4c Blood
I wanted to take the time to provide a tournament report of an event in the 100 Card Singleton format, where I played 4 Color Blood Midrange, which essentially equates to saying a 4 color, non-blue, good-stuff deck, with low synergy, but high powered, efficient cards.
If you're unfamiliar with the 100 Card Singleton format, then I'd first refer you to an article written by player and author S'Tsung: here. As an abbreviated version, 100 Card Singleton, is a format where each deck consists of a exactly 100, distinct cards (excepting basic lands, or Relentless Rats) with a 15 card sideboard and adheres to a ban list maintained by a playing community. It plays out somewhere between Legacy and Modern pace and is roughly at two-thirds the power level of the Legacy format. That aside, back to 4-color Blood (4CB). The power of the 4CB archetype is its flexibility and the large volume of efficient, relevant threats and answers available in the R/G/W/B color pie. In many ways, it plays out like a G/x deck, say Jund or Abzan in Modern. Nothing that the deck does is intrinsically unfair, but it tends to be a strong contender, because it can attack more focused (narrow) routes to victory through a large disruption and removal suite, followed by hard hitting threats that limit an opponent's time to draw out of your initial disruptive efforts and fast clock. Additionally, because it's a "good-stuff" deck, it has no issues trading resources with more controlling builds, because fomenting a top deck war will tend to favor it, due to virtual advantage; i.e. "I run less lands than you do, and all of my cards do something on their own, ergo I'll top deck better than you". On the other side of that argument, against aggro decks, you tend to go over the top of their efficiency with overall better card quality. So in a way, this deck is a great hedge deck against a wide field in 100 Card Singleton, due to its near 50% matchup rate (or better) vs most other archetypes in the field - it tends to break the mold that aggro eats control, which eats midrange, which eats aggro. Over time, this archetype has gotten stronger and stronger, and likely will continue to do so, as WotC encourages design trend that promotes higher power (and cheaper, reference: Siege Rhino, Saskia the Unyielding, or Queen Marchesa) level creature cards, resilient and flexible planeswalkers, while generally making answer cards more expensive (compare Disallow with Counterspell or Hero's Downfall with Swords to Plowshares). The Good Stuff (Exploiting Power Creep) The Hateful Stuff (what beats infinite Counterspells and Price of Progress) The Flexible Stuff (what beats Price of Progress and Moat - what beats Supreme Verdict or Blood Moon)CSM 4.02 - Metagame breakdown
In the Player Run Event for 100 CS, The Chainsaw Massacre 4.02, three players brought 4CB decks to contend with the field. The field consisted as follows: Control:- Azorious Control: 1
- Blue(Red) Moon: 1
- BUG Loam: 1
- 4 Color Scapeshift: 1
- Enchantress: 1
- 4 Color Blood: 3
- Bant: 1
- Mono Green Stompy: 1
- Vampire Tribal: 1
- Mono Blue Fish (Merfolk): 1
- U/W Skies: 1
- Red Deck Wins: 2
- White Weenie: 1
Decklist
4c Blood
by lowman02, 545tix
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Report
Round 1 - RDW:Opening hand:
In round 1, I got paired off against an opponent that I expected would be on an aggressive deck, I don't know the player personally, but have seen his prior predilection for aggressive or linear archetypes. Going in, I put him on RDW or Mono Green Ramp. My opener was a bit dicey, but was functional: Marsh Flats; Elspeth, Knight-Errant; Ajani Vengeant; Misty Rainforest; Garruk Wildspeaker; Fatal Push; and Elves of Deep Shadow. I was on the play which was fortunate because I knew that on the draw this hand would be a lot less good versus an aggressive strategy that could play a turn one threat and then remove my mana elves on their turn two. This hand would force my opponent to open on removal to slow my game plan down, or present their own threat, which I could in turn, Fatal Push on my turn 2 without much cost because I didn't have a relevant turn two threat. This in turn, would keep them on their heels, trying to present a recurring source of damage, while I hoped to draw into lands to present my planeswalkers as threats. We led on turn one Elves of Deep Shadow after using Misty Rainforest to find a Savannah.
