MUC in Vintage Pauper

Vintage Pauper


What is Vintage Pauper? It's the working title for pauper as an eternal format played in paper. Any common, any time. As for a banned/restricted list, for this article I operate under the assumption that Cranial Plating would be banned and Strip Mine would be restricted. These matters are up for debate and I encourage everyone who is interested to head over to the brand new Vintage Pauper forum (it will be up this evening) to voice their opinions. Now, on to the article!

A while back there were been some questions about what a mono blue control deck would look like in paper. Those of us who play pauper online are restricted to using a limited number of sets. As of the date of that this article was published, those stand as everything Invasion forward, Mirage block and a smattering of pre-Mirage cards brought to us by Master's Edition and Coldsnap preconstructed decks. I've given this some thought during the slow times at work and come up with the following article. As a starting point lets look at the most recent MUC list.


Classic MUC


//6 Creatures//
1 Dream Stalker
1 Fathom Seer
4 Spire Golem

//30 Spells//
4 Counterspell
1 Echoing Truth
4 Exclude
4 Force Spike
1 Muddle the Mixture
4 Piracy Charm
4 Prohibit
1 Remove Soul
3 Repulse
4 Think Twice

//24 Land//
20 Island
4 Lonely Sandbar

//Sideboard//
4 Annul
2 Deep Analysis
1 Dream Stalker
1 Errant Ephemeron
3 Faerie Trickery
4 Hydroblast

This particular list comes from Lulthyme, a major innovator and long time proponent of MUC in pauper. The concept behind it is simple enough. This deck wins by disrupting the opponents plan while beating with very cheap 2/4 fliers. Fueling this monster of a deck are a staggering 11 cantrips, four dedicated draw spells and one card drawing creature that may be bounced back to hand for reuse. It's finely tuned deck that has been forged through the rigors of tournament play. Deciding what to cut and what to add is a tricky prospect, especially for an unknown meta.

So, how does one determine what counts as common in paper? For the purposes of this article I will be using set checklists provided on WotC's site. The lowest printed rarity of a card will be it's accepted rarity, with a few possible exceptions. For example, Strip Mine had a common printing in antiquities (http://www.wizards.com/magic/generic/cardlists/Antiquities_Checklist.txt) though it may be prudent to to disallow or restrict it. Likewise, Gorilla Shaman was originally an uncommon (http://www.wizards.com/magic/generic/cardlists/Alliances_Checklist.txt) but has a common printing in a preconstructed deck making me think it should be considered common. For the sake of simplicity, the "un" sets and cards that appear only has promos (mana crypt) will not be considered.


The first thing I would think of changing would be the lands. The first two that really jump out to me are Mishra's Factory and Maze of Ith. Mishra's factory serves double duty as both a mana source and a win condition. On top of that it helps slow 2/x creatures in certain circumstances. If that wasn't enough, it also shines as an uncounterable creature in the blue mirror. Based on the facts I would suggest maxing out the factory. Maze of Ith acts as a blocker who will die to nothing less then land destruction. It has the added advantage of being colourless and uncounterable. For the Maze, I would put two in the deck. Strip Mine could be key for destroying opposing factories or mazes. Most likely Strip Mine would be restricted, so one will be added to the deck. To balance things out a bit I would remove five islands giving us a total of 25 lands, 23 of which are mana producing.
+4 Mishra's Factory
+2 Maze of Ith
+1 Strip Mine
-1 lonely Sandbar
-5 Island

The next possible change that springs up is Accumulated Knowledge. Lets take a look at Accumulated Knowledge versus the card it's most likely to replace, Think Twice. At the first casting Accumulated Knowledge is at a disadvantage. Think Twice will do the same effect and wait to be used again from the grave. Lets look at a chart to find the point at which Accumulated Knowledge gets the advantage.

It's a tough call which to put in. By the time Accumulated Knowledge is cast for the third time the total number of cards drawn are equal to that drawn by Think Twice. There is one area that leaps out as being in Accumulated Knowledge's Advantage. By the third casting AK has spent six mana to draw six cards, archiving an impressive ratio of one mana spent to one card drawn. At this point AK also ties TT in the ratio of cards spent to cards drawn. The efficiency of AK seems to lend it's self to a fast format, which is what I assume Vintage style pauper would be.

