Crushing Waters

Before I, Joel Ruiz get started today I would like to say congratulations to
Christine Amaral for making top 8 in Costa Mesa and Scott my services will
not be Terminated.  Anyways the rogue deck of mine that I decided to analyze
today was a waters deck which takes after an older combo which is not seen
today.  I chose a waters deck since i realized the power it could have
against the vast decks that tap out in the mid-game.  I also was very fond
of waters when it first was released in Nemesis and have taken a liking to
it since.  The main idea of this deck was to like most decks beatdown with
large creatures and follow that up by disrupting their mana supply.  Well
heres the deck followed by the ever present card by card analysis.  It is a
very basic design.

Chrushing Waters:
4 Fact or Fiction
4 Brainstorm
4 Rising Waters
4 Waterfront Bouncer
4 Blastoderm
4 Mungha Wurm
4 Birds of Paradise
4 Llanowar Elves
4 Chimeric Idol
4 Rishadan Port
2 Rhystic Cave (my secret tech)
3 City of Brass
9 Forests
6 Islands

Now the card by card

Fact or Fiction:
Hands down the best card drawer in type 2 right now.  With FoF you can draw
at least 3 cards if you want to.  Better yet FoF costs only one blue mana to
cast and fits in easily as a third turn play.  Any deck with blue should
have this card in it except Skies.

Brainstorm:
Costs only one blue mana and if you don't draw a mana producer you can
always cast this.  The real reson this is in the deck is because you need to
draw waters in certain matchups and it cheaply gives you card advantage. 
Always put lands back on top or if not a land then a card you don't need.

Rising Waters:
The heart and soul of the deck can shut down near any deck with a port and a
mana producer.  Consistentley tap their land and you keep them in a lock
that most decks cannot stop with one land.  Against white and hull breaches
make sure to keep them locked even if it means missing creature drops
because nothing is worse than the loss of waters.  This also has good
synergy with Mungha Wurm since you only untap one land anyways plus you get
a 6\5 in the process.  And if you have ports and idols usually you want to
keep the game locked and save the idols to win the game.

Waterfront Bouncer:
The original MBC deck ran tons of bounce since most creatures were expensive
and that could keep them locked down.  In type 2 now this deck sees less
need for bounce except against fires and for bouncing mana producers.  This
works much better in this deck because now it can afford to run more card
drawing.

Blastoderm:
Once again a set of derm' have found their way into another one of my decks.
  They are the best and belong in every green deck in Type 2.

Mungha Wurm:
This is incredibly powerful when combined with rising waters and is most
likely to be your game ending creaturebecause of it's sheer power.  If your
playing a control deck though side these out for Kavu Chameleons.

Birds and Elves:
This deck needs mana producers I think more than any other and the birds and
elves easily fit the bill for this.  Like most decks these are run to
increase speed but now they are also used to help keep the      waters-port
lock and leave them with no land untapped.  Birds are also great besides
producing any color mana especially for bouncer but to avoid quakes.

Chimeric Idol:
A must have in any agressive deck since it can avoid many key mass
destruction spells.  Make sure though to keep the waters lock on to prevent
artifact/enchantment destruction which is crucial for opossing victory.

Rishadan Port:
Best non-basic land in type 2 right now is what I say.  Is a must in this
deck since it keeps opponents tapped out and lets you bring in your power
cards for the kill.  Also helps protect waters by keeping them tapped out.

Rhystic Cave:
This is my secret tech since the opponent almost nevers pays the mana and if
they do it becomes a port in itself.  So far in playtesting it has worked
quite well.

City of Brass:
Since there are no oppossing color lands I had to go with these chimeric
idol hated lands and they serve as your pain land.

Forests and Islands:
I choose so many basic lands because I don't want to be dust bowled away.

Sideboard:
4 Kavu Chameleon(any control decks)
4 Perish(green decks)
4 Tsabo's Decree(rebels)
3 Gainsay(control)

Cheap players can usually afford this since most of the rares in the decks
are cheap and easy to find.


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