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MDV Featured Article:
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MDV Featured Article -
Saprolings & Squirrels Contest Wrap-up. -
by Death_By_Beebles - posted 8/20/05 - discuss
here
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[EDITOR'S NOTE: I apologize for the late
posting of Beeble's article as I would have liked to post this Tuesday night.
~Streetz~]
This
contest was marked by point scores that were markedly higher than last contest.
I’m going to work out a better modifier system for next time around.
I’m really surprised at some of the entries. There were a
lot of decks that went at tokens in a way I had not expected at all. I’m
surprised and encouraged by the diversity of all the decks. I’m also surprised
no-one used Beacon of Creation!
Tokens have always had a place in my heart ever since I was
a little newbie playing Righteousness on attacking creatures. Centaur Glade
easily became one of my first favorite cards. I figured I would make this
competition a little more challenging by limiting the scope of it more than the
last competition, and things went quite well.
Thanks always to John Streetz, the webmaster at
MagicDeckVortex, for letting me be a part of this awesome community, for letting
me write and do these contests. Without him, none of this was possible.
The decks are introduced in random order. There were 11 contestants this time
around, and I hope to see even more next time. Again, congrats to all the
winners, and thank you to all for sending in your entries! I really enjoyed
working with them, and I enjoyed playing with them! Please make sure to send in
your entries for my next competition... not sure what it’s going to be about
yet, but I’ll be sure to cook something up!
Let's review the criteria for the contest, as posted in my
July 22nd article - Wakey Wakey:
|
In the
Spirit of Saprolings and Squirrels
Deck Building Competition |
|
Criteria: The
deck you create must be turned in by (1 week after initial posting which
will be 7-29-05) All decks must be sent to
deathbybeebles@yahoo.com. A
deck that is late will be disqualified from the competition. All decks
must have an original name that describes in short the deck, or is
memorable in some way. Please do this, as it is easier for me to judge
since I will know which deck belongs to who.
The deck must have no more than 100 cards, and must
have no less than 60. Any participant who has a deck that does not meet
these specifications will receive a -2 modifier to their final score.
The deck you will be creating is a Post-Rotation
Extended TOKEN deck. That means you are only allowed to use cards from
Invasion onward. (9th Edition is not legal at the time of this writing.
9th Edition cards that are not in any other set from Invasion forward are
not allowed to be in the deck.) Decks must be built around a token theme.
Decks not following these requirements will be disqualified.
Please send with your deck a paragraph or two
describing the deck and what it does. Participants who do so will get a +1
modifier added to their final score. Explaining how your deck works is a
surer way to score better in the competition.
If you can insert an infinite combo in your deck
based around tokens and make it work, you will receive a +3 modifier added
to your score. Any deck using the Stations from Fifth Dawn as their
infinite combo will receive a -3 modifier instead of the +3 modifier.
Please note that your infinite combo will count for the 5 deliberate combo
count mentioned later.
If any participant can use Hidetsugu’s Second Rite in
any token combination to win the game, that participant will gain a +5
modifier that will be added to their final score.
If any participant can make a deck with 5 deliberate
combos in the deck, and explains them all in their deck explanation, they
will receive a +3 modifier, and will receive a +1 modifier for each combo
explained that is in their deck after 5. This modifier is capped at 10
explainable combos, or at a +8.
I will judge all submissions, graded on a scale of
30, with modifiers changing the final total score. In addition to the
modifiers mentioned above, any participant who is given a perfect in any
category will be given a +1 modifier for each perfect score. Any
participant who receives a 0 in any category will receive a -1 modifier
for each failing score.
Focus: 6/6
Cohesivity: 6/6
Balance: 6/6
Creativity: 6/6
Overall-Playability: 6/6 |
...
...
Deck #1
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 My-oh-Myr.
