Woo Brews – The Guide to Smashing with Giant Artifacts in New Standard

When you get used to making plays like this-

(Do you remember the first time you saw [card emrakul, the aeons torn]Emrakul[/card]? I do. It came out of a card frame on the mothership, burst out of my computer monitor, shattered glass everywhere, and rose up through my ceiling and roof. It picked up a nearby barn full of cows and dumped them into its mouth like gumdrops.

This card doesn’t even look real. It looks like a counterfeit Yugioh card. Like a Pokemon / Magic hybrid card that some 10 year old mocked up and put up on the internet to clog up Google searches.

I remember wondering if I was ever going to cast that card… Fast forward to us warping Emrakul [card]Through the Breach[/card], attacking with the most powerful creature ever to be printed, on the THIRD TURN, at the PRO TOUR.)

Or this!

(I have a serious question for you. How many times have you reduced your opponent to 0 permanents in a sanctioned match? How many times have you kept your opponent to 0 spells cast across a match? Ladies and gents, we call this “The Perfect Game Shutout”.

What if I told you that I pitched so many complete game shutouts over the course of a tournament I lost track? What if I told you that I pitched The Perfect Game Shutout- and it took me across the world and back? This is STANDARD.)

Or THIS!!!!

(When your deck generates you a TEN FOR ONE on the fourth turn of the game… and it does so CONSISTENTLY. You start to tune out the phrase “two for one”.

“Oh you got a two for one? That’s kind of neat! I bet you generated some great velocity in the process! I like to get value also. Well how many [card]Monstrous Carabid[/card]s did you put into play? How many [card]Tarmogoyf[/card]s did you destroy? None? Oh, ok. At least you got your two for one!”

Sometimes you take your homebrew to a grand prix, just to see what will happen. Sometimes you play against Tomoharu Saito for top 8, out of a thousand players, and he punts the match away out of confusion and fear because he has no clue what you’re doing. )

When you get used to THESE plays… How could you EVER be satisfied by making a play like this???

(Herp, derp, herpaderp.)


You couldn’t!

This goes out to the Timmys who want their ridiculous plays to become legend. This is for the Johnnys who want to do what has never been done before. This is for the Spikes who want to smash the tournament at any sacrifice. What’s it all about anyway? Is it about the screaming crowd, the flash of the camera, the booty, the babes, the after-party? Is it about holding the trophy and basking in self-satisfaction for one eternal moment? Nah, it’s about that look on your opponents face when he picks up your cards. When he reads them. In disbelief. With a furrowed brow. Like he can’t believe what is about to happen. Like he starts looking around like he’s in the wrong room. This is all for him.

STATE CHAMPS is coming up. Many top players, immortalized by the lights of the Pro Tour and the Magic Hall of Fame began their signature year with a victory at their State Champs. You could go from Friday Night Magic to Channelfireball celebrity overnight. You could go from MWS testing to bouncing ideas off of Luis Scott-Vargas and not even notice the time in between. Take it from me. Reality is what you make of it.

Last year I was running hot until Jesse Hampton knocked me out of the semis on his way to victory at Washington State Champs. Months later he top 8ed Pro Tour Philadelphia while I watched from the sidelines. Days later [card]Cloudpost[/card] was banned, sending Breachpost to live in the archives. Do you want a deck banned in your name? 2011 could be the beginning of your year, so put a stamp on it!

Let’s flash back to 2010. In 2010 I brought you Riding the Wave-

Players who are insiders to my decks will tell you one thing. Don’t expect anything… unless you’re expecting the unexpected. It could be anything. It could be a [card]Jungle Weaver[/card].

It could be a [card]Trapfinder’s Trick[/card], a [card]Manaplasm[/card], or an [card]Ignite Memories[/card] It might even be this-

Okay, so what exactly is going on here? Well, that might be a [card]BLIGHTSTEEL COLOSSUS[/card] attacking on the fourth turn with ludicrous leftover ammo in the clip. Or it might be a pipe dream. Before we dissect this picture too much let’s start from the beginning. And like any good story, this story starts in the wee (dragonaut) hours of the morning.

12 A.M. Brew Phase 1-

When I approach a new format I want to do the dumbest thing imaginable. I am not attacking with 1/1s. I am not reactive. I am not afraid. I am not playing removal. Removal is a sign of weakness. I am building every deck like it is Affinity and The Perfect Storm rolled into one. Synergy is the name of the game.

