Well hello! It’s been a while, no? Holidays of all sorts, moving into my new house, and all sorts of other “serious business” (read: World of Warcraft) has been getting all up in the way, but now I’m back. Since the Extended PTQ season is in full swing now, we’ll talk about it a bit this week. So today I’ll talk about a deck near and dear to my heart (even though it might not win any tournaments for you… though Extended can be pretty random) and on Thursday I’ll be doing my first Extended MTGO Analysis. Apologies if this seems a little disjointed, but I’m still kicking the rust out of the brain-gears.
Anyway, on to the deck!
Storming with Dragons
Yes, really. Dragonstorm has been a much-maligned archetype of late, passed over for flashier combos like Dark Depths and Hypergenesis. But, as with Tooth and Nail, Dragonstorm is still a powerful strategy. It may not have the thunder of 20/20 indestructible flyer, or the goofiness of dropping four fatties into play with relevant abilities (wait…), but it boasts a possible turn one kill, a resilient combo in the face of control, and has the ability to, as a last resort, actually cast its win-conditions. I’ll start by discussing a fairly representative current list, as well as Makahito Mihara’s Worlds-winning list, and then I’ll get into some of those claims I just made.
Dragonstorm by freakflag
MTGO Extended
| Maindeck | Sideboard |
|
Land 1 Breeding Pool 2 Dreadship Reef 6 Island 2 Misty Rainforest 1 Mountain 4 Scalding Tarn 4 Steam Vents 1 Watery Grave Creatures Spells |
2 Ancient Grudge 3 Firespout 2 Pact of Negation 3 Ravenous Trap 2 Repeal 3 Spell Pierce |
Compared to the original list:
Dragonstorm by Makahito Mihara
Worlds 2006 Standard
| Maindeck | Sideboard |
|
Land 1 Calciform Pools 1 Dreadship Reef 8 Island 4 Mountain 4 Shivan Reef 4 Steam Vents Creatures Spells |
1 Calciform Pools 2 Dreadship Reef 3 Ignorant Bliss 3 Pyroclasm 4 Repeal 1 Teferi, Mage of Zhalfir 1 Trickbind |
Now, the MTGO list has made some obvious changes from the original list, running Hellkite Overlords over Bogarden Hellokitties. Further, Ponder is included in the list, as it is strictly superior to Sleight of Hand. The Zendikar fetches make their appearance as well—unsurprising, really, due to the whole “blue-red” thing the deck has going. freakflag’s list is fairly representative of the current D-storm lists, but therein lies the problem. Mihara’s list was an ungodly monstrosity that flourished even in the face of a Mystical Teachings format. The newer lists seem to be working too hard to combat the varied metagame that Extended has, and so end up with a much-diluted version of the deck.
In a way, the new decks are “pre-sideboarded” with singleton-like cards that are good in some matchups but not others, and they bank on somehow digging to those silver bullets in game one. Magma Jet is for Gaddock Teeg. Serum Visions is for digging to those silver bullets. Most decks I’ve seen run one or two Gigadrowse, which is maybe correct for the control matchups. (It’s certainly debatable… in Mihara’s metagame, Teachings was the control deck to beat, and it was everywhere. Now it’s Faeries and/or Tezzerator, and your likelihood of hitting those matchups is much smaller… but a blowout loss if you do with only one Gigadrowse in your deck.) All in all, the new lists seem to want to have prior knowledge of the opponent’s deck in order to play their best. Without that… game one is a crap shoot.
So I suggest a list closer to Mihara’s original list, only adding obviously superior cards:
Dragonstorm by Rick Cummings
Extended
| Maindeck | Sideboard |
|
Land 1 Calciform Pools 1 Dreadship Reef 5 Island 1 Mountain 4 Shivan Reef 4 Steam Vents 4 Scalding Tarn 1 Hallowed Fountain 1 Stomping Ground Creatures Spells |
1 Calciform Pools 2 Dreadship Reef 3 Silence 2 Ancient Grudge 3 Repeal 2 Pact of Negation 1 Teferi, Mage of Zhalfir 1 Trickbind |
Now, this goes against my “no four-card changes of existing lists” motto, but Dragonstorm is currently more “casual” and/or “rogue” than “serious contender,” so I feel a little less bad about posting this list. In the end, though, I feel like most of the new changes to the list are, at best, treading water. While some of them make sense, others are just confusing. Running fewer lands but more draw seems counter-intuitive to me, when the deck sort of needs land. Scry is a powerful mechanic, but is it enough to counteract the loss of lands in the deck? In any case, I can’t say that the changes necessarily make the deck better, more resilient, or faster, so there’s really no reason, in my mind, to change up an already good thing.