Our opponent led on a basic Mountain, and played a Rakdos Cackler, unleashed. On our following turn, we drew swords to plowshares, which was not what we'd hoped for, but also allowed us to kill the Cackler without using our second fetchland, which we put into play, and also not take 1 damage from Elves of Deep Shadow. So, we presented our additional fetchland, Swords to Plowshares’d the Cackler and passed the turn back to our opponent. The opponent then played a Teetering Peaks for a land drop, targeting my Elves of Deep Shadow, followed by a Falkenrath Gorger. This led me to believe that my opponent may be mana screwed, or at least out of lands because typically as a RDW player you want to get every ounce of damage out of your cards. On our following turn, we drew into our untapped land, and cast out Garruk, thinking that this could be a mana choked hand (with two more 4 drops) and Garruk would allow us to present more threats than our opponent. Additionally, Garruk allowed me to untap two lands, one of which was a Bayou, so that we could protect him from the Gorger plus a burn spell with the Fatal Push. Our opponent, then played a Mishra's Factory, cast Searing Blaze targeting us Garruk and the Elves of Deep Shadow. Garruk went down to one loyalty counter, but we were able to save him with Fatal Push targeting our opponent's creature. On our following turn, we drew into another mana dork, which allowed us to play out our new mana dork and also, with Garruk's untap ability and present Elspeth, Knight-Errant, which would allow me to chump block the opposing factory and force our opponent to use a full burn card to remove Garruk. Our opponent, on their following turn, cast Searing Spear targeting Garruk and killing him, but had to pass it back without making an additional land drop on their turn. We then drew an additional land drop, cast our our Ajani Vengeant and left his factory tapped down, limiting him to casting 2CMC spells the next turn unless he drew land. We made another Soldier token with Elspeth and passed it back. On our opponent's turn he cast an Ember Hauler and passed it back without making a land drop. We ripped Vindicate off the top deck, killed his mountain, so it made Wasteland a live draw, and if he were to cast Price of Progress it would damage him highly as well, and then tapped down his Teetering Peaks with Ajani, limiting him to no red mana on the following turn. He shortly conceded the game before we could find another threat, as Elspeth was close to ultimate and we'd flooded the board with many blockers (and soon to be attackers) and could cast any spell I drew in the deck. Game 1 of match 1 concluding: In boarding I brought in Burrenton Forge-Tender to protect against Price of Progress; Golgari Charm to kill Blood Moon, or regenerate vital threats or screw up combat math; Zealous Persecution, to win in combat, and ideally as a one sided, two mana Wrath; Obstinate Baloth, because he hoses RDW's game plan and can just win the game at a fine pace; I also brought in Forked Bolt, because it's great vs the X-1s I expected my opponent to be playing and it can be cast very early in the game; and lastly I brought in Timely Reinforcements, because when cast for maximum value it can significantly slow down an aggressive deck's progress and in this matchup can act almost as a 4-1 card swing or greater. I ended up cutting some 4 drops, Dark Confidant, and Bitterblossom to ensure the deck was efficient as possible and wasn’t helping my opponent progress their own plans with my cards. Game 2 vs RDW: Opening hand:In game 2, I opened on a 4 land hand, on the draw, which wasn't great, but the hand also contained Tidehollow Sculler, Liliana of the Veil, and Siege Rhino. I felt like despite wanting one less land, and one more interactive card to kill my opponent's expected turn 1 play, that I couldn't toss this hand back because it did curve very well after turn 1 and could cast all of its spells. So I kept our opening 7, and said go.
