White Weenie and the PEZ Gauntlet
One word: Hotdogs.
Whenever someone plays ‘White Weenie”, that’s precisely what I think of. And – yes – I fully realize the Freudian implications. Ignore what’s implied about my heterosexuality, and ponder the composition of the standard nitrate-stick: It's composed of all kinds of animals, just as White Weenie is composed of all kinds of creatures. The similarities extend further: Weenie can be bad for one’s health.
Okay, ditching the hotdog metaphor and getting back to penis – damn Freud! – I meant White Weenie.
Here's what’s good about WW: It has access to excellent combat tricks – such as Master Decoy; the Weenie archetype is stuffed with a wide and diverse assortment of evasion critters; Weenie possesses the strongest color hate in the game. Basically, many PEZ players are diehard White Weenie enthusiasts for a good reason. However, within the PEZ metagame, the good components are outweighed by the bad: It has limited access to removal; Weenie has no game against combo decks; WW, as an offensive deck, is quite slow. That said, this article does not constitute an attempt to tear the archetype apart, rather, this is an attempt to gently inform fans of some bad news:
White Weenie is not a top tier PEZ deck. It’s close, but not close enough.
I recently threw together a gauntlet of top-tier Peasant decks, and then offered a prize to the man who could construct the best performing build. Four decks were submitted and over the last few weeks, these were subjected to a battery of the strongest decks PEZ offers: CofferKings, IsoBurn, ElfClamp, Affinity and ProsTides. Although I had initially planned on using Goblin Sligh, circumstances beyond my control forced Affinity (which is a much better – although less consistent – deck) into the fold. In each match-up, I played the gauntlet deck, and a far more skilled friend – Eric – piloted the Weenie build. I figured WW needed all the help it could get.
Rather than forcing a read-through of this article, I’ll just say it: Chris Morling’s build took the top spot, by a wide, almost ridiculous, margin. Its overall performance against the guantlet was 8 wins out of 12 matches, or three overall wins, two losses. It lost to CofferKings and ProsTides and won against Affinity, ElfClamp and IsoBurn.
The following is a summary of the matchups:
Word Mail White Weenie:
Rodddj’s Wordmail build was the first into the gauntlet. Wordmailed Weenie is in many ways superior to the Empyrial Armor variant: It hits the table quicker and theoretically beats for more damage earlier. Unfortunately, these advantages don’t translate into efficacy within the PEZ metagame. Out of all the under-costed, white, evasion creatures, only Soltari Foot Soldier (which wasn’t used in this build) has a name longer than two words, and, with Wordmail attached, it’s only a 4/4 beater on turn-two. Good, but by no means is it game-winning. For the most part, the Wordmail build generates 6/6 beaters, that get blocked ad nauseum by regenerators, Maze of Ith and other weenie creatures. A second-turn 6/6 is mighty powerful, but it doesn’t win games. The primary failing of Wordmail-equipped builds is an over-reliance on a single card. Wordmail Weenie left the gauntlet without a single win–overall performance: 0-10.
Versus ElfClamp: Wielding ElfClamp, I ended up going second, and mulliganing once. Wordmail drew a near-god hand and dropped two ‘mailed creatures by turn three. WM beat with a creature which I chump-blocked. Turn four, I struck with the Elves en force, drawing the lone, blocking creature away with a Taunting Elf. With Seeker of Skybreak and a pair of Quirion Rangers, the Timberwatch on the table boosted the unblocked elves to hit for well over twenty life. In game two, I drew a similar hand, and my opponent drew creature-less. I ended up beating for over twenty for the second time on turn 4.
Versus CofferKings: The opening of this game was bleak, indeed. Playing CK, I ended up losing the toss, and had to mulligan twice. WM got out a few creatures, which I thinned with Vicious Hunger. Eventually, I got out Cemetery Gate, with Pestilence; however, my opponent got out a Order of the White Shield with a Wordmail on it, and destroyed the Pestilence. Fortunately, I Edict’ed the OWS and then went on to establish brutal and massive control of the board.
Game 2, my opponent scooped after seeing that Order of Leitbur was the only ProBlack creature in the ‘board, and I had already swept his creatures with a flood of removal.
Versus Affinity: I started off by flooding the board with artifact creatures. By the third round I had clamped off into Cranial Plating, and was promptly beating for 12 points of damage with an ornithopter. My opponent, lacking fliers, scooped on turn four. Game two went the same way.
Versus ProsTides: Both games one and two began as they ended – Wordmail White Weenie dropped creatures, and then failed to beat for big-damage. By turn four, the series was virtually completed, as ProsTides combo’ed off with ridiculous regularity.
Versus IsoBurn: WM had one of its best matches against IsoBurn. Again, I took control of the burn deck, and mulliganed down to six in hand. My opponent dropped a second turn Order of the Holy Nimbus, with Wordmail, and tried to beat for a mighty six.. I chumped blocked the OHN with a Mogg Fanatic, and on the following turn struck with Flame Burst and Fireblast – the remaining land was used to keep the OHN from regenerating. After sweeping the board clean, I went on to burn for twenty. The second game ended much the same way, except I got a scepter on the table, which was only good for a single burst – my opponent responded to the drop by zapping it with artifact hate.
The second deck into the gauntlet was Swagon’s build, which possessed a little bit of everything from the White Weenie archetype – it had a little bit of color-hate, creature-pump, evasion, big-creature beats and a little bit of removal. The biggest problem with the deck is the sideboard, and its small number of one-drop creatures, which ended up costing it tempo against some of the faster decks. The overall performance was 5/13 – a good showing, but of overall subpar performance. Here’s a summary of how it performed:
Against ElfClamp, Swagon’s build did marvelously – although it must be noted that my performance with the ‘clamping deck was quite poor, especially in game 3. Poor ability on my part aside, the first match went to the ‘clamp. I was able to flood the board with elves turn one, and beat for well above twenty on turn five by sliding through a Quirion Ranger beefed by a Timberwatch Elf. Game two, my opponent sided in artifact removal, thus negating the only Skullclamp in my hand. I ended up getting a few elves on the table, but was ultimately overwhelmed by WW’s strong defense and a ‘splittered Soltari Priest. In game three, ElfClamp played wonderfully – I flooded the board and beat my opponent down to one life, by turn six. Unfortunately, the power went to my head and I started getting sloppy. WW erected an impenetrable wall of defenders, backing up a ‘splittered Soltari Priest. Unable to get any attackers though, I fell to superior forces – however, had I gone defensive, victory would have been certain.
