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4 Llanowar Elves
4 Boreal Druid
4 Indrik Stomphowler
2 Phantom Centaur
4 Ravenous Baloth
4 Scrabbling Claws
4 Call of the Herd
3 Sword of Fire and Ice
3 Umezawa's Jitte
4 Trinisphere

3 Blinkmoth Well
4 Contested Cliffs
4 Stomping Ground
2 Windswept Heath
6 Forest
1 Mountain
4 Wooded Foothills
1 Pendelhaven

Sideboard:
4 Dwarven Blastminer
4 Chalice of the Void
4 Ancient Grudge
3 Starstorm

The Bests 2007 Extended.

Description of deck by Mike Flores @ www.wizards.com (quoted):
The Bests deck seems like a "big and dumb" creature deck but it is actually a very intricate attack deck - "attack" not just in the sense of being an offensive creature deck, but in the sense of attacking the metagame itself from multiple angles simultaneously.

Bests just trumps most creature decks in the abstract because it has big and fat monsters that (usually) stand next to Contested Cliffs and eat all the creatures that actually get played (good thing no one really plays fellow Beast Spiritmonger any more). The deck has many basic lands and can easily operate under Destructive Flow as long as you are aware of which lands you search up with your Onslaught duals. It laughs off a NO Stick, locking down Isochron Scepter with Blinkmoth Well main deck and complicating the mathematics with Indrik Stomphowler, which is by no means a trump but is nevertheless a scary monster that can't be allowed to hit unopposed, presenting a nigh unbeatable sideboard plan. At the same time, Bests forces the opponent to play at its own plodding pace rather than racing with normally breakneck Extended tempo.

The main card that alters time in the main is Trinisphere. First-turn Llanowar Elves, second-turn Trinisphere, is not a win in and of itself, but it will generally imply a win against TEPS or NO Stick. TEPS has to deal with the Trinisphere before it can go off with Storm, and Isochron Scepter costs five mana to operate (two to activate the thing, three more taxing the usually free imprinted spell); Trinisphere affects spells set up by Mind's Desire, too.

Bests is the, pardon my diction, best example of a new sort of sideboarding philosophy that I've been working on for the past year or so since the Japanese demolished the World Championships with their transformative Ghazi-Glare deck last year. The goal of any good sideboarding should be to reposition one's deck into the superior strategic position given known matchups and variables… It is just that most sideboarding ends up consisting of half-assed tweaks that can sometimes remove inefficiencies but don't do anything significantly proactive. I think that one of the major limitations of a Wish sideboard is that Wish decks lack the volume of sideboard cards to accomplish a repositioning and just reinforce the status quo. Reinforcing the status quo of a bad matchup just means you are going to lose again.

Conversely in Bests we have a sideboard that, while not truly transformative, repositions the Bests deck to attack the opponent's strategy, and in most sideboarded matchups, makes the game unwinnable for the opponent unless he deals with any or all of the sideboard cards (this assumes the sideboard cards show up). When sideboarded versus TEPS, for instance, Bests will present with Chalice of the Void and Dwarven Blastminer (and usually some Ancient Grudges), where in Game 1 Bests had only Trinisphere. Playing against TEPS, the math of fundamental turns indicates that TEPS is the beatdown and Bests is the control just because TEPS is at least three turns, and possibly five turns, faster. Bests is a poor control deck because it isn't actually controlling anything. When Bests wins Game 1, it is either because Bests got some kind of dream draw of Boreal Druid, Call of the Herd, Phantom Centaur, Sword of Fire and Ice, and TEPS got a (comparatively) slow draw, or Bests just hit the quick Trinisphere, turning TEPS into a deck slow as glass, slow enough for the elephantine Bests to be the quicker.

In a sideboarded game, Bests is the beatdown. Bests presents second-turn Dwarven Blastminer or Trinisphere, or a quick Chalice of the Void with one or two counters. If any one of these cards hits, the game is very difficult for TEPS to win (TEPS is forced into the control role, and actually has to answer threats before winning), and if any two come online, the game is basically unwinnable. For instance, Trinisphere followed by Chalice of the Void with two counters removes the possibility for the opponent to play Burning Wish or Hull Breach to deal with the Trinisphere, meaning that TEPS can't win at all. Dwarven Blastminer can keep the TEPS deck's mana low enough that it can never overcome the Trinisphere. Dwarven Blastminer might optimally play next to Chalice of the Void with no counters, because the Dwarven Blastminer is holding down the TEPS deck's lands, and a Chalice of the Void for zero will prevent the opponent from playing Chrome Mox or Lotus Bloom. Saving Chalice of the Void for two, Ancient Grudge works well with most of these cards, containing Lotus Bloom before TEPS can hit the main phase. None of these cards is designed to win any matchup in the abstract, but to force the opponent out of his deck's comfort zone; non-interactive decks tend to fold when forced to interact, and even "broken combo decks" look a lot less broken when they have to play at the speed of a 4/4 for five.

Trinisphere is bad enough for NO Stick, turning all of its Counterspells into (yuck) Cancels, simultaneously making an investment in Isochron Scepter look like an investment in tech stocks in the spring of 2000, but the addition of Dwarven Blastminer, Ancient Grudge, and Chalice of the Void are absolute hell on the deck. If Bests can hit any Beast, it is very difficult for NO Stick to keep Teferi in play due to Contested Cliffs. The Trinisphere, Chalice, and Ancient Grudge together contain the deck's namesake… Most NO Stick decks can't even win with a Chalice of the Void with two counters in play, nor remove it.

This is obviously my favorite new deck of the format, though my original was 60 cards (Daniel crammed an extra Sword of Fire and Ice into the main). This was to help accommodate the sideboard change of adding Starstorm to the sideboard… I lost to the U/G Opposition deck the week of the 10th, because unlike you, even though I was aware of it, I wasn't really prepared to play and beat that deck (please refer to the preceding section!). With Starstorm in the sideboard, the Opposition deck is pretty easy to beat. Their clock is slow (for Extended), and unless Bests is under a full Opposition lock, Starstorm will unclog the board at any point. U/G can only reliably win with Spectral Force, and any Beast can contain a Spectral Force with Contested Cliffs. Daniel removed one Tormod's Crypt and two Loaming Shamans from his sideboard, which obviously make the Ichorid and Loam matchups more challenging, though the main deck Scrabbling Claws should leave the deck with a bit of lift.

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by Daniel Rowland @ North Carolina - High Point - 2/17 [3rd Place], featured on www.wizards.com by Mike Flores

BEATDOWN: Ravenous Baloth / Phantom Centaur - Umezawa's Jitte / Sword of Fire & Ice

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