2010 Magic World Championship
Features
SnowMage87
17 December 2010
4368 views
17 December 2010
4368 views
Hello again, Well the 2010 Magic Worlds Championship is over and Guillaume Matignon of France with U/B Control is the winner. He was pit against close friend Guillaume Wafo-Tapa in an all Guillaume, all French, all U/B control finals. Today we are going to look at the Top 8 decks from Worlds and what makes them so great. We got 5 U/B Control decks 1 U/W Control 1 B/R Vamps and 1 Eldrazi Ramp. We are just going to look at Guillaume Matignon U/B list because there are are very close to the same thing and no point in talking about 5 almost the same U/B control decks.
Table of contents
Guillaume Matignon U/B Control
Jonathan Randle U/W Control
Love Janse Eldrazi Ramp
Eric Froehlich B/R Vamps
Guillaume Matignon's U/B Control
First we look at the champs deck Guillaume Matignon U/B Control
4 Creeping Tar Pit
4 Darkslick Shores
4 Drowned Catacomb
5 Island
1 Misty Rainforest
3 Swamp
4 Tectonic Edge
1 Verdant Catacombs
3 Grave Titan
2 Sea Gate Oracle
1 Cancel
2 Consume the Meek
2 Disfigure
2 Doom Blade
1 Duress
3 Inquisition of Kozilek
2 Jace Beleren
4 Jace, the Mind Sculptor
4 Mana Leak
4 Preordain
4 Spreading Seas
So first we look at the mana base. It looks standard to me 2 sac lands to thin the deck out a little, 4 Tectonic Edge for man lands andValakut, the Molten Pinnacle. 8 basics because every deck need some. 12 duel lands and 4 of them being Creeping Tar Pit to get that last little bit of damage though, taking down planeswalkers or a blocker if you really need it.
Next we will look at the creatures. Which with 2 Sea Gate Oracle and 3 Grave Titan its a short list. But it gets the job done, with sea gate for a little bit of draw power and a blocker and Grave Titan for 10 power spread over 3 guys is the card that ends most games. Now no Frost Titan orAbyssal Persecutor was a bit of a surprise to me but if Grave Titan may have just gave more board presence and ends games faster.
Now we take a look at the spells. First we got 6 Jaces 4 Jace, the Mind Sculptor and 2 Jace Beleren. Both for draw power and the Mind Sculptor for the deck second win con. Then you have Preordain and Spreading Seas for more draw and the seas also shut downs Valakut, the Molten Pinnacle, Tectonic Edge and any duel lands. Next you got 5 counter spells, 4 Mana Leaks for early game and 1 Cancel for a hard counter in the main deck. Then we got 4 discards spells. Inquisition of Kozilek for anything may may try to drop early game or maybe a counter spell. Then 1 Duress for planeswalkers or stuff that can be a problem later in the game. And last we got the removal. 2 Doom Blade because it's bad in mirror or anything else black so I think he limits the bad cards in his main deck against the mirror. The 2 Disfigure for small guys and 2 Consume the Meek for and opponent zombies tokens or deck like Elves or Golbins.
Jonathan Randle's U/W Control
Now we are going to look at Jonathan Randle U/W Control deck.
4 Celestial Colonnade
4 Glacial Fortress
5 Island
2 Misty Rainforest
3 Plains
4 Seachrome Coast
4 Tectonic Edge
2 Day of Judgment
2 Elspeth Tirel
2 Gideon Jura
2 Jace Beleren
4 Jace, the Mind Sculptor
4 Mana Leak
2 Negate
4 Oust
4 Preordain
4 Spreading Seas
1 Stoic Rebuttal
Ok so the mana base is the same idea as the U/B control we just looked at. 8 basic lands, 2 sac lands to thin the deck out. 12 duel lands and Celestial Colonnade to attack to try to finish someone off or to block when needed and to take shots at planeswalkers. 4 Tectonic Edge for man lands and Valakut, the Molten Pinnacle because 32% of the worlds field was Valakut Ramp.