Gush is the other draw spell that tickles my fancy. Essentially it's a legless Fathom Seer. Its main advantage comes in the form of its instant speed. Sure, a Seer can be flipped at the same speed, but it has no way of coming down on the opponents turn. Instant speed draw is always a good thing.

Speaking of good things, Merchant Scroll is quite good. I'm not totally sure of it here, but it does open up options mid to late game by acting as any card in the deck barring land and creatures. Muddle the Mixture tutors for much of the Classic decklist for one more in addition to countering, but overall I feel that the scroll has the advantage.
+4 Accumulated Knowledge
+1 Gush
+2 Merchant Scroll
-1 Fathom Seer
-1 Muddle the Mixture
-1 Piracy Charm
-4 Telling Time

There are really nice counters that past sets bring to use. The big three are Daze, Miscalculation and Rewind. I would like to find a spot for Daze or Miscalculation, but I feel that the counters currently run should be able to do the job better.


Affinity will be pretty prevalent as will storm combos. This means that the bounce will have to be slightly changed. Trading a Repulse for another Echoing Truth helps speed the deck up and make these matches better preboard.
+1 Echoing Truth
-1 Repulse

With the added man lands and maze the number of creatures needed decreases. Likewise, the increase in affinity hate means that we may need more Errant Ephemerons in the side board.
+1 Errant Ephemoron (side board)
-1 Dream Stalker

This deeper card pool gives blue access to one of the best graveyard hate cards around. I am of course talking about Tormod's Crypt. I'm not sure how many graveyard based decks there will be, so two seems like it may be the right amount.
+2 Tormod's Crypt (side board)

After these changes, this is what we come up with.

Vintage Pauper Mono Blue Control

//4 Creatures//
4 Spire Golem

//31 Spells//
4 Accumulated Knowledge
4 Counterspell
2 Echoing Truth
4 Exclude
4 Force Spike
1 Gush
2 Merchant Scroll
3 Piracy Charm
4 Prohibit
2 Repulse
1 Remove Soul

//25 Land//
15 Island
3 Lonely Sandbar
2 Maze of Ith
4 Mishra's Factory
1 Strip Mine

///Sideboard///
4 Annul
2 Deep Analysis
2 Errant Ephemeron
2 Faerie Trickery
4 Hydroblast
2 Tormod's Crypt

Feel free to voice any opinions on the article or on the deck list. A MUC thread should be in the soon to be reveled Vintage Pauper forum and I'd love to hear what everyone is thinking.


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Grozathia
8:53 AM, 3 August 2008

The crypt had a C1 printing in Chronicles.

Brainstorm definitely is good with shuffle effects. A trinket mage package would push the deck in a slightly different direction and I'm not sure it would be beneficial overall. In Peasant there is a very good reason for running the mage given the fun that is CounterTop.

Gush may be an odd choice the more I think about it. I may be overly enamored with the idea of drawing cards without tapping out.


theauthenticsimpsonian
4:57 PM, 31 July 2008

Just so you know Tormod's Crypt was a U1 in The Dark, so it really isn't a common. Go to www.crystalkeep.com/magic/products/index.php to check legality of older cards.


Anonymous
8:04 PM, 29 July 2008

My group and I play alot of peasant magic, which is very similar to the Vintage Pauper you are proposing. MUC tends to do very well in peasant, but it's mostly either backed by Isochron Scepter, or CounterTop (all uncommons). Both have put Trinket Mage to good use. Aether Spellbomb, Tormod's Crypt, Seat of Synod (extra lands for control mirrors), and Bonesplitter (for Spire Golem/Mage).

Gush, on the other hand, don't usually see play in MUC decks (they see more play in Madness or UG tempo ones, since Wild Mongrel + Gush is quite ridiculous), so I don't know about the Gush addition in MUC.

I would suggest that you should run 4x Brainstorm, as that's probably one of the best blue card ever. With Merchant Scroll, Trinket Mage and Terramorphic Expanse, you can definitely gain tons of card quality over your opponent.


Anonymous
3:52 PM, 29 July 2008

merchant scroll can also find it if necessary though.


Boin
12:16 PM, 29 July 2008

If you run Accumulated Knowledge isn't it worth playing more muddle the mixture since muddle can tutor up those third and fourth AK's that are worth so much?


LordSanada
6:52 AM, 29 July 2008

Great article! I wish that there was a way to test your deck to see how the changes went. Maybe you could post an message on the boards to let us know how your deck did?


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