Against CofferKings, Swagon’s build came out the gates strong, dropping three Order of Leitbur by turn four. Despite putting a Serrated Arrows into action, I ending up falling beneath a wave of weenie beaters. Game two, I sided in Stench of Decay, but ended up not drawing into it. WW opened up by dropping some weenies – I Edict’d an Order and followed up with a Serrated Arrows. The removal kept the majority of threats off the table, until I was able to get a Cabal Coffers into play, which ignited the CK’s life drain engine, which led to a win. Game three was a little more complex – this time, in addition to Stench of Decay, I tossed in a few Spinning Darkness. WW got off a ‘splittered Chicken and began beating. I played a Serrated and, later, responded with a Cemetery Gate and Pestilence. The first two board sweeps failed when WW hardcast two back-to-back Prismatic Strands. CofferKings achieved board control, though, by eventually dropping a second Serrated Arrows.
As usual, the ProsTides match went to turn four – and then abruptly halted. ‘Tides started off furiously deploying search, while WW dropped creatures. Weenie beat for a few points of damage, but it was not enough and ‘Tides comboed off on turn four. WW in both games beat for less than eleven by the combo turn.
Against IsoBurn, WW got face-smashed. Even with its pro-red weenies on the table, like Soltari Priest, there just wasn’t enough creatures to break through IsoBurn’s scorching defensive wall. Even the toughest creatures in Swagon’s arsenal weren’t immune to burn–although they did represent card advantage. In the end, IsoBurn either blasted the pro-red Priests with Spellbombs, or it simply controlled the board long enough to get a scepter on the table for the win. 2-0 sweep.
Against Affinity, WW got out a handful of creatures, but couldn’t compare with the Affinity bullrush in the first few rounds of the game. Compared to Affinity’s 4 creatures, two with evasion and attached Cranial Plating, WW was only able to muster four creatures–and in combat became heavily reliant on Master Decoy. By turn six, Affinity had beat for 26 points of damage, and even with Master Decoy tapping an Ornithopter in the precombat step. However, Swagon’s sideboard proved to be instrumental in turning the Affinity matches inside out. In game two, after boarding in Seal of Cleansing and Dust to Dust, WW went on to destroy all my mana base and color filtering, which slowed me down long enough for WW to deliver the killing blow. This is a feat that was repeated in game three, when I fell 1/3 against an absolutely brutal artifact hosing.
paulchristsen’s creation opted for Empyrial Armor, and its construction heavily emphasized card advantage. The actual card-drawing engine, composed of Skullclamp and one-toughness creatures, is similar to Chris Morling’s build. Although it went 3/10 against the gauntlet, I suspect this was partly due to bad draws.
In the first round against IsoBurn, I lost toss and both decks mulliganed. Christsen’s deck came up strong in the first two turns, dropping a Skullclamp and a Crimson Acolyte – which equals death, unless IsoBurn can get a Spellbomb on the table. I wasn’t able to, and WW cycled through its deck, picked up critical cards, and beat me to death. In the second and third round, fortunately, things turned around. Game two, WW was unable to produce any pro-red creatures, while I was able to get two Scepters, with Fire/Ice and Incinerate imprinted, on the table – with the burn engine going full blast, I swept the table and burned for the win. Game three erupted into a pitched battle between IsoBurn’s scepters and Weenies’ sideboarded Circles of Protection: Red. The match opened up with WW dropping a CoP – which necessitated my reliance on Mishra’s Factory. WW followed up by dropping a Soul Warden, and later enchanted this with Empyrial Armor. The game ended when WW was forced to expend all its mana and I played all my burn spells at once. The game's total was one win, two losses.
The match against ProsTides looked interesting on paper, but in practice, it was quick and brutal. WW won toss, but was unable to beat for 20 or more by the fourth turn – a common problem with most Weenie decks. Game two didn’t prove to be any more interesting, as the Weenie deck only drew into a Feldon’s Cane without an accompanying discard engine, thus consigning it to defeat on the dreaded fourth turn. 0-2.
The ElfClamp match proved to be extremely interesting. I drew two ‘clamps and played one. Weenie dropped a Lantern Kami, followed up by a turn-two, accelerated Empyrial Armor. I responded by Naturalizing the Armor, and going on a clamp rampage the following turn. On turn six, I slipped a Timberwatch-augmented Elf through the Weenie ranks to beat for the kill. Game-two, WW got out an Armored Soul Warden and began beating – I chump blocked the Warden with a Wirewood Herald, and zapped the Armor off with a Naturalize. WW began dropping evasion critters while I beat with Elves. On the verge of winning, Weenie began hardcasting Prismatic Strands. Without possessing the means to bypass Strands, combined with WW’s emphasis on evasion creatures, ElfClamp’s beat engine stalled for four straight turns – resulting in an easy win for the Weenie deck. Game three, both decks slapped Skullclamp onto the table, and the following round began clamping off – I drew into Hunting Grounds, my opponent into multiple Prismatic Strands. On round five, I combo’d off, and played Hunting Grounds. The following turn, I was beating for more than 120 damage – however, Prismatic Strands thwarted my all out attack, and the following round Weenie beat me into the ground with a wave of evasion critters. 2/3 Weenie.
Against Affinity, White Weenie started out by dropping a Soul Warden and following up with a Disenchant to an artifact land. On the fifth turn, WW had a an Empyrial Armored evasion beater, and had whittled my life total down to six – all was not lost, however, as I produced an Ornithopter with Cranial Plating attached, but a Disenchant robbed me of any opportunity to smash back, and I fell under a blistering WW assault. Game two, I started out by dropping a horde of artifacts, along with the dreaded Atog/Disciple combo – and then proceeded to end the series, 0-2.
Against CofferKings, was forced to mulligan twice, and lost toss – Starting out with card disadvantage and a half-turn behind, WW still gave a good performance, by dropping a ‘clamp and cycling into land. By the fifth turn, Weenie stood an excellent chance of winning – if it weren’t for my complete control over the board. WW made plaintive attempt to ward off my drain attacks by hard-casting a Prismatic Strands, but without any creatures on the table, Eric was unable to halt my drain engine. Overall, Weenie fell 0-2 against CofferKings. Its overall record was 3-10 against the PEZ gauntlet.
I’ve saved the best performing deck – Chris Morling’s deck – for last. Keep in mind that the results were wildly unexpected, and I suspect that favorable draws were partly responsible. Mr. Morling’s built around Empyrial Armor and focused on red/black hate.
