Alright, you got me - Planar Chaos has been here for a while. A more appropriate introduction would have gone something like this:
My post-Planar Chaos D.I.Y. article is finally here!
Not as dramatic, but far more accurate.
Anywho, as of this moment (3:35pm, March the 15th, 2007- articles are always about two weeks behind actual events) I've only been able to play in one FNM in which PC was legal. The other two Fridays were spent driving across the country in various directions, which afforded me little time to sling the cardboard. I knew it was going to be my only FNM for a couple of weeks, so I wanted to come up with something really smoking hot.
I had a bunch of ideas for Planar Chaos decks, but couldn't really settle on one. There was my idea for 4-color dragon, and then my idea for, uh, other 4-color dragon, and um... well... something with Crovax? Maybe Mono-Red Beats with a big ol' Akroma, Angel of Fury finisher?
I gotta admit, I was a little stuck; what to do, what to do? There were so many options that I couldn't decide on anything.
In the end I went with my age-old mantra: when in doubt, just play Green.
I don't think anyone needs to be told just how much depth Planar Chaos added to the color of big fat monsters, and for the first time in a very long time green mages can do something other than go multi-color, beat rude amounts of face, or lose games at alarming rates. I was ready and eager to enter this new dynamic world of Green, a world where tact, guile and strategy count for as much as dropping huge monsters on the third turn.
Then I realized I had a playset of Timbermares and Groundbreakers. Screw fancy new tricks! Green haste? Yes please, an extra helping for me!
The Creation, The Deck, and a Brief Discussion of How Awesome I Am
I decided that I was going to run four Groundbreakers because, well, I had them. A Timbermare somehow got lost on the unorganized card table of doom (the only rule in my house is no drinks on the dining room table, and this is why), so I had to settle for three of the lovely mare. Since I was sort of making a theme here (i.e., big green creatures with haste) I decided to throw in my four Giant Solifuges. It took me forever, but through wheeling, dealing, buying one online, and some really disadvantageous trading for myself, I managed to get a playset of one of my favorite - hey, I can only find three! Where the hell is the other one?
Probably somewhere on the gigantic pile of cards. I really need to organize.
In short, this is what I figured: everyone would be ready (to some extent) for the green Ball Lightning. Most people would be prepared for some green Thundermare action. A few intelligent souls would probably expect the Solifuge to turn up (because I use it, like, every week). Maybe one or two really discerning fellows would anticipate some Uktabi Drakes.
But who in their right mind would expect all of those in one deck?
No one. That's who.
Quick Lesson #1: Know your local trends and be prepared. This is a little different than paying attention to the metagame, because the metagame I was planning for hadn't yet developed. What I'm talking about is paying attention to all the cards that people are excited about in one fashion or another for an upcoming expansion, because I guarantee that the people who aren't excited about said cards will be prepared for them.
Or maybe the card everyone is talking about is all hype, and in the end no one cares, but if there's one thing I took from Boy Scouts it's to always be prepared. Well, that and how to cook a meal in the pouring rain using only one match (use it to light a gas stove).
I was at an impasse - for me to have any chance of winning at all, it was essential for me to retain the element of surprise. However, I wanted to use Groundbreakers, and everyone at the Hall of Heroes was talking about it. That meant that everyone who ran green was probably going to use 'em if they had 'em, and everyone else would be ready with some instant speed removal (like Darkblast, Piracy Charm, Condemn, and pretty much anything red).
I counteracted this anticipation in two ways. The first was through my sideboard, which I'll get into later; the second was by going all out with the green hasty creatures. That's right - I figured that everyone would be ready for some Groundbreakers, and even a few Timbermares. But by throwing everything that was green and hasty at them, I would (hopefully) strain their resources to the max, thus making it easier for me to win and lessening the disadvantage provided by playing a card that was going to be well-prepared for.
As I found out, the best way to maximize this advantage was by going all-out and just attacking every turn (although I didn't discover this important lesson until losing the first round). Thus, the card choices I made defined the way that the deck needed to be played .
The deck was slowly taking form, and was looking to be really super aggressive. Even in its primordial stages it was a blast to play; however, it clearly needed some added depth. The green hasties were fun, but I had to over-commit almost by necessity, and there was rarely anything left on my side of the board by John #1's turn (the resident playtester for all ideas I have, great and dumb). What to do, what to do? After much deliberation, I decided to pull some old favorites out of retirement from the scavenged remnants of my Sek'Kuar, Deathkeeper deck. Take a look and see what I came up with.
Quick Lesson #2: If your deck has a giant, glaring disadvantage (like its tendency towards extremely temporary creatures) see if you can use it to your advantage. Yes, this is a somewhat simple lesson (let's be honest, most of them are), but it's an important one. Taking a disadvantage and utilizing it to your best interests gives a whole new depth to a deck. In this case, I filled my graveyard in a hurry with temporary creatures, and then took advantage of this with Svogthos, the Restless Tomb, Pit Keeper, and Mortivore. This was absolutely essential to the deck; without those cards, I would just sputter out by around the fifth turn and be a sitting duck, but by turning the negative of having my creatures die into a positive I was able to retain a mid- (and sometimes even late-) game presence. This wasn't always necessary, as sometimes I just won very early, but if I got anything other than a killer draw I knew I'd have to do something to make the deck last... and so I Made the Most of my Monsters.
