Peasant-Magic

A blog for the discussion of the Magic constructed format called Peasant Magic, or, occasionally, PEZ. Rules for the format can be found at http://www.geocities.com/peasantmagic/ I'll be approaching the format from a competitive perspective, rather than a casual perspective.

Wednesday, January 11, 2006

Enter the Clamp: ElfClamp

Enter the Clamp Part One, a Look at the Peasant Format's ElfClamp

Introduction: Mirrodin block left an indelible stamp upon the Peasant Magic format when it introduced two extremely powerful cards, Isochron Scepter, and the dread Skullclamp. For now, we’ll stave off the ‘scepter discussion and focus on the ‘clamp, and its influence upon two of the most interesting, and perhaps powerful, decks in the format.

Two Peasant decks most empowered by the ‘clamp would be the appropriately named ElfClamp and KoboldClamp. Despite a shared inclusion of the ‘clamp, these builds are functionally different beasts. ElfClamp is a combo-aggro deck, while KoboldClamp is purely combo.

Let’s start the discussion off with an analysis of the ElfClamp archetype.

Unique in the format, ElfClamp is an aggro deck in which the chief combo augments its beatdown strategy. Similar to Foodchain Goblins, ElfClamp tries to flood the board with creatures, either through its chief combo enabler (the ‘clamp), or through mana acceleration. Once it combos off, it wins through drawing and playing Concordant Crossroads and through untapping its creatures with Vitalize. When on the kill turn, it can beat for hundreds of points of damage.

While ElfClamp benefits greatly from Skullclamp’s draw engine, it is not wholly reliant upon it. First and foremost, it is an aggressive beat-down deck that accelerates out massive Elf-synergy. As a secondary aspect, the ‘clamp is used to cycle into its key cards. The spine of the ElfClamp offense is Timberwatch Elf, which boosts attacking critters’ power into the realm of the lethal.

Here’s my version (which is heavily based on Chris Morling’s build) of ElfClamp:

// Lands
10 Forest
// Creatures
4 Birchlore Rangers
4 Llanowar Elves
4 Seeker of Skybreak
3 Timberwatch Elf
3 Wirewood Herald
1 Elvish Herder
4 Fyndhorn Elves
4 Multani's Acolyte
4 Priest of Titania
4 Quirion Ranger
// Enchantments
1 Concordant Crossroads
// Spells
4 Vitalize
4 Land Grant
// Artifacts
4 Skullclamp
2 Lotus Petal
// Sideboard
SB: 4 Avoid Fate
SB: 4 Elf Replica
SB: 4 Naturalize
SB: 1 Taunting Elf
SB: 1 Timberwatch Elf
SB: 1 Wirewood Herald

Card Changes: Some of the changes I’ve made are based on observations of Vintage decks—for instance, in Food Chain Goblins, removal cards oftentimes come packed in the sideboard, not main-decked. In that regard, rather than worrying about slowing or halting opponents, this build focuses on blistering speed. For the sake of making it faster, I’ve shifted Naturalize to the sideboard and emphasized elements that help get the combo off the ground more quickly. Of utmost importance are the addition of Concordant Crossroads (in the fifth uncommons slot) and 4 Vitalize, which almost breaks the deck.

Play Mechanics: ElfClamp has two strategies, pure beatdown and then combo, followed by beatdown. Both strategies use mana-Elves, and untap effects, to generate a mana surplus, which is either used to play more Elves, or ‘clamp through its library. In the first scenario, ElfClamp drops as many Elves as possible, hopefully getting a Priest of Titania (which generates enough mana to drop an entire hand) or a Timberwatch on the table before striking for lethal damage. In the second case, it puts a Skullclamp on the table and begins cycling through its creatures before killing with pumped beaters. An ElfClamp variant alternatively use Wild Mongrel combined with the ‘clamp, in which it draws tons of cards and then pitches them to the Mongrel—though, I should note that this is an inferior build because the Mongrel cannot be tutored for, and its creature type is not Elf, thus reducing the efficacy of Timberwatch Elf, Birchlore Ranger, Wirewood Herald and Priest of Titania. Anyway, variants aside, ElfClamp kills on the fourth or fifth turn.