Morling’s deck ended up playing first against ElfClamp. Weenie performed well, laying down a line of evasion beaters by turn four. I tried to keep pace by dropping a Skullclamp. With ‘clamp on the table, I focused my strategy on speed – I’ve learned from a painful series of tests against Weenie that evasion beaters, combined with creatures capable of holding the defensive line, are deadly. On turn four, I forced an early combo, and lay down a good number of token creatures, along with an army of elves. It would have been easy to beat for the kill on turn five – however, a single Prismatic Strands laid me on my back – slowing my win-clock by two critical turns – and Weenie evasion beaters proceeded to break the back of ElfClamp. Game two went even worse – Weenie sided in Ethereal Haze and an additional Prismatic Strands. After beating for twelve damage on turn four, I followed up by dropping a horde of Elvish beaters – and then got stopped in my tracks by a string of damage negation effects – Prismatic Strands, three times, Ethereal Haze, once. The most disheartening part is that Eric could have stalled me an additional turn, with a remaining Strands in his graveyard. 2-0 in favor of Weenie.
Against IsoBurn, Weenie immediately played pro-red creatures, such as Crimson Acolyte and Thermal Glider. Realizing that this match is essentially a damage race, I applied burn to the dome. However, by turn five, with an Empyrial Armored Thermal Glider on the table, and my life total rapidly dwindling, I was unable to clear my hand – my opponent’s life total went to five (which could have been as low as two, had I played my cards right). The following turn Weenie delivered the [i]coup de grace[/i]. Game two went no better, and I found myself overwhelmed by pro-red creatures and unable to top-deck a Spellbomb. 2-0 in favor of Morling’s build.
Affinity, technically, should have been the easiest win for me – unfortunately, in game one, Eric drew into three Empyrial Armors, and applied all of them – by turn five – to a Lantern Kami. I was forced to chump block with an Ornithopter (a 9/2 flier) once and failed to draw into a kill on turn six, thus consigning Affinity to defeat. Game two, mulliganing once, I played a few creatures and began beating with a Disciple of the Vault, equipped with Cranial Plating, on turn two – for a total of six damage. By turn three, my opponent only had a Crimson Acolyte and a Soltari Trooper on the board (which negated the full weight of the Disciple/Atog combo) – however, by turn four, Eric started dropping creatures and Empyrial Armor. Turn five, he had flooded the board, and completely locked up my kill attempts with a few well-timed Ethereal Hazes. Turn six, the game was completely over, as he beat for the kill by pumping up his hand with Skullclamp. 2-0, surprisingly, in favor of Morling’s build.
Against CofferKings, Weenie went first, and managed to get out an early evasion beater enchanted with Empyrial Armor. I tried to fend off the attacks, but ultimately fell beneath evasion beaters. Game two, after I boarded in nine cards, proved to be more interesting – I was able to shut down all of the pro-black creatures with Stench of Decay, Innocent Blood and Diabolic Edict (Serrated Arrows didn’t show up until game three). After losing its board position, and getting drained repeatedly, Weenie went down. Game three was less difficult a win, with CofferKing’s brutal control trampling over Weenie’s pro-black creatures from the very beginning. The game ended with Weenie’s CoP defensive pitted against Pestilence – resulting in Weenie getting toppled, 1/3 against CofferKings.
Against ProsTides, Weenie was able to slip a win in the first game, when – under intense pressure – ProsTides forced a combo attempt on a fourth turn. The hastily executed try fizzled, and Weenie beat for the kill on the fifth turn. Shockingly, this was the first win against ‘Tides out of all the test decks, and it was also the last. ‘Tides went on to combo off on the forth turn in the next two games, ending the series 1/3, in favor of 'Tides. The overall record was 8/12.
Congratulations to Chris! Please send me your mailing address (through e-mail: kanoyams@yahoo.com) and I'll send you your prize. Thanks to everyone who entered! Your participation is much appreciated.
Whenever someone plays ‘White Weenie”, that’s precisely what I think of. And – yes – I fully realize the Freudian implications. Ignore what’s implied about my heterosexuality, and ponder the composition of the standard nitrate-stick: It's composed of all kinds of animals, just as White Weenie is composed of all kinds of creatures. The similarities extend further: Weenie can be bad for one’s health.
Okay, ditching the hotdog metaphor and getting back to penis – damn Freud! – I meant White Weenie.
Here's what’s good about WW: It has access to excellent combat tricks – such as Master Decoy; the Weenie archetype is stuffed with a wide and diverse assortment of evasion critters; Weenie possesses the strongest color hate in the game. Basically, many PEZ players are diehard White Weenie enthusiasts for a good reason. However, within the PEZ metagame, the good components are outweighed by the bad: It has limited access to removal; Weenie has no game against combo decks; WW, as an offensive deck, is quite slow. That said, this article does not constitute an attempt to tear the archetype apart, rather, this is an attempt to gently inform fans of some bad news:
White Weenie is not a top tier PEZ deck. It’s close, but not close enough.
I recently threw together a gauntlet of top-tier Peasant decks, and then offered a prize to the man who could construct the best performing build. Four decks were submitted and over the last few weeks, these were subjected to a battery of the strongest decks PEZ offers: CofferKings, IsoBurn, ElfClamp, Affinity and ProsTides. Although I had initially planned on using Goblin Sligh, circumstances beyond my control forced Affinity (which is a much better – although less consistent – deck) into the fold. In each match-up, I played the gauntlet deck, and a far more skilled friend – Eric – piloted the Weenie build. I figured WW needed all the help it could get.
Rather than forcing a read-through of this article, I’ll just say it: Chris Morling’s build took the top spot, by a wide, almost ridiculous, margin. Its overall performance against the guantlet was 8 wins out of 12 matches, or three overall wins, two losses. It lost to CofferKings and ProsTides and won against Affinity, ElfClamp and IsoBurn.
The following is a summary of the matchups:
Word Mail White Weenie:
Rodddj’s Wordmail build was the first into the gauntlet. Wordmailed Weenie is in many ways superior to the Empyrial Armor variant: It hits the table quicker and theoretically beats for more damage earlier. Unfortunately, these advantages don’t translate into efficacy within the PEZ metagame. Out of all the under-costed, white, evasion creatures, only Soltari Foot Soldier (which wasn’t used in this build) has a name longer than two words, and, with Wordmail attached, it’s only a 4/4 beater on turn-two. Good, but by no means is it game-winning. For the most part, the Wordmail build generates 6/6 beaters, that get blocked ad nauseum by regenerators, Maze of Ith and other weenie creatures. A second-turn 6/6 is mighty powerful, but it doesn’t win games. The primary failing of Wordmail-equipped builds is an over-reliance on a single card. Wordmail Weenie left the gauntlet without a single win–overall performance: 0-10.