Our opponent led on a Legion Loyalist, a surprisingly powerful card in a RDW with a high creature count (it's really quite good when you can attack through a Batterskull for your final points of damage); however, I was happy to see this card over something with two power, because I knew that I would likely be able to block it with my Sculler in a few turns. I drew land on my turn 1, played a land, and passed it back. Our opponent then cast Goblin Guide on turn 2, after making their land drop, and attacked with their two critters; I was lucky and got a land off of Goblin Guide. I drew a mana dork on my turn, but opted to play the Tidehollow Sculler out to slow down their plans and get a better idea of how I should sequence my own play. In their hand, I saw Rampaging Ferocidon, Skullcrack, and Ash Zealot, which was a little confusing because I'd assumed that they would have played the Ash Zealotas opposed to the Goblin Guide (which I assumed they'd drawn on the turn prior and had mostly burn spell in hand), to allow them the flexibility of either playing the Goblin Guide in conjunction with Skullcrack or their sole 3 drop the Rampaging Ferocidon, and also to mitigate giving me free lands. I wasn't happy to see this hand, because it handily mitigated my game plan to get a Siege Rhino down to allow blocks and swing life totals favorably. I decided to take the Rampaging Ferocidon, because I knew that if they drew land, then they would be forced to not use one mana, and if they drew a spell, then they would be limited to only playing one card in their next turn. I passed it back and they missed their land drop, but played out their Ash Zealot, and turned Goblin Guide and the Zealot sideways, I was fortunate and drew another land off of Goblin Guide. I had planned on blocking the Loyalist, but it didn't get in, so I instead opted to block the opponent's Goblin Guide, trading, but giving them back the Ferocidon. I knew I couldn't sit around and hope to accrue value, I'd have to trade resources in this phase of the game to live.
On my following turn, I drew Green Sun's Zenith, but was a mana short from getting Kitchen Finks, I briefly considered getting Tarmogoyf, but opted instead to play out Liliana of the Veil and using her minus ability - I figured this was as good as she was going to be, and in a way she still acted as a 2-1 because I would kill the Loyalist and our opponent lost an attack step dealing with her. On our opponent's turn, he again missed land, but as expected killed the Liliana, and then fortunately for us cast a Stromkirk Noble, which meant that I could expect my Siege Rhino on the next turn to resolve and have the life gain occur (I was at about 13 life at this point, from early beats and fetchlands). On my turn, I cast our Siege Rhino, gaining 3 life and presenting the biggest threat on the board - stalling my opponent's 2/2 first striker and 1/1 vampire (putting the life totals to 16 life for me and 17 life for my opponent). I passed it back after putting down the Rhino, the opponent again missed their land drop and opted not to attack into the Rhino, this told me they'd likely not drawn a burn spell that could target critters, because it's not uncommon to see Ash Zealot make some crazy attacks into 5 toughness critters due to the high volume of 3 damage burn spells that combine well with its First Strike ability. On our next turn we drew into Inquisition of Kozilek. We played Inquisition, seeing that our opponent had Arc Trail, Skullcrack, Rampaging Ferocidon, and Magus of the Moon. We opted to take Skullcrack because it was the only card castable on our turn, which meant the opponent would go another full turn cycle without using their mana. I then played a free fetch land I'd gotten off of Goblin Guide and found the one basic forest in the deck, cast out my mana dork, knowing that it could die to Arc Trail, but what I wanted to do, was force inefficiency out of the RDW deck: if he drew a land then he'd be in a place where he'd want to present a threat and not cast the Arc Trail, if he drew an additional land the turn after that, then he'd be obliged to play his other threat, but still not have the mana to cast Arc Trail. His other line could have been to draw the land he so badly needed and then not use it the turn he drew it to deal with a 1/1 mana dork and deal me two damage with Arc Trail - which seemed really bad. After resolving the mana dork, and fetching the basic forest, I then used the Green Sun's Zenith I had drawn to find Tarmogoyf. I could have gone for Kitchen Finks and not played out the mana dork, but figured that Tarmogoyf would end the game faster, force him to block sooner, which red critters are bad at, and this also gave me 3 critters which if need be could present good blocks to his Menace threat the Rampaging Ferocidon. I then attacked with Siege Rhino bringing the opponent to 13 life, and said go with a combined 10-11 power on the board. Our opponent saw their top deck and quickly scooped them up.
