Magic: the Gathering Standard Tournament Deck



I played this deck in my first Tempest Standard (Type 2) tournament.
The tournament was a 5-round Swiss system, with the top four of the 28-person field advancing to a single-elimination final.
My score was 4-1; one person ended up 5-0, and five people tied with 4-1.
Unfortunately, my tiebreaks weren't good enough to put me in the top four :( .
On the positive side, the deck performed very well.
The round-by-round was as follows:
Round 1 v. Green, 2-0 -- I didn't see Overrun, but that didn't hurt my feelings any. I was able to power through with Armor the first game, and in the second game 'Geddoned with a Crusade on the table and ran over him - "My creatures are bigger than your creatures".
1-0, 2-0
Round 2 v. Black, 2-0 -- Played a pair of games against this guy before the tournament for fun. Knew I had excellent chances because my deck plays so fast against Black. Barely squeaked out game two. I got him (exactly) the turn before he'd have gotten me. My mana the second game consisted of a Plains, a Gemstone Mine (which I used up), and two Lotus Petals (which I used up). Never ceases to amaze me how little mana this deck can run on.
2-0, 4-0
Round 3 v. White weenee, 1-2 -- First White weenee deck I've ever faced in a tournament. Made a fatal mistake in game one that cost me the game (and match) - I had a Pacified Empyrial Armored Soltari Priest on the table, big enough to kill him, and I could've Tutored for an Aura of Silence to knock off the Pacifism ... but that didn't occur to me until AFTER I played my turn, because I was thinking "Spirit Link his creature" instead of "Get rid of the Pacifism"; he had me at two life and dropped a second 2-power creature (uh-oh). For once, I couldn't blame the loss on a poor draw, only a poor play on my part. Ran over him with an Armored Priest in the second game - second turn Soltari Priest, third turn Armor and attack for 6, fourth turn Disenchant Pacifism and attack for 7, fifth turn attack for 7 and game. Fifth turn kill is not unusual for this deck. Got a terrible third game draw -- only two creatures, which died in combat early, then only Plains and three Empyrial Armor (Empyrial Armored Plains?).
2-1, 5-2
Round 4 v. Red/Black Living Death, 2-0 -- A couple of quick wins - my deck was just plain too fast. Enough said.
3-1, 7-2
Round 5 v. Green/White, 2-1 -- Lost the first game, pulled out the second after a long struggle - we had a creature stalemate and he Wrathed only to have me pull another creature and an Armor, which was game, then in the third game I rolled quickly with an Armored Priest.
4-1, 9-3

Overall, 4-1 match score, 9-3 in games. Interesting tournament -- the rounds were fast because no one played heavy control/countermagic.
Analysis:
Lotus Petal exceeded expectations. It was strong to play a first-turn 2CC creature.
Shadow creatures also exceeded expectations, partially because I faced no shadow creatures, and the (unblockable) Shadow+Armor combo was often game.
Deck adjustments are relatively minor, and follow traditional thoughts. Play four Armageddon (up from two) to increase the chance of an early 'Geddon with creature advantage. Play four Lotus Petal (up from three) to speed up the mana.
Replace the Death Speakers with Soltari Monks for the Shadow-Armor combo.



Deck: White Weenee Rush 5.0 -- Tempest

November 1, 1997

62 Card deck:

15 Card sideboard:



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