PDA

View Full Version : Mirrodin Besieged War League: Phyrexia


Lelouch32
02-08-2011, 09:21 PM
Mirrodin Besieged War League: Phyrexia

By: Corlando

Hello and welcome ladies and gentlemen to another wonderful edition of a few people’s kind of liked Magic the Gathering article series, Cards n’Flux. My name is Corlando and today I am going to be severing up something seriously fun. With the actual release of Mirrodin Besieged, Wizards has decied to give the war for Mirrodin to the players. With the introduction of the new War League, players will have to choose sides and battle it out for victory. What are the requirements for the league? How will it all work? Well why don’t we hop right in and find out.

The Mirrodin Besieged War League is a simple way to show your love for one of the factions, but how exactly do you do it? First you have to build a deck with at least ten cards of one faction and zero cards of the other. Then battle every time you can to earn victory points for your chosen faction. And what form do these victory points take? Well stickers of course. Yes because when I think of planar invasion, I always want to notate my victories by putting stickers on my shield. Quick question: Am I the only one that sees something wrong with displaying victories with stickers? In my opinion you should be able to show off victories by carving them into a staff or sword maybe. I would suggest being able to slash your number of victories into your opponent, but something tells me I would not last long in that vicious of a league. Anyway, you’ve chosen your side, built your deck, and you’ve battled. What now? Keep on battling and fighting. The league will run through the third set “action” so to insure your factions victory it is best to fight long, hard, and well.

So you now know how to fulfil the requirement of building a deck for the War League, but how exactly do you go about choosing a side? Well that’s what this article is all about… at least the Phyrexian half. Next week I’ll give you the Mirrodin side of the argument. When allying with the Phyrexians, a player must realize that they are at a slight disadvantage. Having only about hundred, hundred thirty, cards or so, a Phrexian player is no doubt limited to their over all strategy. However there are a few strong positives for choosing the Phyrexian side. First up, you have proliferate a fun mechanic that will no doubt be useful as you multiply your opponent’s -1/-1 counters until their creatures just waste away. You have living weapon, quite a powerful mechanic that gives you moving metal to kill your opponents with. And finally and definitely the most magnetizing is the Infect mechanic, the ability to at the very start of the game, reduce your opponent’s life total to ten. I say this ability is rather polarizing because… well it is. Some Phyrexians love infect, some find it cheap and annoying. In an effort to please both sides I have constructed for you, my readers, two decks. The first deck is a more casual, fun deck based around Glissa, the Traitor. The second is a straight up, awesomely efficient Infect deck.

The first deck I’ve built for the Phyrexians is creatively named Fun with Glissa… yeah I need a little work on that. Anyway, the over all concept of the deck is to have several little artifact creatures you can get back with Glissa’s ability plus a few fun tricks to help get in extra indirect damage which will help kill off those Mirran meddlers. Here’s the deck:

Fun With Glissa:
Creatures:
3x Wurmcoil Engine
4x Myr Sire
4x Perilous Myr
2x Pierce Strider
3x Rusted Slasher
4x Glissa, the Traitor
Artifacts:
3x Bonehoard
4x Ichor Wellspring
Spells:
3x Giant Growth
3x Gruesome Encore
4x Doom Blade
Lands:
4x Evolving Wilds
8x Forest
8x Swamp
3x Verdant Catacombs

http://tappedout.net/mtg-decks/fun-with-glissa/

The main idea behind this deck is to essentially create a cycle of artifacts being brought back from the graveyard to be used again either for their come into play ability or for they’re enter the graveyard effects. The three cards that really exemplify this are Ichor Wellspring, a :mana2: artifact that gives you a card when it enters the battlefield and when it leaves; Myr Sire, another :mana2: artifact that when killed gets you a 1/1 myr; and Perilous Myr which deals 2 damage to target creature or player when it dies. However, one of the problems for this deck is that it does not have an outlet for sacrifices. You have to have a reason to sacrifice your artifacts otherwise you cannot do it. The ability to sacrifice these little artifacts is given to us through Rusted Slasher a :mana4:, 4/1 that can be regenerated by sacrificing an artifact. Now we have a way to not only deal some good damage, but continually activate our artifacts abilities. This means we can have a steady stream of indirect damage, unkillable creatures, and card advantage that will leave our opponents with a serious lack of stickers on their win sheets. Throw in a few staples such as Doom Blade for removal, Giant Growth for extra damage, Gruesome Encore for some surprise damage, and everyone's titan Wurmcoil Engine and you have yourself a truly fun deck to play.

