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Welcome back, fellow gamers! As we enjoy the changing
foliage of the new season and await the next set release just a few days away
I've decided to pull a card out of the current Standard pool and take it for a
whirl. Its cheap and its an enchantment, and if you like destroying critters it
can be your best friend.
Originally hailed with an A+ by Tynion in his
First Impressions,
Porphyry Nodes was quickly shuffled out of many tournament level decks,
occassionally being let back into sideboards as a silver bullet to the feared
Bitterblossom. How could this happen, you ask? Destroying a creature at the
beginning of each of your upkeeps seems to cry out "immense power", and back in
the day, when it was Green and called Drop of Honey it was all the rage for
board wiping. Unfortunately, most deck builders found the White version too
needy to build around, and the drawback of its own destruction led many to
shelve it in favor of more powerful cards. Personally, I collected four as soon
as I found one and vowed to use it, as its shear potential just wouldn't stop
clawing at the back of my brain. Paired with the right cards it can be a
monster, so join me on this deckbuilding adventure with:

One thing that jumps out at me
about this card is its casting cost. Powerful one-drops are hard to come by, and
against the right deck, your one mana investment can act as virtual time walk.
"Oh, shoot! I was going to lay my awesome creature this turn, but its just going
to die. Well, I guess if I do nothing that enchantment will go away. Oh well."
Thank you for doing nothing. It can act as more of a stall than a removal card
in this sense, but if you decide to let a creature or two hit the board before
you play it, then you're putting your opponent on the clock, especially if his
creatures all have the same power. Unfortunately, Porphyry Nodes is a "global"
enchantment meaning its going to kill your stuff too. This is what paints most
of us into a corner and leads to its removal from the main deck. So how are we
going to get around this peky drawback? Simple. Our first deck is going
recursion, and isn't going to mind if our own creatures get put into the
graveyard.
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 Another
Sandwich.
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Lands:
1 Flagstones of Trokair
2 Fetid Heath
1 Urborg, Tomb of Yawgmoth
1 Mutavault
1 Springjack Pasture
7 Swamp
8 Plains
Creatures:
1 Akroma, Angel of Wrath
1 Blazing Archon
2 Cairn Wanderer
1 Angel of Despair
1 Spirit of the Night
1 Platinum Angel |
Other Spells:
4 Porphyry Nodes
4 Wrath of God
2 Graceful Reprieve
2 Night's Whisper
3 Breath of Life
3 Zombify
1 Endless Horizons
3 Mortify
2 Sudden Spoiling
3 Buried Alive
4 Smallpox |
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by hamsandwich |
Lets
start with the mana base. Flagstones of Trokair is a must for deck thinning and
its synergy with Smallpox. You could add in another copy if you'd like, but I
left it at one so I could have an additional plans to work with Endless
Horizons. Horizons can be a late game deck thinner to help you get to the cards
you are going to need. The deck is designed to run on having only one Plains in
play, as your Wrath of Gods should be attainable with your dual lands. Even
still, by the time you play Endless Horizons(or unless it is destroyed before
you can get your second Plains) you should be able to land two Plains on the
board without any trouble. I like the new mana fixing lands as they don't coat
you the two life that Ravnica's duals required, though, if you own them they
would not be a bad inclusion. This is a paper deck I own and so any of the land
counts can be altered to fit your collection. Mutavault can be animated to
sacrifice to either the pox or the nodes in a pinch. In one playtest i was able
to keep Akroma on the board one turn longer because of it. Noone was expecting
it, so while everyone was busy keeping their creatures in their hands, I planned
to sac it the moment it hit the table. Springjack pasture is another good one
that gives you the option of adding a token to the board to protect your larger
creatures from Porphyry Nodes ultimate drawback. Net yourself a powerless token
in your opponents end phase to avoid losing your enchantment, or your giant
beater. Forbidden Orchard is another good land for just that, but thats for the
next deck.
You will notice that there are no small creatures. The idea with this deck is to
use the Nodes to stall until you can set up your recursion. Between Smallpox and
Buried alive you shouldn't have trouble ditching a fattie to the yard by turn
five or six, right after you mop up the board with a Wrath of God. That's when
the fun begins. The only creature you want to be sure not to ditch is the Cairn
Wanderer. A 4/4 Akroma is nothing to take lightly. Obviously, the Wanderer,
Akroma, and Spirit of the Night are your beaters. If you're becoming overwhelmed
by weenies and Nodes can't keep up then bring in the Archon. Likewise, if
someone is damaging you straight from the ether, drop your Platinum Angel. Angel
of Despair can take care of Planeswalkers and other nasty non-creature
problems(Worship, anyone?). You'll want to get a feel for your opponents decks
before you decide who to bury or discard.
