In Development - Red Teaming

October 6th, 2009

In Development - Red Teaming

“Playtest the dumb strategies.”

In 1981, Steve Jackson and Nick Schuessler published Game Design Vol. 1: Theory and Practice, a thin but thorough book that covered the basics of game design and development. The quote that opens today’s column comes from that book, and it has stuck with me since the first time I read it. In the book’s context they were mainly addressing the idea of playtesting a wargame, most often a historical wargame, and making sure that you tested options that didn’t make intuitive sense. Should having a supply truck in the same map space make your tank invulnerable to artillery fire? Probably not, but a flaw in the Panzerblitz rules makes that possible, and playtesting the “dumb” strategy of having supply trucks driving next to front-line tanks would have caught it. At the same time, you don’t want to rule out things that could have happened that make little sense, like an unsupported British infantry brigade holding off elements of two SS Panzer divisions for more than a week (hint — this happened).

The core lesson here, the one that is transferable to Magic, is to test before we decide. Looking at an environment dominated by unfettered Disciple-Ravager Affinity, it’s unintuitive to imagine that someone could top eight with a deck that hopes to win by casting a nine-mana spell – but someone did. Even someone who saw the land-searching potential in Mirrodin block might have concluded that the approach would be too slow, but the same person who took the time out to goldfish the deck a few times might have seen some glimmer of feasibility there and realized that a playable deck existed.

In approaching the new Shards-Zendikar Standard we may be tempted to write ideas off ahead of time, whether we’re discussing entire deck designs or specific card selections. Is Cancel still primarily a Block and Limited card rather than a Standard playable? Most likely – but it’s good to test these assumptions every so often, especially in the early, early playtest period when we’re just seeing if deck designs can hold up.

With that idea firmly in mind, let’s talk about testing.

Red Team
In business settings, a “Red Team analysis” is a stage of proposal development where a group that hasn’t been working on the proposal in question comes along with a fresh perspective and tries to attack the proposal, finding game-ending flaws. The “Red Team” label here goes back to military exercises, where it’s the now-somewhat-historic moniker for the opposing team, as played out by experts from your own side. The purpose of the Red Team analysis is to see if your training, strategy, or proposal can stand up effectively to an attack by the expected opposition, whether that’s a metaphorical attack in the business environment or a very real-world attack carried out in an urban combat training center.

In our terms, the “Red Team” phase is the point where we actually run our decks up against our best guess at some of the key opposing archetypes and see if they survive. This is a playtesting phase, but it is distinct from the kind of playtesting we do once we have a known deck and are planning for a specific tournament. We’re neither fine-tuning the deck nor improving our play skill with the deck. Instead, we’re still figuring out if it even works or not.

At the same time, we learn more about the true nature of the environment.

Last week, I laid out my understanding of the new Standard, which I distilled down to “cascade, black, vampires, and big spells.” To address this proposed environment, I put together a couple of super-low-curve aggro decks and a pair of Ascension-centric control builds, both sets standing in for a larger archetype. These archetypes subsequently went through our Magic-style Red Team analysis, which meant actual games featuring actual decks, and not just best guesses about play environment.

I’ve collected a number of prospective Standard builds from across the Magic writing community, and rather than linger too long on that topic, I’ll just recommend that you do the same. Specific decks included a number of cascade variants, some mono-black (aka vampire) aggro or midrange, mono-red aggro, and a couple of different variants of Baneslayer control. Once again, one would not go too far wrong by checking in with Josh’s “Zendikar inspirations” article and the builds therein. I’ll plan on describing in more detail how I collect deck lists for playtesting in a future In Development.

What we learn about the environment
One of the fun elements of Magic playtesting is that it tests your hypotheses about not just your own designs, but the play environment as well. My concern for the new Standard was cascade, vampires, and taking an Ultimatum to the face. Testing with my Red Team gauntlet let me know to what I extent my hypothesized nouveau Standard was going to actually match reality. Here are a couple things I picked up in the process.

