I was able to assemble a bit of a cast of characters for the Magic Arizona theme deck I mentioned last week when commenting about (among other things) solifuges. They inspired me.
These creatures are known locally as sun spiders; others might have heard them called camel spiders. They acheived demi-legendary status a while ago amid wildly inaccurate claims about the wildlife US forces in Iraq have to face. (The truth is that they do not run at 25 MPH, they don’t scream, they don’t get up to 6″ long and they damned sure don’t jump onto a camel’s belly, anesthetize it with venom and then chew into it. Solifuges have no venom at all.)
Solifuges are rather fierce-looking, and they can behave in an agressive fashion — since they carry no venom there’s no backup plan if they feel threatened. They charge, jaws-first, probably because whatever larger animal they’re charging does what humans do too: Back up and try to get clear of the frightening-looking little arthropod coming right for it.
If you follow the descent of arthropods to arachnids, you find that solifuges are actually more closely related to daddy-longlegs than they are to spiders. This really isn’t that surprising since (as mentioned) solifuges do not envenomate. They also lack the capacity for making silk.
They’re also old — they exist in the Americas as well as in the Middle East. In order for that to happen they would have had to evolve before the American continents split off from the Afro-Asian landmass. The oldest known fossil specimen is about 300 million years old, which means these creatures existed before dinosaurs (which surfaced after the Permian extinction some 235 MYA).
We’ve got solifuges in Arizona and they are scary. I prefer to leave them alone because they’re a sensible combination to avoid with arachnids: Fast and aggressive. They actually bother me more than brown spiders do, as I had occasion to discover earlier this week.
There’s also a creature card in a game I play called Magic: The Gathering known as Giant Solifuge, and I used it as the signature card for my Arizona theme deck. Details after the fold.
I’m assuming some basic Magic literacy here. The deck contains 20 creature cards, 20 lands and 20 instant cards. The colors are red/green, and in all cases I have playsets (4 copies) of each card named. There are no basic lands.
We’ll start with the signature card, the Giant Solifuge.
The card itself has Insect for its creature type, which is wrong, of course; solifuges are arachnids. However, there’s already a Spider creature type in Magic which has a unique ability to block flying creatures even though it does not itself fly (with one exception, which I’ll get to in a moment). For that reason WotC had to give it something other than the Spider type. The next closest was Insect.
Sigh.
Giant Solifuge costs 4 mana to summon — 2 colorless and then 2 of either red or green. That’s a little expensive, but it’s capable of doing up to 4 damage, can attack the moment it’s summoned, cannot be targeted and has trample, which means any damage it does to a creature beyond what’s required to kill it will spill over onto the defending player. Nice, actually.
The reason for this card’s inclusion is obvious; it’s essential to the Arizona flavor.
I would have liked to add a tarantula of some kind, but there aren’t any available in Magic. Fortunately there’s a close relative, the Giant Trap Dooor Spider.
This is a Spider creature type, but I believe it’s unique in Magic in that it’s the only spider which is not capable of blocking flying creatures. It’s a 2/3 for 3 mana — 1 colorless and one each of red and green. That’s not too shabby, I suppose, even though it seems like a short-changed spider.
Until, of course, you read its ability.
For another 1 + r + g and a tap, you can remove both Giant Trap Door Spider and a target non-flying creature attacking you from the game.
Right — it pops out of the ground and sucks down your opponent’s creature.
This is sometimes better than dealing lethal damage, because there are so many creatures now in Magic which are indestructible — but which aren’t protected from being removed from the game.
While the first card here is aggressive and the second is a kind of punishment for aggression, these cards are not by themselves enough to hold their own against any but a novice opponent. I fleshed out the ranks with cards seemingly at odds: A token-hoser and a token-generator.
The hoser first.
It’s Fire Ants, a 2/1 that costs 2 colorless and 1 red. What’s nice about it, though, is that when you tap it it deals 1 damage to each other creature without flying.
The disadvantage? It’ll kill off other Fire Ants — and, because its ability does not target, it will also kill off any Giant Solifuges that may be in play.
Well, one cannot have everything. This would still annoy, say, a thallid farmer. And there are enchantments (which I might sideboard) that give all creatures you control +0/+1.
I added Fire Ants because we are getting them here; besides, we have red harvester ants, and those little buggers can really hurt.
It’s worth noting, too, that this card sort of works in combination with the token-generator I mentioned: Saber Ants.
This is a 2/3 for 3 colorless and 1 green with an interesting ability. Whenever it’s dealt damage, you put that many 1/1 green Insect creature tokens into play. So if you have, say, 3 Saber Ants in play along with a Fire Ants, and you tap the Fire Ants, you’ll end up creating 3 1/1 creatures on your side.