I am going to attack with the biggest army, cast the most expensive spells, and have the biggest turns. They can go ahead and talk to me about value, velocity, phases, and reach. I am just going to turn this 11/11 trampling infector sideways. Your move!


[deck]2 Mountain
13 Forest
1 Ghost Quarter
2 Kessig Wolf Run
4 Inkmoth Nexus
3 Mox Opal
4 Rampant Growth
4 Sphere of the Suns
4 Plague Myr
4 Solemn Simulacrum
4 Quicksilver Amulet
4 Kuldotha Forgemaster
3 Primeval Titan
1 Myr Battlesphere
4 Blightsteel Colossus
3 Swiftfoot Boots[/deck]

This. Is. How. You. Draft. A. Deck.

[card]Quicksilver Amulet[/card] and Myrs have never been good enough for standard play before, and they’ve been around for a while. People don’t like them, and haven’t had success with them. Good thing I don’t care what people think!

The idea behind this initial sketch is pretty simple- ramp as much as possible, and green has the best tools for this. If we aren’t attacking with a quick Blightsteel, a hasty [card]Primeval Titan[/card] will ramp us straight up. If we’re out of gas in our hand, that’s A-Okay. [card]Inkmoth Nexus[/card] combined with [card]Kessig Wolf Run[/card] is a great victory outlet.

I like the idea, but I want to explore other ways of doing it.

2 A.M. Brew Phase 2-

Sometimes you need to take a step back before you can take a step forward. Let’s try taking a small step back into reality to see what is waiting for us. For a deck like this, we don’t necessarily need to be all-in. What if we played [card]Tezzeret, Agent of Bolas[/card]? That would give us a great alternate win condition. Let’s try it again!

Colossus Blue **Sketch**

[deck]8 Island
3 Swamp
4 Drowned Catacomb
4 Darkslick Shores
4 Inkmoth Nexus
4 Plague Myr
4 Sphere of the Suns
4 Deranged Assistant
4 Grand Architect
4 Treasure Mage
4 Tezzeret, Agent of Bolas
4 Quicksilver Amulet
4 Kuldotha Forgemaster
1 Myr Battlesphere
1 Wurmcoil Engine
2 Blightsteel Colossus
1 Caged Sun[/deck]

This sketch is something else. [card]Grand Architect[/card] works great. It taps for 2 mana the turn you play it, and lets your other blue creatures do the same. [card]Treasure Mage[/card] can hunt down whatever boom boom you need, and you can shortcut the whole process by a quick [card]Quicksilver Amulet[/card]. Tezzeret gives the deck a legitimate back-up plan too.

I start by playing some test games against one Sam Galey who is piloting Gerry T’s and Michael Jacob’s modern Solar Flare deck. It seems like he is just milling himself and not doing much. Sometimes he plays a [card]Sun Titan[/card], but then I just play a [card]Darksteel Colossus[/card]. Do I feel powerful? Yes, yes I do.

But still, the deck feels like it lacks a little oomph and pizzaz. I can’t tell what it was, but I lost something by moving this direction. Let’s see how extreme we can take it!

4 A.M. Brew Phase 3-

Brewer’s Disease-
‎”The mental paralysis that leaves a Brewer’s Disease sufferer functionally paralyzed for hours to weeks at a time is known in academic circles as ‘brewer’s coma’”.

It seems that I’ve slipped into a brewing coma. The only way out of a brewing coma involves shattered formats. I wonder- how fast can we make this deck?

Colossus Red **Sketch**

[deck]24 Mountain
4 Iron Myr
4 Sphere of the Suns
3 Semblance Anvil
4 Geosurge
4 Quicksilver Amulet
4 Kuldotha Forgemaster
3 Wurmcoil Engine
4 Inferno Titan
4 Myr Battlesphere
2 Blightsteel Colossus[/deck]

Sam has gone to sleep so it looks like I’ll be running two Magic Workstation windows against each other.

I want to give [card]Geosurge[/card] a try. This is a card that always seemed to me like it had a lot of potential. No one has been able to use it yet, but summoning a quick [card]Inferno Titan[/card] or [card]Myr Battlesphere[/card] seems like a great starting point for the card.

Here we get down and dirty with this deck. We’re not messing around with searching our deck for cards. Either we have them or we don’t. Either they’re dead or they’re not. I like the deck. But it’s inconsistent. [card]Geosurge[/card] is a big time do nothing and I have to lose all of the utility from my lands in order to play it. The answer is here, it’s somewhere around here. But this is not it. Let’s keep looking!

6 A.M. Perfection

We’re close. I can’t tell how close, but we’re close. I can smell it. And giving up when we’re this close? It’s worse than never starting.

