The
Southwestern Paladin
Snake Versus Mongoose
Tooth and Nail versus Mono Red at Regionals 2005
June 24th, 2005
Regionals tournaments
will be held all across the United States tomorrow that will
determine who plays next month in the Nationals and,
ultimately, who will represent our nation at this year’s
World Championships. Standard Constructed (we old-timers
still like to call it Type II) is relevant once more!
Figuring out the right deck to play at Regionals requires a
lot of thought. It wouldn’t hurt to practice some, either!
Regionals has been called “Magic’s Longest Day”. Four
hundred or more players assemble for a one-day tournament
with a limited number of seats to the U.S. Nationals on the
line. Regionals plays out in a single day, unlike events
with similar attendance like Grand Prixs and Pro Tour events
that play out over two days.
Selecting the right deck for Regionals involves figuring out
what EVERYONE ELSE is going to play. To figure this out, you
have to think in two different ways. The first one is
obvious, you have to know what the best, most consistent
decks are in the current Standard Constructed format. The
second problem is much less obvious, you have to figure out
what kinds of decks the more casual player is likely to
bring to the tournament.
Tooth and Nail and Mono Red are the two decks currently atop
the Type II food chain. When these two popular decks face
off, the match up between cunning Tooth and Nail and
aggressive single-minded mono red reminds me of the classic
battle between the Snake and the Mongoose. The Snake coils
and waits for the perfect moment for its deadly strike, the
same way that Tooth and Nail calmly uses one land search
tactic after another until it has a set of Urza’s lands in
play with two Forests, at which time it plays Tooth and Nail
with Entwine and strikes for the win. The Mongoose,
seemingly the underdog against the snake, strikes
tenaciously from start to finish, the same way that the
aggressive mono red decks deal damage to the face of their
opponent right from the start of the game.
This article cannot inform you properly of every nuance of
Tooth and Nail, much less of the MANY different versions of
mono red that are available to the Regionals 2005
competitor. What I am trying to do is give you a feel for
what makes these two decks good choices for tomorrow’s
Regionals competition and also to talk about some good
choices for metagaming and sideboarding the two decks for
the kind of opposition that these two decks will face in
tomorrow’s tournament.
Let’s start with some basic archetypes, one basic one for
Tooth and Nail as well as examples of the two most basic
faces of mono red today.
Tooth and Nail
This is Terry Soh’s Tooth and Nail deck from the recent DCI
Invitational.
While this is certainly not the first Tooth deck to make
some noise in the competitive ranks, it supplies a very pure
vision of the archetype.
Duplicant x2
Eternal Witness x4
Kiki-Jiki, Mirror Breaker x1
Sakura-Tribe Elder x4
Sundering Titan x2
Mindslaver x3
Oblivion Stone x3
Plow Under x1
Sensei’s Divining Top x4
Kodama’s Reach x4
Reap and Sow x3
Sylvan Scrying x4
Tooth and Nail x3
Forest x10
Urza’s Mine x4
Urza’s Tower x4
Urza’s Power Plant x4
SIDEBOARD:
Iwamori of the Open Fist x2
Molder Slug x2
Plow Under x3
Razormane Masticore x2
Troll Ascetic x4
Vine Trellis x2
I am not a big fan of copying a decklist from the internet
and taking it straight to a tournament, but you could do a
LOT worse than Terry Soh’s list. It’s all there, the focus
on just a few targets for Tooth and Nail and four Sensei’s
Divining Top in the deck that uses them better than any
other.
When I started playing Tooth and Nail recently, I included
the Tooth and Nail targets listed in Soh’s decklist, along
with main deck copies of Darksteel Colossus and Mephidross
Vampire with Platinum Angel and Leonin Abunas in the
sideboard. Very old school, and really, a lot of wasted
slots in the main deck. That being said, I won a lot of
matches using Tooth and Nail to drop Kiki-Jiki and Colossus,
or Mephidross Vampire and Triskelion.
At the same time, I was playing less than four copies of
Eternal Witness and Divining Top, two things you really
don’t want to do in this deck.
