark
    Chant of the Skifsang
    Eel Umbra
    Flight of Fancy
    Forced Adaptation
    Infiltrator's Magemark
    Lignify
    Narcolepsy
    Rancor
    Shielding Plax
    Traveler's Cloak
    Tricks of the Trade
    Vanishing

Sorceries: 10

    Cultivate
    Deep Analysis
    Divination
    Explore
    Kodama's Reach
    Ponder
    Preordain
    Prey Upon
    See Beyond
    Temporal Spring

Instants: 9

    Capsize
    Clockspinning
    Evolution Charm
    Inspiration
    Muddle the Mixture
    Naturalize
    Oona's Grace
    Snakeform
    Sprout Swarm

Card Choices
This is a budget list. One that specifically focuses on NOT playing some of the marquee cards in the format. You don't see any Eldrazi here. Muddle the Mixture is the only counter spell. No Commander Tower. Instead of just jamming every over-played card into the deck UL has created a synergy-based strategy using a critical mass of creatures. He can set up a favorable board state by shuffling counters. This makes combat tough to navigate for the opponent.

Some cards I really like in this list: Clockspinning, Evolution Charm, Infiltrator's Magemark, Elgaud Shieldmate. Some stuff you don't see every day huh? Clockspinning can grow a threat large enough that it is too tough to kill in combat. Magemark can help punch through big damage later in the game while Shieldmate can protect your threat of choice from becoming the victim of shenanigans.

S.W.O.T.

Strengths: This list is playing a ton of creatures. With plenty of duders running around this deck can get off to fast starts and trade off threats aggressively. The home team is well equipped to take advantage of slower decks that need time to build to high cost power plays. Always having access to a two drop beater means that we can get on the warpath immediately and with a Shielding Plax to follow up this deck can assemble some pretty saucy nut draws. There is plenty of card draw and ramp here as well to help capitalize on any early-game advantage you get. 

Weaknesses: Blue-Green has always been light on removal. This list is no exception. Creatures that hit the battlefield are going to stay there. Traditionally the remedy for this problem has been to over-rely on counter spells and bounce effects for tempo-based aggression. This list doesn't have any of that so any deck with a better 'A' plan is going to be trouble. Staying aggressive and try to overwhelm the opponent with small advantages. If you happen to run into a Rock Slide or Evincar's Justice...well, they can't always have it right?

Opportunities: Control decks that rely on spot removal are going to have a tough time keeping up with all the threats in this list. This will really be an advantage late when their resources are low. Hooking up a Shroud effect will likely be game over. Other similar decks that want to flood the ground with chumps will be easy pickings. This deck has ways to grow and punch through in the late game which is a strong strategic advantage.

Generals we want to see: Nucklavee, Trostani's Summoner, Sprouting Thrinax, Auriok Salvagers. (durdlers one and all)

Threats: As I mentioned earlier, any deck that has a faster or more powerful game plan is just going to win. This deck finds consistency through redundancy, but sometimes you need something different to win instead of more of the same.

Secondly, any deck that has an interactive early game can slow the game down to the point where a mass of cheap creatures is less effective. Early removal, counterspells, and particularly creatures with dat booty will spell trouble. I was actually just chatting with UL about a potential Wall of Denial Defender theme deck. While probably not a great deck in general it looks like just the kind of thing that will give Simic Guildmage fits. Similarly, cheap 2-for-1's on our threats are tough.

Generals we don't want to see: Psychatog, Flametongue Kavu/Nekrataal, and the aforementioned Wall of Denial

That's all for this week. Feel free to leave feedback for Landdrops or me in the comments below. GG.

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