Of course, if you use the ants to block a creature, you’ll get tokens too, and if your opponent is foolish enough to charge you with a huge creature that lacks trample, you’ll end up with a swarm in exchange for one card.
Saber Ants is kind of a slide away from the basic Arizona flavor — but we do have a lot of different ant types here, and they sure do seem to spontaneously reproduce sometimes.
The ants aren’t what you call a finisher; they’re annoying but not capable of readily doing lethal damage. For that we have a combination comprised of the final creature and the first instant.
The creature is Giant Dustwasp (there aren’t many wasp creatures in Magic — and the scorpions are either black or artifact, and none of them are very impressive). This is a 3/3 flyer for 3 + 2 green, but it also has suspend 4 for 1 + g. In theory, then, it could come into play just a turn later than it might anyway while you, presumably, use your mana for other things as the turns proceed.
I chose the Giant Dustwasp because it was the closest thing I could find to the paper wasp. We have them — and they really hurt.
A 3/3 flyer isn’t bad all by itself, but in combination with Blazing Shoal it could be pretty nasty.
This is an instant that costs 2 red + X, and it gives one target creature +X/+0 until the turn’s end. Blazing Shoal isn’t close to much of anything we have in Arizona — but it makes more sense to me, flavorwise, than a Firebreathing or Crown of Flames would.
Add that to a wasp that gets through an opponent’s defenses, and the game could well be over pretty fast.
I get a little further from the Arizona flavor with the rest of the instants. I need some utility and there’s not a lot of American desert theme to good, solid cards.
Such as Krosan Grip, for instance, a stupidly-good spot removal card for just 1 mana more than Naturalize. Shweet. To that add Moment’s Peace, a nice damage-reducer with flashback, Repopulate for creature recursion and Krosan Reclamation for general recursion and we’ve rounded out all the non-creature spells.
This leaves the lands. I wrote earlier that I don’t have any basic lands; I don’t use them in this deck. Colored mana comes instead from Karplusan Forest, Highland Weald and Shivan Oasis, which cover a lot of our geography. After all, we have oases in the form of riparian areas; we have forests which yield thorny patches and we even have snow in places like Flagstaff.
Colorless mana comes from Desert, which has a nice secondary effect. It can be tapped to deal 1 damage to any one target attacking creature at the end of the combat step, which could be enough to finish something off.
Desert was included for obvious reasons.
For the last I have variably-colored mana coming from Meteor Crater.
This one taps to add 1 mana of any color from permanents you control to your mana pool, so after a Solifuge is in play, for instance, it’ll make either red or green mana.
Not too shabby and, like Desert, included for self-explanatory reasons.
I do not expect this deck to play particularly fast. It has no mana acceleration, no tutoring and no specific recursion. Its mass removal is really good only against very weak creatures, its spot removal is limited to artifacts and enchantments, and its finisher is combo-dependent.
It punishes aggression via Desert and the spider, it’s got some defensive charm with the Saber Ants, and it might have enough recursion to keep itself in play provided I don’t take a lot of damage. I could end up just chiseling some opponents away to nothing.
I think the strategy for this deck will be to play it defense-heavy early, using its creatures to block and letting them be killed off, with occasional dips into Krosan Grip and Moment’s Peace as necessary — then using Repopulate to bring the creatures back later in the game and skewing more offensive/aggressive with the solifuges and wasps, using the spiders to wholly eliminate the worst threats. The spiders can deal with big tramplers, but with only one flying creature type and a lot of anti-ground creature effects, this deck’s clearest weakness is against something that uses, say, a lot of birds.
I’ve got some very well-constructed decks (such as my block-constructed Boros deck) against which this wouldn’t stand a chance, and I know quite a few players who would flatten this thing in a dozen turns or less. Still, I’m looking forward to playing it. I’ll make sure to let you know how it does.
UPDATE: It plays for shit, which I expected. It’s slow and clunky. On the plus side, it really does have good flavor, and is fun to play if you’re an Arizonan.
9:49 on May 26th, 2007
20 lands, 20 creatures, 20 instants? How quaint, even in 1993 that would be naive deck design. 24/24/12 would be a better place to start.
You will have a Solifuge or a Saber Ant in hand on turn 4, you must be able to cast it. So on turn 4 you will have seen 10 cards (initial 7 + 3 draw steps), so 4 of those must be lands, 4/10 => 24/60, you must play at least 24 lands.
Meteor Crater is useless to you. It does not give you access to multi-coloured mana unless you used it to specifically cast the Solifuge.