INFINITE: Myr Matrix - Mana
Echoes |
//Land
8 Mountain
7 Forest
4 Tree of Tales
4 Great Furnace
//Creatures
4 Iron Myr
4 Copper Myr
4 Myr Servitor
3 Myr Enforcer
3 Myr Landshaper
3 Lodestone Myr |
//Other Spells
4 Fireball
3 Splinter
2 Howling Mine
2 Hidetsugu’s Second Rite
2 Stream of Life
2 Howling Mine |
|
by Keith Joerger |
Combos:
1) INFINITE (myrs): Myr Matrix + Mana Echoes + 5 other myr
2) INFINITE (mana): Mana Echoes+ Myr Matrix
3) Myr Matrix + Lodestone Myr
4) Myr Landshaper + Splinter
Comments:
Two
infinite combos in the first deck? Not a bad start.
I think you need to work on your consistency. Is there any
real reason other than Enforcer to play your artifact lands? I’d use normal
lands, as they’re less susceptible to destruction.
As a whole, you need to work on focusing the deck more. If
you want to use Hidetsugu’s Second Rite as a kill condition, then you need to
put in two more and take something out. (No Second Rite mod, sorry)
Focus: 3/6
Cohesivity: 5/6
Balance: 4.5/6
Creativity: 5.5/6
Overall-Playability: 4/6
Total Score:22
Modifiers: +3+3+1= +7
Final Score: 29
Deck #2
Combos:
No combos listed.
Comments:
This
deck gets off to a quick start with Zuberas, but the problem is, you don’t
really want them to die. The best scenario is you getting enough land to play
Shirei on turn 4 so that you can begin sacrificing things to Spawning Pit.
I like the idea of Wizard Replica and Spiketail Hatchling the beginning game to
keep back your opponent’s better spells.
This needs a lot more focus, and you need to have at least 1 more of Shirei and
Spawning Pit, or more tutors to find them.
My favorite part of this deck is that you’re using Hair Strung Koto to mill your
opponent to death with all of your tokens from Dripping Tongue Zubera. Nice!
Focus: 3/6
Cohesivity: 5.5/6
Balance: 5/6
Creativity: 6/6
Overall-Playability: 5/6
Total Score:24.5
Modifiers: +1+1= +2
Final Score: 26.5
Deck #3
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March
of the Myr.
INFINITE: Mana Echoes - Myr
Matrix / March of the Machines |
//Land
4 Urza’s Power Plant
4 Urza’s Tower
4 Urza’s Mine
4 Shivan Reef
4 Glimmervoid
4 Tendo Ice Bridge
//Creatures
4 Arcbound Reclaimer
2 Lodestone Myr
4 Voltaic Construct |
//Other Spells
3 Mycosynth Lattice
4 Mana Echoes
4 March of the Machines
4 Gilded Lotus
4 Fabricate
3 Mindslaver
1 Energy Chamber
4 Myr Matrix |
|
by EinsteinMonkey |
Combos:
1) INFINITE (Mana) Gilded Lotus + Voltaic Construct + March of the Machines
2) INFINITE (Myrs) Gilded Lotus + Voltaic Construct + March of the Machines +
Myr Matrix
3) INFINITE (Myrs) Mana Echoes + Myr Matrix + 5 other Myr
4) INFINITE (Turns) Arcbound Reclaimer + Mindslaver + Energy Chamber
5) March of the Machine + Mycosynth Lattice
6) March of the Machines + Myr Matrix
7) Lodestone Myr + Infinite Myr tokens
8) Voltaic Construct + Lodestone Myr
Comments:
Bwaha!
Now the fun begins! Four, count ‘em, FOUR infinite combos in one deck. If you
want to go crazy, here’s the deck for you!
Your deck is very focused, although I’d like to see another
Energy Chamber. You do have Fabricates for the combo pieces, so you’ll normally
get all the pieces for at least one infinite combo.
I should give you a modifier for using so many modifiers!
21 points in modifier points is going to be hard to beat!