How can we streamline the deck more? After all, it’s just a ramp deck. Do we really need all these colors? If there’s one thing I learned from the last sketch it’s that having utility from our lands is a really nice thing. What if all of our lands gave us utility? Is that a crazy thought?

Another thing I noticed- the card [card]Semblance Anvil[/card]. I just tried it out. But I think it might be RIDICULOUS. It can generate some massive mana on the third turn. Which can lead to some incredible fourth turns.


Colossus Brown **FINAL**

[deck]4 Phyrexia’s Core
4 Glimmerpost
4 Ghost Quarter
4 Inkmoth Nexus
4 Buried Ruin
2 Mountain
1 Island
1 Swamp
4 Silver Myr
4 Iron Myr
4 Sphere of the Suns
4 Semblance Anvil
4 Quicksilver Amulet
4 Kuldotha Forgemaster
3 Wurmcoil Engine
4 Myr Battlesphere
1 Blightsteel Colossus
1 Spine of Ish Sah
3 Spellskite
1 Wurmcoil Engine
1 Spellskite
4 Nihil Spellbomb
4 Myr Welder
1 Peace Strider
4 Blasphemous Act[/deck]

If you copy and paste any deck, copy and paste this one. It is tuned and ready for tournament battle. I wish States was tomorrow so I could show up with this deck and see what my opponents have to say.

I am playing with this deck. But this deck is not going to magically win you all your games. It is not the last cure. We did not break it. You might scrub out with it. It is a ramp deck, and ramp decks, like every deck ruled by variance, are inconsistent.

[draft]Ancient grudge[/draft]

[draft]Creeping corrosion[/draft]

[draft]Stony silence[/draft]


Here’s the thing- for every powerful linear deck, there are powerful cards against you. For every Affinity there is a [card]Shattering Spree[/card], for every Dredge there is a [card]Leyline of the Void[/card]. This is something we have to live with, and that’s okay. If you are afraid you can always play with [card]Invisible Stalker[/card] instead of [card]Myr Battlesphere[/card]. I’m not afraid. Are you?

I didn’t think so, so let’s break the deck down.

Card by card tips-

[draft]phyrexia’s core[/draft]

Don’t forget to gain life when your creatures are about to die, and be willing to make the sacrifice early if you need to. A great part of this card is its ability to protect [card]Wurmcoil Engine[/card] from cards like [card]Oblivion Ring[/card] and [card]Fiend Hunter[/card]. It can also get creatures into your graveyard to re-buy with [card]Buried Ruin[/card]. Also, go ahead and set up this card with [card]Spine of Ish Sah[/card]. You can get to a position where you destroy their best permanent and gain a life every turn.

[draft]Ghost quarter[/draft] [card]Ghost Quarter[/card] has several functions. The most obvious is killing troublesome lands like [card]Inkmoth Nexus[/card]. But also, [card]Ghost Quarter[/card] can be used to fetch up a colored basic land if you find yourself needing the mana.

[draft]Inkmoth nexus[/draft] [card]Inkmoth Nexus[/card] will never go the distance by his lonesome but he is one of the most important cards in the deck. Here is a short list of his duties-
-He protects you in the early game from a -2 [card]Liliana of the Veil[/card] by threatening a counterattack
-He is the crucial third artifact for [card]Kuldotha Forgemaster[/card] -He can chump-block giant fliers on important turns and gain you a life from [card]Phyrexia’s Core[/card] -He can do extra poison damage the turn you attack with Colossus

[draft]semblance anvil[/draft]

This card really change the way you play. Try to protect it with [card]Spellskite[/card] if you can, but if not don’t be afraid to go for it. It can generate a ton of mana the first turn you play it, and after. It makes it easy to go straight into [card]Wurmcoil Engine[/card] or [card]Myr Battlesphere[/card]. It is a great game 1 card but after your opponent can bring in more artifact removal it becomes suspect. I love having it main, but it’s almost always my first cut.

[draft]Quicksilver amulet[/draft]

This card used to be not good enough for constructed, but that was before the power level of big creatures was significantly buffed. A turn 3 [card]Quicksilver Amulet[/card] will strike fear into the souls of your opponents.

Remember, you can use this ability at any time. A mid-combat [card]Wurmcoil Engine[/card] or [card]Myr Battlesphere[/card] will be a nasty surprise that will let you gobble a whole army. If you want to put a [card]Blightsteel Colossus[/card] into play with this card, put it into play at the end of turn if you can, to protect it from exile effects.


