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Johnny Lai
(4/19/2001)
Introduction
Here is a look at some decks that are built for Commons Format with brief discussions of how they play. Most of these decks have been built to be strong decks in their own right, decks that you could take to the local shop and stand a good chance of winning against random players.
However, I’ve also done some mild ´´Commons Format´´ metagaming. My view is that Sligh is likely to be a defining deck in the environment. Because Sligh is so easy to build in Commons Format and because it’s such a powerful and consistent deck, I believe a deck will very likely have to be able to beat Sligh if you take it to a Commons Format tournament.
Goblin Sligh
4:Goblin Raider
4:Mogg Flunkies
4:Fireslinger
4:Mogg Fanatic
4:Goblin Patrol
4:Fireblast
4:Goblin Grenade
4:Incinerate
4:Lightning Bolt
4:Shock
20:Mountain
In my mind, Goblin sligh is one of the classic Magic decks because it was the dominant archtype when I began playing and because it was the deck that demonstrated the importance of the idea of a mana curve to the Magic community.
Drop some early creatures and burn away blockers as you attack with your wimpy goblins to victory. When the burn away-blockers plan begins to falter, it often has you at a single digit life total, so [with help from a few slings by the Fireslinger] it can aim burn at your head for the win. I consider Goblin Sligh one of the defining decks because it is consistent and it can sometimes just win because it has multiple paths to victory. When you’re at 16 life, you don’t want to hear, ´´Incinerate you, Goblin Gernade you, Fireblast you, Fireblast you.´´
Stompy
4:Briar Shield
4:Rancor
4:Giant Growth
4:Rogue Elephant
4:Wild Dogs
4:Pouncing Jaguar
4:Mtenda Lion
4:Elvish Lyrist
4:Quirion Ranger
4:Llanowar Elves
4:Fyndhorn Elves
4:Land Grant
12:Forest
Taking its lead from extended’s ´´10-Land Green´´ deck, this deck packs only 12 lands, but 4 Land Grants and Eight Mana elves to power its spells. Given that all of its spells can be cast for one mana or less, this deck has the explosive potential to drop three 2 or three power creatures on the second turn and follow it up the next turn with rancor, briar shield and giant growth. Consistent, early beatdown is this deck’s concentrated purpose, seeking to put an end to the game quickly. Note that this deck varies considerably from Marcus Anderson’s ´´Stompy´´ design, which has larger threats for the mid- and late-game. This deck does not want to have any mid or late game, so River Boas, Invigorates, and Blastoderms are out because they are too slow for it. Sligh decks, like the one above, is likely a poor matchup for this deck because of their inexpensive, early removal.
Suicide Black
4:Duress
4:Hymn to Tourach
4:Knight of Stromgald
4:Erg Raiders
4:Dauthi Slayer
4:Dauthi Horror
4:Unholy Strength
4:Sewer Rats
4:Carnophage
4:Dark Ritual
20:Swamp
Suicide Black in commons format doesn’t have the combo-kill Hatred, but it does have the potential for an explosive start with dark ritual and some extremely efficient 1 and 2 drop weenies. The amazing hand-disruption duo of Duress and Hymn can be devastating. Some other cards to consider for this deck include: 1) Skittering Skirge - I’d maybe add two for a nasty flying clock), Hasran Ogres - this 3/2 Anthologies or Chronicles commons creature for BB deals 3 damage to you whenever it attacks unless you pay 2 mana; play 4 of these if you really want to go full suicide mode, and 3) Snuff Out - an ACC creature removal that won’t slow down your dropping threats.
Endangered Fat
4:Blastoderm
4:Endangered Armodon
4:Llanowar Sentinel
4:Silt Crawler
4:Trained Armodon
4:Acridian
4:Rancor
4:Skyshroud Ridgeback
4:Wild Growth
20:Forest
4:Hickory Woodlot
Fat, fat, and more fat. That’s what this deck wants to drop. Endangered Fat is based around the huge 4/5, 4cc common, Endangered Armadon. It has eight ways to drop a 3/3 second turn and a 4/5 or 5/5 third turn. Then it Rancors up a fattie for some beatings. The high toughness of the creatures can make it hard for Goblin Sligh to burn away blockers. Moreover, the Sentinel gives this deck card advantage by bringing out some extra 2/3 bodies to block/attack with. Rancor has many good targets in this deck, including Acridian and Endangered Armodon, which will be hard for Sligh to kill.
Counter-Rebel
4:Arcane Denial
4:Miscalculation
4:Brainstorm
2:Disenchant
3:Nightwind Glider
3:Thermal Glider
2:Steadfast Guard
4:Fresh Volunteers
3:Defiant Falcon
3:Ramosian Lieutenant
4:Ramosian Sergeant
12:Plains
12:Island
The Rebel search engine is one of the strongest commons mechanics around, as demonstrated by the fact that several recent pro-tour decks have been built largely around the power of the Rebels. One such deck is the counter-rebel deck. Although it loses Lin Sivvi, in commons format, Counter Rebels can still be a very powerful deck. Rebels wins by dropping a searcher and riding the card advantage to victory while protecting yourself from opposing threats with some counterspells. In this deck, we use the best splashable counterspells available in Arcane Denial and Miscalculation [which can be cycled if you don’t draw blue mana]. Brainstorm allows you to put back non- searching rebels you draw in exchange for more land or more counterspells. Galina’s Knight is another anti-Sligh weenie to consider for this deck.
Rebel Cloak
2:Disenchant
4:Armadillo Cloak
4:Rancor
4:River Boa
2:Nightwind Glider
4:Thermal Glider
4:Fresh Volunteers
2:Steadfast Guard
3:Defiant Falcon
3:Ramosian Lieutenant
4:Ramosian Sergeant
12:Forest 12:Plains
This Rebel build splashes Green for its powerful creature enchantments, Armadillo Cloak and Rancor. Rancor makes every creature a threat and the ten Rebel searchers will provide you plenty of creatures to Rancor up. River Boa is a good Cloak target since it regenerates. However, if a Cloak on a Thermal Glider attacks, you should be able to easily out-race Sligh.
Crypt Rats Deck
4:Dark Ritual
4:Blood Pets
4:Dauthi Slayer
4:Dauthi Horror
4:Tar Pit Warrior
4:Crypt Rats
4:Gravedigger
4:Diabolic Edict
4:Drain Life
2:Spinning Darkness
22:Swamps
This is my own personal long-time favorite deck. The deck is centered around the power of the Crypt Rat, one of the few commons spells that has the ability to ´´sweep´´ all creatures from the board, like Wrath of God or Earthquake. Because of this ability, I consider the Crypt Rats potentially one of the format-defining cards of Commons Format. In the early game, you drop the Dauthi shadow team for some early pressure and Blood pets and Tar Pit Warriors to stall out their ground forces. Once your opponent has put out creatures to try to race your shadow forces, you drop the Crypt Rats, which when you’re forced to, the rats will sweep the board [save Rituals for your Rat explosions and Drain Lifes]. Gravedigger brings your Rats back for more. There are six spells that gain you life while removing creatures, so this deck has a strong chance against Sligh.
Conclusion
These are some of the best commons decks I’ve designed so far. For most of these decks, I have not done much consideration of how the older common cards [such as the very good Serrated Arrows] would fit into these decks. However, I hope these decks provide you some ideas for powerful commons decks, decks that not only play well in commons format but also against random casual decks as well.
Johnny Lai
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