Sideboard: The sideboard is probably debatable, but it includes Elf Replica, which kills enchantments—such as Engineered Plague, Arcane Laboratory and Pestilence. Additionally, not only can it be tutored for, the Replica beats through Circles of Protection and Prismatic Strands. Another crucial sideboard card is Avoid Fate, which negates opponents’ removal attempts. It is important to note that Avoid Fate also protects Skullclamp, which is a priceless advantage.

ElfClamp in the PEZ metagame: This newest build of ElfClamp is capable of pulling off wins against a somewhat wider array of decks within the PEZ field, including CofferKings, White Weenie, Red Burn—however, its sole advantage over other variants hinges upon its increased combo speed, rather than any major changes in deck interaction. While, the deck, pre-board, has become less interactive than before in the hopes that speed can trump opponents’ combo strategies, its post-board performance makes it a tremendous competitor against any well-crafted deck. Here’s a breakdown of its performance so far, against a small number of test decks:

BRU Consultation Affinity: ElfClamp has done well (50-50) against RUB Consultation Affinity builds—though whether it wins is heavily dependent on it drawing Skullclamp. RUBCA is probably the best aggro deck in the format, which speaks volumes about ElfClamp’s quality.

ProsTides: Oftentimes, this matchup goes to whichever deck played first and whether or not ElfClamp is able to get a Skullclamp into play. If both conditions are met, ElfClamp wins—and if not, it loses. While the odds are strictly in favor of ‘Tides, the Elf deck has an excellent chance of winning two out of three games, provided it can get the first game in its corner.

Overall Performance Rating and Potential in PEZ: Drawing strength from its speed and flexibility, ElfClamp is a great deck and it will only become stronger within the format, as the Elf creature type continues to receive support from Wizards. Its weakness against creature removal and lack of disruption against faster combo decks will more than likely hinder its performance within tournaments, as many top-tier decks sport powerful creature removal or are combo-based. It has been suggested that Surge of Zeal and/or Tinder Wall might be good additions, however, lacking a reliable color filtering engine, and Tinder Wall not being an Elf, I'm unsure of this proposition. If anyone has any additional comments, I would love to hear them.

Next Deck: Kobold Clamp.

17 Comments:

Blogger Chris Morling said...

I used to really, really like ElfClamp. I mostly play on MWS and Apprentice, but I put together a foily version of ElfClamp a year ago in case I had tournaments to play in.

My enthusiasm has waned. It's not that ElfClamp is a bad deck, but it just strikes me as a terrible metagame choice.

It's a weenie deck, so it struggles with all the splash damage from general weenie hosers. It's centered around Skullclamp, so it struggles against all of the Artifact hosers directed against Affinity. It's a little slower than ProsTides.

In my experience, it has trouble with Burn, with MBC, and with ProsTides. It's solid but not spectacular against Affinity. It's just okay against White Weenie (at least, a build with Shadow guys, Empyrial Armor, and Prismatic Strands), a deck that I think I've made clear I don't respect.

It's actually really interesting: ElfClamp is one of the most powerful decks in the format, but it's accidentally metagamed into oblivion.

Now, my build's a little slower than yours, so it's possible that a properly built version of ElfClamp is a little better, but I still think it's a strong deck without a home in this format.

Something I've found, is that Blastoderm (obv) and Jolrael's Centaur (not so obv) are both excellent sideboard cards against Burn, mono blue, and other decks with few creatures and lots of targeted removal.

Cheers,

Chris

8:21 AM  
Blogger kanoyams said...

ElfClamp [i]does[/i] face a great deal of challenge within the PEZ metagame, as do many creature-based decks. Despite pressing adversity, I feel it should find its own distinct niche, somewhere between the top-tier combo and aggro decks of the format. My reasoning is that the deck may have unfavorable matchups, but it rarely gets autolosses.

While ElfClamp gets eaten by both creature-oriented control and, oftentimes, combo strategies, unlike other decks, it still stands a chance of winning by virtue of its great speed.

Against other aggro decks, I'd say that it's [i]slightly[/i] superior to everything in the format, both pre-board and post-board. I'm basically saying that there aren't many, if any, ElfClamp matchups that are insta-scoops. Few decks can make that claim - not even ProsTides.

Here's a breakdown of ElfClamp matchups (some of these I've not yet played in great depth, so I'm just guestimating):

[b]Red Burn[/b]: Unfavorable.
[b]Black Control[/b]: Unfavorable.
[b]ProsTides[/b]: Slightly unfavorable.
[b]Black Aggro[/b]: Slightly favorable.
[b]Vial Goblins[/b]: Most builds, favorable.
[b]Affinity[/b]: Most builds, favorable.
[b]Skies[/b]: Favorable.