Cascade decks are, indeed, legitimate. I’m sure no one is shocked. You can basically port many of the cascade builds from Block, or even from the prior Standard, right into Alara-Zendikar and they work just fine. Any strategy you’re going to use needs to be able to deal with the possibility of the opponent’s deck vomiting up two to three spells in one cascade of doom. If you can’t deal with these bursts of card advantage, you’re going to lose.

Mono-red aggro is the litmus test for surviving aggression. If you haven’t done so yet, go proxy up the mono-red aggro deck from Josh’s article or a similar one from another source and just goldfish with it for a while. Then build a control deck, and realize that there’s not a ton of life gain to work with here, and the mono-red aggro builds start attacking on turn one and don’t let up.

Finally, Baneslayer. Baneslayer, all on its own, independent of deck context, is a performance benchmark for any deck design you’re going to try and field. If you can’t reliably handle a Baneslayer, you might as well stay home.

The presence of mono-red aggro and Baneslayer as twin survival tests for any deck has tended to militate against the viability of those big haymaker spells I was worried about earlier. They’re still there, but an Identity Crisis or even a Cruel Ultimatum is nowhere near as horrid as the second Baneslayer of the game or Goblin Guide into Hellspark Elemental into Ball Lightning (15 damage by the third turn, if you didn’t do the arithmetic).

So, if you wanted to proxy up just a bare bones gauntlet of decks to rapidly test prospective designs, I’d go with one Baneslayer control, one Cascade midrange, and one mono-red aggro. Cover those, and you’re probably good to go.

You may want to check out last week’s article to review the prospective decks I began with before moving on to the rest of today’s piece.

Testing Vastwood Aggro
Last week’s Vastwood Aggro builds were an attempt to see if low-curve aggro that was not particularly conscious of card advantage could prey on what I imagined might be a slower play environment. The very brief answer is “not so much.” But let’s talk about testing, and then about what probably went wrong there.

I rapidly discarded the Vastwood Jund build. It faced multiple dilemmas, starting with the issue of the mana just not working out exceptionally well. A Jund build needs to hit all three colors in the first two turns to reliably kick out a truly aggressive start. This is tremendously unlikely. At the same time, trying to hit these colors frequently meant that the marquee card of the deck, Vines of Vastwood, was hard to cast in kicked form. This, in turn, made the Slaughtermaster a terrible choice. I tinkered a bit more, including making the obvious choice of adding in Bloodbraid Elf, but the deck was frequently dead to a Baneslayer, and was being outrun by mono-red. Terrible.

The Naya version of Vastwood was more promising. It came out of the gates very quickly, but tended to be overwhelmed by cascade decks starting at the midgame. This problem was resolved by adding Ranger of Eos, which let it reload with Nacatls and other one-drops in the mid-game, and even offered some wins against Baneslayer simply by dint of having piled in a lot of damage already, and offering the possibility of massively “overcommitting” to an attack to win the game. Still, this was incredibly shaky, and I found myself comparing the adjusted Naya Vastwood build to earlier low-curve aggro decks to try and divine the missing pieces.

We can pause for a moment to check in with the “best build” for Naya Vastwood. I’m not recommending this deck, but wanted to give you a taste of where this deck went before I binned it.

Naya Vastwood Aggro (not recommended)

There were other variations, of course. I changed up the number of Rangers, replaced them with Bloodbraids, added some Woolly Thoctars, and so forth. But after due consideration, I don’t think this breed of ultra-low-curve Zoo can work right now.

The problem is burn. Rather, the lack of burn. Craig Jones’s Zoo deck from Honolulu ran fourteen burn spells, with three clocking in at two damage, four more at three damage, and seven at four damage. This yielded a deck that could run in some early attacks and then, when the opponent had the poor taste to drop a Keiga, simply launch burn over the top and torch the opponent out. In contrast, while we have some very exciting burn in Standard in the form of Lightning Bolt and Burst Lightning, we don’t have enough burn to work this kind of archetype.

Also, as what turns out to be a side issue, Vines was almost never a deciding factor, or even a big player, in any games. So it goes.