Next we look at creatures, which is a shorter list then U/B control with just 3 Baneslayer Angel. A great way to take out most creatures in the format blocking and way to really put games out of burn against Valakut Ramp. The deck also packs 2 Elspeth Tirel and 2 Gideon Jura that act like creatures. Elspeth Tirel can make 3 1/1 guys to block with or can build up to an army of attackers. Also with the gain life effect can help push your life total out of a Valakut player reach. Then if everything goes wrong you can blow the field up. Then Gideon Jura can become a 6/6 and in just a couple of turns put your opponent life to 0. He can also take out tapped guys and make your opponent waste a turn and attack into him.
Next well look at the spells and the draw engine from U/B control is in here too. 4 Jace, the Mind Sculptor and 2 Jace Beleren. Then you have Preordain and Spreading Seas for more draw and the seas also shut downs Valakut, the Molten Pinnacle, Tectonic Edge and any duel lands. Then for counters you got 4 Mana Leak for early game again and then 2 Negate for planeswalkers and a hard counter for noncreature spell you don't want to hit the field. And then 1 Stoic Rebuttal for at least one hard counter for anything main decked. Then for removal you got 2 of the always great Day of Judgment for clearing the field when even you need to. Then you have 4 Oust for spot removal. Now i don't really like this card but right now removal in white is really lacking but hey it seemed to work for him.
Love Janse's Eldrazi Ramp
Next we will take a look at Eldrazi Ramp that was ran by Love Janse.
4 Eldrazi Temple
1 Eye of Ugin
12 Forest
4 Khalni Garden
1 Mystifying Maze
4 Tectonic Edge
1 Avenger of Zendikar
1 Emrakul, the Aeons Torn
4 Joraga Treespeaker
4 Overgrown Battlement
4 Primeval Titan
1 Terastodon
2 Ulamog, the Infinite Gyre
1 Wurmcoil Engine
1 Cultivate
3 Everflowing Chalice
4 Explore
4 Growth Spasm
4 Summoning Trap
Now looking at the mana we see 4 Khalni Garden just for a blocker so they can last and put on of there big guys on the field. Then we got 1 Mystifying Maze really for the same thing just to buy them time. Then we have 4 Tectonic Edge for Valakut and duel lands. Next we have 4 Eldrazi Temple and 1 Eye of Ugin to help cast there big guys and can be search out with Primeval Titan and then [[Eye of Ugin] can help you go get a Eldrazi to your hand. Don't forget 12 Forest too.
So now we look at the big guys of the deck. We got 1 Avenger of Zendikar that really helps if you are playing a deck that puts a lot of little guys out at you and try to beat your face in. With his guys hits he can stop them cold and a few land drops after that you will be able to attack with your plant army. Next we have 1 Terastodon because when this guy hits the field you are ramping so much you can take out 3 of your lands and get 3 3/3 guys or even it you need to take out something noncreature of your opponents. Next we have 1 Emrakul, the Aeons Torn which 9 times out of 10 if this guy hits the field either out of your hand or off Summoning Trap. Its just so big at 15/15, Flying and protection from colored spells that Annihilator 6 is handy but really this guy is just too good. Then Ulamog, the Infinite Gyre coming down with 10/10 and Annihilator 4 plus indestructible its just hard for your opponent to deal with. Now this deck play 1 Wurmcoil Engine put to me this card is somewhere between game winner and support. With lifelink it really can help your life climb out of burn hands and with when it goes to the graveyard you get 2 more guys this guy can win games. The deck also runs 12 guys that are great for ramping and there are 4 each of Joraga Treespeaker, Overgrown Battlement and Primeval Titan. Battlement can be a great blocker and Titan can win games if unanswered for a turn or two.
Next we look at the other spells in the deck and the real MVP here is 4 Summoning Trap. With all the counter being played a play that lets you play it for free if a guy of yours was counter that turn and dig 7 cards deep and put a dude you find there right to the field is so good in this meta. And with this deck being packed full of hard to deal with game winner it just make this card shine. For 6 mana you can also just play this card which is always a good back up plan. Next we have 12 ramp spells between 1 Cultivate, 3 Everflowing Chalice, 4 Explore, and 4 Growth Spasm just makes this deck really fast.
Eric Froehlich's B/R Vamps
So last we will look at B/R Vamps ran by Eric Froehlich.
