Breaking the Locket
As the title states, I will try to break the Locket of Yesterdays. I posted a
poll on an article a while ago and due to a programming error the link
disappeared so we only had 4 votes, of which 2 were for this article. For the
future if there is any type of article you would like to me write just send me
a line at [email protected] and I'll let you know what I think.
Name: Locket of Yesterday
Type: Artifact
Casting Cost: 1
Text: Spells you play cost 1 less to play for each card with the same name as
that spell in your graveyard.
When I first saw this card it just screamed ´´BREAK ME´´. The only question is
how?
Option 1: Use cards that only have a single colored mana in the casting cost
and the rest generic mana.
Option 2: Play it in an all artifact deck.
Option 3: Play cards with Buyback generic mana costs.
Option 4: Play a combination of the first three options.
Doing a bit of investigating online, I found a decklist posted by one Adrian
Sullivan, whom I played against in 1999 at Grand Prix Milwaukee. I lost badly.
Here is the deck he posted:
Artifacts (7):
3 Azorius Signet
4 Locket of Yesterdays
Creatures (2):
1 Tidespout Tyrant
1 Akroma, Angel of Wrath
Enchantments (1):
1 Debtors' Knell
Spells (29):
2 Careful Consideration
3 Condemn
4 Overrule
4 Remand
4 Spell Burst
4 Whispers of the Muse
4 Compulsive Research
4 Wrath of God
Land (22):
6 Island
2 Plains
2 Adarkar Wastes
2 Calciform Pools
4 Desert
4 Hallowed Fountain
1 Vesuva
1 Academy Ruins
Sideboard (15):
3 Tormod's Crypt
1 Chronosavant
1 Debtors' Knell
3 Teferi's Moat
3 Rewind
3 Wipe Away
1 Akroma, Angel of Wrath
The main idea of this deck is to survive the early game using the Condemns and
Wraths to fend off opposing creatures. The Careful Considerations and Compulsive
Research's help dump cards into the Graveyard to help lessen the cost of future
spells, and they also help you draw the Lockets. With a few lockets in play and
a Spell Burst or Two in your graveyard you can counter almost any spell with
buyback for one or two mana. The same can be said about Drawing Cards with
Whispers of the Muse. Use the first few early on as a cantrip and then later on
in the game you can potentially Whispers with buyback for one mana. Overrule
will help you gain back some of the life you lost early on and can also put you
completely out of harms way. The Tidespout Tyrant can put every permanent back
into your opponent's hand. The lone Akroma is the primary kill card.
Looking at Adrian's deck I noticed some things I felt were flaws. First off,
the Tidespout Tyrant won't come out until late in the game and by that time if
you don't have the game in hand then there is nothing the Tyrant can do to
help. The second flaw is the lone Akroma. Yet again it won't come out until
late game which by that time your opponent should have a way to deal with it.
To play the Locket deck properly you have two options: Win fast or Win Slow. So
far in Standard there is no way to win fast with the Locket so we are forced to
win slowly. In order to win Slow you have to do what you can to guarantee a win
in Game one because often times you will run out of time before you have had a
chance to play a full game two.