And so, while the top-tier matchups aren't great, they're not unspeakably bad either. I would say that, at the least, ElfClamp must have some place within the upper rungs of the metagame.

Can you think of any additional ElfClamp tweaks? I've been considering Tinder Wall and a fourth maindecked Timberwatch Elf, or perhaps additional tech.

Tinder Wall, as far as I know, is the only card around that recovers the cost of clamping, or provides immediate acceleration for green.

There's also the possibility of a color splash, for instance, like white for creature protection. There's even a pro-black Elf, Llanowar Knight.

All things considered, perhaps the deck could gain something from another color?

5:14 PM  
Blogger IdFTrotter said...

I only disagree on the Goblins matchup : I ran 4 Mogg Fanatic / 4 Sparksmith main (and 4 Matron to tutor them) and 2 Fire Whip / 1 Spikeshot Goblin in side not including artifact destruction, it seems unwinnable for Elves.

About your decklist :
I don't like Multani's Acolyte (too costly) and Seeker of Skybreak (enough untap effect) because I don't think 2/1 creatures are needed.

I do love Llanowar Sentinel because he is good with only 5 mana, awesome with 9, resist to pingers and gives you a a way out if you can't go crazy clamping.

I think 4 Timberwatch are needed, that's THE killer of the deck.

Concordant Crossroad is great but I prefer Wirewood Hivemaster which can be tutored.

I also play 4 Wellwisher, but that's not the more important (good against Affinity, any deck that can't kill creatures, and that's another creature that MUST be killed by Burn).

I didn't use Vitalize and that seems a great idea. To finish the job I used Wirewood Pride but Vitalize does the same and much more.

For the board, 1 or 2 Elf Replica to be tutored seems enough, and 2 or 3 should be replaced by Crumble for instance.
Against pingers (Vulshok Sorcerer, Razorfin Hunter, Mogg Fanatic or Fire Whip), I board 4 Spidersilk Armor.
Against MBC (without Pestilence), I board 2 Night Soil.

5:45 AM  
Blogger Chris Morling said...

Tweaking the deck

I'd definitely run 4 Timberwatch Elves. They're integral to running the deck as aggro instead of combo.

I still like Rancor and Wild Mongrel as a finisher in ElfClamp, but maybe that's just me.

I would also maindeck artifact/enchantment destruction, but that might be because I expect a slightly different metagame than you.

Splashing

If you want to splash, red for Fireball (and Pyroblast) seems good. White for CoP is probably not that great. Most decks have answers.

Matchup vs. Goblins

There's a continuum of Goblin decks running from very controlling to very aggressive. I think ElfClamp is good against the aggressive builds, but bad against the control builds. It's pretty easy to sideboard back and forth.

Cheers,

Chris

12:35 PM  
Blogger kanoyams said...

What about replacing Concordant Crossroads with Surge of Zeal? Then we could dump an elf and throw in a Wirewood Hivemaster, or another uncommon Elf.

Surge of Zeal
Cost: R
Type: Instant
Radiance - Target creature and each other creature that shares a color with it gain haste until end of turn.

Surge of Zeal has about half the effect as Concordant Crossroads. Crossroads does two things: Simply having it in the deck allows a goldfish win on the combo turn, and drawing into it prevents a combo fizzle. IMO, it's a great one-of.

Surge, on the other hand, only hastes the creatures in play at the time it's cast, making it most effective at the end of a combo attempt - but since it's a common that partially replaces Crossroads, and we can throw in a tutorable Elf, it's might be worth it.

Multani's Acolyte:

Multani's Acolyte is something of a hard sell. On one hand, it's the only draw-assisting Elf (which helps dig for a Skullclamp), and its one-toughness makes for an easy clamping. On the other hand, the echo cost, and the two mana casting cost make it a little hard to play without a Skullclamp.

It comes down to this: If you believe ElfClamp as primarily a combo deck, then Multani's Acolyte certainly belongs in it.

On the flip side, if you see it as a fat-green deck, with Elf-synergy as a secondary aspect, the 'clamp purely for draw and mana-acceleration for beef, then you'd probably want to run heavier Elves, Blastoderms and Rancor.

