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                       |  |  | What's Going On In Type
                        2?  Part 1
 By 'Captain Simian'
 
 
 IntroductionFirst of all, some of you may know me as Captain Simian
                        from the Pojo message boards, and as Morphling from the
                        now sadly defunct Pokegym message boards. For the time
                        being, I'm going to conform to that identity. As of now, 
                        I've been playing Magic for 18 months (after a 6 moth or
                        so period during 4th/Ice Age), attending many local and
                        Atlanta tourneys during this time. I'm probably stronger
                        at Limited Magic in all honesty, though I do stay well
                        updated on the goings on of Standard. I've also studied
                        many decks from the past, and I have a good idea on
                        what's solid and what isn't. I'm not Jon Finkel, but
                        then again, how many of us are?
 
 Over the course of what I hope to be 3 articles, I'm
                        going to at least attempt to make you a better Type 2
                        Magic player. I wont go real deep into any particular
                        deck, but I will share some helpful insights on each
                        match up you might see. Ill explore modifications you
                        can make that wont be included in the average net
                        decker's deck. I might not have all the answers, or
 even the best answers, but if your new to Magic, or
                        struggling to succeed in this environment, I believe I
                        can help.
 
 The Current Environment
 Well, its been a couple months since Pro Tour Chicago,
                        and the Standard environment has seen some changes
                        since. Most notably, the rise in popularity of Blue
                        Skies and its close cousin, Ankh Tide. Counter rebel,
                        while maybe not a tier 1 deck, has also seen its stock
                        rise, after a Top 8 finish. Blue/White control decks
                        have also risen in popularity, as they tend to beat the
                        2 other main decks,  Fires and Rebels (Mono White
                        and the Green/White version which splashes 4 Wax/Wane
                        and 4 Brushland),  which have continued to do well.
                        However, the Armageddon decks that were
 thought to do well seemed to have slipped out of favor.
                        Brian Kibler made a top 8 at Chicago with a G/r/w geddon
                        deck, but that has been the only major finish.
 
 There are some other notable decks in the environment.
                        Void, or Machine Head, which was originally set to
                        become a dominant deck, seems to have all but
                        disappeared, finishing a lowly 37th place at Chicago.
                        The primary reason is its utter lack of enchantment
                        removal- a CoP:Red or Story Circle generally wrecks the
                        decks chances of winning. Some writers have proposed the
                        addition of splashing either green for Tranquility, or
                        Blue for Recoil. My personally remedy was White, with
                        Disenchant, and I was fairly successful (running 3
                        Plains main, 1 Disenchant main, and 3 Side Board). U/B
                        Control, note: not Nether/Eye-Go, which has not done as
                        well as of late, is a solid Tier 2 deck, and
                        Planeshift's Phyrexian Scuta and Doomsday Specter will
                        definitely help it. Fish, an aggressive 2/3 color deck
                        with control elements, has experienced mild success.
 
 Beyond this lay Tier 2.5/3 decks, and complete rouge. Ponza does exist, but the last time I saw it being
                        played was States, loosing to U/W control at the last table. Rising Waters was tried for a while, but I do
                        not believe a single one made day 2 at Chicago (or, if they did, in very small numbers). With several more
                        board control decks (most notably, U/W) and faster decks (as well as the addition of Birds and Elves) has
                        given this deck problems. If Wrath of God and Rout were not legal, it might be better as a solid control
                        deck, but the "end all" power U/W has makes it the
 better deck. Mono U Draw-Go only had one semi-decent show in the Windy City, and is not played much for the
                        same reason Waters isn't- U/W control is simply the better control deck. As well, if the decks look to add
                        more of an aggressive edge to the deck, they would be better suited with Skies, what I consider a Tier 1/1.5
                        deck. Cowardice was briefly discussed during States, but for a deck that usually doesn't get started until
                        turn 6 or 7, it doesn't provide enough power to be
 successful lock deck. And as a control deck, I have to state again that U/W is just better.
 
 So, with this being stated, heres a rough sketch of what I believe to be the top, and bottom,
                        Standard decks:
 
 Tier 1:
 Rebels (Mono White and Green/White)
 Fires
 Blue/White control (Millstone and Angel versions)
 Blue Skies
 
 Tier 1.5:
 Ankh Tide
 
 Tier 2:
 The Red Zone
 G/W Geddon
 U/B Control
 U/W Fish
 U/B Fish
 Nether-Go
 Eye-Go
 Rebel Bears
 
 Tier 2.5:
 Void
 Rising Waters
 
 Tier 3:
 Cowardice
 Ponza
 Draw-go
 *Most* other Rouge Decks
 
 I say most other Rouge decks simply because no new'breakthroughs' seem to have arisen, though some very
                        good ones may exist I simply haven't seen may exist.
 
 Well, what does this mean for you the reader? This is the first of what I hope to be 3 articles on the
                        Standard Metagame, to help you know what to expect when you enter the next local tournament. Weather your
                        playing some new random jank or a well established machine, I'm going to try and help you how to build a
                        deck with tricks to out do the field, both in the main deck and sideboard. Ill help you explore match-up win
                        percentages so you'll know what to test strenuously
 and modify your deck to beat. Basically, I ll try and help you become more prevalent at Type 2, no matter
                        what you play.
 
 If you have any questions, like what some of the decks I have listed are/do, If you want to worship me, have
                        any kind of online-discussion or wish to contribute any advice or deck ideas, feel free to drop me a line
                        at captainsimian99@yahoo.com
                        or contact me on the Pojo message boards, where my nick is, of course, Captain
                        Simian. I usually check the boards around 5:00 P.M. and 8:00 P.M., Eastern Standard Time.
 
 
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