Versus ElfClamp: Wielding ElfClamp, I ended up going second, and mulliganing once. Wordmail drew a near-god hand and dropped two ‘mailed creatures by turn three. WM beat with a creature which I chump-blocked. Turn four, I struck with the Elves en force, drawing the lone, blocking creature away with a Taunting Elf. With Seeker of Skybreak and a pair of Quirion Rangers, the Timberwatch on the table boosted the unblocked elves to hit for well over twenty life. In game two, I drew a similar hand, and my opponent drew creature-less. I ended up beating for over twenty for the second time on turn 4.
Versus CofferKings: The opening of this game was bleak, indeed. Playing CK, I ended up losing the toss, and had to mulligan twice. WM got out a few creatures, which I thinned with Vicious Hunger. Eventually, I got out Cemetery Gate, with Pestilence; however, my opponent got out a Order of the White Shield with a Wordmail on it, and destroyed the Pestilence. Fortunately, I Edict’ed the OWS and then went on to establish brutal and massive control of the board.
Game 2, my opponent scooped after seeing that Order of Leitbur was the only ProBlack creature in the ‘board, and I had already swept his creatures with a flood of removal.
Versus Affinity: I started off by flooding the board with artifact creatures. By the third round I had clamped off into Cranial Plating, and was promptly beating for 12 points of damage with an ornithopter. My opponent, lacking fliers, scooped on turn four. Game two went the same way.
Versus ProsTides: Both games one and two began as they ended – Wordmail White Weenie dropped creatures, and then failed to beat for big-damage. By turn four, the series was virtually completed, as ProsTides combo’ed off with ridiculous regularity.
Versus IsoBurn: WM had one of its best matches against IsoBurn. Again, I took control of the burn deck, and mulliganed down to six in hand. My opponent dropped a second turn Order of the Holy Nimbus, with Wordmail, and tried to beat for a mighty six.. I chumped blocked the OHN with a Mogg Fanatic, and on the following turn struck with Flame Burst and Fireblast – the remaining land was used to keep the OHN from regenerating. After sweeping the board clean, I went on to burn for twenty. The second game ended much the same way, except I got a scepter on the table, which was only good for a single burst – my opponent responded to the drop by zapping it with artifact hate.
The second deck into the gauntlet was Swagon’s build, which possessed a little bit of everything from the White Weenie archetype – it had a little bit of color-hate, creature-pump, evasion, big-creature beats and a little bit of removal. The biggest problem with the deck is the sideboard, and its small number of one-drop creatures, which ended up costing it tempo against some of the faster decks. The overall performance was 5/13 – a good showing, but of overall subpar performance. Here’s a summary of how it performed:
Against ElfClamp, Swagon’s build did marvelously – although it must be noted that my performance with the ‘clamping deck was quite poor, especially in game 3. Poor ability on my part aside, the first match went to the ‘clamp. I was able to flood the board with elves turn one, and beat for well above twenty on turn five by sliding through a Quirion Ranger beefed by a Timberwatch Elf. Game two, my opponent sided in artifact removal, thus negating the only Skullclamp in my hand. I ended up getting a few elves on the table, but was ultimately overwhelmed by WW’s strong defense and a ‘splittered Soltari Priest. In game three, ElfClamp played wonderfully – I flooded the board and beat my opponent down to one life, by turn six. Unfortunately, the power went to my head and I started getting sloppy. WW erected an impenetrable wall of defenders, backing up a ‘splittered Soltari Priest. Unable to get any attackers though, I fell to superior forces – however, had I gone defensive, victory would have been certain.
Against CofferKings, Swagon’s build came out the gates strong, dropping three Order of Leitbur by turn four. Despite putting a Serrated Arrows into action, I ending up falling beneath a wave of weenie beaters. Game two, I sided in Stench of Decay, but ended up not drawing into it. WW opened up by dropping some weenies – I Edict’d an Order and followed up with a Serrated Arrows. The removal kept the majority of threats off the table, until I was able to get a Cabal Coffers into play, which ignited the CK’s life drain engine, which led to a win. Game three was a little more complex – this time, in addition to Stench of Decay, I tossed in a few Spinning Darkness. WW got off a ‘splittered Chicken and began beating. I played a Serrated and, later, responded with a Cemetery Gate and Pestilence. The first two board sweeps failed when WW hardcast two back-to-back Prismatic Strands. CofferKings achieved board control, though, by eventually dropping a second Serrated Arrows.
As usual, the ProsTides match went to turn four – and then abruptly halted. ‘Tides started off furiously deploying search, while WW dropped creatures. Weenie beat for a few points of damage, but it was not enough and ‘Tides comboed off on turn four. WW in both games beat for less than eleven by the combo turn.
Against IsoBurn, WW got face-smashed. Even with its pro-red weenies on the table, like Soltari Priest, there just wasn’t enough creatures to break through IsoBurn’s scorching defensive wall. Even the toughest creatures in Swagon’s arsenal weren’t immune to burn–although they did represent card advantage. In the end, IsoBurn either blasted the pro-red Priests with Spellbombs, or it simply controlled the board long enough to get a scepter on the table for the win. 2-0 sweep.
Against Affinity, WW got out a handful of creatures, but couldn’t compare with the Affinity bullrush in the first few rounds of the game. Compared to Affinity’s 4 creatures, two with evasion and attached Cranial Plating, WW was only able to muster four creatures–and in combat became heavily reliant on Master Decoy. By turn six, Affinity had beat for 26 points of damage, and even with Master Decoy tapping an Ornithopter in the precombat step. However, Swagon’s sideboard proved to be instrumental in turning the Affinity matches inside out. In game two, after boarding in Seal of Cleansing and Dust to Dust, WW went on to destroy all my mana base and color filtering, which slowed me down long enough for WW to deliver the killing blow. This is a feat that was repeated in game three, when I fell 1/3 against an absolutely brutal artifact hosing.
paulchristsen’s creation opted for Empyrial Armor, and its construction heavily emphasized card advantage. The actual card-drawing engine, composed of Skullclamp and one-toughness creatures, is similar to Chris Morling’s build. Although it went 3/10 against the gauntlet, I suspect this was partly due to bad draws.
