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Hanni
05-15-2006, 11:55 AM
U/W/B WWC

Creatures (17)
4 Savannah Lions
3 Isamaru, Hound of Konda
4 Dark Confidant
4 Hypnotic Specter
2 Azorius Guildmage

Spells (23)
3 Mana Leak
2 Remand
4 Hinder
4 Condemn
4 Castigate
3 Sensei's Divining Top
3 Umezawa's Jitte

Lands (20)
4 Watery Grave
1 Underground River
4 Godless Shrine
1 Caves of Koilos
1 Dimir Aqueduct
1 Orzhov Basilica
4 Adarkar Wastes
1 Azorius Chancery
1 Minamo, School at Water's Edge
1 Eiganjo Castle
1 Shizo, Death's Storehouse

Sideboard (15)
4 Spell Snare
2 Sacred Ground
4 Descendant of Kiyomaro
2 Azorius Guildmage
3 Mortify

This deck is basically the T2 version of my U/W/B WWC Legacy deck. WWC stands for White Wheenie Control.

Basically, this deck combines white wheenie elements and control elements.

Classic White Wheenie staples can be seen in the deck via Lions and Isamaru.

The addition of black gives this deck Dark Confidant... possibly the best card in the deck. He's a wheenie himself at 2/1 for 1B and the hand advantage he can give is nuts. The deck also gets Hypnotic Specter, a creature that adds alot of control to the deck. Black gives Castigate, which synergizes beautifully with the blue addition (countermagic). Black also allows Mortify to be sideboarded.

Blue gives the deck countermagic. The countermagic can help in various situations and gives the deck another element of control. Countermagic is very versatile... such protecting my wheenie rush from cards like Wrath of God. The Remands double over as card draw as well. Blue also allows me to play Azorius Guildmage maindeck and sideboard, giving the deck control via tapping creatures and countering activated abilities while doubling over as a wheenie. Blue puts Spell Snare in the sideboard for Zoo and much more.

White Wheenie really isn't complete without Jitte. The Jitte's can give the deck lifegain to negate the Confidant's life loss, give access to creature removal, and buff up my creatures.

The Top's give this deck control of the topdeck and synergizes with the Confidant's beautifully. It's nice when you can draw into spells mid-late game rather than lands. I'm running 3 Tops instead of 4 because you only really need 1 Top per game (unless it gets removaled or countered) but Top is too helpful to only run 2.

Condemn provides nice, cheap, effecient spot removal.

Descendant of Kiyomaro helps greatly against fast aggro and fatty's (Gruul).

Since this deck runs 3 colors, land destruction can be devastating. Sacred Ground helps out a little bit.

I'm wondering how effective Eight-and-a-Half-Tails would be.
One of my friends suggested Blackmail over Castigate but I don't really like that idea.

Anyway, that's my deck so far.

Additional Comment:
The deck seems to be doing very well, especially against U/W Control. After sideboarding in the Kiyomaro's and Spell Snares, the deck does well against the Boros/Gruul/Zoo matchups.

Still needs tested against alot of other decks. I'm don't play much T2 and when I do have time to playtest decks I'm usually playtesting my Legacy version of this deck.

Any Comments/Suggestions? R/F anyone?

DukeDevlin
05-15-2006, 12:26 PM
Looks sharp...my only concern is that hynotic spector is 1bb which could be hard only because you're running three colors...and i just am prejudiced against the "return to your hand" dual lands in the ravnica block since you're going to lose that mana for the next turn when most of your stuff is mana-cheap to play...

telling time and other draw cards could be nice in lieu of other spot removals maybe.

btw, castigate is 10x better than blackmail. blackmail is conditional on them having some kind of limited hand and better later on (once you get your spector your mana out for counters and so on). castigate is the ultimate precounter and lets you know if you should leave mana open for counters...

Hanni
05-16-2006, 12:11 AM
I have 13 black mana sources for the Specter. In legacy I run 12 of each source and I usually don't have problems playing double color spells. T2 might be different though, since the lands are far less versatile. Anyway, I haven't had a problem with it so far.

I kinda thought the bounce lands would work better since I'm playing cheaper spells... tap the land before I bounce it and still drop Isamaru or something. I dunno, I haven't really tested it enough to decide whether they do more harm than good.

I was considering running more card draw but there really isn't enough room for it. 4 Confidant's, 3 Tops, and 2 Remands seemed like enough sources to me, especially considering how powerful the Confidant's are. The way I looked at it was this: this deck is white wheenie. Normal white wheenie or even Boros doesn't run any card draw. I run 9 sources of card draw... so it doesn't have nearly as much card draw as U/W Control but it has way more than Boros.

Yea, I like Castigate better too. Blackmail was considered because it costs 1cc less, which does add some synergies to the deck. However, Castigate is just way more powerful.

And yes, I know the synergy between Castigate and Countermagic quite well. It's even better when you can use Duress, Meddling Mage, and Counterspells. :p

Additional Comment:
A friend of mine suggested some serious changes. I have yet to test it to see if it does better or not.

He suggested 4 Remand and 4 Mana Leak to create tempo rather than hard counter.

He also suggested Paladin en-Vec (which I originally had) in place of Hypnotic Specters.

He suggested adding Last Gasp and Repeal for early game tempo.

I'm not quite sure if I want to build this deck for tempo or not though... I'd rather have emphasis on control. My friend is more experienced with T2 than I am but I don't know if I want to change the style of this deck.

I do think that the deck could use more spot removal though. I just don't know how to squeeze it in.