Spellskite is great at protecting your important cards. It ended up replacing [card]Swiftfoot Boots[/card] for several reasons-
-It can block
-It can pwn [card]Angelic Destiny[/card], [card]Curiosity[/card], and so on
-It protects [card]Semblance Anvil[/card] and [card]Quicksilver Amulet[/card] -Its ability doesn’t require a 1 mana equip cost
-Your opponent can’t catch your creature mid-equip

[card]Spellskite[/card] is great because it prevents your opponent from spending a single mana to [card]Dismember[/card] your [card]Kuldotha Forgemaster[/card]. It makes your opponents play fair, and protects everything important you have.

[draft]Kuldotha forgemaster[/draft]

Forgemaster is insanely powerful and really complex. You have to evaluate all of your options of what you can sacrifice- you can play stuff from your hand or you can activate [card]Inkmoth Nexus[/card] immediately before going for the Forgemaster.

What you get with Forgemaster is very dependant. If you need life, Wurmcoil is your man. If you need an army or extra bodies to Forgemaster again, get [card]Myr Battlesphere[/card]. If you have a window for a poison victory (teaming up with [card]Inkmoth Nexus[/card]), get [card]Blightsteel Colossus[/card]. If your opponent has one pesky permanent, get [card]Spine of Ish Sah[/card].

Remember, you don’t always need to activate this card! Sometimes it’s right to be patient, and an untapped Forgemaster can protect you from all kinds of danger. The last thing you want is to throw your whole team away for a [card]Blightsteel Colossus[/card] only to have it removed with [card]Oblivion Ring[/card].

[draft]Myr welder[/draft] [card]Myr Welder[/card] is your go-to sideboard card. In first games you can usually be fast and go big before your opponent can take you down. After sideboarding they get to bring in more countermagic and more removal. This makes [card]Semblance Anvil[/card] really vulnerable. You want more gas for a longer game, not a quick Wurmcoil that may never come down or might get removed right away.

[card]Myr Welder[/card] is a great turn 3 play for when your opponent is tapped out. When you follow it up with a [card]Quicksilver Amulet[/card] or [card]Kuldotha Forgemaster[/card] their hands are tied. If they don’t have a dissipate or a quick Exile effect, [card]Myr Welder[/card] will protect you from almost anything. It also has a respectable 4 toughness. Don’t be afraid to throw this guy into combat!


To understand how to mulligan properly you must understand how your deck wins or loses. We already know how we win- we ramp until we start dropping monstrous artifacts creatures that take over the game.

How do we lose? There are two main ways.
1. We lose because we take too long to cast our big creatures. This could be because we have no acceleration or because our acceleration got destroyed.
2. We lose because we have no big guys to cast or our big guys get destroyed and we don’t have more to follow up.

When we open a lot of hands we can evaluate them based on risk of losing. Let’s look at a hand based on the first case, the case of no acceleration:

I would always mulligan this hand. We face a great risk of dying before we get the mana to do anything. It is very slow on the play or draw. We have 1-3 draws to draw an accelerator to make this hand passable, but even if we draw a single accelerator it might get destroyed and we might be dead by the time we can cast our [card]Kuldotha Forgemaster[/card]. This hand is very vulnerable, even if we get there. Even if we had a [card]Spellskite[/card] I would probably mulligan this hand.

Now let’s look at a hand that can lose basd on the second case, the case of no big guys:

I would always keep this hand. This hand is awesome! We have all the mana and acceleration we need, although we have nothing to do with it. That’s okay because we have 3-5 draw steps to draw a big guy to make this hand good enough. We also have Spellskite to protect it when we draw it, but I would probably keep this without Spellskite. In general Wurmcoil Engine and Myr Battlesphere are fairly immune to removal, making a hand like this not particularly vulnerable.

Now let’s look at a very borderline hand:

I would sometimes keep this hand. If we are on the play we are going to be putting monsters into play by the fifth turn, which is fast enough to keep. The fifth turn is too slow on the draw. I would keep this on the play and mulligan this on the draw. If I knew my opponent was playing a very slow deck I might be willing to keep this on the draw. If this hand had a [card]Spellskite[/card] I would keep it on the play or on the draw because [card]Spellskite[/card] is similar to an accelerator against many decks.

In general I recommend being fairly loose with keeping in this deck because it doesn’t operate well off of few cards. The main hands to watch out for and throw away are the slow hands with lots of gas. They are tempting, but they are the easiest way to lose.


