Understanding how to win is a fundamental part of each and every competitive deck and can usually be easily memorized, but understanding how to reach the point where you can win, is not so easy. The strategy of this deck is focused on slowing the game plan of others down, while we set up a powerful engine on the board that will carry us through the mid-game. You have entered the mid-game when several of your opponents have tried to win the game but got stopped. This is the point our deck is trying to reach, but how do we get there?
Entering the mid-game is a privilege awarded to the players who have successfully stopped others from winning early on. In order to reach this point, we must blend hard hate pieces with counterspells. Counterspells give us the flexibility to stop whatever we deem too threatening. For example, a fast combo in black will most likely be shooting for something along the line of an early Ad Nauseam, or potentially their win condition. Your only real option is to understand that you are not here to race your opponents. You are trying to prevent them from winning the game early on. For this reason, it is okay to get behind early in the game when you are holding up countermagic.
Determining the appropriate time to hold up countermagic or progress your own game plan is something that is learned by playing the deck and knowing the decks you are playing against. The more you play the deck the more you understand how your deck can interact with your opponent's deck. For example, when playing against a deck like The Gitrog Monster I know that once I throw down a Rest in Peace they will be hurting. Furthermore, I know that they will be doing everything in their power to remove it. It is paramount for the pilot of this deck to understand which Stax pieces they should fight for.
This is further complicated when you are also trying to win the game. Using the same example as before, the gitrog player is trying to remove the Rest in Piece and you have divergent transformations with enough mana and spirits for several other spells to be cast that turn. The Gitrog Monster player is acting on their own turn and you are right after them. You have several counterspells in your hand and you now have to decide whether or not you should protect the Stax piece or save up counter magic to protect your own game plan. The reason this becomes very complicated is that it all depends on who is at your table and what they can provide when it comes to instant speed responses. If the Rest in Piece is hurting multiple players you need to be aware that this other person might try to counter or respond to whatever you may cast. The kind of interaction they have is important though, are they more likely to use a counterspell to counter your own counterspell? Or, are they more likely to have more hate in the form of artifact and or enchantment removal or, are they equally likely to have a bounce spell? Determining the different types of interaction you will be facing is an important part of mastering any mid-rangy deck. It enables you to think ahead of your opponent and think beyond just protecting your own assets and game plan but allowing you to analyze the board state and make predictions about your opponents.
Now Back to the earlier example, If the Stax piece (Rest in Peace is the only thing stopping the gitrog player from winning the game, then you need to spend all your available resources to prevent that from happening. If you know the person or people want to remove the card just because they want to start generating value, this is where you determine whether or not you should save your countermagic or use it. Take a look at the board state and determine how much mana and the color of mana each opponent has access to. This may help you decide what kind of interaction they have. Furthermore, check their hand size. If an opponent has loads of mana and a full hand you need to be very wary. If they have either a low hand count or little to no mana saving your countermagic for your own win condition may be a good idea. It is examples like these that make this deck hard to play for newer players but very rewarding for more experienced players.
Generally speaking, I have tried to include Stax pieces that do not hurt our own deck. But what do you do when you need to play the Stax pieces that might hurt us such as Back to Basics and Blood Moon? First, let's go over these two cards. These two cards are used to slow down and stop decks that use greedy nonbasic mana bases (like most comp lists do). Although, you may be thinking, why would I use these cards because they hurt me too?? The reason these cards are in this list is that the vast majority of the deck is blue. Which means, I really only need to have access to one color to cast the majority of the decks spells. This is further aided if you have Kykar, Wind's Fury already on the battlefield, as casting spells will generate you red mana as well.
There are currently 18 ways to get basics in this deck. We run a large package of basic islands that enable us to gain some serious advantage if we were to play Back to Basics or Blood Moon. The main point of contention people have with running these cards is that they may feel dead when you draw them in the middle of the game. This should never be the case. Good pilots understand how to play around these cards knowing they are in the deck and might surface at some point in the game. Drawing this card in the middle of the game should not feel like a bad thing. Although I will admit, it may not always be the card we are looking for but it should never be the card we feel like we cannot play.
The best way to avoid this feeling is by being proactive in your thinking of fetch-able targets. For example, you start the game with a basic Island, Command Tower, and a fetch. You also have Back to Basics, Sol Ring and some countermagic. Not the best hand but pretty decent. In this scenario we know Back to Basics is going to be coming down early. Thus, our fetch target should be either a basic Mountain or a Plains depending on the cards you have in your hand unless you really really need that extra blue for countermagic. The reason for this is because with Command Tower we can produce whatever color we need one time, this should be used to cast Kykar, Winds of Fury, which, keep in mind, will grant you spirits that produce red mana. This was an easy example of how to play around the card Back to Basics, but how do you play around this card when it is not in your opening hand?
When Back to Basics and Blood Moon are not in your starting hand do not fret when your opening hand consists largely of nonbasic lands. This can easily be remedied throughout the game. If the deck is working properly you will be able to draw into more cards which increases the chances of you getting either fetches or basic lands. What is important to learn here is that once you already have a couple of rainbow lands, you should start using your fetches to grab basics. This should be done when you feel comfortable with the mana you have available to cast the spells in your hand. This type of action will greatly increase the lead you will gain once you place a Blood Moon or Back to Basics into play. Like I have mentioned before, these cards have the ability to completely stop decks from playing the game. Especially if your meta/pod consists of decks using Tainted Pact win lines. These decks specifically get ruined because they run little to no basic lands. Making these cards a must include when playing in this type of meta.
The main strategy of this deck may require you to sacrifice building up your board state to hold up countermagic. We are not here to race other decks, this deck simply does not have the tools required to speed past a fast combo deck (we do not have black). Instead we are trying to focus on slowing the game state down, even if for a while, we are also slowing our game down as well. As long as we are slowing the opponents down more, we are gaining the advantage.
More to come!