4 Blackcleave Cliffs
4 Dragonskull Summit
3 Lavaclaw Reaches
4 Marsh Flats
8 Swamp
4 Bloodghast
4 Gatekeeper of Malakir
4 Kalastria Highborn
4 Pulse Tracker
2 Vampire Hexmage
4 Vampire Lacerator
3 Viscera Seer
3 Arc Trail
2 Burst Lightning
3 Dark Tutelage
4 Lightning Bolt
So we take a peek at our first deck not packing 4 Tectonic Edge and the only one of all the top 8 deck that did not. I am not sure why, I don't see any reason other then maybe this deck is to fast for Valakut but that's just a guess as I have not ever seen this match up myself. But we have 8 swamps and 4 Marsh Flats for thining the deck down. Then we have 11 duel lands 4 Blackcleave Cliffs, 4 Dragonskull Summit, and 3 Lavaclaw Reaches. Now these lands are the only red mana but I think it is ok because there is only 9 cards that need only one red to be played in the main deck.
Next we look at the vampires. We have 4 Bloodghast which is hard for anyone to deal with if you have land to play. Next 4 Gatekeeper of Malakir for removal on a stick. 4 Kalastria Highborn to burn your opponent down while pushing your life up. 4 Pulse Tracker because this deck is about speed and just attacking you drop there life down. Next we have 2 Vampire Hexmage for planeswalkers and a great blocker or attacker with first strike. 4 Vampire Lacerator because a 2/2 for one mana with out a big draw back is always good and with this deck getting your opponent down to 10 life should not take to long. Last we got 3 Viscera Seer that helps you dig for cards you need and help fuel Kalastria Highborn.
Now we look at the other spells in the deck. We have 10 burn spells 4 Lightning Bolt, 3 Arc Trail, and 2 Burst Lightning which are also handy removal. Next up is the 3 Dark Tutelage which really help fuel the fire here. Every turn you get other card for a little bit of life but in this deck you will never lose more then 3 and that's only if you hit other Dark Tutelage. Plus with Kalastria Highborn can help keep your life up.
Well there is a few things I think I have learned from worlds. U/B control is alive and well and because I was a little worried after a poor showing leading into this event but just with more of a discard control build and with Grave Titan leading the way and not Frost Titan Also no Trinket Mage and his little handy dandy artifact cards. Well that just goes to prove that the meta is always changing and it's hard to keep up. Well I hope that this article helps you look at a decklist and understand a little what there goals are and there key cards are. Well on a side note in the coming weeks we will start to see cards from Mirrodin Besieged and we got a look at 2 of them at worlds.well I could go on and on talking about them we will save it for other week, but I will leave you with the pics below just in case you have not seen them yet. Well til next time have fun and happy holidays.
zerotimestatechamp says... #2
Wow. These decks are strong but what really surprises me is how unremarkable they are. People around here post decks similar to this all the time. It really takes a intelligent player to make the deck great.
December 17, 2010 1:54 p.m.
jacelightning says... #3
The Sea Gate Oracle's are really like another copy of preordain because they can dig your next draw to be three cards deep in deck. Also it's a target for decks that like to run Goblin Guide because Guide can't kill it and if the deck wants to keep attacking you directly they will have to waste a lightning bolt on it instead of saving that bolt for your Jace. The important part of the Oracle isn't necessarily the brute force card draw but the Filtering. The whole premise of a control deck is that the end game stage of the deck is better than anything the other deck can do so getting to that End Game stage intact is the most important part of the deck.
Next years worlds is going to be in San Francisco. The pro Tour locations are going to be in Paris, Nagoya Japan, Philadelphia, and then San Francisco. The Pro Tours are chosen one year in advance.
December 17, 2010 4:46 p.m.
does one have to qualify in regional or state tournaments to head on to worlds?
December 17, 2010 6:36 p.m.
crossclimber says... #5
What is really interesting from the Top 8 at Worlds is to note that 5 of the top 8 were playing U/B control and the most interesting match to me was Matignon vs PV or the U/B mirror match. Those decks were really different and what gave Matignon the edge was baby Jace! He just always had more cards in hand and was so far ahead of PV it wasn't even exciting ... well okay game 2 was nuts as PV topdecked some bombs but Matignon always had the answer. A true master build that got him to the finals against a guy playing the exact same 75 cards!