In the first round against IsoBurn, I lost toss and both decks mulliganed. Christsen’s deck came up strong in the first two turns, dropping a Skullclamp and a Crimson Acolyte – which equals death, unless IsoBurn can get a Spellbomb on the table. I wasn’t able to, and WW cycled through its deck, picked up critical cards, and beat me to death. In the second and third round, fortunately, things turned around. Game two, WW was unable to produce any pro-red creatures, while I was able to get two Scepters, with Fire/Ice and Incinerate imprinted, on the table – with the burn engine going full blast, I swept the table and burned for the win. Game three erupted into a pitched battle between IsoBurn’s scepters and Weenies’ sideboarded Circles of Protection: Red. The match opened up with WW dropping a CoP – which necessitated my reliance on Mishra’s Factory. WW followed up by dropping a Soul Warden, and later enchanted this with Empyrial Armor. The game ended when WW was forced to expend all its mana and I played all my burn spells at once. The game's total was one win, two losses.
The match against ProsTides looked interesting on paper, but in practice, it was quick and brutal. WW won toss, but was unable to beat for 20 or more by the fourth turn – a common problem with most Weenie decks. Game two didn’t prove to be any more interesting, as the Weenie deck only drew into a Feldon’s Cane without an accompanying discard engine, thus consigning it to defeat on the dreaded fourth turn. 0-2.
The ElfClamp match proved to be extremely interesting. I drew two ‘clamps and played one. Weenie dropped a Lantern Kami, followed up by a turn-two, accelerated Empyrial Armor. I responded by Naturalizing the Armor, and going on a clamp rampage the following turn. On turn six, I slipped a Timberwatch-augmented Elf through the Weenie ranks to beat for the kill. Game-two, WW got out an Armored Soul Warden and began beating – I chump blocked the Warden with a Wirewood Herald, and zapped the Armor off with a Naturalize. WW began dropping evasion critters while I beat with Elves. On the verge of winning, Weenie began hardcasting Prismatic Strands. Without possessing the means to bypass Strands, combined with WW’s emphasis on evasion creatures, ElfClamp’s beat engine stalled for four straight turns – resulting in an easy win for the Weenie deck. Game three, both decks slapped Skullclamp onto the table, and the following round began clamping off – I drew into Hunting Grounds, my opponent into multiple Prismatic Strands. On round five, I combo’d off, and played Hunting Grounds. The following turn, I was beating for more than 120 damage – however, Prismatic Strands thwarted my all out attack, and the following round Weenie beat me into the ground with a wave of evasion critters. 2/3 Weenie.
Against Affinity, White Weenie started out by dropping a Soul Warden and following up with a Disenchant to an artifact land. On the fifth turn, WW had a an Empyrial Armored evasion beater, and had whittled my life total down to six – all was not lost, however, as I produced an Ornithopter with Cranial Plating attached, but a Disenchant robbed me of any opportunity to smash back, and I fell under a blistering WW assault. Game two, I started out by dropping a horde of artifacts, along with the dreaded Atog/Disciple combo – and then proceeded to end the series, 0-2.
Against CofferKings, was forced to mulligan twice, and lost toss – Starting out with card disadvantage and a half-turn behind, WW still gave a good performance, by dropping a ‘clamp and cycling into land. By the fifth turn, Weenie stood an excellent chance of winning – if it weren’t for my complete control over the board. WW made plaintive attempt to ward off my drain attacks by hard-casting a Prismatic Strands, but without any creatures on the table, Eric was unable to halt my drain engine. Overall, Weenie fell 0-2 against CofferKings. Its overall record was 3-10 against the PEZ gauntlet.
I’ve saved the best performing deck – Chris Morling’s deck – for last. Keep in mind that the results were wildly unexpected, and I suspect that favorable draws were partly responsible. Mr. Morling’s built around Empyrial Armor and focused on red/black hate.
Morling’s deck ended up playing first against ElfClamp. Weenie performed well, laying down a line of evasion beaters by turn four. I tried to keep pace by dropping a Skullclamp. With ‘clamp on the table, I focused my strategy on speed – I’ve learned from a painful series of tests against Weenie that evasion beaters, combined with creatures capable of holding the defensive line, are deadly. On turn four, I forced an early combo, and lay down a good number of token creatures, along with an army of elves. It would have been easy to beat for the kill on turn five – however, a single Prismatic Strands laid me on my back – slowing my win-clock by two critical turns – and Weenie evasion beaters proceeded to break the back of ElfClamp. Game two went even worse – Weenie sided in Ethereal Haze and an additional Prismatic Strands. After beating for twelve damage on turn four, I followed up by dropping a horde of Elvish beaters – and then got stopped in my tracks by a string of damage negation effects – Prismatic Strands, three times, Ethereal Haze, once. The most disheartening part is that Eric could have stalled me an additional turn, with a remaining Strands in his graveyard. 2-0 in favor of Weenie.
Against IsoBurn, Weenie immediately played pro-red creatures, such as Crimson Acolyte and Thermal Glider. Realizing that this match is essentially a damage race, I applied burn to the dome. However, by turn five, with an Empyrial Armored Thermal Glider on the table, and my life total rapidly dwindling, I was unable to clear my hand – my opponent’s life total went to five (which could have been as low as two, had I played my cards right). The following turn Weenie delivered the [i]coup de grace[/i]. Game two went no better, and I found myself overwhelmed by pro-red creatures and unable to top-deck a Spellbomb. 2-0 in favor of Morling’s build.
Affinity, technically, should have been the easiest win for me – unfortunately, in game one, Eric drew into three Empyrial Armors, and applied all of them – by turn five – to a Lantern Kami. I was forced to chump block with an Ornithopter (a 9/2 flier) once and failed to draw into a kill on turn six, thus consigning Affinity to defeat. Game two, mulliganing once, I played a few creatures and began beating with a Disciple of the Vault, equipped with Cranial Plating, on turn two – for a total of six damage. By turn three, my opponent only had a Crimson Acolyte and a Soltari Trooper on the board (which negated the full weight of the Disciple/Atog combo) – however, by turn four, Eric started dropping creatures and Empyrial Armor. Turn five, he had flooded the board, and completely locked up my kill attempts with a few well-timed Ethereal Hazes. Turn six, the game was completely over, as he beat for the kill by pumping up his hand with Skullclamp. 2-0, surprisingly, in favor of Morling’s build.