The spells for accessing this deck’s all-important mana base
don’t change from version to version (Sylvan Scrying and
Reap and Sow) but the mana creating creatures do… Some
versions run Birds of Paradise, a mistake I think because of
the vulnerability of the Birds along with the fact that
Tooth just doesn’t need colored mana enough to risk playing
such a easy to kill mana producer as Birds of Paradise.
Every version runs Sakura-Tribe Elder times FOUR. Decision
time comes when Tooth players decide whether or not to play
Vine Trellis. Vine Trellis is NOT played in this deck
because players don’t have Birds of Paradise available, they
are played because they block Slith Firewalkers. I have gone
back and forth on Vine Trellis, and I have come to the
conclusion that they are needed in your deck when you play
against the diverse field of decks that will appear at
Regionals.
There are lots of Tooth players that don’t like Oblivion
Stone in the main deck, but I think the ability to sweep the
board is good anytime. Often, Oblivion Stone has saved games
for me even when I have been denied access to all three
kinds of Urza’s Lands due to land destruction or been denied
my Tooth and Nail spells due to Cranial Extraction.
Basically, Oblivion Stone should be in the main deck because
it is good against EVERY kind of deck that will give Tooth
and Nail the most problems.
SIDEBOARDING TOOTH AND NAIL
I am not an expert with the Tooth and Nail deck, a fact that
becomes very apparent when I try to build sideboards for the
deck and when I use my sideboard. So while I cannot say with
any confidence exactly what should be in the Tooth and Nail
sideboard for play at Regionals, there are a number of good
ideas to look at.
Whether you are thinking fully transformational sideboard
like Terry Soh was in the Invitational, or just want to
sideboard into a slightly more aggressive deck, you should
probably have multiple copies of Ascetic Troll and possibly
Iwamori of the Open Fist in your board. Cards like Razormane
Masticore and Molder Slug only seem like good ideas for the
fully transformational sideboard, when you plan on moving
out all of your Tooth and Nail spells and most of your high
casting cost Tooth and Nail targets.
Most people consider the most important cards in their
sideboard the additional Tooth and Nail target creatures
that they can bring in to enhance their deck’s performance
against certain opposing decks. You might have extra copies
of Sundering Titan or Duplicant or Triskelion. You might
very likely have the Platinum Angel/Leonin Abunas combo. I
think these strategies may be outdated now, but many
disagree.
Boseiju, Who Shelters All is a card that you should
definitely have one or two of in your sideboard. This card
makes a big difference in your deck’s performance against
blue decks. You have to imagine that between the mono blue
Urza’s Land deck (called Toothless Tooth or Tron) and the
many versions of mono blue control, you will need the power
of Boseiju to make your Tooth and Nail spell resolve
successfully. I have been running one copy of this card in
the main deck with one more copy in the sideboard.
Plow Under is supposed to be the Super Tech in Tooth on
Tooth mirror matches, but my experience has been different.
In my experience, Plow Under has only been really effective
when one Tooth player gets a real head start in the mana
development race against the other. In these cases, when
Plow Under appears to be so helpful, the cards looks to me
to be only a Win-More card.
I think the REAL Super Tech in the Tooth and Nail sideboard
is Sun Droplet.
The real problem, often, is red decks. You could bring in
COP: Red and have it destroyed or neutered by Oblivion
Stone, Culling Scales or Pithing Needle. If you bring in Sun
Droplet, especially in multiple copies, (the right number I
think is FOUR!) you can count on buying yourself several
extra turns against even the most aggressive red draw.
At the stranger end of the sideboarding pool is Circle of
Protection: Red.
This card is completely credible in the Tooth and Nail
sideboard, as long as you include a way to cast it, of
course. Even with only one copy of Plains or one City of
Brass in your deck, you can reliably expect to get the mana
to cast your COP in games two and three against mono red
decks, which you will probably be playing against all day
long.