Certainly there are other ways to take the deck; you could splash black and run a more proactive Duress/Thoughtseize package and perhaps run Kokusho, the Evening Star to run a non-preventable life-loss[*] angle, for example.
SWOT
Dragonstorm as an archetype, regardless of build, is a pretty standard strategy, so we can still look at how the deck is positioned, even if you disagree with my particular choices.[**] We’ll use the Mike Flores-approved SWOT (strengths, weaknesses, opportunities, threats) analysis. I’ll talk about some individual choices, as well.
Strengths:
Dragonstorm is the only turn-one kill in Extended. Yes, Hypergenesis can “basically” win on turn one, but if you want someone dead with a combo deck, you want them dead now. Going Mountain, Rite, Rite, Rite, Song, Song, Dragonstorm seems pretty insane, but I’ve done it with the deck, and so have dozens of other people. Outside of that (or a similar) hand, it has a very consistent turn-four kill. Most of the other decks. In the format clock in around turn four, but Dstorm is just consistent. If the deck hits turn six or seven, you’ve pretty much lost, unless you’re building up charge lands for a giant Gigadrowse in a control matchup. Which is not an out that, say, Hypergenesis has. But with a set of Hellkites and the Tyrant, you’re assured of a kill even with a storm of three, and perhaps even two if your opponent starts at 17 thanks to fetch-shockland-go.
Weaknesses:
Being a combo deck, Dragonstorm has obvious weaknesses to discard and counterspells. Mihara’s list ran Ignorant Bliss to combat the discard, and the card is still a viable option. However, the quality of discard is much better in Extended than it was in Standard. Both Thoughtseize and Duress are pretty terrible for Dragonstorm to face, and are a full turn faster than Ignorant Bliss. Unfortunately, many of the control decks are running black for the possibility of that turn-one discard, and that’s a huge liability for Dstorm.
Opportunities:
The lack of specific storm hate is a huge opportunity for the deck. This applies to any storm deck, such as Aussie Storm (the Perilous Research-Hatching Plans-Pyromancer’s Swatch deck) and Mono-Red Dragonstorm. Furthermore, the lack of a memory the Magic community at large has may be enough to let you sneak some wins in through people who aren’t familiar with the deck. Much like TEPS was last year, and Affinity is always, storm loves an environment in which nobody is prepared for it. If you do your playtesting homework, you’ll show up with a much better advantage than your opponent. However, if Trickbind and Mindbreak Trap see an increase in play, be ready to switch some numbers up in the sideboard to combat them.
Threats:
Many, many lists present problems for Dragonstorm. The first is rival combo deck Dark Depths. The problem with Depths is that it’s more of a control deck with a combo finish… that can also combo on turn two. It presents Thoughtseize, Chalice of the Void, Engineered Explosives, and Muddle the Mixture all as spanners in your works. These are all very bad. Thopter Foundry/Tezzerator is also a control deck with a combo win, so it’s probably smart to be careful there as well. Zoo presents a interesting problem with Gaddock Teeg, hence the inclusion of mainboard Pyroclasm. If Teeg hits the board, the game suddenly becomes unwinnable for you unless you start piling out Hellkites for full retail. Which is a bad deal for you, because it probably means you’re going to die. Especially if they’re playing Baneslayer Angels, which conveniently have Protection from Your Deck.
As with most of the decks I suggest, this one isn’t going to break the format. It will probably give you a winning record, though, and I wouldn’t be surprised to see a properly-built, well-positioned Dragonstorm deck take home a blue envelope this season. It’s Extended, after all, and aside from Dredge two years ago, it’s not going to have a deck that’s all that dominating win for a while. The format is just too open for one deck to win everything all the time. As I’ve been saying for a long time, playing what you know is probably more important than playing The Best Deck in a metagame as open as Extended. (Of course, if you know The Best Deck better than anything else, by all means, play that.) All I’m doing is letting you know that there’s still this other really good deck out there.
Of course, the last time I played a “proven” deck that was a little outdated was Sonic Boom… about four months after it was a well-positioned deck. (For those wondering, that was my celebration for picking up about 40 points in DCI rating to hop back above 1600… play a terrible deck and lose them all again. Hey, if I was playing to win, I wouldn’t be building things like Mono-Red One-Drops, now would I?)