At this point I returned to Gatherer – whose use I’ll describe in a lot more detail in a future piece – and reconsidered my aggro approach in light of these testing results. Early beats from small creatures were clearly good, since the non-aggro decks in this format get an awfully slow start (no one’s Mana Leaking your dudes, e.g.), but a deck that’s going to succeed needs more reach than mere burn can provide. Thus, I wanted to go for somewhat fewer early beaters, while keeping them as powerful as possible, and then to find a way to include a bit more reach.

Then I saw a card I’d been overlooking, and this new design came together very quickly.

Nayamorphic

In a perfect world, I’d be magically running four friendly-color fetches in this deck. Here we adopt the compromise solution of running four copies of Terramorphic Expanse and occasionally accepting a tapped land on the second or third turn as a fair trade for giving us super-powered one and three drops.

The card I’d previously overlooked that now gives us the third quartet of cats in Nayamorphic is Steppe Lynx. Initially, I wasn’t so keen on Steppe Lynx since, perhaps in a fit of worst-casing I decided that something that was often a 0/1 was just too awful. As it happens, this is not true in a deck that runs eight fetchlands, and I’ve been regularly beating in for four (or five, with the occasional exalting from Pridemage) on turn two. It’s majestic, and it’s far more damage than the prior Vastwood builds ever managed that early.

This deck also leverages its fetch-happiness into superpowered Knights. I admit I’d been shying away from Knight of the Reliquary in making new designs since I’ve been rocking the Knights for the past couple months and do like to switch things up. But in the current environment, and especially in a deck that sometimes has two to three lands in the graveyard as you’re casting a Knight on the third turn, it’s too good to pass up. Knight also has the pleasing advantage of letting you power up Lynx while simultaneously thinning your deck and pumping the Knight itself for the following turn.

I’ve similarly relented and gone with Bloodbraid Elf. In this deck, Elf is better than Ranger, as Ranger offers an attractive form of late-game reload, but Elf can generate immediate victory by offering itself as a hasted creature plus a free burn spell or game-ending Naya Charm.

The “reach package” has been advanced significantly by the addition of Naya Charm and Elspeth on top of the extant burn. Both tend to generate wins, even through the Baneslayer benchmark. The application of Naya Charm for a game-ending swing is obvious, but consider Elspeth powering up a Knight that likely already started at 5/5 or so. An 8/8 flying Knight beats a Baneslayer in a head-to-head fight.

I have been tremendously satisfied with Nayamorphic as my aggro deck of choice, and will be focusing on it in the weeks ahead.

Testing Ascension Control
Last week I wrote about two potential approaches to Ascension Control, one more oriented toward “do nothing” card drawing and countermagic, the other toward planeswalkers and board control. The questions here were twofold. First, is Luminarch Ascension really as much of a house as I think it should be? Second, what’s the proper host for Ascension?

The Esper Ascension Control build rapidly collapsed under an expanded testing regime. It’s decent enough against cascade and other slow control decks, but mono-red aggro and some other aggro builds slide right in under its insufficiently effective countermagic and murder it. I learned a number of useful things from the crashing and burning of the Esper variant. First, Ior Ruin Expedition is a terrible card, and is not even as good as a poor suspend spell. Second, Traumatic Visions really is nice in its dual role of early-game Sylvan Scrying and late-game counterspell. Third, Luminarch Ascension is terrible when you can’t stop someone from punching you in the face.

The Planeswalker Ascension build did rather better, standing up reasonably well across the board. It could weather an early aggro assault much of the time, and could come out on top against Baneslayer builds. However, as in many G/W decks, it often found itself tapped out with few good ways to get back into the game. This is especially critical against cascade decks, since if both decks go into topdeck mode, the cascade deck tends to win unless you have card advantage on your side as well. Given this issue and the successful application of Visions in the otherwise failed Esper variant, I decided to try a Bant approach.