Against CofferKings, Weenie went first, and managed to get out an early evasion beater enchanted with Empyrial Armor. I tried to fend off the attacks, but ultimately fell beneath evasion beaters. Game two, after I boarded in nine cards, proved to be more interesting – I was able to shut down all of the pro-black creatures with Stench of Decay, Innocent Blood and Diabolic Edict (Serrated Arrows didn’t show up until game three). After losing its board position, and getting drained repeatedly, Weenie went down. Game three was less difficult a win, with CofferKing’s brutal control trampling over Weenie’s pro-black creatures from the very beginning. The game ended with Weenie’s CoP defensive pitted against Pestilence – resulting in Weenie getting toppled, 1/3 against CofferKings.
Against ProsTides, Weenie was able to slip a win in the first game, when – under intense pressure – ProsTides forced a combo attempt on a fourth turn. The hastily executed try fizzled, and Weenie beat for the kill on the fifth turn. Shockingly, this was the first win against ‘Tides out of all the test decks, and it was also the last. ‘Tides went on to combo off on the forth turn in the next two games, ending the series 1/3, in favor of 'Tides. The overall record was 8/12.
Congratulations to Chris! Please send me your mailing address (through e-mail: kanoyams@yahoo.com) and I'll send you your prize. Thanks to everyone who entered! Your participation is much appreciated.

17 Comments:
Hello,
I don't find the decklist I have sent to you but I'm surprised because I don't remenber it included Skullclamp, Soul Warden, Empyrial Armor or Lantern Kami.
I think it's the paulchristsen decklist you have testedn not mine (I have sent it late) ...
For those who are interested, here are the decklists (Message 1871 on Peasant Yahoo Group) :
Chris Morling
4 x Lantern Kami
2 x Soltari Footsoldier
4 x Order of Leitbur
4 x Crimson Accolyte
1 x Soltari Priest (*** UNCOMMON ***)
4 x Soltari Trooper
4 x Thermal Glider
2 x Nightwing Glider
4 x Skullclamp (*** UNCOMMON ***)
4 x Empyrial Armor
3 x Prismatic Strands
2 x Disenchant
22 x Plains
Sideboard:
4 x Rune of Protection: Red
2 x Nightwing Glider
3 x Rune of Protection: Black
1 x Prismatic Strands
3 x Ethereal Haze
2 x Disenchant
paulchristsen
The Deck (agn)(75 cards)(complete)"paleface"
A. land/mana (20)
16x plains
4x lotus petal
b. creatures(25)
4x soul warden
4x lantern kami
4x soltari trooper
4x order of leitbur
3x raise the alarm
3x crimson acolyte
3x razor golem
c. spells etc (15)
4x skullclamp (u)
4x empyrial armor
2x bonesplitter
2x disenchant
2x prismatic strands
1x lightning greaves (u)
d.sideboard (15)
3x rune of protection:black
3x rune of protection:red
3x ethereal haze
3x tireless tribe
2x tormod's crypt
1x feldon's cane
swawagon
WHITE WEENIE THE DECK:
WHITE
4 Icatian Javalineer
4 Order of Litebar
4 Soltari Priest (U)
4 Mesa Chicken
4 Master Decoy
3 Rightous Charge
1 Pacifism
1 Seal of Clensing
1 Enlightened Tutor (U)
ARTIFACTS
4 Razor Golen
4 Phrexian Warbeast
4 Bonesplitter
LAND
18 Plains
4 Mishra's Factory
SIDEBOARD
2 Hallow
4 Prismatic Strands
3 Seal of Clensing
3 Pacifism
3 Dust to Dust
rodddj
The Dancing Deck
4 clergy of the holy nimbus
1 tragic poet [for recovering wordmail/em-armor]
4 knight of the hokey-pokey
4 kami of false hope
4 order of the white shield [uncommon]
4 kami of ancient law
4 terashi's grasp
4 empyrial armor
4 wordmail
2 heal [mainly for the cantrip effect]
1 bandage [ditto]
4 awol
20 plains
sideboard
1 silver knight [uncommon]
4 crimson acolyte
4 freewind falcon
4 sunbeam spellbomb
2 order of lietbur
Christophe Deslandes / IdfTrotter
My mistake! I just realized that I've screwed up twice. I swapped a name out of the deck list and I omitted a Mr. Deslandes's decklist. Thanks for pointing that out.
Deslandes should be Paul Christen. I'm not sure what happened, but I think when after I printed the deck lists out, I got some pages mixed up.
I'll contribute a more thorough analysis of why Chris's deck performed so well. But that will have to wait.
I'm telling you: it was pure deckbuilding talent.
Or a small sample size.
My decklist was pretty shady.
It might be a reasonable choice for a metagame dominated by IsoBurn, Goblins, and MBC, but in a real metagame it's pretty awful. In my defense, I was expecting Goblins in the place of Affinity. 3/5 decks that I'm presideboarded against and then sideboard cards against those decks seems pretty good.
But apparently that wasn't really necessary, because it seems like Kannon got awfully lucky with my list.
Cheers,
Chris
Swawagon here.
I find my WW deck falling to Iso-Red and MBC very surprising. I am about 50% first game (higher against MBC) and when adding 2 Hallow, 4 Prismatic Strands, 3 Seal of Clensing from the SB for -4 Mastyer Decoy, -3 Icatian Javalineers -the matchup greatly improves.
Against MBC kill Pestilence and or Serrated Arrows with Seals of Clensings. Kill Scepters against Iso-Red. And one Prismatic Strands or especially a Hallow the matchup swings dramatically. One big Drain Life that gets Hallowed was usually game.
Against MBC: Mesa Chickens, Orders, and Priests ignore Cemetary Gates and one of them with a Bonesplitter is really big. MBC (my MBC still contains 4 Hymn to Torach) is no match for WW in my experiences.
And if I can control the Scepters Iso-Red is usually not a big problem either.
I knew the Tides Matchup was poor. I do however have in the oven a WWr build using many Ravnica cards that with Pyroblasts and Red Elemental Blasts for the SB puts Tides in a bad position.
Affinity ought to be no problem with all the common Artifact hate WW has access to. Dust to Dust is great in nearly all formats right now.
idftrotter: By the way, awesome that you posted the decks! Much appreciated.
Chris, one reason for the apparent over-performance of your weenie deck could be that a far more skilled friend played it, while I managed the gauntlet decks.
Your observation, that small sample size is the culprit, sounds more likely (at least, that's what I'm going to claim). A more detailed breakdown would be: (1) solid deck construction; (2) poor sideboard construction of the gauntlet decks; (3) White Weenie has cards that can stop beatdown decks cold.
