Thursday, August 23, 2007

Phyrexian Etchings in Standard

I come to you today with a deck that is beyond rogue. It passed rogue so long ago it doesn't remember where rogue lives.

Etchings, ftw

4 Phyrexian Etchings
4 Soul Spike
4 Drekavac
4 Nightshade Assassin
4 Dark Withering
4 Deepcavern Imp
2 Ravenous Rats
2 Consume Spirit
2 Last Gasp
2 Damnation
1 Avatar of Woe
1 Dimir Machinations
4 Dimir Signet
22 Swamp

Am I kidding? No I am not. The objective of this deck is to stick Phyrexian Etchings and ride enormous card advantage (along with removal and lifegain) to the win. Early game can go one of two ways. If you have say, 2 Drekavac, 1 Dark Withering, 1 Nightshade Assassin and 3 swamp, you can go Aggro control, dropping 8 power of dudes by turn 5 and destroying a couple opposing creatures along the way. Hands like 1 Rats, 1 Etchings and 5 Swamps are a little speculative but entirely keepable. If you are playing against someone with no enchanment removal, the etchings will save your ass long before they can kill you.

Don't be afraid of card disadvantage. Etchings will refill your hand with goodies (or in the case of this deck, mediocre-ies). Pitching your last two cards to a Soul Spike on Teferi is nothing but good times.

Don't be afraid to let the etchings go. Once you are under the etchings, you should have plenty of tools to stall the game and gain life. There's nothing like drawing 8 cards EOT, pitching 4 cards to double SS, then let the Etchings go for 18 life and Consume Spirit for 10 ftw. Just watch out for Shock.

Dimir Machinations is to transmute for Etchings. Four is not enough. You have to have etchings or, barring a complete goldfish on the other end, you will lose.

Things I've tried

Darkblast instead of Last Gasp is nice against Birds and Elves.

Sangrophage. Don't do it. So aggro. So bad.

I have done a transformative sideboard with 4 Dark Confidant, 4 Bad Moon, 4 Withered Wretch, 3 Nether Traitor, removing SS, Dark Withering, Avatar of Woe, Nightshade Assassin and 2 signets. It's okay. Probably the Soul Spikes should stay in, because whoa is direct damage is nice, and they really only cost you 3 life if you get to cast em.

Call to the Netherworld. Sometimes hot, often not. If you discard eot, you go back over 7 cards and get to cleanup all over again. 2 is right if you play it.

The best part about this deck is the incredulity on people's faces when they lose to it. Man is it ever fun. It has monstrous inevitability. There's nothing quite like casting four Soul Spikes in a game.

Also, it's black and gothy and stuff. Woo!

2 comments:

Defender in Exile said...

You need to lay off the alcohol when building decks. Just saying.

TooSarcastic said...

I for one support your drunk deckbuilding. Of course, I would never PLAY Etchings.dec, but hey, you go right ahead.