MONO RED
AGGRO MONO RED
The accepted wisdom about mono red decks is that they are
split between extremely aggressive designs featuring Chrome
Mox and Seething Song for mana acceleration for the deck’s
only five casting cost card, Arc-Slogger. (some versions,
like the one below, also contain a single Kumano, Master
Yamabushi in the five mana slot)
The deck below was designed by Josh Ravitz, putting together
several of the more aggressive red elements into a cohesive
decklist that brings the early damage and also uses mana
acceleration to bring Arc-Slogger into play a few turns
earlier.
Arc-Slogger x4
Hearth Kami x4
Kumano, Master Yamabushi x1
Slith Firewalker x4
Vulshok Sorcerer x4
Chrome Mox x4
Genju of the Spires x3
Magma Jet x4
Molten Rain x4
Seething Song x4
Sowing Salt x2
Stone Rain x1
Volcanic Hammer x2
Blinkmoth Nexus x3
Mountain x15
Shinka, the Bloodsoaked Keep x1
SIDEBOARD:
Duplicant x3
Oblivion Stone x3
Pyroclasm x3
Sowing Salt x2
Zo-Zu the Punisher x4
CONTROL MONO RED
The second standard philosophy for mono red is a little
slower and is considered more of a control strategy. These
versions typically use fewer cards for mana acceleration, if
any, and feature a more devastating arsenal of direct damage
spells like Beacon of Destruction and Pulse of the Forge.
This is Osyp Lebedowicz’ version of mono red from the
Invitational. Even though Osyp finished last in the
Invitational competition, he won all of his Type II matches,
thanks to the super-powered Mike Flores-inspired mono red
design.
Arc-Slogger x4
Solemn Simulacrum x4
Beacon of Destruction x3
Magma Jet x4
Molten Rain x4
Pulse of the Forge x4
Sensei’s Divining Top x4
Shrapnel Blast x4
Sowing Salt x1
Wayfarer’s Bauble x4
Blinkmoth Nexus x4
Mountain x20
SIDEBOARD:
Boseiju, Who Shelters All x2
Culling Scales x2
Duplicant x2
Fireball x4
Flamebreak x2
Sowing Salt x1
Stone Rain x2
Osyp had the advantage of knowing his competition better
than you are going to know the hundreds of people playing at
Regionals with you, and this advantage allowed Osyp to make
some pretty radical decisions with his decklist. However,
this deck is an excellent example of the kind of mono red
deck that gives up some early game destructive ability on
turns one through four in order to deal game-winning damage
on turns six through eight.
Mono Red as a Single Design Concept
I really see more similarities than differences between the
two flavors of mono red decks. While practicing on Magic
Online, I found myself revolving some of the same cards in
and out of my red deck, and, at the same time, seeing my red
deck look more like the agro mana-accelerating example at
times and other times looking more like the slower mono red
deck. The more different things that I tried over the last
month, the more that I realized that the best mono red decks
are really the SAME DECK. Chrome Mox? Seething Song? Main
deck Duplicant? Slith Firewalker? These are all simply
choices the red mage makes when preparing his own deck.
It took Mirrodin block constructed play to convince me that
Seething Song was a tool that actually belonged in
aggressive red decks. After using Seething Song to play Arc-Slogger
on turn three literally HUNDREDS of times, I can defend the
use of Seething Song in the mono red deck. Now let’s talk
about the other tools of mana acceleration commonly in use
by the Type II red player.
Chrome Mox has become less interesting to me with every
passing day. I LOVE playing Slith Firewalker on turn one. I
DO NOT like removing a red card from play for the advantage
of beating with Slith one turn faster. The biggest problem
with including mana acceleration in any deck is the way that
these types of cards can be such bad draws late in the game.
There is NO WORSE late-game draw for a red deck than Chrome
Mox. In fact, once you have three or four mana in play,
chances are you don’t want to draw a Chrome Mox any more.
Seething Song, while not exactly an awesome draw later in
the game, continues to be useful LONGER into the game than
Chrome Mox. Wayfarer’s Bauble is better than these as a late
game card because it can remove one more Mountain from your
deck and help in a small way to make your next draw better.