I’m not recommending the following deck, but for clarity’s sake, here you go:

Bant Ascension Control (not recommended)

This is not the very first build I went with, but I fairly quickly added in Jace as a way of having durable card advantage that could help pull you into your late game plan from the mid-game. It also plays into the key discovery that came up in testing the G/W Planeswalker Ascension build, which is that the value of Ascension builds tremendously when your opponent has to decide which of your threats to stave off with their damage. Obviously, damage directed at you gains them the dual benefit of stalling your Ascension and moving them toward winning the game, but when you have one or more planeswalkers in play, they may well be giving up control by focusing on you. In testing, both the G/W and Bant variants frequently saw board positions with Ascension and one or more of Nissa and Elspeth in play, and the aggro opponent in a real bind trying to figure out how to stay in the game.

Unfortunately, this deck picks up a better mid and late game, critical against cascade and Baneslayer builds, at the expense of its early game. This proved to be a killer flaw against the fast aggro we have to expect in the new Standard, as the deck is basically dead against mono-red aggro much of the time, play or draw.

Our goal, then, is to deploy the fantastic power of Ascension as a game ender, maintain some way of staying in the game against other card-advantage laden decks, and nonetheless survive the early onslaught of hyper-speed aggro. In addition, we’d really like a way to deal with an opposing Ascension or any number of other problematic enchantments, as these are looking to be major concerns in control mirrors and against midrange decks.

Again, I’m going to show you a deck that I’m not recommending, with the recommended concept to follow. Here’s what I tried next:

Ascension Pulse, version 1 (not recommended)

The idea here is to live through the early game via Paths, then win in the late game with some combination of planeswalkers and Ascensions. The deck was reasonably sound in testing, but kept running up against its somewhat top-heavy design and clunky mana requirements (witness its need to hit WW, BBB, and GG). These two flaws in turn meant that it was also folding more often than I liked to mono-red aggro, and that meant it wasn’t good enough.

I walked away from the testing process for a while here and considered a bit of history. I do this quite a bit, and I’ll talk more about it later. In this case, I referred back to Mihara’s Gifts deck from Honolulu and how it addressed its own mana requirements. I return to my tinkering and put this together:

Ascension Pulse, version 2

This is the product of a couple of cycles of testing against Baneslayers and Goblin Guides, and it fairly neatly combines early and late game efficacy. In the earliest of the early game we have Nissa’s Chosen as a reusable speedbump, and Path followed by Pulse to deal with opposing beaters. This combination of removal also helps us against the likely spread of opposition in control decks, as we can Pulse or Path Baneslayers, and Pulse opposing Bloodwitches. I shaved some weight from the curve by removing one of each of Elspeth and Nissa and by ditching Sorin, who was cute but nearly uncastable.

The biggest addition here are the Harrows. There’s been a lot of debate about Harrow and its value as an accelerator. In this deck, Harrow is not so much about accelerating from three to five mana as it is about making sure you’re in the appropriate colors to continue into the mid and late game. As a special and helpful bonus, Harrow’s lands come into play untapped, which means that you can Harrow on turn three and still Path a Ball Lightning away on your opponent’s next turn.

The mana base here, while supporting reasonably heavy triple-color requirements, is quite resilient against Goblin Ruinblaster, which I foresee representing a significant threat to other many-color control builds that rely on a swatch of nonbasics to meet their mana needs.

This deck did well in my Red Team environment, and I’ll be using it as my control builds in the coming weeks.

Next week I’ll talk about building a sideboard, and put together prospective sideboards – and possibly revised main decks – for Nayamorphic and Ascension Unfortunately, I have to miss the first of our area PTQs this coming weekend due to business travel, so I won’t have any exciting stories of Zendikar Sealed to share until a little later on. If you’re within a couple hours of a PTQ this weekend, I encourage you to go. They’re great fun, and a good chance to find unexpected ways to use all these new cards.

36 Comments »

  1. A great article on testing ideas. I’ll be sure to try it out later this afternoon with my team. Thanks for writing it.

