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Author Topic:   The New Blue/Green/Red
*Tedman*
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posted December 03, 2001 12:54 PM   Click Here to See the Profile for *Tedman* Click Here to Email *Tedman* Send a private message to *Tedman* Click to send *Tedman* an Instant Message Edit/Delete Message Reply With Quote 
Welcome to my latest series of articles. In these articles I'll be analyzing popular Type Two archetypes - their history, their present form and their future possibilities. This time, I'll be talking about something I'm sure you've all seen - Blue/Green/Red, or Tempo decks.

Liquid Tempo was a very popular deck in the IBC season. It was based on the Blue/Green Tempo deck posted on the internet before Worlds with Red added for Fire/Ice and Prophetic Bolt. Most accredit David Price for the deck. Here's a rough list for each:

Tempo

4 Gaea's Skyfolk
4 Kavu Titan
4 Blurred Mongoose
4 Mystic Snake
4 Repulse
4 Exclude
4 Temporal Spring
4 Rushing River
4 Fact or Fiction

4 Yavimaya Coast
10 Forest
10 Island

Liquid Tempo

4 Blurred Mongoose
4 Gaea's Skyfolk
4 Kavu Titan
4 Mystic Snake
4 Flametongue Kavu
4 Repulse
4 Fire/Ice
4 Prophetic Bolt
4 Fact or Fiction

2 Forest
2 Mountain
4 Shivan Oasis
4 Shivan Reef
4 Yavimaya Coast
8 Island

As you can see, these decks are very tempo-oriented. Tempo is basically time advantage. Let's say that you are playing the Blue/Green Tempo deck and have a Skyfolk and Mongoose in play, and the opponent just tapped out to cast Skizzik with kicker, already with a kicked Kavu Titan in play. They both attack, and you use Rushing River with kicker to return both of their creatures to their hand. You just used two cards (Rushing River and the land) to temporarily nullify two of their cards. Now, normally, this would be a good thing as it saves you a lot of damage. However, with two creatures already in play, this becomes a fantastic thing. The coast is clear for you to attack with your creatures. You could also be holding back one of your eight counterspells, or eight bounce spells ready again to foil the opponent's plans. You are interfering with your opponent's game, and all the while you are dealing considerably amounts of damage while they try to recover from your meddling.

The main problem with the normal Tempo deck is the fact that it plays a few sub-par cards (namely Temporal Spring, and sometimes Rushing River) and has very little outright removal. A Spectral Lynx, Nightscape Familiar or Vodalian Zombie would buy the opponent enough time to set up a game-winning Rage with kicker or Desolation Angel with kicker. That leads to the Red splash. Adding Flametongue Kavu (arguably the best creature in Type 2 right now), Fire/Ice and Prophetic Bolt give it a much needed power boost. It can now use burn to finish the job, or kill creatures, or tap down a blocker so your creatures can do what they do best - smash. It also opened up some good sideboard options.

The mana base for these decks are also fairly simple (more so for Tempo than Liquid Tempo). None of the cards require much mana of the same color (except for Mystic Snake). Fact or Fiction and Prophetic Bolt also smooth all your draws, allowing you to draw pretty much whatever you need at the time.

There is also the fact that these decks were aggro-control, which allowed them to beat pure control decks (like the Red/Black/Blue decks that popped up around Pro Tour: Tokyo and the end of the IBC season) by placing an early threat on the table and then protecting it until it won the game. It could also beat fast aggro decks like Rocket Shoes with control until they ran out of steam and then swoop in for the win.

Enter the new Type Two and we have an infusion of new, powerful cards, a new environment, and therefore a whole new world to explore.

The first deck I'm going to talk about is probably the most successful of the Blue/Green/Red decks, Snaketongue. It saw lots of play around States/Provincials time.

Snaketongue by Jon Sonne

4 Flametongue Kavu (you'll be seeing lots of these guys)
4 Mystic Snake
4 Call of the Herd
4 Counterspell
4 Fact or Fiction
4 Fire/Ice
4 Urza's Rage
4 AEther Burst
2 Syncopate
2 Disrupt

1 Karplusan Forest
3 Mountain
4 Shivan Oasis
4 Shivan Reef
4 Yavimaya Coast
8 Island

The main difference between this deck and the IBC Liquid Tempo decks is that this doesn't rely as heavily on Green. Green is there simply for Mystic Snake and Call of the Herd (another card that will be in pretty much every version of this deck). The rest is Red and mostly Blue. Notice how Repulse is replaced by the more efficient AEther Burst. You can now return multiple creatures to their owners hands after casting more than one of these, which is a much more favorable effect than the drawing of one card here and there.