The Bauble, however, has been letting me down in the early
game. You feel pretty good playing a Bauble on turn one, but
you often have better things to do on turn two and three
than to pop the Bauble. Of course, the turn one Bauble can
still pay dividends later, as a tool to give you three new
cards to look at with your Divining Top later in the game,
or as a sacrifice for Shrapnel Blast.
I have been MOST pleased with Guardian Idol as the turn two
mono red play I like best when I DO NOT have a Slith
Firewalker to send into battle. If I’m playing second
against Tooth and Nail or black rat decks, my turn two Slith
Firewalker doesn’t get past their Sakura-Tribe Elder or
Ravenous Rat.
Playing Guardian Idol here is always AT LEAST as good as
popping a Bauble (an option you only have if you played
Bauble on turn one). Guardian Idol is my choice (a pretty
unusual choice to some) over Mox or Bauble because it is
NEVER a dead draw like Mox and because it accelerates my
mana for a total cost of two mana instead of Bauble’s total
cost of three mana. (one to play the Bauble and two to pop
it at some point to get a Mountain).
With mana bases between twenty and twenty four land, today’s
mono red decks don’t have much trouble getting to four mana
by turn four, but having the fifth mana available for turn
five Arc-Slogger plays is the job best suited to one card
and one card only. Solemn Simulacrum is always a card you
think of as mana acceleration, but he really is. Simulacrum
also provides the 2/2 creature you need in the early game
against other aggressive decks as a blocker, and believe me,
the Simulacrum LOVES to block, die and faithfully deliver
ANOTHER card to you. After some decks sideboard in Circle of
Protection: Red against you, Solemn Simulacrum gives you yet
another reason to love him.
Another card that I’ve been liking a lot in the red deck is
Shock. Good old one mana creature removal. On turn one, you
can clear the path for your turn two Slith Firewalker. Shock
also lets you destroy your opponent’s turn one or two Slith
Firewalker on your first turn as well as ensuring that a
green deck’s turn one Birds of Paradise goes directly to the
graveyard. Shock may not be good enough for a “Pro Tour”
version of the red deck, but I think Shock is EXACTLY the
kind of card you need for the field in an unpredictable
event like Regionals.
The mono red deck has evolved a lot in the past few months
in one important respect, land destruction spells. While
full-on land destruction mono red Ponza decks are still
entirely respectable, standard mono red decks have been
running up to seven or eight main deck land destruction
spells in order to help against the all too prevalent Tooth
and Nail decks. A month ago and through the DCI Invitational
event, the number of land kill spells in mono red decks
dropped to a very standard six, always including four Molten
Rain and usually joined by two Stone Rains. A lot of people
(myself included) have also tried making Sowing Salt the
fifth and sixth main deck land destruction cards. Lately,
however, in an attempt to be more balanced against a larger
field of opposing decks, mono red decks have been falling
back to just four Molten Rain cards with any other land
destruction effects sitting in reserve in the sideboard. I
agree with this, and can even imagine running NO land
destruction spells in the main deck in order to pack a few
of the higher end damage spells like Pulse of the Forge or
Beacon of Destruction.
Sensei’s Divining Top is a very puzzling card to me when it
comes to mono red. Everything about the top makes you think
about slower strategies, about future card draws. At first
glance, it’s hard to imagine filling card slots with
Divining Top that COULD be filled with fiery blasts of
direct damage and creature elimination effects. Still, the
Top must be considered as an important card for any deck
that contains a certain number of shuffle or deck
manipulation tricks. In mono red, Divining Top finds a good
home in builds that include at least eight cards that
shuffle your deck. It’s easy to reach this number or more
with completely credible mono red deck cards like Wayfarer’s
Bauble, Solemn Simulacrum and of course Magma Jet. How many
Divining Tops? This would appear to be the Big Question. As
a fan of aggressive red decks that play just fine with ZERO
Tops, I could imagine the best number to be two or three.