Pertaining to solid construction, your deck, Swawagon and Paul's deck have good construction. The basic principle of Weenie (I'm assuming) is that it's composed of efficient, creatures, oftentimes with evasion - with a mana curve revolving around one, two and three drops. All the decks adhered to this fundamental principal.
Poor sideboard construction of the gauntlet decks is another key cause. ElfClamp should have had Elf Replica, which would have been death against CoP-based WW (a tutorable CoP avoider and killer). Another SB that needed work was IsoRed - I would have included Bloodfire Dwarf.
And key Weenie cards provided excellent matchups against the gauntlet.
I'd say that most of the losses I sustained against the gauntlet decks came from one card: Prismatic Strands, combined with evasion beaters. This is especially true of the ElfClamp matchup, in which I combo'd off, and ended up getting stumped for two or more turns, while evasion beaters crawled up my nether regions. Against non-affinity beatdown decks, Strands is ridiculously effective. However, in other matchups, it's a dead card. My analysis is that White Weenie's key strength, with regard to beatdown decks, is in its ability to completely negate combat damage, and at the same time beat through with evasion creatures. WW is not a pure aggro deck.
Swawagon: I really enjoyed playing against your deck. Be assured that its losses against MBC and IsoBurn were hard fought. However, a fundamental weakness is its sideboard (which is AWESOME against Affinity, as well as other decks). Hallow turned up not at all against MBC and only once against IsoBurn (in which it was virtually useless). Hallow is great against MBC, as is Prismatic Strands; however, only two in the SB makes it an unlikely draw.
The results I got, I think, did not accurately represent the quality of your deck (which is high). However, I did note one problem - in the early game, it tends to have few droppable threats. Which I think is fundamental to establishing an early pressure game with Weenie.
I really like Volshok Sorceror in IsoRed sideboard, or 4 x Sparksmith if you have 4 x Mogg Fanatic in the maindeck (or better yet, both). Either of those guys can be really tough for creature decks without much removal (ElfClamp, WhiteWeenie, Suicide Black, U/G Madness, and to a lesser extent Affinity and KoboldClamp.) These guys are basically Visara. I prefer them to Bloodfire Dwarf.
I have a question for everyone - in the PEZ metagame, what might an optimized build of White Weenie look like?
I've batted around a few ideas and came to think that WW needs to have either a red splash and a controllish leaning, or it should incorporate a discard engine with Prismatic Strands and evasion creatures.
A red splash would add more control elements, like burn and Mogg Fanatic, and for game against ProsTides (as Swawagon suggested).
A discard build, on the other hand, would use Tireless Tribe and/or Trained Pronghorn with Prismatic Strands, and Enlightened Tutor for fetching CoPs, Feldon's Cane and Tormod's Crypt.
The downside is that eight slots in the sideboard would be used up for a single matchup (ProsTides). The upside is that WW has a high probability of forcing a draw and a good chance of winning, post-board.
Anyone else have any ideas for an optmized build of WW?
I don't think there is an optimal build of White Weenie. I think Goblins is better in almost every matchup.
White Weenie might have an edge in the mirror (i.e., WW vs. Goblins might favor WW) and might have a slightly better matchup against Burn, but I think everything else favors Goblins. I don't think adding a self-discard engine or red gives WW a better matchup vs. Tides than Goblins has (I don't think a discard engine helps much at all, really).
Cheers,
Chris
I don't think there is an optimal build of White Weenie. I think Goblins is better in almost every matchup.
I agree that Goblins is a better deck in most regards, however, WW has access to undercosted evasion creatures and color hate (Prismatic Strands). In the gauntlet testing, most of WW's victories were attributable to these abilities. Basically, Weenie won by beating repeatedly with evasion creatures, while it stalled with fog-like effects.
An "optimal" build of Weenie might focus on evasion creatures and control elements, such as Prismatic Strands.
I don't think adding a self-discard engine or red gives WW a better matchup vs. Tides than Goblins has (I don't think a discard engine helps much at all, really).
A discard engine combined with Feldon's Cane and/or Tormod's Crypt works - sorta. A WW build that focuses on Enlightened Tutor and color hate against red and black (with Penance in the 5th uncommons slot) can draw against Tides in the first round and win after sideboarding (with the Cane and Crypt). Furthermore, it can also win in the red and black matchup.
Unfortunately, it loses against most of the other matchups and its sideboard is burdened by eight cards that have either little or no use outside the ProsTides matchup.
swawagon again.
WHITE WEENIE
LETS TALK THE RED SPLASH
Well certainly the red splash with sideboard (3-6 or so) REBs or Pyroblasts would make Tides a fairer fight.
There is the problem with the mana base going too two colors. One strength White Weenie has is the fairly low mana count it can run due to it's low mana curve. Also with only using several Plains keeps the mana consistant and running Razor Golem is a huge plus.
What do you do to splash RED into WHITE Weenie?
5-6 mountains?
Chromatic Sphere?
Pented Prism?
Boros Signet?
Boros Garrison?
Or the uncommon Gemstone Mine?
There are some advantages to white though too. Cards like:
Skynight Legionaire: a 2/2 Flying Haster, for 1RW is a solid beater.
Thundersong Trumpeter: 2/1 tap: target creature cannot attack or block this turn, for RW. Combat tricks both offensively and defensively. Not quite as good a trickster as Master Decoy but a better beater.
Rally the Rightous: (synergy with Trumpeter)
Goblin Legionaire: awesome cheap castin cost very versatile
Mogg Fanatic?
Lightning Bolt?
UNCOMMONS
Flame Toung Kavu?
Jackal Pup?
Browbeat?
Above these are just thinking while typin but there sure seems to be a deck in there somewhere that can help adjust White Weenies inherent problems.
WHITE WEENIE
LETS TALK THE RED SPLASH
Well certainly the red splash with sideboard (3-6 or so) REBs or Pyroblasts would make Tides a fairer fight.
I've thought about a red splash in WW for quite some time now, and I've come to the conclusion that it's not feasible. The biggest issue is with White's predisposition toward aggro and a lack of quick color filtering. While Boros Garrison is the closest PEZ has gotten to dual-lands, it's really only good in control decks, and, as I've stated, White is lame for the purposes of control.
There is the problem with the mana base going too two colors.
I think Boros Garrison helps with this issue quite well, but it's too slow a card for the speed required of creature beatdown decks. It's pretty much limited to either (maybe) combo or control strategies. And RW Weenie is pretty much an aggro deck. For a short while, I looked into the feasibility of a RW control deck, but came up empty handed.