Look, I never said I was clever, okay? The title's gotta come from somewhere.
I don't usually spend a lot of time talking about what went into a deck and why, but I'm particularly proud of this one so bear with me. Extreme Angry Suicide Aggro is fun to play and fun to play against. There's no land destruction, no counter, no lockdown, no control elements (aside from a smattering of removal); all that happens is I throw out as many creatures as I can as quickly as I can, and sometimes swing with a big bad man land. The deck either smashes face amazingly well, or goes out in a blaze of glory - and what's not fun about that?
Alright, I concede that being attacked by a Groundbreaker four times in one game may not be fun for some people, but it's so much fun for me that I think it really makes up for that.
Anyways, back to the deck. The basic idea was that I'd throw out green hasties (you've probably picked up on that by now), hit for lots, and finish off the opponent with some good old fashioned necromantic fun. However, the deck is far more elegant than one might give it credit for. Plagued Rusalka and Nantuko Husk are both great with echo/haste creatures, fill up the graveyard when I really need a big fat Mortivore, and make those ninth turn Llanowar Elf draws less painful. Spike Feeder provides great defense, is more versatile and less mana-clunky than Darkheart Sliver (I really wanted to be dropping green lands on turn two), can pump up my dudes or gain me life, heads to the graveyard when I want him to, and works great with the aforementioned Rusalka and Husk after gaining you two life.
Putrefy and Damnation cleared the way for my boys more often than not, but provided the occasionally necessary defense when blown out and couldn't get the ball rolling right away. Finally, the ever-appreciated Harmonize (thank you Wizards, I love you) is the perfect addition to the deck; I've never played anything that wanted to draw three cards on an empty hand as badly as Suicide Aggro does. In this deck, Harmonize wins games.
Oh yeah, the sideboard! With my extensive bragging, I almost forgot how clever that was as well. Okay, that's another lie; on the rare occasions that I do something right, I make damn sure that everyone knows how awesome I am. It's okay, I make up for the periodic arrogance by occasionally forgetting to attack with Giant Solifuge.
The sideboard is what I like to call the old "bait and switch" (other smarter people call it a "transformative" sideboard, but I don't really know what that means). This is how it worked: when I knew someone was going to side in some Groundbreaker hate (remember, there was a lot of talk about that card around my shop) I would simply substitute the crazy attacking agro parts of the deck for a little bit of the ol' Scryb/Force loving. It may not seem like a big difference, but the play style of the deck changes considerably after extensive sideboarding, and the sudden change in behavior (going from all out crazy attack to, uh, just attacking) could really catch opponents off guard.
I've also found that the best way for green to deal with Spectral Force is to block with a Spectral Force, so now pretty much every sideboard I make ever has at least a couple copies of the big lug. The other sideboard stuff was pretty standard; anti-graveyard recursion, anti-aggro (most aggro creatures tend to stick around, unlike mine), and a little bit of anti-control all showed up. The last part turned out to be somewhat unnecessary, being that E.A.S.A. has a great matchup against most control decks. Do you know what Izzetron does to Svogthos, the Restless Tomb?
Nothing.
I will never, ever stop loving man lands.
How I Rolled
Match One: Ox, with Mono-Black Aggro Game One: Desert is good, but it doesn't help much against Groundbreaker. Game Two: All is going well until Ox Extirpates a Giant Solifuge, putting me to three cards in the graveyard. Suddenly my Mortivore isn't threatening, Svogthos isn't worth the mana, and the Pit Keeper I just grabbed isn't nearly as hot a topdeck. A Dauthi Slayer sporting a Loxodon Warhammer finish the job, while I sat in shock that someone actually used Extirpate. Game Three: This one was a hard fought battle back and forth; we both keep drawing threats and answers, with Damnation showing up on each side. Finally (on turn five - I said it was a hard fought game, not a long one) I pull a Timbermare, but instead of casting it I decide to wait a turn so I can play the sixth land in my hand and keep the beastie. I cast him a turn too late and Ox kills me while at five life. Stupid Jon.
Matches: 0-1 Games: 1-2
Quick Lesson #3: Attack, ATTACK, ATTACK!!! What the hell was I thinking? I'd made the most angry aggressive deck ever, and then when I drew a big creature I decided to save it for later. This directly lost me the game, but it was in losing the game that I realized the true nature of the deck. The lesson is this: know your deck's style and play accordingly, even if it seems contrary to your best interests. This isn't generally that hard for defensive decks (although admittedly there are difficult decisions, like which three spells should I counter every turn?), but it's essential information for aggressive decks. If my opponent has a blocker I can kill, I attack. If he thinks I might be bluffing, I attack. If I need an extra creature in the graveyard and it's clearly disadvantageous for me to attack, I attack. But in this one instance I waited when I should have attacked, and it cost me the game.