Focus: 5.5/6
Cohesivity: 5.5/6
Balance: 5/6
Creativity: 6/6
Overall-Playability: 6/6
Total Score:27.5
Modifiers: +1+1+1+12+6=
Final Score: 49
Deck #4
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 Pwn
of the Worms.
BEATDOWN: Crush of Worms -
Parallel Evolution / Fervor |
//Land
2 Mountain
20 Forest
//Creatures
4 Diligent Farmhand
4 Sakura-Tribe Elder
4 Wild Mongrel |
//Other Spells
4 Fervor
4 Chatter of the Squirrel
4 Acorn Harvest
4 Far Wanderings
4 Parallel Evolution
4 Roar of the Wurm
2 Crush of Wurms |
|
by Timster8 |
Combos:
1) Wild Mongrel + Flashback Cards
2) Parallel Evolution + Tokens
3) Fervor + Crush of the Wurm
Comments:
This
deck turned out quite well, I think. It’s basing on quick squirrels and lands
followed with Crush of Wurms and Parallel Evolution make this deck good in late
game and early game. You’ve always got something to do.
While creative enough, this deck seems to be standard fare
for tokens. You did get the spirit of Squirrels right on, and for that, I
congratulate you!
I wish your deck had a little more umph to the ending. It
seems that you can get caught up with so many squirrels and never see any Wurms!
With all the mana accel, I think you could probably increase your Crush of Wurms
count to at least 3 and possibly 4 and cut something.
Focus: 5/6
Cohesivity: 6/6
Balance: 6/6
Creativity: 4.5/6
Overall-Playability:5/6
Total Score:26.5
Modifiers: +1+1+1= +3
Final Score: 29.5
Deck #5
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  Crack
the Witness.
INFINITE: Intruder Alarm -
Kiki-Jiki |
//Land
4 City of Brass
2 Island
8 Forest
10 Mountain
//Creatures
4 Birds of Paradise
4 Kik-Jiki, Mirror Breaker
4 Eternal Witness
4 Sakura-Tribe Elder
3 Solemn Simulacrum
4 Vulshok Sorcerer
3 Flametongue Kavu |
//Other Spells
4 Crack the Earth
2 Hidetsugu’s Second Rite
4 Intruder Alarm |
|
by Richard Dressler |
Combos:
1) INFINITE (Tokens) Kiki Jiki + Intruder Alarm
2) Kiki Jiki + Intruder Alarm + Solemn Simulacrum
3) Kiki Jiki + Intruder Alarm + Sakura Tribe Elder
4) Kiki Jiki + Intruder Alarm + Birds of Paradise + Crack the Earth
5) Kiki Jiki + Intruder Alarm + Vulshok Sorcerer + Hidetsugu’s Second Rite
6) Kiki Jiki + Intruder Alarm + Flametongue Kavu
Comments:
At
last, a formal Hidetsugu’s Second Rite combo! In this case, your two copies
doesn’t matter as much because with Solemn Simulacrum tokens, you can draw
through your whole deck
I wish you had a better way of securing your combo, but
your creatures can keep back your opponent until you get all the pieces.
My favorite part of this deck is the Crack the Earth combo.
Using the Mirror Breaker + Alarm core combo, this deck will Crack the Earth,
sacrificing a land, then copy the Witness targeting Crack the Earth, then use
Birds to pay for the cost of Crack the Earth, and sacrifice your Witness token.
Wash, rinse, repeat, and you clear your opponent’s entire board! And although
Kiki Jiki + Alarm isn’t very original, this combo really makes your creativity
level soar.
Focus: 5.5/6
Cohesivity: 5/6
Balance: 5/6
Creativity: 6/6
Overall-Playability:5/6
Total Score:26.5
Modifiers: +1+1+4+5+3= +14
Final Score: 40.5
Deck #6
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 Mistform
Undead.
