May 26, 2013

Dragon's Maze Gameday 2 : American (WUR) Aggro (Minotaurs and Clerics)

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On the second day of the Dragon's Maze Gameday Weekend, I finished in the top 8, at least an upgrade in the performance in day 1. I used the WUR aggro version with full sets of Boros Reckoners and Geist of Saint Trafts in the main deck. This deck is commonly known as Blue White Red Geist or Blue White Red Minotaurs and Clerics.


What I really like about these 2 creatures in the main deck is that with them, you can possibly deal with both control and aggro match-ups. Geist of Saint Traft is very good against control. Geist is one of the fastest beaters in the format right now and can finish the game if left unanswered or if there are no blockers on your opponent's side of the table. The problem is when your opponents is aggro and has a lot of creatures that can block your Geist. The deck will try to solve this by playing a lot of removal spells and by saving your Geist of Saint Traft via removal spells, Snapcaster Mage + removal spell in graveyard and via Resotation Angel. This is also the reason for the Boros Reckoner. While Geist shines in the control matchup, Boros Reckoner shines in Aggro and midrange matchups.

What is also amazing in this deck is that you have access to infinite life via Boros Reckoner, Azorius Charm and Boros Charm. What you just need to do is to make sure that your Boros Reckoner will be damaged (it can be by your own damage spells or via blocking or when is becomes blocked). Then cast Azorius Charm to add lifelink to the minotaur. Then cast Boros Charm to give the Reckoner indestructibe.


When the reckoner is dealt damage, you need to redirect the damage to itself. The now-indestructible Boros Reckoner will keep damaging on itself an essentially infinite amount of times.. Since it has lifelink from Azorius Charm, in addition to dealing infinite damage, it gives you infinite life. Wash, rinse, repeat however many times. The only problem that you have to deal with now is mill or cards like Sorin Markov that takes you life down to 10 (but no worries, those cards are not in standard right now).

Lastly, this may be for American decks both the Midrange version and the Flash version, one of the main reasons why I continue to run this deck is that I really like Turn / Burn. This card technically answers almost every strong creature in the format except those with hexproof and can also quickly transform any combat scenario to your advantage.


Here's the complete list.

WUR Geist (Minotaurs and Clerics) May 2013
Lands:
4 Hallowed Fountain
4 Glacial Fortress
4 Steam Vents
4 Sulfur Falls
3 Sacred Foundry
4 Clifftop Retreat
1 Island

Creatures:
4 Boros Reckoner
4 Geist of Saint Traft
3 Snapcaster Mage
3 Restoration Angel
Sorceries:
3 Pillar of Flame

Instants:

4 Azorius Charm
4 Boros Charm
3 Searing Spear
3 Turn // Burn
3 Think Twice
2 Sphinx's Revelation





Sideboard:
1 Pillar of Flame
2 Clone
2 Izzet Staticaster
2 Supreme Verdict
1 Assemble the Legion
2 Dispel
2 Negate
1 Counterflux
1 Rest in Peace
1 Detention Sphere





Matchups:
Round 1: vs Grixis Control (Win 2-1) : 1-0
Round 2: vs Naya Aggro (Loss 1-2) : 1-1
Round 3: vs Bant Control (Loss 0-2) : 1-2
Round 4: vs MonoRed Aggro (Win 2-0) : 2-2
Round 5: vs WUR Reckoner (Win 2-1) : 3-2

I finished the tournament being in the top 8. So I was fortunate enough to go home with both of the Dragon's Maze Game Day promos. The full alternate-art Trostani's Summoner as a participation promo. And a foil full alternate-art Melek, Izzet Paragon promo for those who manage to Top 8 event.




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