Side note: One time I was playing my buddy Finn, well known for his very well-crafted Izzetron deck and love of Remand ("If you're gonna take a picture of Finn, you should wait until he's Remanding one of your spells!"- John #1, at the bar). When playing Finn there is no room for error, yet for some reason I played a Giant Solifuge against his empty board, glanced at the table, and passed the turn. As soon as I realized what I'd done I decided to verbally express my disbelief and outrage at forgetting to attack, and the resulting scream was (according to my friend Becca) "the loudest noise I've ever heard at the store". So I guess part of the lesson is "don't be an idiot!", but really that's just part of the greater lesson- being smart and observant enough to take advantage of every opportunity your deck provides you.
I won the game against Finn, but I didn't deserve to.
Match Two: Kyle, with a W/U/R control deck sporting Sacred Mesa Game One: Kyle successfully controls the board, with counter protection and Wrath of God. A Mortivore makes me think I might be in it to win it, but then I lose. Sometimes that happens. Game Two: Kyle gets two bad beats in a row and mulls to five; I come out swinging, and by the time he can recover it's too late. Game Three: Another hard-fought match, with both of us throwing everything we have at the other. This time around I'm on the aggressive, squeezing out every single last point of damage. One turn before Kyle has fatal damage on the board I swing with a Mortivore, a Svogthos, a Spike Feeder, and some other stuff; Kyle makes all the right blocks, but with some clever sacrifice tricks and shifting of +1/+1 counters I manage to deal him exactly lethal damage.
Matches: 1-1 Games: 3-3
Match Three: Mike, with a really awesome green haste / white rescue creature deck Game One: Craziness ensues! Both of us are doing silly things with our hasty monsters; I keep sending 'em to the graveyard, and Michael keeps bringing 'em back with Whitemane Lion, Saffi Eriksdotter, and (worst of all) Stonecloaker. Oh, how I loath Stonecloaker. Nevertheless, two Harmonizes show up, and I'm able to answer enough threats and eventually drop a game-winning Mortivore. Game Two: I side in the Spectral Forces, and we start throwing huge creatures at each other. Mike keeps rescuing his Spectral Forces, and things look dire until I topdeck two Damnations. In a row.
Matches: 2-1 Games: 5-3
Match Four: Scott, with B/G Aggro-control Game One: Scott has an okay hand, but I draw a total of three Groundbreakers and bring one back with a Pit Keeper, dealing stupid amounts of damage early on. There's not a lot anyone can do about four Groundbreakers. Game Two: Scott mulls; I keep a not-so-great hand, then draw two Harmonizes. The card advantage gives me a mostly undeserved victory. You know what? I'll take it.
Matches: 3-1 Games: 7-3
Going 3-1 feels like victory to me. The deck could use a little tweaking; the second Mortivore really needs to be maindecked (probably in place of a Putrefy), because in the right deck (i.e., this one) Mortivore is really good. The mana base was also a bit much once in a while, and if I ever took this to a serious event (which I will, if I ever go to a serious event) I'll probably pick up four Llanowar Wastes in place of three Swamps and a Forest.
Oh, and I found my lost Solifuge and Timbermare, so they'd probably go in the sideboard.
Another side note: I was reading Jamie Wakefield's last article, and noticed that he was running a creature base that looked a lot like mine (i.e., tons of hasty green monsters). Now I'm no Jamie Wakefield - I mean, I don't even live in Spain, for starters - but if I'm using the same creatures as the King of the Fatties, I've gotta be doing something right.
Another Less-Than-Epic Conclusion
All in all, I put up a pretty darn good showing with Extreme Angry Suicide Aggro. Sure I had some luck, but I also played really tight games; after making a terribly dumb mistake early on I was super focused, and for the rest of the night ran some of the best games of Magic I've ever played. Sometimes it takes a stupid, stupid blunder to play really, really well, and that was part of why I ended up winning some of those tight games.
But you know what else I realized about the deck? I loved playing it. Once I realized just how necessary it was for me to be aggressive, I relished every moment of every game - and that made me a better player. I realized that I hadn't had that much fun playing Magic since I was 16 (and that was a while ago), and that made me a better player. And because I loved the deck so much, I really wanted to do it justice which- you guessed it- made me a better player.
The Big Lesson: Find something you really, really love. If someone else made it, fine. If you have to build it from scratch, fine. But whatever you do, make sure the next time you play you do it with a pile of cards you absolutely adore, because it will make you a better player.
I mean, we love this game, right? We're passionate about it- we write up decklists during class, we think of card combos while we're at work, we fantasize about upcoming sets when our ex-girlfriends are shouting at us. And since it occupies so much of our time, it only makes sense that we should be playing with something we really care about. I say forget about game breaking combos and "playing the metagame" and making the smart choices, and just play with something you really love for a while. It'll make you a better Magic player in more than one sense. It's passion that makes us win games, and it's passion that makes losing easier.