COMBO: Wirefly Hive - Artifical
Evolution / Unnatural Selection - Zombie Infestation |
//Land
4 Polluted Delta
7 Island
8 Swamp
4 Salt Marsh
//Creatures
3 Fallen Angel
4 Rotlung Reanimator
3 Shepard of Rot
3 Keeper of the Nine Gales |
//Other Spells
4 Zombie Infestation
4 Duress
4 Wirefly Hive
4 Unnatural Selection
4 Artificial Evolution
4 Upheaval |
|
by Joachim Gross |
Combos:
1) INFINITE (power) Fallen Angel + Rotlung Reanimator + Artificial Evolution +
another cleric
2) Wirefly Hive + Artificial Evolution
3) Wirefly Hive + Unnatural Selection
4) Zombie Infestation + Fallen Angel
5) Zombie Infestation + Keeper of the Nine Gales + Unnatural Selection
6) Zombie Infestation + Shepard of Rot
7) Upheaval + Zombie Infestation
Comments:
This
deck is an interesting one. Using your Artificial Evolutions and Unnatural
Selections, you change creature types to destroy creatures via Wirefly Hive, or
create your infinite power combo for Fallen Angel with Rotlung Reanimator.
Upheaval makes a great combination with Zombie Infestation
because you can drop all those cards to the grave to blow away your opponent
after you’ve scooped them all up.
I think 23 lands may be a little slim in this case, simply
because you’re playing with expensive cards, and your mana needs are greater
here than in other decks. I would be happier to see another swamp in this deck.
While hard to play, this deck is pretty rewarding if you
can survive the first couple of turns.
Focus: 4.5/6
Cohesivity: 5.5/6
Balance: 4/6
Creativity: 5.5/6
Overall-Playability:5.5/6
Total Score:25
Modifiers: +1+5+3= +9
Final Score: 34
Deck #7
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  Forbidden
Bomb.
INFINITE: Forbidden Orchard -
Lifespark Spellbomb / Intruder Alarm - Kiki-Jiki |
//Land
4 Forbidden Orchard
4 City of Brass
6 Forest
6 Island
//Creatures
4 Birds of Paradise
4 Sylvan Scrying
4 Budoka Gardener
3 Eternal Witness
4 Meloku The Clouded Mirror
1 Kiki-Jiki, Mirror Breaker |
//Other Spells
4 Intruder Alarm
4 Fabricate
4 Gifts Ungiven
2 Sensei’s Divining Top
4 Lifespark Spellbomb
1 Goblin Cannon
1 Twist Allegiance |
|
by J. Smeulders |
Combos:
1) INFINITE (mana) Forbidden Orchard + Lifespark Spellbomb + Intruder Alarm
2) INFINITE (tokens) Intruder Alarm + Budoka Gardener + Meloku the Clouded
Mirror
3) INFINITE (tokens) Intruder Alarm + Kiki-Jiki, Mirror Breaker
Comments:
Based
on the Forbidden Orchard + Intruder Alarm + Lifespark Spellbomb base combo, this
deck works uses its three infinite combos to take the game.
Using the combo for infinite mana is great, but pretty
ordinary. However, when coupled with Twist Allegiance, you get all those tokens
from your opponent!
The combos in this deck are pretty fragile, especially when
one of them has only one copy of the card you need to go infinite. Tutors like
Fabricate are great in this situation to get Goblin Cannon or Lifespark
Spellbomb for the win, but you loose a lot of ground if your opponent dumps your
key cards in the grave with Gifts Ungiven. Witnesses are good for shoring up
these problems, but aren’t as powerful without All Suns Dawn.
Focus: 3/6
Cohesivity: 5.5/6
Balance: 4.5/6
Creativity: 6/6
Overall-Playability:4.5/6
Total Score:23.5
Modifiers: +1+1+3+3+3= +11
Final Score: 34.5
Deck #8
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 Tons
of Pocket Change.