However, given that it's a green deck, slowing the combo will inadvertently turn it into an auto-loss against Kobold-Clamp and ProsTides - and you'd still gain little in the CofferKings matchup.

Sideboard:

I'm all for reducing the number of Elf Repica, but I'm not certain what could replace it. Wellwisher gets burned just as easily as anything else and because it needs other Elves on the table to be effective, I'm not even sure it's an important burn target. A good burn deck would just slash at ElfClamp's acceleration, while beating with man-lands. A Wellwisher, by itself, is just going to be an annoyance, rather than a threat or anti-burn tech.

Chris: I, too, also envision a metagame loaded with artifact removal, burn and weenie kill.

My view, which may or may not be the correct one, is that ElfClamp isn't going to rely on its Skullclamps in games two and three in an anti-artifact heavy environment. In fact, if artifact-kill is prevalent, I would board-out the 'clamps entirely (which would mean opponents' boarded artifact hate in game two-three would be dead cards).

Right now, I'm heavily leaning toward four Blastoderms in the sideboard, and ditching the one-of Elves, as they don't have any kind of impact, even if tutorable. Jolrael's Centaur is a very tempting choice, IMO.

4:46 PM  
Anonymous Anonymous said...

Ok I have a stupid Question. Concordant Crossroads I love the card personally but after reviewing MTG.com and MWS i found that its a Rare. Now what set was it printed as a Uncommon. Other than that I really like this kind of Elf Clamp build.

12:45 AM  
Anonymous Anonymous said...

In Chronicles Concordant Crossroads is an Uncommon1.

9:54 AM  
Blogger kanoyams said...

One of the few sites to post pre-Alliances rarities (as the uncommon# or common# rarities) is www.adventureson.com. Also, they're one of the cheapest places to buy commons and uncommons that don't see much play in Vintage. However, don't buy popular stuff there, as their prices are oftentimes more expensive than Starcitygames.com's prices.

2:38 PM  
Blogger kanoyams said...

Sorry to double post, but I just had a chance over the holiday weekend to put ElfClamp through a full-night's worth of testing. So far, it did amazingly well against (pre-board) CofferKings, Consultation Affinity and a random Zombie Animator deck (a tough competitor).

The overall concensus amongst opponents is that Tinder Wall is an invaluable asset in getting the combo off the ground early.

Anyway, I'm inclined to agree. Tinder Wall is shockingly good in ElfClamp. Here's an updated decklist. I've removed one-of Elves and attempted to improve its combo speed:

// Lands
10 Forest
// Creatures
4 Birchlore Rangers
4 Llanowar Elves
4 Seeker of Skybreak
4 Timberwatch Elf
3 Wirewood Herald
4 Fyndhorn Elves
4 Tinder Wall
4 Priest of Titania
4 Quirion Ranger
// Enchantments
1 Concordant Crossroads
// Spells
4 Vitalize
4 Land Grant
// Artifacts
4 Skullclamp
2 Lotus Petal
// Sideboard
SB: 4 Avoid Fate
SB: 2 Elf Replica
SB: 4 Naturalize
SB: 3 Blastoderm
SB: 2 Jolrael's Centaur

8:12 AM  
Anonymous Anonymous said...

swawagon:
With 4 Tinder Wall and 2 Lotus Petals for Red mana wouldn't running a Fireball or Kaervek's Torch or 2 for the win be easier than finding the lone Concordant?

9:23 AM  
Blogger kanoyams said...

If an ElfClamp deck musters 21+ mana, it's because the SkullClamp is on the table, and with that much mana, the deck is entirely capable of cycling through its entire library.

The question is whether or not adding a few burns cards adds anything beneficial, after the costs and benefits are weighed, to the deck.

On the plus side, The Torch gives a hard-to-counter alternate win condition, which would seem to bolster ElfClamp's game against blue control decks. Furthermore, it bypasses Fog-like effects and provides removal. On the minus side, it's dead-card draw until the deck combos off, or until it gets red mana and a large mana base. That means it's inconsistent and oftentimes unwieldy. So do the minus outweigh the positives? As a sideboard card, it might be worth it. However, considering that MUC isn't a great threat to ElfClamp, Red Elemental Blast might be a more effective sideboard option. I'm still on the fence about its inclusion, however. Though, with 10 potential red mana sources, I'd say REB is a very strong option.

7:24 PM  
Blogger IdFTrotter said...