Anyway, there you go. Welcome back to Scrubbin’ in Fort Wayne, and thanks for reading.
[*]That is, when two Kokushos are in play, the legendary rule kicks them both to the graveyard, which makes your opponent lose ten life (five each) and you gain ten life. With a Dragonstorm for four, you get all four Kokushos and can drain your opponent for 20, and they can’t prevent with a Circle of Protection or something because it’s life loss and not damage. Obviously, this means you need all four Kokushos in your library, which is a bit of a problem, even with Ponder and Telling Time.
[**]Honestly, I don’t know how hot I am on this build. It’s certainly not the best, and the sideboard is questionable. But I’m really sort of thinking out loud here, rather than presenting you a deck that I know is a winner. Even though I know it’s a winner. Three years ago. …this is awkward.







Some Comments on the State of MTGO (no analysis this week)
December 17, 2009 by RickAnd we come to another week in which Rick doesn’t do his homework. Remember last week when I said I’d start talking about Extended events on MTGO? Turns out they don’t fire anymore. Like, ever. Combine that with an interesting smattering of words about MTGO this week from other writers, and we get the idea that maybe MTGO is really isn’t the analogue for paper Magic that people are hoping for. Not exactly the wild-and-woolly world where anything goes in all things casual and competitive.
The first article I direct you to is Peter Jahn’s article at Star City Games, The Exodus Online Release Non-Events. This one is a free side article, so you should have no problems reading it. The basic premise that older sets are pretty much DOA nowadays.
The second is Jeremy Fuentes’s article at ChannelFireball, Dear MTGO. Jeremy bemoans the lack of Extended play online.
The unsaid, but mildly implied, part of both articles is that non-Standard, non-current formats are pretty much non-starters for MTGO. The events rarely fire, the cards and packs for them hardly sell, and the following rarity of the cards make the prices so exorbitant that it’s likely that the formats will die from stagflation.
There are a few reasons to this that these two fine gents bring up. First, Jahn mentions Wizards’s release policy. Older sets are available to an initial rush of prerelease-release-circulation. After a limited amount of time, the sets disappear completely, perhaps to be resurrected in a sealed block tournament three years later. Furthermore, he mentions relatively few of the cards in older formats are actually powerful enough to warrant widespread purchasing/drafting, etc. Which I can agree with. I’m sure most of the reasoning behind Master’s Edition is that most older cards (say, pre-Mirage, or pre-block design) are really badly built. And very few of the older cards see a lot of play anymore. Peter called out about a dozen cards in the whole of the Tempest block (of which Exodus is the third set) that actually see play in various formats these days. There is little incentive to play or buy older packs when most of the cards you get are useless past the event you’re playing in. Peter’s article is much more in-depth than this description, so I suggest, again, that you go read his.
Second, we have Fuentes’s article. Extended is in bad shape online. Jeremy points most of this toward the EV (or expected value… sort of like cost/benefit analysis) of Extended tournaments. The prize payouts don’t really justify the investment. That is, in a nutshell, Jeremy’s article. But go read it anyway.
I’d like to present a third and fourth explanation to these.
The MTGO world is, at its most competitive levels, a world build entirely on advantage. The regular money-spenders online are the ones that stand the most to gain from a continued investment. And the easiest way to make that gain is through Standard play, or the current limited format. Once Standard moves toward rotation, very few players (especially those with limited budgets) hang on to their cards from the outgoing expansion as they immediately lose playability value in Standard, and the loss from hanging onto them is compounded with the loss of buying into a new format. That is to say, most players looking to profit from MTGO, or “go infinite” aren’t trying to build a collection, necessarily, but to make sound business decisions. While the casual side of MTGO certainly exists, the competitive market is roundly based on Standard. This is very related to Jahn’s article; a format without an impact on the most popular format will likely die out due to disinterest.
My other point is that, sniping aside, nobody cares about Extended in the larger MTGO community. A cursory look at the MTGO boards will show you that. Communities have built up around Pauper, 100-card Singleton/Commander (basically EDH), and Classic, but Extended gets no love unless it’s PTQ season. And even then, it’s pretty difficult for people to get excited about the format. How many writers consistently write about Extended? How often, outside of PTQ season and immediately preceding Extended Pro Tours, does anyone start working on the format? Pretty much never.