Step 1: -4 Meteor Crater, +4 Forest, +4 Mountain
Need more creatures. You have no play on turn 1 or 2. So something cheap.
Step 2: +4 cheap creature
Now to the instants. Did you try to find those that are completely useless in this deck? This is an aggro deck it must have combat tricks.
Blazing Shoal exists to use its alternate casting cost. You don’t play any expensive red cards, thus there are more efficient spells availabe.
Krosan Grip is not removal. Removal kills creatures. Krosan Grip destroy artifacts and enchantments. This is a side board card at best.
Moment’s Peace is not a damage reducer, it is a _combat_ damage reducer. This is a side board card for your opponents use. You should always have more creatures on the table than they do.
Repopulate and Krosan Reclamation are utterly unplayable in this deck (and almost any other deck). They cost you a card, they cost you mana, they have no effect on the board. What is your strategy? To have the game go more than 53 turns and deck your opponent?
You need to play Lightning Bolt or similar cards, and Giant Growth or similar cards.
You need a finisher. Since you should have lots of creatures: Overrun.
Step 3: -4 Blazing Shoal, -4 Krosan Grip, -4 Moment’s Peace, -4 Repopulate, -4 Krosan Reclamation, +4 Lightning Bolt, + Giant Growth, +4 Overrun
That should give you half a chance, or at least beat your original deck 95% of the time.
0:24 on May 28th, 2007
Wow, you catch many flies with that vinegar?
I’m quite aware of mana mix, deck tutoring and the usefulness of many other MtG cards; but you seem to have overlooked the thrust of the deck, which I thought I made clear.
This is an Arizona flavor deck. It’s not out to win; it’s out to be fun to play following a specific and bizarre theme.
I know Meteor Crater, for instance, sucks as a mana source; if I were concerned about that I’d likely put in Sol Ring instead. I know Blazing Shoal is a shit card for pretty much everything, but again, as I wrote above, it’s not about the impact — it’s about toying with a specific theme.
There actually is a Meteor Crater in north central Arizona; it’s vast, dishlike and utterly unique in North America. A more signature land card would be called Grand Canyon (red/blue, I think), but for now Meteor Crater is, like Desert, a specifically Arizona-flavored mana source.
We have actual solifuges here, not just cards, and we have pretty much every other creature/land type I named and used. I think it’s pretty shabby of you to decide to overlook what I was trying to do in order to get into a juvenile pissing contest with me. While a lot of MtG players are in it for guts and glory, for contest wins and competitive excellence, some of us are just in it to have a good time; the win, shocking as the idea may be to you, is secondary or possibly not even a consideration at all.
I have some stunningly effective decks. My Boros deck is fast and brutal; my Pernicious Deed deck is excellent for control and domination; and my artifact combo (Dross Scorpion, Krark-Clan Ironworks and Nuisance Engine) works magnificently with Arcbound Crusher (esp. in tandem with Grab the Reins) or Disciple of the Vault. I’m not a fuckin’ Magic mongolid.
And no, a red/green deck is not necessarily about aggro. If it were, it would be all red. I had to go red/green because of the Solifuge and Giant Trapdoor Spider, and I tried to pick cards in that constraint which seemed to fit the theme, balancing aggro with token creation and life support.
While I appreciate your comments in general about the deck, I think you’ve missed the point in assuming I wanted to build an aggro-heavy smackdown pile. I didn’t. I wanted instead to use cards which, to me, sum the feel and flavor of Arizona. In that line, your suggestions simply do not fit.
Ease the fuck up. I wasn’t trying to post a recipe for a stomping-good deck. I said so in my summary. I made it clear that I was just having a little fun. If you take two steps back from your wounded teen-kid I must win or everything is worthless point of view, the perspective that dictates that every Magic deck must be about total victory and nothing else or it’s useless, you might be able to appreciate that.
Remember when it was just fun? Remember when it was just about oh, cool, I wanna try that? Remember when it was just you and some friends hanging out and slapping down cards and arguing over minutiae of rules, swapping sideboards between games just for the hell of it and staying up well past bedtime?
Remember when it was about something other than kill kill kill?
12:59 on May 29th, 2007
I think every MTG group has a douchebag like PH.
17:21 on June 15th, 2007
Heh. Yes. I personally know several.
14:44 on June 28th, 2007
[...] Nothing venomous this time. I’ve mentioned solifuges before — even built a Magic deck* around them — and today we got a visit from what appears to have become my totem arthropod, locally known as a sun spider. Apparently, alas, this was a victim of a recent round of pest control. [...]