I decided to change the deck to fit the slow style of play. In order to do this
I had to make sure if game one was a long game I would win every time. Here is
the decklist I came up with:
Creatures (4):
4 Court Hussar
Artifact (8):
4 Locket of Yesterdays
2 Simic Signet
2 Selesnya Signet
Spells (26):
4 Wrath of God
4 Compulsive Research
2 Gaea's Blessing
4 Remand
4 Overrule
4 Whispers of the Muse
4 Spell Burst
Land (22):
2 Saltcrusted Steppe
2 Calciform Pools
4 Azorius Chancery
4 Plains
10 Island
Sideboard (15):
2 Tormod's Crypt
3 Rewind
3 Commandeer
4 Flashfreeze
3 Teferi's Moat
Here are the differences between my version and Adrian Sullivan's:
In: +2 Simic Signet, +2 Selesnya Signet, +2 Gaea's Blessing, +4 Court Hussar
Out: -3 Azorius Signet, -1 Tidespout Tyrant, -1 Akroma, Angel of Wrath, -1
Debtors' Knell, -2 Careful Consideration, -3 Condemn
Lands:
In: +4 Island, +2 Plains, +2 Saltcrusted Steppe, +4 Azorius Chancery
Out: -2 Adarkar Wastes, -4 Desert, -4 Hallowed Fountain, -1 Vesuva, -1 Academy
Ruins
Sideboard:
In: +3 Commandeer, +4 Flashfreeze
Out: -1 Chronosavant, -1 Debtors' Knell, -3 Wipe Away, -1 Akroma, Angel of
Wrath, -1 Tormod's Crypt
While it may look like I made a lot of changes, in reality I made the deck
survive the long game. This deck can only win a long game and by adding in the
Green for Gaea's Blessing I've given myself a way to ensure I will not be
decked. This was also a metagame move. A few players in my area play Millstone
decks and I knew I would have an auto win if I got paired against them. The
Saltcrusted Steppe and Calciform Pools at first glance looked like they would
be a hindrance but in playtesting with them I realized that in a long game the
Storage lands can really help give you a big Overrule. After playing the deck I
wish I had included the Deserts in my deck. They would have helped out in my
one loss.
My sideboard choices were also metagame choices. Rewind was for Dragonstorm.
Commandeer for Demonfire. Flashfreeze for aggro red green decks. Adrian's deck
used Chronosavant but I don't see any point to the card. I really think it's a
bad card.
Here is how my tournament went:
Round 1 vs. R/B
Game 1:
Unfortunately I do not remember too much about this match. I do remember that
before the round started I told my opponent that if our game went longer than
15 minutes he should just give me game one and go to game 2. He chose not to
follow this advice. Our first game lasted 28 minutes out of our 40 minute
rounds. So far the deck was doing what I wanted it to do, win game one and use
up a lot of the clock. It may seem like using the clock to your advantage is wrong
but when you play a slow deck that requires time to win, even if you play fast
it will still take a lot of time. I ended up decking my opponent with recurring
Compulsive Researches.
Game 2:
Only 9 minutes to play this game and I am not a player that will play slowly to
win a game. We get to the point of me being at 8 life and my opponent had two
cards in hand so I cast a second Teferi's Moat, one calling red and one black.
That was one of the mistakes I made this match. On his turn he casts Rain of Gore.
I remand it. He recasts it. I Spell Burst it. And wouldn't you know it, the
other card in his hand was a second Rain of Gore and I had no mana open for a
counterspell. At the time I was holding 2 Overrule and would be unable to cast
them for the rest of the game. We take turns drawing cards and playing lands.
Then on his turn the Buzzer sounds telling us the round is over. He draws his
card and it turns out to be a Demonfire. He has Hell-bent so I can't counter
it. I made the mistake of not sideboarding in my Commandeers against him.
Matches: 0-0-1
Overall Games: 1-1-0
Round 2 vs. Mono White Millstone
Game 1:
This game I got paired up vs. Eric who knew I was playing Gaea's Blessing and I
knew he was playing Millstones and Martyr of the Sands and Proclamation of
Rebirth. Right away he starts telling me he hates me because of my deck. He
gets a turn one Martyr out and starts beating me down. I get down to 6 before I
can Wrath away his Martyr. I am able to hold him off with Overrules. They end
up getting my life total back up to 92. The storage lands really helped in that
area. He knows he doesn't stand a chance, but with me drawing a lot of cards
each turn with Whispers of the Muse he decides to chance it. I let him resolve
a Millstone because Gaea's Blessing will save me. I start to play Court
Hussars, putting cards on the bottom of my deck. I end up putting a Gaea's
Blessing on the bottom of my deck and I draw just enough cards each turn to
keep open the option of forcing his Millstone to hit the Gaea's Blessing. He
tries to mill me out and I use Whispers of the Muse to draw all but my final
two cards. His Millstone hits my Blessing. Then he finally concedes. We only
have 5 minutes left in the round so he concedes and I win 1-0.