Related to this is the sheer ignorance of players toward the game. I’m not going to get all old man on you here, and tell you that things were better back in my day, but we have kids playing the game now that don’t know the cards had old frames. (Seriously. I played a Tempest version of Mogg Fanatic once and had to explain the frame change to someone.) Some of them are unaware of things like Ancestral Recall, let alone Urza lands or Mana Leak. The thing about Extended is that it’s becoming more like an Eternal format than a rotational one. That is, it is a curiosity, something people talk about but rarely play because they’re ignorant of the format. Look at the push toward Legacy lately. Star City Games has been instrumental in pushing this format forward, as well as actual support from WotC in the form of Grands Prix.[*]
So what are the answers to these problems? I don’t know. I have a few suggestions, though.
First, cultivate a feeling of history in the game. And not just for people, for players. I will admit modern Magic is very loosely based on older Magic, but Ravnica was a scant four years ago. When I talk about Ravnica-Time Spiral-9th Edition Standard, I get blank stares. By working to remind new players of where we’ve come from, maybe we can get them excited about less immediate formats than Standard. The next block to leave Extended will be Mirrodin. Is that so long ago? Why, then, is Extended so hard for people to acknowledge as newer format than Legacy? Is it because the format is “figured out” so quickly, and stays relatively static thereafter? Should that be the case in a format with something like 4000 cards?[**] Legacy is still moving and shaking, after all.
Second, put a more equal emphasis on all formats. Sure, Standard and limited are the big money-makers, but they also have FNM, weekly drafts, and weekend tournaments locked up all over. It might be a little chicken/egg, but maybe the reason some relatively accessible formats are dying is because they don’t get any support anyway. Some good, hearty cheerleading is necessary to drum up support for things. Magic’s momentum keeps Standard afloat, but you have to fight if you want old formats to exist. If you want to play Extended, play it. Get your friends to play it.
Third, consider that EV may not be everything. This ties into my second answer above: if you like a format, play it. Don’t worry that your six tix are going to five tix worth of prize support. You’re probably not going to win the thing anyway (statistically speaking), so if you’re out six tickets playing a format you enjoy (Extended) versus one you’re already bored with (Standard), then what are you out besides time and six tickets? At least do what you enjoy.
Finally, and this is sort of what Peter implies but doesn’t necessarily say, is for Wizards to make cards for older formats available for a longer period. Most sets are available for their duration in Standard, but older sets like Master’s Edition III and Exodus have a much shorter shelf life for little reason. Does it put a strain on the servers to keep older sets available, or is Wizards attempting to create an artificial shortage of cards? Is it a perceived rarity, like Disney’s “movie vault” for older DVDs? What, really, is preventing them from keeping cards accessible?[***]
Of course, these answers are only suggestions. There may very well be other answers that work, like Jeremy Fuentes’s suggestion of making Extended tournaments pay out better, or the commenters on Peter Jahn’s article suggesting other incentives like participation foils. Are these the answer? Possibly. There’s also the possibility that some or all of these things should be done simultaneously. Sort of like a stimulus package for Magic Online.
Post-Script
I got my Momir Vig Vanguard card for MTGO yesterday. There is much rejoicing. I’ll hopefully be talking a bit about Momir BASIC in the near future… including the upcoming Premier Event!
[*]It’s worth mentioning that next year’s Grand Prix schedule breaks down as follows:
Limited: 8
Standard: 5
Extended: 3
Legacy: 2
Pro Tour next year has one Standard, one Block Constructed, and one Extended tournament. And Worlds generally has Standard and Extended in individual rounds, and Standard, Extended, and Legacy in team rounds. That seems like a lot of Extended, but with five total events for Extended versus seven Standard and twelve limited (remember, each Pro Tour is a split constructed/limited event), there isn’t that much going on for it. Compound that with States, Regionals and Nationals, and the SCG $5k series all being Standard, and the SCG Legacy series making its debut this year, there’s little hope for Extended in organized play.
[**]Rough guesstimate. I’m not adding up those sets right now.
[***]One possibility: the only form of currency on MTGO is tickets. By restricting the commonality of certain cards, they can ensure high prices on the secondary market, and thereby increase the sales of tickets with which to purchase them. This is highly conspiratorial, but also possible. Unlikely, but it’s fun to pretend.
Tags: Extended
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