The format is still pretty undefined but we’re starting to get an idea of what’s out there. I can’t tell you what cards to necessarily look out for in all cases but I can share a little experience and let you know how I would sideboard on the surface.

Vs. Sword Aggro-

[draft]sword of war and peace[/draft]

Sword decks have been all the rage since the 1970s, and Innistrad does nothing to change this. These decks are usually blue white. They might use [card]Puresteel Paladin[/card] or they might have an emphasis on [card]Geist of Saint Traft[/card]. These decks pack a lot of punch with only a few creatures and usually have a good amount of back up. Between cards like [card]Mana Leak[/card], [card]Oblivion Ring[/card], and [card]Snapcaster Mage[/card] they have a good chance of slowing us down. The thing is, they sacrifice their own speed for their interaction, so we can power through. Also, if they brick on interactive spells their goldfish is usually not that fast so we can go for the home run.

4 [card]Semblance Anvil[/card] 1 [card]Quicksilver Amulet[/card]

1 [card]Spellskite[/card] 3 [card]Myr Welder[/card]

How we sideboard depends a lot on if they are playing Auras or not. If they are, [card]Spellskite[/card] goes from being okay to maybe our best card, and we want the full pack. [card]Spine of Ish Sah[/card] becomes a great answer for a charmed up [card]Mirran Crusader[/card] and such.

[card]Myr Welder[/card] is solid because these decks play like fast control decks. The blocking is also very relevant. We only bring in 3 because there’s nothing else we want to cut.

The reason I’m not interested in siding in [card]Blasphemous Act[/card] is because a post-sweeper Paladin or [card]Invisible Stalker[/card] can undo all of our hard work. If their deck looks to be exceptionally creature heavy, consider siding Blasphemous Act in.

Vs. Red Aggro

[draft]hero of oxid ridge[/draft]

Red aggro decks are all over the place right now, but one thing is for sure- we have a MUCH better chance on the play than on the draw. We need to be proactive with cump blocking and gaining life from [card]Phyrexia’s Core[/card] to keep out of burn range. [card]Wurmcoil Engine[/card] is the go to.

Be very careful of [card]Hero of Oxid Ridge[/card]. A well-timed hero can render our [card]Spellskite[/card] and other small blockers completely worthless. This is the match-up where warping in giant monsters mid-combat to stabilize is the way to win.

3 [card]Semblance Anvil[/card]

1 [card]Spellskite[/card] 1 [card]Wurmcoil Engine[/card] 1 [card]Peace Strider[/card] [card]Semblance Anvil[/card] is our ace in game one because it let’s us race even their fastest draws. In order to play around [card]Manic Vandal[/card] we cut the card, but maybe [card]Spellskite[/card] protection is a must.

The name of the game is still protecting our life total and playing conservatively with blockers, but the game changes in one very important way. Threaten effects can end our day if we are careless with our blockers, so plan accordingly. [card]Phyrexia’s Core[/card] is a great way to protect from this if we have time.

Vs. Other Aggro Decks

[draft]hero of bladehold[/draft]

This is kind of a broad range of decks. This includes Tempered Steel decks, new token decks, and new Human decks. There’s also fringe poison decks and other stuff out there. These decks have the most trouble interacting with you. Go goldfish and hit Wurmcoil or Myr-Ball for blockers pronto. It’ll often be enough.

Out- 4 [card]Semblance Anvil[/card], 1 [card]Spine of Ish Sah[/card]

In- 4 [card]Blasphemous Act[/card], 1 [card]Spellskite[/card]

We bring in [card]Blasphemous Act[/card] which is a nice sweeper for these decks that they won’t be expecting. They can’t afford to hold anything back or they’ll get covered by [card]Wurmcoil Engine[/card], so when they hit 4-5 creatures you can pull the rug on them. Between [card]Sphere of the Suns[/card], [card]Iron Myr[/card], and [card]Ghost Quarter[/card] for Mountain we actually have a lot of red mana.

Vs. Birthing Pod Decks

[draft]birthing pod[/draft]

Pod decks are tricky. If they don’t have Pod, they tend to be really slow and ponderous, and the games will be easy. If they draw Pod then they can put us under a lot of time constraints while pressuring our mana and creatures with the likes of [card]Sylvok Replica[/card] and [card]Acidic Slime[/card]. Games against these decks are the longest and most interesting, so enjoy.

The games play out a lot like against control decks. They are slow, and you are going to have time to take advantage of your [card]Buried Ruin[/card]. Unlike control decks, Pod decks can put you under a lot of pressure to kill them before they can start locking you out with [card]Sun Titan[/card]s and [card sheoldred, whispering one]Sheoldreds[/card].