INFINITE: Druid's Call - Rites
of Passage - Triskelion |
//Land
4 Wooded Foothills
4 Karplusan Forest
10 Forest
6 Mountain
//Creatures
2 Triskelion
2 Pentavus
4 Spikeshot Goblin
4 Fierce Empath
2 Krosan Tusker
4 Vine Trellis |
//Other Spells
3 Druid’s Call
4 Rite of Passage
3 Mana Echoes
3 Fecundity
3 Blasting Station
2 Staff of Domination |
|
by Nucatro |
Combos:
1) INFINITE (squirrel tokens) Druid’s Call + 2 Rite of Passage + Triskelion
2) INFINITE (mana) Pentavus + Mana Echoes
3) INFINITE (damage) Druid’s Call + 2 Rite of Passage + Triskelion + Blasting
Station
4) INFINITE (mana and tokens) Mana Echoes + 2 Rite of Passage + Triskelion +
Druid’s Call
5) Rite of Passage + Spikeshot Goblin
6) Druid’s Call + Spikeshot Goblin
7) Pentavus + Rite of Passage + Spikeshot Goblin
8) Fecundity + Pentavus
9) Fecundity + Blasting Station
10) Staff of Domination + Spikeshot Goblin
Comments:
When
I judged Einsteinmonkey’s entry, I thought it would be the first and the last
deck with 4 infinite combos. Guess not!
This deck, while fun to play, isn’t very focused. It uses
Fierce Empath, of all things, to tutor up cards like Triskelion and Pentavus,
which is a good choice overall. Krosan Tusker and Vine Trellis help early game
to put more mana on the table, and Trellis also keeps opposing creatures at bay.
There are multiple ways to get infinite mana and squirrel
tokens, so getting one of these combos amongst everything else that’s going on
isn’t that hard.
Focus: 3/6
Cohesivity: 4/6
Balance: 4.5/6
Creativity: 6/6
Overall-Playability:4.5/6
Total Score:22
Modifiers: +1+1+3+3+3+3+8= +22
Final Score: 44
Deck #9
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 Infested
Draws.
DECKTYPE |
//Land
6 Swamp
10 Island
4 Polluted Delta
4 Underground River
|
//Other Spells
4 Zombie Infestation
4 Circular Logic
4 Trade Secrets
4 Night’s Whisper
4 Serum Visions
4 Mana Leak
4 Words of Wisdom
4 Ideas Unbound
4 Skeletal Scrying |
|
by Gomaff |
Combos:
No combos listed.
Comments:
Like
Erik Nordstrom’s deck before this, Gomaff didn’t list any combos for his deck.
I’m sure there are plenty in there, but the problem is, you have to state them
to get the points.
While I like the concept of this deck, until you get Infestation out, any
creatures that hit the ground are clocks against the deck.
There is a ton of drawing power in this deck, so you should be able to use
Zombie Infestation to dump all those cards you just drew to make tons of Zombie
tokens. Trade Secrets lets you trade land for Zombies, so it’s a nice finishing
card.
Focus: 6/6
Cohesivity: 5.5/6
Balance: 6/6
Creativity: 5/6
Overall-Playability:5.5/6
Total Score:28
Modifiers: +1+1+1= +3
Final Score: 31
Deck #10
Combos:
1) INFINITE (mana) Sachi + Leafcaller + Freed From Real =Sachi Engine (SE)
2) INFINITE (damage) SE + Goblin Cannon
3) INFINITE (tokens) SE + Centaur Glade
4) INFINITE (life) SE+ Stream of Life
5) INFINITE (tokens) SE + Orochi Hatchery
6) INFINITE (tokens) SE + Decree of Justice
7) INFINITE (tokens) SE + Warbreak Trumpeter
8) INFINITE (life) Biorhythm + Combos #3 #5 #6 #7
9) Questing Phelddagrif + Hidetsugu’s Second Rite + Biorhythm
10) SE + Door to Nothingness
Comments:
Ok,
this is just ridiculous.