I think this decklist suffers the same problem than the 1st one but worse : it is very good IF you draw Skullclamp, AND IF it's not countered, duressed, destroyed.
I think the decks you tested against didn't counter, duress or destroy a lot.

You are not running an Elf deck that can do some crazy thing with Skullclamp, you try to make a combo deck without a way to tutor the combo element.

Seeker of Skybreak, Tinder Wall and to a lesser extent Vitalize and Wirewood Herald are bad cards if you don't have Skullclamp in play.

Without Skullclamp, your only true threat is Timberwatch Elf.

If you want to play a combo deck with Skullclamp, I'm sure you will be right that Kobold Clamp is better; there are tutors and that's speedier.

4:07 PM  
Blogger kanoyams said...

Seeker of Skybreak, Tinder Wall, Wirewood Herald and Vitalize are all important cards, with or without Skullclamp.

The Seeker untaps Timberwatch Elf, thereby doubling whatever the Timberwatch taps for. It also untaps Priest of Titania, though, you are correct to note that without an offensive threat on the table, the deck tends to produce a lot of mana, weenies, and nothing more.

Wirewood Herald, as a chump-blocker, fetches Timberwatch Elf.

Vitalize untaps not just the Priest of Titania, but also every Elf on the table - a single Vitalize will untap not just a Timberwatch Elf, but also a Seeker. On the attack, this oftentimes equals lethal damage.

Tinder Wall accelerates out any Elf that uses colorless mana. This is actually very important, as the earlier Elves come out, the sooner their tap abilities can be used. I've found that a first turn Tinder Wall can convert into either a second turn Timberwatch, or two Seekers (or Priests, or Wirewood Heralds).

7:34 PM  
Blogger Chris Morling said...

Instead of thinking of it as a Skullclamp deck that can win with Timberwatch Elves, think of it as a Timberwatch Elf deck.

Timberwatch Elf is the most powerful card in the deck. In conjuction with Quirion Ranger, it can easily generate +12/+12. Skullclamp is really good because it helps you get a bunch of elves including Timberwatch Elf into play. It also can help you recharge from removal. It's provides Elves! with a broken engine and a much better uncommon than Overrun.

If you reimagine the deck as "Timberwatch Elf.dec: now with Skullclamps!" then it seems much less like a combo deck with no searching. It's a combo/synergy deck with 4 Timberwatch Elves and 8 ways (Wirewood Herald and Skullclamp) to find them.

11:30 AM  
Blogger kanoyams said...

After putting ElfClamp through rigorous testing, I've also come to conclude that it does indeed revolve around Timberwatch Elf. Since there are only four Timberwatch Elves in the deck, it would seem commonsensical to include an alternate kill, in particular, Wild Mongrel. The Mongrel is a powerful, awesome card.

Wild Mongrel has a lot of advantages: It beats through circles of protection/CoPs and is resistant to even early burn or creature removal. It's also a top-notch battering ram on the kill-turn. On the downside, it doesn't contribute to Elf synergy, it can't be tutored for and it's reliant on the Skullclamp. It's probably worth inclusion, as the format is rife with Terror, burn and CoP effects, but despite its virtues, I would prefer to use the sideboard in these instances and instead tailor the deck around combo speed and consistency.

5:23 PM  
Blogger Chris Morling said...

I can't believe someone else put a Wild Mongrel in his ElfClamp deck.

First Kanoyams, then the world!

I've been running Wild Mongrel for a while since it lets you Clamp elves for damage, rather than for more elves to produce more damage at some point in the future. I think it's a good addition, and it hoses CoP, Prismatic Strands, and Terror and annoys burn, but it's hardly the be all and end all solution to ElfClamp's problems.

Even with the Mongrel, Timberwatch Elf is a huge factor. Mongrel lets you convert cards to damage, but you can't usually get twenty cards until turn 6ish. Timberwatch Elf frequently speeds up the kill by a couple of turns.

11:33 AM  
Anonymous Anonymous said...

I think there seems to be many different opinions on a few slots that nobody can really pin down as most optimal. And the SB is pretty open pending these shifting maindeck slots too. Much dissagreement. I think most of the ideas on the deck and card choices are at least on the table, although few solidified.

Let's move onto Kobold Clamp eh?
Mono black, blue (trinket mage) black?? Myr?

kobold skeleton
4 Skullclamp
1 Tendrils of Agony
8 Kobolds
4 Dark Ritual

12:18 PM  

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