A question that also needs to be asked is "Was U/B really the best deck?" I mean yeah it had 5 of the top 8 piloting it but lots of players using other decks did better in the Day one Swiss rounds. There is a reason 32% of the field (guys who really do know what they are doing) brought Valakut to the table. I'm not a Valakut fan per-se but its worth talking about the so called "best deck" and why it isn't represented here.
December 18, 2010 12:04 a.m.
I think you want to believe Valakut is stronger than it really is.. UB so easily kills that deck, counter the ramp, kill the titans, tec and seas the valakuts,
December 18, 2010 3:42 a.m.
jacelightning says... #7
@mzy10511 yes it kills that deck when it has magical christmas land going for it, but what about when it has bad draws and has to use some preordains to dig a bit for answers and when Summoning Trap comes down after the counter. It's not quite as clear cut as that.
@crossclimber Valakut is the "best" deck right now. It is going to give you the best results overall againist all matchups, so in worlds where the formats are 6 rounds of Standard, 6 Rounds of Draft, and 6 Rounds of Extended the players don't necessarily need an unbeatable deck, but rather a deck that gives them pretty good matchups across the board because 6-0 isn't necessarily as important as going 4-2 and not being eliminated from contention for the title. Matignon was 3-3 for standard running that same control list, but it won him the Top 8. This brings to light that there are two metagames in the tournament one for the main portion and one for the top 8 and if you want to win the tournament you must prepare a deck that not only does well against the field but also does well against what you believe will make top 8.
December 18, 2010 8 a.m.
crossclimber says... #8
Honestly I just wanted to get the discussion going about other awesome decks. Since we have a few takers on my bait I'll say that I think mzy has a point here in that U/B is favorable against Valakut or at least a coin flip. Valakut doesn't have bad match-ups because it goldfishes well and is fairly hard to interact with. Speading Seas, Tec Edge do a fair job of disruption which is why control players made sure to be packing those cards. Valakut may have been the "best deck" but then since it was known as the boogeyman there was a lot of hate for it too. Even with all the hate I'm not sure it lost it's spot on top altho Kibler's "Caw Go" deck is pretty awesome. Now is "Caw Go" a meta game call that made it such a stand out of would a deck like that stand the test of time?
I think this article is misnamed or at least needs a subtitle explaining that it is looking at the Top 8 archetypes.
December 18, 2010 10:13 a.m.
@LegendInc
You can qualify for worlds via a lot of different methods. Ranging from attaining the appropriate Pro Tour Club level (you need at least 3 but 4 to guarantee it), a top DCI rating (they compare by region), placing well at nationals, placing well at a national qualifier, or qualifying for the online version of worlds gets you an invite to the paper version (the online version is played out at worlds anyways).
And there are even the occasional celebrity invitation.
December 18, 2010 11:41 a.m.
@Jace Lightning Yes.. Isn't Summoning Trap itself a card that requires some magical christmasland-ing itself? you aren't even guaranteed a creature just yet.
What I'm saying is in an average matchup, where both have an average hand, and draw not amazing but not terrible, UB has the upperhand, with 8 valakut destroyers with so much searching, 2 Doomblades and 4 Jaces+ mana leak to remove your titan, and discard so they know how to play correctly and pick apart your gameplan, I think UB is definitely favored in this matchup.
And since "everyone good" was playing it, it beat all those good people and got into the top 8.
December 18, 2010 12:58 p.m.
Does anyone know why these decks run the sac lands that DON'T let you get either of your 2 colors(just one plus another not in the deck)? They are all doing that. I can't see the reason.
December 18, 2010 3:27 p.m.
mmmmk...the fetches are so you can go +0, brainstorm, dump some crap from my hand onto my library, fetch, shuffle it up, and next turn brainstorm into 3 new (and hopefully better) cards, not for thinning or fixing. and the Onslaught fetches are hella not in Standard right now.