    Comment by kakashi — October 6, 2009 @ 9:33 pm

  2. Now last week I was pretty critical of Alex here, and perhaps a bit too much so. But this week I think i have to agree with him about his nayamorphic deck. I’ve been playing with a similar list since the prerelease when I could get my hands on cards I needed, and it works fantastically! Might I say though, that when running Naya colors, having Woolly Thoctars is almost a must. Its fine to topdeck, cascade into, or play on turn three. It just works quite beautifully most of the time.
    Oh and my naya list is:
    4x Wild Nacatl
    2x Scute Mob
    4x Qasali Pridemage
    4x Woolly Thoctar
    4x Knight of the Reliquary
    1x Behemoth Sledge
    4x Bloodbraid elf
    2x Ranger of eos
    4x Lightning Bold
    2x Path to Exile
    3x Enlisted Wurm

    21 basics, 4 Terramorphics

    If I had more fetchlands, I would play Steppe Lynx and Plated Geopede

    Comment by Nick — October 6, 2009 @ 9:38 pm

  3. Alex.
    Try WRU for the Planeswalker Ascension control. Use Ajani Vengeant. You’ll see.

    It gives you early game burn (with bolt and pyroclasm), lifegain (through Ajani), and still retains the late-game power (Elspeth, Luminarch Ascension, Jace). I dare you to run a WRU list through your litmus test. If you want to know the list I’m using, just let me know.

    :)

    Comment by Christopher — October 6, 2009 @ 10:08 pm

  4. Agreeing with Christopher. Luminarch Ascension is much better in with R/W with Ajani Vengeant, Lightning and Intimidation Bolt.
    I don’t add blue to the mix (and certainly not UU), because of the horrid manabase this leads to. Still being able to cast Negate would be a nice addition vs. Pulses.

    Comment by Daiches — October 6, 2009 @ 10:43 pm

  5. This was a great article.

    Comment by merl — October 6, 2009 @ 10:59 pm

  6. [...] This post was mentioned on Twitter by What’s On Honolulu? and Alexander Shearer. Alexander Shearer said: Read me at CFB. This week’s topic is Red Teaming. http://bit.ly/3P52vv #Magic [...]

    Pingback by Tweets that mention In Development - Red Teaming | ChannelFireball.com -- Topsy.com — October 7, 2009 @ 12:45 am

  7. How good has Nissa been for you?

    Comment by lewk — October 7, 2009 @ 3:28 am

  8. Chris - I’d love to see your RWU list, I’ve been wanting to build in those three colors again for a while, and having access to both U/R fetches and R/W fetches (as well as W/U M10 lands) means the mana base shouldn’t be too sketchy. I’m Dartarus on CFB’s forums as well.

    As far as the Nayamorphic deck, me and a buddy did some brainstorming yesterday, and came up with a similar deck, but with some variations - a lot of the things you said were worth running we dropped because they seemed awful to us. :-P

    Terramorphic - awful, awful card. We’ve got enough options that allow us to color fix without losing tempo, so unless we’re building on a budget there’s no reason for them. Put in some more off-color fetches - specifically G/X and W/X - and you don’t need to lose tempo to keep your landfall triggers going.

    Bloodbraid - he was in the list up until the last minute (in fact, he’s still on my bud’s list over the Rangers) but his cascade seemed sub-optimal to me. There’s nothing in my list that screams “damn I’m so happy to cascade into that.” So I dropped him, and moved slightly more into GWr.

    Steppe Lynx - eh, I’d rather run a card that’s always good instead of one that’s situationally good. Sure, an active KotR means landfall is always triggering… but shouldn’t I just be swinging with the 5/5+ KotR instead?

    Harrow - ironically, it would work better in your deck than mine. But seriously - instant speed landfall triggers? End of turn acceleration? Why is no one playing this card?

    Baneslayer - are you not playing white? Oh, you are playing white? Where’s the playset? I don’t care that you’re “weenie aggro” - you’re still going to hit 5 mana. She’s so awesome right now there’s no excuse for not playing her, other than (again) budget concerns. It’s akin to running 5cc control without Broodmates. Just dumb.