Game 2 of round 1 concluding: I think our deck is highly favored versus RDW and other aggro strategies, mostly because its creatures and threats are just more powerful, if slightly less consistent and efficient. However, I think the important take away of the game, or learning point, was that in order to beat a deck like RDW, it's very important to disrupt what matters most to them: their mana curve and efficiency. Our opponent put themselves in a bad spot in our game 2 by playing Goblin Guide over Ash Zealot - given they never drew the land that would have punished this decision, if they had, then this play decision would have punished them from turn 3 onward. Additionally, I think we made some decent decisions to further exacerbate their obvious mana choke issues, by our use of hand disruption and what we opted to take. They weren't always the most immediately, turn impacting cards, but I think they were the most game impacting cards, assuming they drew what they needed: namely land. And, lastly, the flexibility of 4CB, which I lauded in my intro, has to be understood, so that one can know when to make the transition from defense to aggression at a very rapid and punishing pace in this matchup. This is highlighted in going for Tarmogoyf and mana dork, over solely casting Green Sun's Zenith for Kitchen Finks, which would have still likely won us the game, but I think would have also been incorrect and given our opponent more outs to winning. Round 2 - MonoU (Merfolk) Aggro Control: I won't go into as much detail on this one, because Round 1 went forever (about a 40-50 minute game, with 16 turns), mostly due to a timely True-Name Nemesis, that drew the game out because of its great blocking capability against non-trampling critters and its ability to knock out planeswalkers with relative impunity. Opening hand: We opened on another 4 lander, this time on the draw, but had a Lotus Cobra, Loxodon Smiter, and Queen Marchesa. I kept this hand, again because it curved very well, and I figured Smiter would be good against a mono-blue deck with mostly weenie critters. Unfortunately, our opponent, who didn't play anything on turn 1, played a turn 2 Hangarback Walker, which was able to get to 4 counters before we were able to deal with it in combat, and our Lotus Cobra on turn 2 ate a Dismember, which our Loxodon Smiter also ate because Snapcaster Mage was able to allow it to be recast. Queen Marchesa was looking pretty bad in my hand at this point, and didn't seem like she'd get much better because of the Hangarback Walker (unless I could rip a Swords to Plowshares). I eventually drew into a Bitterblossom, Courser of Kruphix, and Fleecemane Lion; the Blossom could at least serve as a black two mana Forcefield, which would eventually allow me to develop my board well enough to accrue value from it and courser could draw me free land cards so I'd draw into more gas. Luckily, my opponent went for the Dismember on Smiter, which allowed me to resolve both my cat and Blossom. At this point, he was not presenting any more threats, so I figured he was on counter magic of some sort, so I continued to develop my mana base despite having the relevant Courser in my hand. I figured I could get value off of the cat, by making it Monstrous on his turn and this would present an issue for him. I figured that the chances of this working were pretty low, but that it would take up his mana on his turn and a card to bounce it in response, or face a Hexproof, Indestructible 4/4 cat. On his turn, he turned both the Snapcaster Mage and the Hangarback Walker sideways (at this point the Hangarback was a 4/4), I blocked the Walker with the cat and traded a Faerie Rogue for the Snapcaster Mage. During declaration of blockers, I paid 5 mana to monstrous my cat, to which my opponent responded with Snap, getting to untap, but losing a card and the 4 damage from the Walker. I was pretty happy about this, but figured that my cat would get countered next turn when I attempted to replay it. On my following turn, I played a land, attempted to cast my Fleecemane Lion out, but was Remanded, I attempted to cast it for the third time, but was Mana Leaked. I felt pretty good about this exchange though, because my opponent was now on two cards to my 4. On my opponent's following turn, they played out Kira, Great Glass-Spinner and Dakra Mystic, going to 1 card in hand and very little open mana. I resolved my Courser of Kruphix, getting a land off the top of my deck, after drawing a Kitchen Finks for my turn, after taking the land, I knew I'd be drawing a Scavenging Ooze. My opponent used Dakra Mystic, I think they expected to get rid of my Ooze, which would get quite large and keep their damage in check, but saw a True-Name Nemesis, and gave us both the cards on top of our decks.Conclusion
Despite a recent series of unbannings, enabling Blue and Black-based control decks, we found that the 4CB archetype is still very strong and viable in the format, despite very few changes - still punishing aggro decks and hating control decks into the ground. I most certainly don't think that this is the best deck in the format, but I do believe that it's likely the most match percentage neutral deck going into a wide meta, with the greatest flexibility and speed in shifting between being the control or the beat down - and its cards are just all great. I hope the depth of some of the games detailed above strikes your interest, and one day we see you slinging a pile of count 100 in the Chainsaw Massacre. I also recorded all of the matches detailed above as well as commentary on other games in the event on my YouTube Channel. Enjoy and take it easy!Lowman02
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