I think the most interesting thing here is the B/R vamps build. Not only is it using Dark Tutelage , but it's B/R vamps...and we all thought that vamps died with Nocturnus. Arc Trail is interesting tech, as is Viscera Seer - response to Day of Judgment , sac a whole bunch of crap, look at the same card 6 times, go Kalastria Highborn on your face.
December 18, 2010 4:06 p.m.
jacelightning says... #13
@mzy10511 I'll concede the u/b vs valakut matchup itself, but to be the best deck you must have the best record against the field and that is my ultimate point.
December 18, 2010 6:57 p.m.
TheGoatnapper says... #14
The pro tour is classically known to be a control metagame as many of the worlds top players would rather play control. In that case blue black control is the best control deck for the metagame. IF the metagame was more aggro such as a 5k or something of those sorts valukkut and blue white control are the best decks to play. Most of the top 8 decks were blue black becuase they realized that blue black gave them the best chance in the expected metagame
December 19, 2010 2:07 p.m.
sporkife: I did not understand that at all about the sac lands. My question is, for example, if you have a G/B deck, why would you run Misty Rainforest , and NOT run Verdant Catacombs ?
December 21, 2010 4:51 a.m.
Nobody at the professional level running B/G runs Misty Rainforest and no Verdant Catacombs unless they're stupid. Same with all the other off-colour pairs. Sometimes people run extra fetches of only one of their colours for thinning. At the FNM level you often see people running any fetches they have for thinning (not my personal idea of a good time, but people do it).
December 21, 2010 12:07 p.m.
But I'm saying LOOK at the deck lists.
You say nobody at the pro level runs the off-colour pairs. LOOK AT THE LISTS. The World Champion deck is U/B. It has listed Misty Rainforest and Verdant Catacombs . It does NOT have the one(can't think of the name) that fetches a swamp or island.
Randle's U/W deck has Misty Rainforest .
B/R Vamp deck has Marsh Flats .
AND all 3 do NOT have the ones that will fetch both of the kind that they are running. I find that very strange. Do you see why I am questioning this?
December 23, 2010 8:18 a.m.
crossclimber says... #18
@Vic- you are right the lands only fetch one color. But they are not in there for mana fixing (at least not in the way you are thinking). First off there aren't allied fetches in standard right now. Those were in the Onslaught block so no one has the option of playing a U/B fetch land now. The fetches in the two control decks like U/B and U/W are there for their shuffle effect. If you play a jace use his brainstorm ability and put back two cards you really don't want or need you then can play a fetchland crack it and shuffle up and have new cards on top of your library. Essentially drawing a Misty Rainforest is drawing an Island that lets you shuffle your deck. Same with Verdant Catacombs = Swamp.
In the B/R vamps deck the fetches are there for two reasons. The main one is for Bloodghast. With a viscera seer on the board and/or a Kalastria Highborn he can sac bloodghast scry one use the highborn ability for 2 damage, play fetch bringing back bloodghast sac again scry and highborn for the 2nd time, crack land get a swamp bringing back bloodghast. Also with a deck like BR Vamps you need very very little mana to actually run the deck so using fetches helps get land out of your deck so your chances of drawing action cards are improved. In short fetches do a lot lot more than just help you get the land you want on the board.
December 23, 2010 10:19 a.m.
yeah with this current standard set, the only fetch lands (apart from the generic, Terramorphic Expanse & Evolving Wilds ) are Enemy Colored fetch lands, colors not specifically adjacent to each other on the color wheel
which seen the color wheel on the back of every Magic Card are; White/Black (Marsh Flats ), Black/Green (Verdant Catacombs ), Green/Blue (Misty Rainforest ), Blue/Red (Scalding Tarn ), and Red/White (Arid Mesa )
December 23, 2010 3:12 p.m.
Okay. They only make them in enemy colors. I didn't realize that. Not active in standard right now. That was all I needed to know. Thanks.
Legendinc says... #1
do U/B Control decks just run Sea Gate Oracle for the draw power or is there something i'm missing here?
great article by the way, its exciting for a newbie like me to learn about the top level tournaments and such, especially Worlds.
is it like the World Cup where location of the tournament is pre-chosen years before? And if so, where is the next World Championship going to be held?
December 17, 2010 1:39 p.m.