    Enlisted Wurm (mentioned in the comments by Nick) - why are you running this card? a 5/5 big dumb fat on it’s own is pretty blah. Where Enlisted Wurm becomes good is when you’re set up to cascade into something useful. Your deck doesn’t do that, all you’re doing is getting a random spell for free, which may or may not be good. Besides, if this is an aggro deck, what are you doing with 6-drops that don’t steal games all on their own?

    Comment by Dartarus — October 7, 2009 @ 6:55 am

  9. I’d be curious to see how Ascension Pulse V. 2 would work by replacing Liliana with Garruk. It would help accelerate early on and provide the 3/3 bodies if needed to stave off the aggro guys. With reloadable Nissa’s Chosens and soldier tokens his ultimate could provide the last points of trample needed.

    Comment by Marc — October 7, 2009 @ 7:01 am

  10. Good article. Gives me lots to think about when designing my own decks for Std. Thanks!

    Comment by Jack — October 7, 2009 @ 8:07 am

  11. Alex, great article, very in depth and great to read through your thought process.

    Dartarus ; Steppe Lynx - eh, I’d rather run a card that’s always good instead of one that’s situationally good. Sure, an active KotR means landfall is always triggering… but shouldn’t I just be swinging with the 5/5+ KotR instead?

    If you have a 5/5 KotR and a Steppe Lynx, attack with the Lynx, activate KotR, get a Fetchland and use the Fetch, you are smashing for +4 from the Lynx and adding +2 to the KotR for the next turn. So you are going to be doing 11 damage over two turns with the Knight when just attacking twice would be 10 damage.

    Comment by Phil — October 7, 2009 @ 9:31 am

  12. Dude, you rule.

    Comment by Ryan — October 7, 2009 @ 10:46 am

  13. I definitely have a Bantwalker control deck built and sleeved and in heavy testing right now. . . This article probably stole a lot of my chances for having an unexpected deck for LCQ Austin =(

    Comment by B19 — October 7, 2009 @ 10:50 am

  14. Marc, thats largely the basis of the deck I’m currently running, bant colors elspeth nissa garruk jace with 2 luminarchs just to give my opponent reasons to make serious choices. . . The endless supply of blockers, while being able to use garruk in a control deck is glorious, especially once stabilizing means i get to overrun for the game.

    There’s also the beauty of giving a Chosen flying with elspeth and favorably swinging into a baneslayer.

    Comment by B19 — October 7, 2009 @ 11:00 am

  15. New favorite column. Keep ‘em coming.

    Comment by zealot452 — October 7, 2009 @ 11:18 am

  16. I’m really liking your articles, I like the direction you are taking it.

    I run a deck a lot like the Nayamorphic deck, but I also run Ranger of Eos. The stranges thing I do is run Naya Panorama, I actually like it since on turn 2 it helps me set up a turn 3 thoctar, or I can drop it on turn 3 and just use it for colorless to play a ranger or bloodbraid. It also gives me a third set of fetches to help the Knight.

    Comment by Erix — October 7, 2009 @ 11:51 am

  17. I meant turn 4 above, wish I could edit these comments.

    Comment by Erix — October 7, 2009 @ 11:52 am

  18. No Scute Mob in the naya decks?

    Comment by DMK — October 7, 2009 @ 12:31 pm

  19. Hey Chris, may I ask to see your RWU decklist, I am very curious to see what cards you have chosen to be in the deck.

    Thanks!

    Comment by bkh87 — October 7, 2009 @ 1:31 pm

  20. I’ve been really enjoying your analyses!

    Did you at all analyze the use of Wall of Denial in the Ascension control? Or is it up for consideration at all? I’ve seen it referenced elsewhere as a good way to stave off aggro or Baneslayer and get your Ascension going.

    Comment by Dandaman — October 7, 2009 @ 2:13 pm

  21. @bkh87

    Sure. PM me in the forums, my username is cescobar.

    Comment by Christopher — October 7, 2009 @ 3:13 pm

  22. I know you got a few negative comments after the first article, thanks for sticking with it. Describing this process is really cool. Keep the great articles coming!

    I do have one request: Could you give lists (even if they’re repeats) for the exact decks you’re using for your gauntlet?