Now this deck, like many of my others, probably needs some work and general tweaking. One of the cards in the deck that probably does not belong is Bonehoard, the :mana4: Living Weapon that gives the equipped creature +X/+X where X is the number of creatures in all graveyards. It’s not a bad addition seeing as many of our little artifacts will be hitting the graveyard, but with the overall goal of the deck being able to retrieve these little artifact guys, a player using this deck might end up playing Bonehoard and only getting a +2/+2 advantage depending on what kind of deck their opponent is playing. I still think the deck has potential and if you do decide to try it out, tell me how it played for you and how it worked. Oh and one quick idea, anyone think of how fun it would be to play Wurmcoil Engine, sack it to Rusted Slasher, retrieve it with Glissa, and play it again next turn. Yes, I’ll now swing at you with my ARMY OF MECHANICAL WURMS! Muhahahahahhaa.. ahem… moving on.

The next deck I put together for the Phyrexians revolves around the Infect mechanic. With little creatures inflicting damage and poison every which way, this deck is literally made for those who like to watch their opponent slowly begin to lose hope as their defenses grow weaker and weaker before failing entirely, leading to their end. Here is the deck:

Besieged Plague:
Creatures:
4x Hand of the Praetors
4x Necropede
3x Phyrexian Crusader
2x Phyrexian Vatmother
4x Plague Myr
4x Plague Stinger
3x Septic Rats
3x Skithiryx, the Blight Dragon
Lands:
18x Swamp
4x Inkmoth Nexus
Spells:
4x Duress
3x Virulent Swipe
4x Virulent Wound

Sideboard:
4x Go for the Throat
3x Memoricide
3x Morbid Plunder
2x Phyrexian Vatmother
3x Vampire's Bite

http://tappedout.net/mtg-decks/besieged-plague/

This deck works very well at doing one thing, swinging at opponents for multiple bits of poison damage. Every single creature in this deck does something to aid in the adding on of many poison counters to the opponent. Plague Stinger and Inkmoth Nexus give you the fast flyers you need to get in the early damage. Necropede, Plague Myr, Phyrexian Crusader, and Septic Rats are the middle soldiers, the guys that will be doing most of the work. Then you have Phyrexian Vatmother and Skithiryx to finish the job. Other fun spells like Duress keep the Mana Leaks away, Virulent Swipe boosts your creatures for extra damage and gives them serious evasion with deathtouch, and Virulent Wound kills the chump blockers and possibly gives your opponent yet another poison counter. This deck is pretty vicious and is easy to use because you do not have to worry about having the wrong mana. The sideboard is for a standard tournament outside of the War League, just in case someone wants to take this to a serious tournament.

Again, I just want to be cautious, this deck probably needs some work. It definitely is running a lot of two drops which can be good… but also leads to the possibility of having some fail draws. The mana might be a little low, and a lack of answers (outside of the sideboard) leaves it vulnerable to decks who have many answers. I still think the deck is good and I would say it is definitely the closest I have come to a tournament level deck. Again if someone does decide to play this deck, please tell me how it turns out, I cannot wait for feedback.

Now we come to everyone’s favorite section, the Closing Questions section:

1. In your opinion, is Infect cheap? Is it not really an honorable way to fight, striking your opponent to ten before the game even begins?

2. What fun Phyrexian cards have you already started to build around and why?

3. What will be the results if Phyrexia wins the war on Mirrodin?

Ladies and gentlemen it has been a pleasure to write for you again. Stay tuned for next week when we take a look at the Mirran side and see what we can do with that little Battlecry Mechanic. And always remember, “Etherium is limited. Innovation is not.” This is Corlando signing out.

crackjunior1
02-08-2011, 09:48 PM
1. I don´t think Infect is cheap, because if you're opponent is well prepared against this kind of deck, it's easy to make the game change. Cards like ghostly prison. I'm not talking standard, but as we've all seen, unfortunately, (because I love phyrexia), this has not done so well in tournaments... Damn Control to Hell! ahah

2. I love Rot Wolf, that card advantage is great. It's like Ichorclaw myr, blocking will have consequences....

3. I would love if Phyrexia won the war against Mirrodin. Maybe this would lead to a larger choice of phyrexian cards for the third expansion of Scars of Mirrodin. And this could lead to Infect getting a competitive tournament deck which would be sweet.... :D

dagbaker
02-08-2011, 11:59 PM
Maybe if you add Mortarpod instead of Bonehoard, you could do the, sac Wurmcoil... ARMY OF MECHANICAL WURMS, thing.