One strength White Weenie has is the fairly low mana count it can run due to it's low mana curve. Also with only using several Plains keeps the mana consistent and running Razor Golem is a huge plus.
While Razor Golem, as a three-drop, is powerful, the problem inherent within Weenie is that it's too slow for the PEZ metagame.
Skynight Legionaire
Thundersong Trumpeter
Rally the Rightous
Goblin Legionaire
These are, for the most part, good additions to a RW weenie deck, but considering the draw-back (requires two colors), I'd say that they're not worth it. Playing two colors in aggro oftentimes results in not playing anything early, which equals defeat for aggro.
Mogg Fanatic?
Lightning Bolt?
If you were to go with a controlish strategy, I'd say these cards would be required, but control is bad in White. It's terrible.
So far, I've become convinced that RW Life is probably the closest a Weenie deck can come to fitting into the PEZ metagame. RW Life has a turn-two kill in Tireless Tribe/About Face, can pack REBs in its sideboard and can completely freeze big creature beats.
What is your RW-Life decklist? I can't see it being consitant enough. Plus one chump blocker, or one counterspell, or one Lightning Bolt, or one Diabolic Edict would stop that unlikely turn two kill anyway. I am intrigued, but I can't guess what you might run in there? En-kors, what other Red spells?
Boros Garrison is way to slow in a WWr build, I think the Signet is too. 12 Plains, 6-7 Mountains, 3 Chromatic Spheres and only about 6 Red cards or so main and of course the 5 or so REBs/Pyroblasts sideboard might be just enough.
The cards are there, the mana base is the hardest part. I mocked up a deck with 3 Gemstone Mines and it was OK. Gemstones in Vintage STax are great because the spells it casts are soo powerful 3 taps ofthe land are usually plenty. (plus it has Crucibles to get them back) But in WWr you want to use that same land turn, after turn, after turn. Also Gemstones are poor in multiples because giving up more than one land really sets WWr back.
Kanoyams I would like to see your RW-Life mana base. Thanks
You will more than likely be underwhelmed by my WR Life deck, as it's not exactly tournament caliber. However, I never mentioned that my deck was anything special. It suffers from a number of issues, primarily black creature removal and the slowness of its combo.
I'm actually not too satisfied with it. And I have no clue what might go in the sideboard, besides REM and some creature protection.
4 Daru Spiritualist
4 Nomads en-Kor
4 Spirit en-Kor
4 Task Force
4 Tireless Tribe
Spells
4 About Face
3 Martyrdom (1)
3 Prismatic Strands
4 Worthy Cause
Artifacts
4 Lotus Petal
Lands
4 Boros Garrison
4 Mountain
14 Plains
Quite the contrary, that is a very solid looking deck!
I think the decktype is a little flawed, but it looks like you have taken this particular deck farther than I might have. A deck with a little shakey combo that when it goes off does not provide a 'win' is... mmm not great. I suppose you can expect 'some' people conceding a game versus unlimited life, but not all decks.
How do you win? I can see many decks just keeping blockers open. None of the creatures have evasion, save the Spirit Encor, and it's only a 2/2 flyer (of course, I bet flying is good enough though in some matchups). Do you need a Feldon's Cane insurance for decking people?? Four About Faces are good but I wonder how often you get a chance to use them? It is an instant and may work once when somebody lets a little guy through but I bet people will catch on quick to this deck, and keep a blocker and with the creatures sizes in this deck the way they are an opponent having a blocker an appropriate size ought not to be too hard.
I don't see any card choice I dislike, except the Boros Garrison. I think Chromatic Spheres gets the splash mana you need, most often times faster, and it is draw to more (only slightly) quickly find you a Worthy Cause of About Face, or whatever else the deck may need. Maybe I am missing something you said this deck can completely freeze big creature beats ?
The Martydoms are really smart; buying time, another way of offering the unlimited targetting and a way to protect some of your other creatures. Prismatic Strands does similar things for you without needing a creature of your own to take the fall for you, and potentially protect twice.
I don't think it is a great deck but don't know much I would/could change. My first thought was the last uncommon could be Lightning Greaves for it's unlimited targetting (as a sorcery) and it's Creature Protection and it's potential to speed up a kill. The other Uncommon card might be Sensei's Divining Top to help search out the combo pieces. ??
SB
obviously 4 REB since Unlimited Life means nothing gainst Tides.
Maybe a few Pyroblasts too because this deck without an About Face has a pretty slow clock.
Dust to Dust
Disenchant
Bandage (draw and creature protection) ?
Maybe this is a deck that can offer a tranforamtional SB (although probably not since at least 4-7 slots are already needed in the SB for the Tides matchup alone)
Some more traditional White Weenie parts maybe?Master Decoy, Order of Lietbar, Crimson Acolyte
How do you win?
Ah, that's the big problem.
Originally, I had Fling as a kill. Go for infinite life and then just wait until the combo cards turn up. In retrospect, I suppose I'd probably be better off with a single copy of Fling.
Four About Faces are good but I wonder how often you get a chance to use them?
In theory, if the combo goes off, you get to use them every game. But that's if the combo goes off, and black control, along with MUC, will probably make things quite difficult.
I don't see any card choice I dislike, except the Boros Garrison.
The combo is so ridiculously slow that I haven't had any trouble with the Garrison. Eighteen lands that can be bounced seem to be an appropriate number to keep from getting mana screwed.
The basic idea behind using the Garrison is that it counts as a dual-land, thus, it allows easier color splashing, at the cost of tempo. It also allows me to pitch an extra card to Tireless Tribe, in the event that combo falls into place.
I think Chromatic Spheres gets the splash mana you need
That's true - the color requirements of the deck probably lean toward single use color filtering. I haven't given that idea much thought.
Maybe I am missing something you said this deck can completely freeze big creature beats ?
All Life decks stop beat creature beats, by creating blockers that can't be killed through damage. If the en-Kor/Daru Spiritualist or Task Force combo hits the table, no creature without evasion is getting through.
Maybe this is a deck that can offer a tranforamtional SB
You're probably correct, a sideboard that morphs the deck from a pure combo to a control-oriented build is probably the best route. However, I'm not too fond of the deck to begin with. The PEZ environment lacks a potent White build for a good reason: White does a little bit of everything, but it tends to have few exceptional traits.
I'm actually working on another infinite combo deck, similar in basic function to Life - I'll probably make another post on this when time permits. Thanks for your comments, by the way!
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