    I proxied out the Fast red and I’ve got a list that beats that about 80% I’m looking at various ascension control builds next but I’m not sure which one to proxy for a good gauntlet (I might try the one you have here). I’m also trying to figure out which Jund Cascade to put together. Vamps a little more straight forward but I would love mind seeing which list you’re using there too.

    Thanks again.

    Comment by Xorrel — October 7, 2009 @ 6:27 pm

  23. Thanks for the comments, everyone. My brain is kind of toast after all day at a business conference (the reason I’m not PTQing this weekend), but I’ll try to actually write some replies later on this week.

    Comment by Alex — October 7, 2009 @ 9:45 pm

  24. In Development - Red Teaming…

    Your story has been summoned to the battlefield - Trackback from MTGBattlefield…

    Trackback by MTGBattlefield — October 7, 2009 @ 10:08 pm

  25. Just wanted to compliment you for the good article. You took a lot of flak last week and I kinda figured you would be following that up this week with more detail, and I’m very glad you did. You gotta filter through what doesn’t work before you find out what does work.

    Comment by Andy Hurst — October 8, 2009 @ 7:52 am

  26. you could potentially replace the nayamorphic reach package with baneslayers of your own. First, it would answer other baneslayers and potentially blow out other aggro decks. In my opinion, baneslayer is better than the ranger+scute mob plan. You might also want to consider plated geopede because of the positive synergies between it and fetchlands and knight of the relequary. It might be advantageous to also increase the number of enemy fetches instead of terremorphic expanses.

    Comment by w — October 8, 2009 @ 7:54 am

  27. I really liked this article, especially because you showed the evolutions of your decks and the thought processes behind the changes.

    I’ve been tinkering with a surprisingly similar Naya deck.. Mine was inspired from my testing with Reliquary and Steppe Lynx in Extended.. Naya Charm might be just what the deck needed to push through though. I’m definitely going to test it!

    Comment by Jeremy Fuentes — October 8, 2009 @ 10:20 am

  28. @ Dartarus

    Enlisted Wurm is good late game against wrath and control, which my local FNM has a lot of. So maybe its metagamed a little, but I have never not been happy playing Enlisted Wurm

    You comment about Bloodbraid, I just do not understand. In a Naya aggro deck it is almost essential that you run the full four Bloodbraid. Cascading into anything is fine, since all of your low drops give much more than they cost, whether its a 5/4 for 3, a 3/3 for 1, or a 2/2 exalted for 2 with a crazy ability. The ‘weakest’ cascade is bolt or path, which is not bad at all. Bloodbraids are a must. They just are

    Comment by Nick — October 8, 2009 @ 9:55 pm

  29. Thanks again for all the comments. Here are some specific replies:

    @Nick - I think a full four-of of Path is pretty much required in the current environment, to keep aggro decks from auto-losing to Baneslayer or a landfall-kicked Ob Nix. As for Thoctars, I’ve considered them, but had no room (and think they work best when you can flip one up off of a Bloodbraid).

    @lewk - Nissa has been solid, although I still reserve judgment for even more testing. There’s a great deal of power in churning up an “infinite” supply of recyclable 2/3s.

    @Dartarus - I honestly wouldn’t build to just hit landfall triggers outside of a mono-red deck. So far, I haven’t seen bad tempo loss from the Terramorphics, especially since the curve I’ve built mostly skips from one mana to higher costs (especially since you may well want to hold off on playing Pridemage until you hit three mana). As for Baneslayer…well, I’m winning a lot of games before I hit five mana, or on the turn I hit five mana, so I’m not sold on having a card that’s going to be dead for the bulk of my game plan. I wouldn’t go as high on the curve as Nick went, so no Wurms for me — and I agree that Wurm is best in the context of a dedicated cascade build (but I see that Nick commented on the metagame reasoning behind his use of Wurms, too).

    @Marc - I feel like that would really change the approach of the deck. I’d definitely like to hear back from anyone who tries that version, though.