As for your other spells, though Sudden Spoiling and the Small pox may seem like
overkill, you never know who you're going to be facing, and I'd rather my
opponents be more dead than less dead. Mind you, this is built for multi-player,
so for a duel the Spoilings could be replaced with something like Consume Spirit
to help you stay on top. I diversified the reanimation spells to avoid issues
like Persecute, and Graceful Reprieve gives you the option of extending your
fattie's stay on the board for with a low casting cost instant. I avoided
Makeshift Mannequin despite some suggestions in favor of it for the simple
reason of it being in conflict with Porphyry Nodes. The Nodes goes off at the
beginning of your upkeep, so it doesn't pay to use an end of turn instant when
you're banking on the board being clear anyway. However, in a duel, the
Mannequin could pay off in a big way so keep it in mind. Night's Whisper was
added on suggestion by Burnbait and the Deckmechs(whom I thank for giving me
such awesome feedback for this article) as a little bit of card draw to help you
cycle through the deck to the cards you will need to make it happen. In duel,
something like Streetwraith may be a good addtion to get things running quicker.
Alright, enough with recursion. For our next deck we're going to dip into a
color you don't see from the sandwich all that often: Red. I thought to
myself,"How else can I benefit from staving off creatures?', and though this
deck is built with dueling in mind a bit more than multi-player, it can easily
be adapted to the Free-for-all kitchen table.
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 Sudden
Death.
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Lands:
3 Kher Keep
4 Rugged Praire
2 Springjack Pasture
7 Plains
8 Mountain
Creatures:
3 Dragon Tyrant
2 Akroma, Angel Of Fury
1 Akroma, Angel of Wrath |
Other Spells:
3 Sneak Attack
4 Porphyry Nodes
4 Wrath of God
4 Lightning Helix
4 Lightning Bolt
4 Char
4 Boros Fury Shield
3 Browbeat |
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by hamsandwich |
The
strategy here is rather simple. The mana base enables consistent token
production to feed your Nodes or create an army of chump blockers. Use your
Wrath's and the ever present Nodes to keep the board clear until you can drop a
fattie with Sneak Attack, or hardcast one of them to start slamming face. The
board should be pretty clear by the time you send in the Dragon Tyrant for
twelve damage straight to the dome. I added Browbeat after a few tests to help
keep your hand full, and if your opponent decides to take five then its a fair
trade off.
When playing this deck I noticed a few key strategies to
keep in mind. First, don't drop Porphyry Nodes in anticipation of your opponent
laying a creature. This may seem like a no brainer, but if you don't have enough
mana to drop a token during their EOT step they'll probably just wait it out and
send your Nodes to the yard. Lightning Helix and Wrath of God should keep you
ahead in the life race, and even if you fall behind a bit, this deck has the
potential to swing for big damage by turn five or six. Be patient. Porphyry
Nodes will serve you better after you Wrath. Also, even though you will be
tempted to Lightning Bolt that pesky Llanowar Elf, that for some reason is
attacking you every turn(I'm looking at you Aladdin), don't do it. Keep your
damage aimed at your opponents head.
Hammy, what about those of us who don't have a playset of
Wrath of Gods or Porphyry Nodes? Well, for those without enough Nodes a couple
of Idyllic Tutor's may do. As for Wrath, defense is defense. Something as simple
as Holy Day can extend the game and leave your opponents creatures tapped. Hail
of Arrows, Blessed Reversal, and even Dawn Charm can help. Especially Dawn Charm
as its basically a Holy Day with two other options for one additional colorless
mana. Remember, if you have the right lands out and enough mana to activate your
token production you should be able to keep your copy of Porphyry Nodes on the
board without much trouble. If you're opponent is playing enchantment hate,
Rebuff the Wicked may be the card to carry.
If you want to adjust this to multi-player, a copy of
Endless Horizons couldn't hurt. Also, up the count of Boros Fury Shields and
swap a few burn spells for more universal damage, or things like Blaze so you
can do more damage late game. As far as creatures go, with Sneak Attack you
don't even have to stay in color, so any color fattie can do. Personally, I like
being able to hardcast anything I draw so I stayed with the Akroma's and the
Tyrant. Darksteel Colossus can also be your friend here(if you have one, which I
don't). In a multiplayer game, more creatures and less burn might be the way to
go. Just be sure to get your token production on line and be sure that you are
dropping nothing but high powered critters.
Well that's all from the fridge this month, but I'd love to
continue the discussion in the forums. What do you think of Porphyry Nodes? If
you have some budget solutions I hope you'll share. Without you, the casual
player, the Magic Deck Vortex is nothing more than blackhole. Er, or a red hole.
Hopefully you're catching my drift. This is Hamsandwich saying: I hope your next
game is Nodally rad.
~hamsandwich~
You can discuss this article in the MDV forums
here.
Find other articles by this author here.
Find other articles from this series
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Spotlights from 2008:
A Fresh Perspective: Stasis - Part One. The Apprentice Magician - Part Six. Design on a Dime: The Lunch Meat Edition! Fit the Flavor 2008 - FINALE! The Games People Play - Market & EDH. More Evil Than Evil. Pauper Chronicles: Top O' the Morningtide to You! Sarpadian Empires, Vol VII: Foreword. Words from the Streetz: Uncommon and Common Magical Treasures. The Writers Guild: The Inside Scoop.
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