Three sounds better to me. I have to say that it has been
very fun to use Divining Top to essentially hide a game
winning card from black discard players. Against rat decks
that empty your hand, the ability to top deck a winner
become more and more valuable.
Divining Top helps you do that. Also, only the red mage can
truly enjoy the trick of tapping the Top to draw an extra
card and then casting Shrapnel Blast sacrificing the tapped
Top before it goes to the top of your library.
Techy, fun, and very dangerous to your opponent.
Blinkmoth Nexus is a good card, but I have found that the
goals of the mono red deck are better served by paring down
the amount of total land played, essentially replacing Nexus
with Guardian Idols that are harder to get rid of in the
mirror match, accelerate my mana base and provide late game
damage much like the Blinkmoth Nexus provides. When you draw
a land in today’s mono red decks, it needs to be a Mountain.
MY MONO RED DECK
Arc-Slogger x4
Hearth Kami x3
Slith Firewalker x4
Magma Jet x4
Molten Rain x4
Solemn Simulacrum x4
Seething Song x4
Shock x4
Shrapnel Blast x2
Sensei’s Divining Top x2
Guardian Idol x4
Mountain x21
Sideboarding options are many and varied.
Three or four Sowing Salt will help you shut down the speed
of the Tooth and Nail deck, but will not necessarily help
you beat that deck any quicker.
Duplicant is a good sideboard choice that gives you a way to
get rid of Darksteel Colossus or just about anything else
that gets in your way. I think two Duplicants is about the
most you would ever realistically sideboard in.
Flamebreak and Pyroclasm are both credible answers to weenie
decks or against the most aggressive creature-based red
decks. Flamebreak is the preferred answer to green
aggressive decks with Troll Ascetics, but Pyroclasm really
does most of the same work with an easier to cast card. Of
course, it’s not too hard to come up with three red mana in
this deck, so you have to imagine you would rather have
Flamebreak most of the time, but can use Pyroclasm if,
frankly, you have difficulty corralling the rare and hard to
find Flamebreak.
Pithing Needle is the red mage’s answer to Circle of
Protection: Red.
Culling Scales is another good way to get rid of COP’s, but
is not valuable against players using Divining Top.
The Effect of Saviors of Kamigawa
Pithing Needle. That’s about it. There is no doubt that
Saviors is going to have more of an impact on constructed
play, but for whatever reason, there won’t be many Saviors
cards in the winning decks in tomorrow’s Regionals
tournaments. The set may simply be too new, or the cards may
not be powerful enough compared to the cards from the
Mirrodin block where current Standard Constructed play is
concerned.
Adamaro, First to Desire seems like a card with real
possibilities, particularly against control decks and Tooth
and Nail. On the other hand, the usefulness of this card,
depending entirely on the number of cards in YOUR OPPONENT’S
HAND, is so out of your own control that I doubt it is a
good choice for tomorrow’s big tournament.
When to Choose a Rogue Deck Design
There are advantages to playing a deck that ISN’T one of the
most popular designs. For one thing, every person you play
against won’t know the exact contents of your deck from the
first card that you play. In my opinion, there is only ONE
other good reason to play a rogue deck, and that would be if
it is a deck design that YOU have personally practiced
enough times and have been successful against the most
popular decks. Even though this entire article has been
talking about tweaking only slightly the most popular
decklists from the past several months, I want to say that
INNOVATION is alive and well. Magic is a great game BECAUSE
you can (and should) create your own decks. After all, every
popular deck was SOMEBODY’S original concept.
To be successful at Regionals, you have to do three things:
have a good deck, play mistake free and get a little lucky.
Tomorrow will be the ten year anniversary of the Regionals
tournament in the U.S. and I am proud to say that I have
played in every one of them. My combined Regionals record is
42-21-2 and NO Nationals qualifications. I went 9-2 last
year in a bit of a heartbreakingly long day. Tomorrow I will
give it another shot with either Tooth and Nail or Mono Red!
Of course, I would love to know what you think!
Jeff Zandi
Texas Guildmages
Level II DCI Judge
zanman@thoughtcastle.com
Zanman on Magic Online |