8 infinite combos. 3 alternate wins. This is nuts. I quit.
Screw you guys, I’m going home! Well, not really.
Jack was the winner of our last deck competition. He’s a
competitor that knows how to abuse the system. Perhaps I should have put a cap
on the amount of infinite combos you can use? I guess this deck is a learning
experience for me. Meanwhile, congrats Jack, I’m officially disenfranchised with
modifiers! (Just kidding :D)
Instead of keeping a compact deck, Jack went for the fully
loaded 100 cards, plus a 15 card sideboard.
The deck isn’t really focused, and some of the combo pieces
don’t mesh well. Without the Sachi mana engine, you’re hurting, but there are
tons of ways to tutor your creatures up. I’d like to see more redundant copies
of Sachi by putting in Fyndhorn Elder and see more copies of either Pemmin’s
Aura of Freed From Real.
After the engine is out, it’s basically an automatic win
one way or another.
Wow. Effectively, Jack has almost gained more points in
modifiers than he could get if he scored a natural perfect in each area.
Focus: 3/6
Cohesivity: 4/6
Balance: 4/6
Creativity: 5.5/6
Overall-Playability:4/6
Total Score:20.5
Modifiers: +1+8+24= +33
Final Score: 53.5
Deck #11
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 Psycho
Squirrel Shotgun.
TRIBAL: Squirrels - Squirrel
Nest / Death Match |
//Land
12 Forest
10 Swamp
//Creatures
4 Squirrel Mob
4 Nut Collector
4 Seedborn Muse |
//Other Spells
4 Reclaim
4 Chatter of the Squirrel
4 Kodama’s Reach
4 Whispersilk Cloak
4 Overrun
4 Squirrel Nest
4 Death Match |
|
by Vatiidall |
Combos:
No combos listed.
Comments:
Here
is an interesting entry. Vatiidall sent me his entry 5 days late. This got my
attention. He said he had just found MDV and wanted to enter the contest, so I
THIS ONCE, and ONLY ONCE, I’m bending the rules for him. He gets a -5 modifier,
-1 for each day late.
This is an interesting deck. It’s squirrel at the core, and
I like it’s simple play style. Using your squirrel makers, you pump out tons of
squirrels, using Death Match to take out opposing creatures, and finally end the
game with a big Overrun.
Focus: 6/6
Cohesivity: 5.5/6
Balance: 5.5/6
Creativity: 5.5/6
Overall-Playability:5/6
Total Score:27.5
Modifiers: +1+1-5= -3
Final Score: 24.5
Rankings and Winners by Points
1) Winner! Jack S. - 53.5 pts.
2) First Runner-up! Einsteinmonkey - 49 pts.
3) Second Runner-up! Nucatro - 44 pts.
4) Richard Dressler - 40.5 pts.
5) J. Smeulders - 34.5 pts.
6) Joachim Gross - 34 pts.
7) Gomaff - 31 pts.
8) Timster8 - 29.5 pts.
9) Keith Joeger - 29 pts.
10) Erik Nordstrom - 26.5 pts.
11) Vatiidall - 24.5
Favorite Decks
(This is subjective as I pick my favorite 5 decks from the
list, no matter how they scored by points, I’m going to pick the ones that I
thought were the coolest or most fun)
1) Einsteinmonkey’s “March of the Myr”
2) Joachim Gross’s “Mistform Undead”
3) Vatiildall’s “Psycho Squirrel Shotgun”
4) Gomaff’s “Infested Draws”
5) Nucatro’s “Tons of Pocket Change”
Congratulations to all those who placed, and thank you to all
other participants for submitting your decks, and for being a part of In the
Spirit of Squirrels and Saprolings RtDB Deck Building Contest. Maybe next time
I’ll be wary of the modifiers, and put more caps on the points you can earn.
Until then this is Death_By_Beebles, signing out!
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