1 [card]Spine of Ish Sah[/card] 4 [card]Semblance Anvil[/card]

1 [card]Spellskite[/card] 4 [card]Myr Welder[/card]

Unfortunately we don’t have a good cheap answer to Birthing Pod, so we are just going to have to fight it the hard way. [card]Myr Welder[/card] increases our threat density. Look for the rare opportunity of our opponent discarding an extra copy of [card]Birthing Pod[/card] to [card]Liliana of the Veil[/card]. [card]Myr Welder[/card] can turn into a bootleg [card]Birthing Pod[/card], and we can abuse it almost as well as they can.

Vs. Control Decks


There are a lot of different kinds of control decks, but I still haven’t seen any I like too much yet. Here’s how I describe a control deck for sideboarding purposes- these decks play more reactive cards than proactive cards. These decks focus more on stopping your game plan than from advancing their own..

Playing against a true control deck can be very different from playing against other decks. Time becomes a less valuable resource relative to cards. This means if you need to imprint a fatty to play your [card]Semblance Anvil[/card], you might just want to wait on that Anvil.

Don’t wait- try to stick something. If they get us they get us, but if we wait for them we play their game. There’s a chance we can play more threats than they have answers, and Buried Ruin is going to play a large part here.

4 [card]Semblance Anvil[/card] 1 [card]Spine of Ish Sah[/card] 1 [card]Iron Myr[/card]

4 [card]Myr Welder[/card] 1 [card]Wurmcoil Engine[/card] 1 [card]Spellskite[/card]

After sideboarding we have a lot more gas than before. Our nut draw is slower, but that’s okay because we can expect our opponent to interact with us. Keep looser hands against control because games are bound to go long enough to smooth out problems and card volume is going to be important.

Vs. Graveyard Combo Decks

[draft]unburial rites[/draft]

Graveyard combo decks come in a couple forms right now. The main one is reanimation. These decks stock their graveyards with [card]Dream Twist[/card], [card]Liliana of the Veil[/card], and [card]Forbidden Alchemy[/card], and bring a massive fatty back to life with [card]Unburial Rites[/card]. There are also [card]Past in Flames[/card] decks that will play longer controlling games before trying to kill you out of their ‘yard.

Both of these decks tend to be pretty interactive. They might appear to be controlling but they are merely laying down speed bumps while advancing their own game.

4 [card]Semblance Anvil[/card] 3 [card]Spellskite[/card]

4 [card]Nihil Spellbomb[/card] 3 [card]Myr Welder[/card] [card]Nihil Spellbomb[/card] can really throw a wrench in their plans. We have [card]Sphere of the Suns[/card] and [card]Ghost Quarter[/card] for Swamp for black, but don’t hesitate to pull the trigger on the ‘bomb for the extra card.

[card]Myr Welder[/card] gives us similar protection to [card]Spellskite[/card] and can also double as extra Spellbombs. It can also uncover the occasional juicy artifact carelessly thrown into our opponent’s Graveyard.

Adjusting to the Metagame

As the metagame shapes up we’ll get an idea of how many [card]Ancient Grudge[/card]s, [card]Stony Silence[/card]s, and [card]Creeping Corrosion[/card]s fill the metagame. These cards are definitely hard to beat, but they are best against us when played to stop our mana acceleration. [card]Wurmcoil Engine[/card], [card]Myr Battlesphere[/card], and [card]Blightsteel Colossus[/card] are actually pretty good at fighting these cards. The problem is getting enough mana to cast them!

I’m prepared to play with this deck even if these cards show up, but I want to maximize my chances of winning. The best way to beat cards of this nature is to have mana sources that are immune to removal. The best option here is Solemn Simulacrum. The card is great at recouping lost card advantage from [card]Ancient Grudge[/card] and comfortably ramps you into the big guns.

If the format becomes particularly hateful, the deck’s best answer will be jamming 4 [card]Solemn Simulacrum[/card].

Putting It All Together

So there you have it- an introduction to Colossus Brown. The deck makes ridiculous and splashy plays and is insanely fun to play. It’s going to be legal for a whole year, starting now, and it requires absolutely no mythics from the new set, so you should have no trouble getting it together for your tournament THIS WEEKEND!

I’m looking forward to all of your questions about the deck and to hear all tournament success to come out of it. Good luck, and have fun!

Thanks for the support guys!

Until next time,
Travis (twitter.com/travisdwoo)


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