Matches: 1-0-1
Overall Games: 2-1-0
Round 3 vs. R/G
Game 1:
Yet again this was an excruciatingly long game. We only managed to play one
complete game as time ran out on us in game 2. Since the first round people had
started talking about this deck and they started getting all cocky about it.
This round was no different. My opponent though he would be able to burn me out
with a Demonfire. He stalled out all game letting me counter everything he
played just hoping to draw one of his two Demonfires. He never did and my Court
Husars went all the way for the win. At this point I realized a major flaw in
having Court Hussars as my win condition. With one in the Graveyard and 2
Lockets in play I can never cast a Court Husar and have it stay in play due to
its casting cost being reduced to one Blue Mana. Sacred Mesa may have been a
better choice for a Win Condition.
Matches: 2-0-1
Overall Games: 3-1-0
Round 4 vs. Dragonstorm
Game 1:
Kyle heard me talking about my deck but he failed to pay attention to a full
decklist. Since he was playing Dragonstorm I knew I would be in trouble if I
stayed at 20 life so on turn 3 I Overrule his Compulsive Research for one just
to get out of Bogarden Hellkite Range. I'm glad I was able to do that because a
few turns later he casts Dragonstorm for 4 getting the 4 Hellkites. He gets me
to one life. I cast Wrath of God the following turn. He still figures he can
win and the game goes on for a bunch of turns while he waits to draw a
Demonfire. He forgot I play Overrule. He casts Demonfire for 8 with Hell-bent. I
cast Whispers of the Muse in response and Overrule my own spell to gain 47 life
(Thanks Storage Lands).
Game 2:
Only 7 minutes left. Just my luck to be playing against a Combo deck with time
not on my side. I keep a hand with 2 bounce lands and 1 basic Island. On my
fourth turn I have an Untapped Bounce land and a tapped Bounce land I had just
played. I never got to untap it. He combos off on turn 4, hitting me for 20
damage.
Game 3:
I should have probably tried to stall to get the draw but I'm not that kind of
player and with 2 minutes left in the round we start the game. I get stuck at
three land by the time Kyle combo's off on turn 5. I never thought this round
would have turned out this way with me winning game one with only 7 minutes to
go.
Matches: 2-1-1
Overall Games: 4-3-0
Round 5 vs. Mono Black
Game 1:
He doesn't play much and my deck is able to go aggro with the two Court Hussars
I start with. I win in less than 10 minutes. I have no clue what he is really
playing other than a bunch of discard cards.
Game 2:
This one goes pretty much the same way except he is able to get 2 early Racks
out on me. I never have less than 4 cards in my hand. Compulsive Research lets
me stock up my graveyard to help the Lockets in play.
Matches: 3-1-1
Overall Games: 6-3-0
Looking back upon this deck there are a few changes I would make to this deck.
The number one change is that I would keep it Blue and White. By doing this I
could play Jotun Grunt in place of Gaea's Blessing and also to help as a win
condition. Court Hussars also have to come out of the deck. In their place I
would probably put in 2 Millstone's and 2 Jester's Cap's. I would also add in 1
Academy Ruins to help combo out with the Cap. The Sideboard would also change
because I have no Enchantment or Artifact removal at all. I would probably take
out the Tormod's Crypts and add in Disenchant or Repeal.
Looking forward to the rest of Time Spiral Block I feel this card will get much
more powerful. We will have to wait and see, but I can guarantee you that there
will be cards in the next few sets that will help the Locket become very
powerful. Who knows, maybe we will even see the first banning since Mirrodin
block. But for now, break the Locket any way you can. It is a very powerful
card and will become a standard mainstay for the next year, I will guarantee
it.
Billy Moreau
[email protected]