So I finally completed, what was a three month long simulation of all the tribes on MTG. Creature Wars 2 is based on the simulation of Creature Wars 1, with adjustment in the rules for fairer play and equal opportunity. I will not go into detail, but here’s the general breakdown:
- Contestants: 148 creature types
- Format: best 3 out of 6, iterated
- Tiebreaker: settled by Tribality (more tribal = winner)
After six rounds and thousands of face offs, three creatures stood out from the rest.
Number One: Wurms
They look like giant dicks, but Wurms really screw up everyone. With incredibly tight defences, Wurms are impossible to penetrate by anyone except the strongest combinations. Yet they can be cloned quite easily and enter their opponents with surprising ease.
Wurms use a green-white-black (Abzan) color code for increased endurance and life-gaining effects. Opposing armies tend to be wiped out by Massacre Wurm or outnumbered by Garruk, Primal Hunter. With 5 power and 5 toughness, Wurms are just as big as dragons, but with lower cost. Wurms tend to outmatch their opponents in sheer size.
Wurms are strong against any conventional strategy; only unusual plays can break them. By definition there are more conventional decks than unconventional ones. Therefore, Wurms are the strongest creature type.
Number Two: Octopus
Long and eight legs, the intelligent octopi are too agile to be stopped. They also summon the biggest army on the battlefield, using Kiora the Octoplaneswalker + Doubling Season. This creates 48 points of power, more than twice the lethal dosage needed to kill a player. Once executed, few can fight on.
The Octopi specialize in “nonviolent” green-blue magic, preferring to frustrate instead of kill. Tangle buys only two turns against an opposing army, but crucially, it can stop an attack of any size, even an infinitely big one. This is important, because some opponents hit really hard.
The real defence lies in Whelming Wave + Eternal Witness, a seven mana combination to delay an opponent’s attack until the Witness is killed.
Octopi are strong against everyone except Black decks using discard. In particular, Cranial Extraction is its achilles’ heel. If Kiora is exiled, then Octopi cannot win. Black comprises roughly 20% of the metagame.
Number Three: Ogres
Ogres are a surprise winner because the tribe has many weaknesses and few strengths. Nevertheless, ogres are decent at defending and fast on the counter. One bloodrush from wrecking ogre can take out 70% of a player’s life. Aside from these sudden moments, ogres tend to spend most of their time defending.
Ogres use layered red-blue-green defence based on counterspells and burn. If threats are not countered, then they are burned. This means that anything big enough to survive burn will finish off the ogres. Ogres are bigger than the average creature; but they are not Octopus big. For example, Ogres lose big time to the Giants.
So when facing a superior but slow opponent, the Ogres rely on haste to land the knockout blow before the enemy can start playing. Against an inferior but faster opponent, the Ogres must defend and survive. Temur Ascendency helps win such attrition battles. Mizzium Mortar is the key protection card.
The rest of the top ten are:
- Number four: Giants (white-red-blue), the idea is to make one very big guy swing one very big axe
- Number five: Zombies (black-blue), which has several ways of winning, which include (1) Corpse exploding a Gravecrawler infinite times (2) Dumping zombies into the yard and reanimating with Zombie Apocalypse (3) Stitching flying zombies the size of dragons
- Number six: Dragons (red-green-black-blue), they fly and breathe fire
- Number seven: Sphinxes (blue-white-black), they are pyramid sized and really smart
- Number eight: Rebels (White-black), unopposed rebellions can often multiply out of control, since they recruit like crazy
- Number nine: Wizards (blue-white-black-red), they are small but tricky
- Number ten: Wolves (green-white-red), there’s a lot of them
- All aggressive weenie decks failed after two rounds. They are just too small to matter.
- All burn decks failed after three rounds. Burn is too predictable / common as a strategy, hence easy to stop.