There are also much more solid counterspells than Exclude, namely Counterspell itself and two copies each of Disrupt and Syncopate. If I had to change anything I would turn the Disrupts into more Syncopates, as locally there are lots of Call of the Herds and Beast Attacks, but that's a different story. Four copies of Urza's Rage ensure that Jon Finkel will never show his ugly mug. Rounding out the deck are the ubiquitous Fact or Fictions, Flametongue Kavus and Fire/Ices. The only grievance I have with this deck is the fact that it topdecks badly and without something like Fact or Fiction or Fire/Ice, it's extremely hard to recover from a land clump/screw. Other than that, I believe this deck to be a powerhouse and certainly a Tier 1 contender.

Opposition builds also saw lots of play at States, most noticeably at Georgia where Brian Kibler took the State Championships with Blue/Green/Red deck. This is what I would play in my version.

UGr Opposition

4 Llanowar Elves
4 Birds of Paradise
4 Call of the Herd
4 Flametongu Kavu
4 Mystic Snake
4 Counterspell
4 Fact or Fiction
4 Opposition
2 Squirrel Nest
2 Urza's Rage

2 Mossfire Valley
4 Yavimaya Coast
4 Shivan Reef
6 Forest
8 Island

This deck is fairly straightforward. Play a bunch of dudes, tap down things, counter threats and smash for the win. Flametongue Kavu, ever-present, is a much needed addition to this deck from the original Blue/Green version. Squirrel Nest, from Odysssey, is a powerhouse that must be stopped or the game will end very quickly. Beast Attack has been seen in some versions, but I don't think it's needed as the deck has enough token creatures as is, and with Syncopate running rampant, I don't want another juicy target for it to remove from the game.

The deck's mana base is fairly simple as Red is merely a splash, with Blue and Green pulling the most weight. Mana creatures also allow for an accelerated win, with a turn two Call and turn three Opposition not being uncommon. Sideboard options include Engulfing Flames for those pesky Lynxes/Familiars, more Rages and maybe even Hull Breach.

Finally is a version I have been tinkering with lately.

RGu

4 Llanowar Elves
4 Birds of Paradise
4 Wild Mongrel
4 Call of the Herd
4 Flametongue Kavu
4 Urza's Rage
4 Aether Burst
3 Syncopate
3 Raging Kavu
2 Fire/Ice

1 Keldon Necropolis
4 Shivan Reef
4 Mossfire Valley
4 Yavimaya Coast
4 Mountain
7 Forest

This is a completely different deal than the other decks. This deck is at heart a Red/Green ultra-fast aggressive deck, meant to overwhelm the opponent before they can set up shop. However, in place of
things like Skizzik or Shivan Wurm, I have put in some Blue cards. Syncopate is there to protect my creatures from possible things like Pernicious Deed or Wrath of God. Tapping a Bird and some lands to Syncopate a Wrath when they thought you were only Red/Green is definitely one of the perks of playing a deck like this. Heh. But seriously, adding Blue makes for a different twist. You now have countermagic and bounce to back up your creatures. Not only that but now you can sideboard Jungle Barrier, Divert, Gainsay and the like.

I haven't tested this deck enough to make any concrete predictions on quality, but I think that with proper tuning this deck most definitely has potential.

So there we have it. Several different decks, and they all have something in common. Tempo is a concept that cannot be ignored. Use it to your advantage.

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Wild Researcher
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posted December 03, 2001 01:00 PM   Click Here to See the Profile for Wild Researcher Click Here to Email Wild Researcher Send a private message to Wild Researcher Click to send Wild Researcher an Instant Message Edit/Delete Message Reply With Quote 
Hey,

Great article. I am currently playing Jonne Sonnes snake tounge and my tourney record is 9-2 so far! You can check out my article although it was my first and different deck list!

Peter~

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da ghost
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posted December 03, 2001 01:57 PM   Click Here to See the Profile for da ghost Click Here to Email da ghost Send a private message to da ghost Click to send da ghost an Instant Message Edit/Delete Message Reply With Quote 
Great deck idea. The only problem i see with it is that you have no big hitters, so you are relying on playing a lot of little hitters. That is a great tactic to use with green/red/blue expect that you have no drawing potential. I would suggest putting in either standstill (once you have a couple of hitters on the table, use aether burst to send your oppontent blockers to their hand and then net 3 cards) or Fact or Fictions. In addition since you are playing with alot of 3 casters and mana producers, you have a potential of drawing up alot of inconsistant hands. The card drawing potential will help counteract that inconsistency.

Hope this helps.

