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                         Argothian Treehouse
 with Andy Van Zandt
 Control Skies Affinity
 8.25.04  All right, we're in the midst of an 
						interesting Mirrodin block constructed Pro-Tour 
						Qualifier season. The most popular deck seems to be 
						Ravager affinity still, despite both the large amount of 
						hate cards out there for it, and the lack of skullclamp. 
						Tooth and Nail and Big Red seem to be the other 2 
						top-tier archetypes for the moment, both with their own 
						contingent of cheap artifact removal. So here's one of 
						my stabs at a somewhat rogue deck, though it takes its 
						cue from one of the affinity variations. Now I say that, 
						but the ideas behind the deck and the way it plays is 
						vastly different from standard affinity, so don't jump 
						the gun and assume it's an inferior affinity build- look 
						at it like an aggro-control deck, like Skies. We'll 
						start with a decklist and then I'll go into the 
						concepts:
 
 4 Somber Hoverguard
 3 Qumulox
 4 Serum Visions
 3 Thoughtcast
 4 Condescend
 3 Override
 4 Frogmite
 4 Ornithopter
 4 Scale of Chiss-goria
 2 Paradise Mantle
 2 Chromatic Sphere
 3 Cranial Plating
 
 4 Seat of the Synod
 4 Ancient Den
 4 Darksteel Citadel
 2 Vault of Whispers
 6 Islands
 
 This is a more tuned version than my original, which 
						included Myr Enforcers and Arcbound workers. Now stop 
						screaming about the lack of Disciple and Ravager, we 
						already went over this- it's not the same deck. It does 
						use affinity, and thus some of the same cards, but it 
						functions altogether in a different manner.
 
 First off, the simple idea is to lay a flying creature 
						or two...hopefully adding up to a 3 turn clock, 
						roughly... any two flyers, or one with a cranial 
						plating. Two sombers is still satisfactory because 
						you'll have got the one swing with the original off 
						before the real clock starts. Once you've got your beats 
						set up, you sit back on a counter or two while your
 quick clock starts ticking. The plan's stability is 
						enforced by the blue
 flyers- most decks simply don't deal with them. They're 
						not artifacts, and the most common air creature in the 
						top-tier decks is blinkmoth nexus.
 Which doesn't cope.
 
 Notes on specific card choices:
 
 Scale of Chiss-Goria not only gets your affinity up 
						fast, it does very mean things to red decks... the vast 
						majority of games where you scale to save your 
						Hoverguard from an E-bolt, you will win. Additionally, 
						it gives Somber the toughness to survive a self-pumping 
						Blinkmoth Nexus. Then the side benefit of blocking some 
						Witnesses and Uktabis with your Frogmites and 
						Ornithopters is a much less important perk.
 
 Serum Visions and Thoughtcast smooth out your draws to 
						make it all flow the way it should. There are 4 Visions 
						rather than Thoughtcasts because having the turn 1 play 
						is more important, and they honestly do a very similar 
						thing anyways.
 
 Override is basically a hard counter in the deck. The 
						reason Condescend gets the higher number is that it can 
						counter on turn two AND lets you smooth your draw more. 
						If it didn't do both, there would be 4 Override.
 Counter Arc-sloggers and Tooth and Nails. Win.
 
 Chromatic Sphere and Paradise Mantle are very similar 
						cards in the deck, and while in normal Ravager builds, 
						the Mantle is best only on turn 1 and 2, the Sphere is 
						better any time after that... this deck needs the 
						slightly more permanent source of blue mana, plus the 
						actual -acceleration- it provides to get your flyer out 
						is better. There were 4 mantle, but when I lowered the 
						creature count, it suited the deck better to lower the 
						mantle count, thus the split.
 
 Environmental Notes: Not only are your creatures not 
						artifacts, but half of your lands don't die to artifact 
						kill either. This makes you more resilient to hate, 
						however an oxidize-shaman-shaman draw can still cripple 
						your mana too much in the beginning, if they're 
						"wasting" it on your land rather than saving it for the 
						Ravagers you don't have. I've thrown up my
 hands on several occasions when the second Shaman came 
						down. A very strong
 Ravager Affinity draw against you is hard to beat 
						main-deck, unfortunately, particularly if they go first 
						and lay Vial turn one- odds are you won't get the 
						opportunity to Condescend Ravager then. However, If they 
						don't get a blazing fast draw, this deck tends to be 
						more consistent, and a Cranial Plating will be your best 
						friend, because they can't cope with it on a flyer.
 
 Sideboard:
 4 Aether Spellbomb
 4 Test of Faith
 4 Annul
 3 Blinding Beam
 
 Aether Spellbomb is mostly for Tooth and Nail, and even 
						though you won't need it that often, it's still a 
						superior card to the Scales in that match-up. I also 
						sometimes bring in the Spellbombs over scales against 
						Affinity. The more standard bring-ins for Affinity are 
						the Annuls and Blinding Beams. Leave in 2 condescend, 
						take out the rest of the counter, 1 Serum Visions, and 1 
						Scale to accomodate them. Test of Faith is for the Big 
						Red match. The sideboarded white cards are the reason 
						there are more main-deck white lands than black.
 
 
 That's about it... oh, and you should generally mulligan 
						hands that don't
 have a permanent blue source. Questions? Comments? 
						Suggestions? Send me
 and e-mail.
 
 
 You can reach
                        Andy at: andyvanzandt@hotmail.com   |