    @Phil - I’ve enjoyed the Lynx as a one drop, since it tends to swing for 4 on turn two, and sometimes on turn three as well, which is craziness. If it’s a slower card later, that’s fine — the Knights can take over.

    @DMK - I’m biased against Scute Mob, as it “just attacks and blocks” and isn’t a good early beater. It’s nice in a more midrange creature deck, though.

    @Dandaman - I’ve looked at Wall of Denial, but I don’t like mixing walls and Wraths — clearing my own dudes with Day of Judgment just bothers me. Also, it would sort of occupy the space taken up by the Maelstrom Pulses and Paths, and I think those have more general utility. That said, I didn’t do much testing of Wall, so the option is still open in build running blue.

    @Xorrel - I’ll include my current gauntlet in the next column.

    Comment by Alex — October 9, 2009 @ 12:51 pm

  30. You said in the article that you could swing for 5 on the second turn with a steppe lynx, with the exalted from the pridemage, but I don’t see how that would happen. first turn you have to play a white land to get out the lynx, and the second turn you have to play a green to get the pridgemage, and there are no green fetch lands in this deck.

    Comment by Zack — October 11, 2009 @ 1:51 pm

  31. @Zack - Hah. Good point. I’ve frequently swung for 4, but just put together that scenario of 5 damage in my mind. Well, 4 damage on turn 2 is plenty awesome. :)

    Comment by Alex — October 12, 2009 @ 12:00 pm

  32. Interestingly, there was a WRU Planeswalker Ascension control deck in the top16 of the SCG 5k in Philly this past weekend.

    Still don’t think you should try it out? Admittedly, his list had a couple differences from mine, but they are essentially the same.

    Comment by Christopher — October 12, 2009 @ 5:46 pm

  33. [...] The three key tensions we enjoy during the deck design process are the decision points of (1) which deck archetype we choose, (2) which seventy-five cards we bring, and (3) how we distribute those seventy-five cards across our main deck and sideboard. Notice once again the specific phrasing I used there, as it plays directly into the idea I’m about to present about sideboard design in general, and the construction of full, sideboard-ready versions of the Nayamorphic and Ascension Pusle decks from last week. [...]

    Pingback by In Development - Tensions in Sideboarding | ChannelFireball.com — October 13, 2009 @ 9:00 pm

  34. [...] the good Magic authors. Newest writer Alexander Shearer makes himself to be no exception with his In Development article, where he covers his extensive playtesting with various Standard decks. Read about various aggro [...]

    Pingback by Too long but do read: Red Teaming « Best of MTG — October 14, 2009 @ 6:32 am

  35. I’m wondering why no one is play testing a mill deck. Maybe it’s that I’ve been out of the game for 10 years and just came back this last year or so, but the deck I’m still tinkering with is:
    4 Traumatize
    4 Tome Scour
    4 Font of Mythos
    4 Memory Erosion
    4 Hedron Crabs
    4 Archive Traps
    4 Trapmaker’s Snare
    4 Ponder
    4 Harrow
    4 Khalni Heart Expedition
    4 Misty Rainforest
    2 Terramorphic Expanse
    4 Forest
    10 Islands

    I’m still toying with things like Traumatic Visions, Jace, and Cancel, but I think they may end up in the sideboard.

    Comment by JessicaS — October 14, 2009 @ 12:57 pm

  36. @JessicaS

    That mill build would be way too slow for this enviroment. Though I do think now more than in the past few years a viable mill deck might be possible with all the components we have. Still, the deck you listed needs some mass sweepers ala DoJ

    @Nick I like your build with Ranger and Scute but I might put in Geopede rather than Pridemage. I’d probably ditch the wurms and replace them with Lynx or maybe ad a Path and 2 Ajani Vengeants. Still, I like your build, granted I’d try to get more enemy fetches in it and bring the land down to 24. Removing the 3 wurms brings your max cmc down to a 4 drop which is probably better with the way you should plan on using fetches or Knight every turn to eat and bring more land in.

    Comment by MadSalad — October 20, 2009 @ 7:48 am

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