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Boogers
Banned
posted December 03, 2001 05:32 PM   Click Here to See the Profile for Boogers Click Here to Email Boogers Send a private message to Boogers Click to send Boogers an Instant Message Edit/Delete Message Reply With Quote 
As interesting an addition as Standstill would be, Fact or Fiction is the only card draw the deck needs I think, in response to the last post. The deck basically cannot draw a card that is situationally useless, as each card drawn will either be removal, counter, creatures or card draw. Throw Standstill in there and now you have a card that, if drawn at an inopportune time, sits in your hand as dead weight. I say the deck needs FoF and only FoF.

I liked the article as well. I very much liked the decks built as well, but I don't really agree with adding 4 Oppositions in each. I know the relevance, but most I've seen run only 2 or, at most, 3. I suppose it's built to serve a different metagame, but I see the deck basing its control more with speed and quick beats before control is gained, and most likely you'll be able to win without the Opposition on the board anyways. I like Beast Attack myself, but I suppose that's your call . I just don't see the use of Syncopate as much of a good reason not to run BA. If it draws the Syncopate then fine, you successfully drew a counter. Plus it'll most likely be countered on their turn's end, so you should have free reign to cast CotH or another threat. I just like its versatility in the current format. Just some random thoughts.....

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meyouus
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posted December 03, 2001 07:19 PM   Click Here to See the Profile for meyouus Click Here to Email meyouus Send a private message to meyouus Click to send meyouus an Instant Message Edit/Delete Message Reply With Quote 
*Tedman*, have you tested Prophetic Bolt at all? My playtest group has found it invaluable.

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Glowing goo
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posted December 04, 2001 04:52 AM   Click Here to See the Profile for Glowing goo Click Here to Email Glowing goo Send a private message to Glowing goo Click to send Glowing goo an Instant Message Edit/Delete Message Reply With Quote 
meyouus: prophetic bolt is an invaluable card, as it is burn, a searcher, and (the part that makes it real nice) an instant. It works beautifully in the type of deck he is suggesting.

I at one time, played a RGu deck, it was pretty cool. It was basically fires with counter backup (it played a lot like fires, but I splashed blue for a couple of r. rivers, some mem. lapses, and 3 fof's). It worked ok, but I didn't take it very far. Realizing now that I should have, since Oddyssey makes it immensely powerful with standstill, syncopates, and herds.

The only thing I would say about your RGu deck is where are your mem. lapses and standstills? They work sooo nicely, I think you could squeeze them in somewhere. I think some expendable cards in the list are the fire/ices and one or two bursts or so (I know you aren't going to like that, but they are worth the standstills). Then, replace the other two with r. rivers.

Just trying to help, not step on any toes

~G


[Edited 1 times, lastly by Glowing goo on December 04, 2001]

 
magictraders6
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posted December 04, 2001 02:26 PM   Click Here to See the Profile for magictraders6 Click Here to Email magictraders6 Send a private message to magictraders6 Click to send magictraders6 an Instant Message Edit/Delete Message Reply With Quote 
I tested a version of it without the red, and it actually faired well.

I won 5/7 times against the ugr version of it.

more small creatures, and some overrun, then have much more control.

 
Scavenger4
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posted December 05, 2001 09:47 AM   Click Here to See the Profile for Scavenger4 Click Here to Email Scavenger4 Send a private message to Scavenger4 Click to send Scavenger4 an Instant Message Edit/Delete Message Reply With Quote 
i've been playing UGr for a little while and its seems to be able to deal with most threats (granted i did have to fine tune it) it usually doesn't have a problem with control

divert is so nice to have in maindeck BTW (not 4 but 2 then side the other 2)

 
Ricky6
New Member
posted December 12, 2001 08:50 PM   Click Here to See the Profile for Ricky6 Click Here to Email Ricky6 Send a private message to Ricky6 Click to send Ricky6 an Instant Message Edit/Delete Message Reply With Quote 
I thought the article was real helpful to people trying to find new deck ideas. I think Tempo is probaly a little to lite on the creature side, maybe some jungle barriers, or some anavolvers, but ther more like sideboard options, because the spells work well together. I think tempo might run into problems with a land destruction deck.
Also can you help me out? I have a G/R deck that i need help on, i want it to be a deck of tournement caliber but be used as a casual deck w/o sideboarding this is what i have:

12 forest
10 mountain
2 shivan oasis

4 blurred mongoose
4 utopia tree
4 thornscape battlemage
4 thornscape familiar
4 shivan wurm
4 raging kavu
4 flametongue kavu

4 ghitu fire
4 fire/ice

i thought about adding skizziks for mongoose, and/or kavu titans for shivan wurms, what do you think?

 
blue__mage
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posted December 26, 2001 01:17 AM   Click Here to See the Profile for blue__mage Click Here to Email blue__mage Send a private message to blue__mage Click to send blue__mage an Instant Message Edit/Delete Message Reply With Quote 
Great article
 

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