Home Forums Highlander Decklists Top Tier Archetypes WUR Aggro – "Fringey Bros."

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  • #1324
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    Drew Carter
    Participant

    Fringey Bros. is a deck designed by Drew Carter from Adelaide Eternal and it has performed well in numerous tournaments over 2018-2019, as detailed below (see RESULTS at the bottom of this post).

    Here is a relevant deck tech and top-8 feature match.

    Fringey Bros. is a blue-red-white aggro deck with tempo elements. It was first designed to prey on Grixis control decks in the middle of 2018 by playing early one-drop creatures to duck beneath counter magic, playing counter magic to stop sweepers, and playing burn to take advantage of Grixis’s lack of life gain. The deck was then rounded out to compete in a general metagame.

    The deck has a very low curve to take full advantage of Winter Orb. The deck plays zero cards that cost more than two mana to play. The deck’s primary plan is to attack the opponent’s mana while dealing damage with mana-efficient threats. This is leaning forward. The secondary plan is to acquire inevitability after the opponent has stabilised the board by accumulating and then timing burn spells to try to ensure they resolve for lethal damage. This is leaning back. Lean forward for as long as possible, then lean back. Always ‘bolt the bird’. If you lose the fight over mana, you must lean back. Price of Progress, Fireblast, Boros Charm, and Jace, Vryn’s Prodigy are often key cards when leaning back.

    A key step forward in the deck’s development was adding looters to gain consistency and virtual card advantage. (These looters are currently Smuggler’s Copter, Jace, Vryn’s Prodigy, Looter il-Kor, and Wharf Infilitrator.) With such a low mana curve, the deck can function on only two or three lands. This means that looting away excess lands creates virtual card advantage. This effect is aided by bouncing lands back to one’s hand (for example, via Daze, Gush and Undiscovered Paradise). A key error in playing the deck is simply playing a land every turn. Often it is correct to play only the first two or three lands, then to keep excess lands in hand for later looting. You can keep an opening hand with a single land if you have a meaningful turn-one and turn-two play.

    The deck features some evasive threats to win through a stalled board state, especially through an opposing True-Name Nemesis.

    The deck is capable of beating any deck and any metagame, but should be metagamed fairly aggressively.

    The deck’s strongest match-ups are control and combo. For an aggro deck, the deck has a better-than-usual game against combo on account of playing blue (to interact on the stack) and white (for hate bears).

    The deck’s even match-ups are aggro and tempo (for example, BR aggro and RUG Tempo). These are somewhat mirror matches. The exception is Naya Zoo, which is favoured on account of playing slightly bigger creatures.

    The deck’s weakest match-ups are mid-range and ramp. Junk (GWB mid-range) threatens to overcome the deck’s mana denial and burn by playing mana elves and life gain, respectively. Ramp decks (for example, Red Shops) also fundamentally threaten to overcome the deck’s mana denial. This is why sideboard cards that double down on the mana denial plan are so important (for example, Stony Silence).

    Below is the most recent list. Then I present results posted by the deck to indicate its competitiveness.

    //19 Lands
    1 Arid Mesa
    1 Bloodstained Mire
    1 Flooded Strand
    1 Hallowed Fountain
    1 Island
    1 Marsh Flats
    1 Misty Rainforest
    1 Plateau
    1 Polluted Delta
    1 Rishadan Port
    1 Sacred Foundry
    1 Scalding Tarn
    1 Steam Vents
    1 Strip Mine*
    1 Tundra
    1 Undiscovered Paradise
    1 Volcanic Island
    1 Wasteland*
    1 Wooded Foothills

    //Artifacts
    1 Smuggler’s Copter
    1 Winter Orb

    //Enchantments
    1 Chained to the Rocks

    //Instants
    1 Ancestral Recall****
    1 Boros Charm
    1 Brainstorm
    1 Daze
    1 Fireblast
    1 Force Spike
    1 Force of Will*
    1 Gush
    1 Lightning Bolt
    1 Mental Misstep
    1 Price of Progress
    1 Spell Pierce
    1 Stifle
    1 Vapor Snag

    //Sorceries
    1 Chain Lightning
    1 Gitaxian Probe
    1 Rift Bolt
    1 Skewer the Critics

    //Creatures
    1 Cosi’s Trickster
    1 Dauntless Bodyguard
    1 Delver of Secrets
    1 Figure of Destiny
    1 Goblin Guide
    1 Grim Lavamancer
    1 Harsh Mentor
    1 Isamaru, Hound of Konda
    1 Jace, Vryn’s Prodigy
    1 Judge’s Familiar
    1 Leonin Arbiter
    1 Looter il-Kor
    1 Phantasmal Bear
    1 Rakdos Cackler
    1 Soldier of the Pantheon
    1 Steppe Lynx
    1 Tithe Taker
    1 Warkite Marauder
    1 Wharf Infiltrator
    1 Zurgo Bellstriker

    //Sideboard
    1 Blue Elemental Blast
    1 Containment Priest
    1 Dire Fleet Daredevil
    1 Flusterstorm
    1 Forked Bolt
    1 Fumble
    1 Goblin Cratermaker
    1 Lavinia, Azorius Renegade
    1 Lightning Helix
    1 Mountain
    1 Mox Diamond
    1 Null Rod
    1 Remorseful Cleric
    1 Stony Silence
    1 Submerge

    Results

    5-0. Winner, Mt Barker, South Australia.

    4-2. Eternal Masters 2018, Dandenong, Victoria.

    4-1. 3rd place. Adelaide Eternal Highlander Challenge (July 2018).

    4-1. GP Melbourne Highlander Championship.

    3-0. GP Melbourne side event.

    2-1. GP Melbourne side event.

    5-1 then knocked out in semi-final. Finished top of the Swiss then secured 3rd place in the Adelaide Eternal Highlander Cup 2019.

    3-0-1 then ID into top 8 then win out. Winner of the Good Games Adelaide highlander tournament (May 2019).

    • This topic was modified 3 months, 2 weeks ago by Avatar Drew Carter.
    • This topic was modified 3 months, 2 weeks ago by Sarven McLinton Sarven McLinton.
    #1499
    Avatar
    Drew Carter
    Participant

    Another winning result from this deck can be seen here: http://auseternal.com/forums/topic/good-games-adelaide-highlander-september-2019/

    That link also features an updated deck list.

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