SavajCabbaj
02-09-2011, 01:26 PM
1) I do think infect is cheap. Not because I'm sore about it, quite the opposite. It's beatable just like any other deck mechanic. The problem I have with it, is that I was really hoping Wizards would bring about a new, interesting way to make Infect work (viable) rather than just release a couple more ridiculous big beaters and call it a day. Once we move on to the next block, Infect will be left with just a few cards, insular to the Mirrodin block. Another forgotten mechanic. It would have been nice if they added something new to the idea, so that it could continue to grow with future expansions, aside from the occasional card that breaks something from the past.

EDIT: I'm not saying Infect cannot grow once the mechanic loses support, I was just hoping for more interesting ways to bring about integrating future and past cards, more interaction with other game mechanics. A new dimension to the mechanic, I suppose.

2) Horrifying Revelations. This card is just sick in my Bloodchief Ascension / Liliana's Caress discard deck. A few sneaky creatures, or discards with Liliana's Caress to charge up Bloodchief Ascension, and Horrifying Revelations turns into a mighty "you lose 6 life, I gain 4" for just one :manab:.

I'm also looking forward to getting a hold of Glissa, the Traitor and making my very first EDH deck. Its been an intimidating prospect, trying to wrap my mind around building a 100 card singleton deck without much experience keeping it balanced. But hey, gotta start somewhere, and first strike + death touch for 3 seems a great place to begin :cool:

3) Phyrexia will worm its way into the Eldrazi menace, learn the secrets of their power, and become a force that only the sacrifice of /every/ planeswalker could end (because lets, face it, planeswalkers these days are pansies). But hey, if Phyrexia can resurrect, then maybe so too can Urza ;P

DedWards
02-11-2011, 01:07 PM
1) I originally thought it was "cheap", but after playing with and against it I'm on the fence.

2) I'm busy building a Stompy Infect (http://www.mtgvault.com/ViewDeck.aspx?DeckID=144303) deck (based heavily off surewhynot's stompy infect (http://www.mtgvault.com/ViewDeck.aspx?DeckID=141985)) because almost no one in my group (out of the ones that are building infect decks) wanted the green infect cards :p

3) ... Story wise, I'm not too sure. I don't really follow the story. I do think that Infect, like wither, will stay in its block of origin.

Lelouch32
02-11-2011, 01:27 PM
Thank you all for your imput, now it is my turn.

1. In my opinion I would say Infect has the potential to be very cheap. Immediately cutting your opponent's ability to take damage to half its capacity just does not seem honorable. It destroys the flow of the game, turning an overall aggresive deck into a blocker deck that is waiting for its big card.

However, most infect decks are pretty darn weak to removal. There are only a few infect creatures that can withstand a Lightning Bolt or Flame Slash, plus now there is burn the impure. If you had to put me on a line, you'd see me sort of near the dividing line on the side of anti-poison. I'm not exactly on the fence, but I'm not a fan.

2. Look up. :P

3. If Phyrexia wins in the final edition of the set, I think two things will happen. First we will definitely see an increase in the number of infect cards, which will hopefully breed a truly competitive infect deck. Second, the writers have already said that the phyrexians are beginning to split due to the different infulences of mana. This means that the factions of Phyrexia will most likely continue to break apart until they too descend into war.

08merlin527
02-13-2011, 08:37 AM
1. I'm not sure - on one hand it could be considered cheap as it basically cuts your opponents life in half, but if every deck we hated was considered disohnerable wher would we be - control is a good example. It is a nice alternate win con though.

2. Mainly Thrun and Green suns zenith - as they are great together and green really needed a tutor.

3. It all depends on how wizards want it - are they going to make phyrexia a big enemy for future blocks - along with eldrazi and nicol? Or will it be another wither? The abilities like splice - your deck needs to commit to it, rather than including it.

SavajCabbaj
02-14-2011, 06:39 PM
3. If Phyrexia wins in the final edition of the set, I think two things will happen. First we will definitely see an increase in the number of infect cards, which will hopefully breed a truly competitive infect deck. Second, the writers have already said that the phyrexians are beginning to split due to the different infulences of mana. This means that the factions of Phyrexia will most likely continue to break apart until they too descend into war.

That would lead to very interesting future expansions. I am definitely a fan of Phyrexia, have been since the days of Urza (when I first truly became a Magic addict) and I doubt Wizards would have brought them back just to kill them off again. I think it's more so a matter of whether or not any facet of Mirrodin will survive. I'd be happy if both were true (after all, the original Mirrodin block was my all time favorite block). Phyrexia is reborn, but the Mirrans successfully ward them off, sealing them from their plane. (Don't ask how) Leaving the roughly unified Phyrexians to find a new home, whereupon tensions break and they wage all out civil war. Pure conjecture, but I'd be happy with that turn of events.