Tuesday, April 23, 2013

Explore - Hey, yo, that's amazing!


Friends, humans, soon to be Phyrexians, lend me your eyes. It would seem that Niv Mizzet has constructed a maze that needs to be solved. Luckily, enough powerful resources have been strewn about Ravnica that conquering the Dragon's Maze is not a mere dream, but an obtainable reality. The full spoiler has been released, and the Dragon's Maze prerelease is only a scant few days away. So, without, further adieu, let us take a gander at some of the newest tools to impact competitive play brought to us by the newest set, Dragon's Maze.



Scion of Vitu-Ghazi

Not quite a Cloudgoat Ranger, but pretty darn close. The Scion of Vitu-Ghazi creates a large board presence with minimal investment. The "cast from hand" text keeps infinite token shenanigans in check. However, the army in a can strategy has been around for a while now, and the possibility of Advent of the Wurm into Scion of the Vitu-Ghazi creates an exceptionally favorable board position with minimal investment. This one is not going to break the format open, but it is strong enough to see play as a curve topper in token / populate strategies.

Ætherling

First, let me be clear, this is not a Morphling. Though, to be honest, I do not believe Morphling to be the powerhouse it was back in the days of yore. Creatures in general are much better, and the lack of spell base from yesteryear (Counterspell, Force of Will, Swords to Plowshares, yadda, yadda, yadda...) make leaning on just one Superman much more difficult. Morphling would still be a great creature by any measurement, but I doubt it would be anywhere near as dominant. Nevertheless, this is not Morphling's party. Morphling got old, settled down, and had a few kids. The youngest is Ætherling, and he wants to pledge. Six mana is a steep investment, so it better be able to wrap a game up. Ætherling can definitely put a clock on an opponent. It does not play both offense and defense nearly as well as dad, but the original template being a shrouded Hermit Crab of doom is, in the end, just a touch too much. Ætherling is subdued in a roll as the big blue finisher. It will probably see some fringe play as a one or two of in a few Sphinx's Revelation decks, but do not expect it take the constructed world by storm.

Blood Scrivener

I am totally kidding. This card is the stains. The likelihood of Blood Scrivener going active is minimal, and lack of impact is definitely not what we are looking for out of a mere 2/1 creature.

Possibility Storm

In limited card pools, this card is fair. However, I see this card mimicking Hive Mind in older formats that have more ways to set it up. Free spells always sound off alarms in my head, and this is no different. It is competitively priced at five mana, and there is serious potential for abuse. One might say the possibilities are endless. Only triggering off of being cast from hand keeps it reigned in (try to imagine fighting this if it triggered off of cascade). I am not certain how much Possibility Storm will impact the eternal formats, but I am confident we will see it in competitive play.

Pyrewild Shaman

Taking a cue from Squee, Goblin Nabob, Pyrewild Shaman likes to flirt with life and death. The bloodrush ability is reasonably costed, and offers an acceptable pump. The recursion is expensive, and a deck looking to utilize bloodrush typically is not looking to reach a game state where recurring Pyrewild Shaman is ideal. However, the option is nice, and it will occasionally pull a win out of a certain loss. It is not explosive or overpowered by any stretch of the imagination. I can see it as a two of role player in red based aggressive strategies in Standard. Pyrewild Shaman is not flashy, but it is value, and everybody likes value.

Battering Krasis

Okay, it is not a constructed caliber card, but, seriously, who does not love a good Fish Beast!

Renegade Krasis

I am on the fence about this card. I like the ability, but I do not like the 3/2 power / toughness. If it was a 2/3, then I would be more inclined to appreciate what Renegade Krasis and its assorted triggers offer. However, a curve of Experiment One, Gyre Sage, Renegade Krasis, Master Biomancer does make me giddy. Gyre Sage is quickly becoming the default Tarmogoyf of Standard (please be advised, Gyre Sage is not Tarmogoyf) with an uncanny ability to become a quick 3/4. Adding in the Renegade Krasis can create a couple some difficult to deal with threats. In the end, they are just big dudes, but sometimes that is enough. 

Skylasher

Nothing to insight awe, but good enough to see play. I like the angle the Skylasher gives green decks to attack Vendilion Clique in Modern, and perhaps even seeing play in a hate bear strategy in Legacy (though it is decidedly under-powered in Legacy). Skylasher is a role player. It will rarely amaze, but usually be a good enough body.

Advent of the Wurm

While Thragtusk is in Standard, Advent of the Wurm will see average. However, the card is quite good. An instant speed 5/5 trampler should turn more heads, but the player base has been jaded by Restoration Angel and a never-ending parade of moo cows. Regardless, Advent of the Wurm is a good enough to see play in Standard for sure. I would like to see a dedicated populate strategy become competitive, and Advent of the Wurm just might present enough playable token creators to make it happen. Rootborn Defenses is key to allowing populate create a foothold in Standard, but there are worse cards that one could play. Plus, the thought of creating an battalion of 5/5 trampling wurms is too much fun to resist.

Blood Baron of Vizkopa

Read the following line and tell if it might be a decent card:

Lifelink, protection from white and from black.

Those three abilities alone should get the attention of the competitive community. At five mana, it is in the wheelhouse of being a Standard constructed playable card. I do not know if I am as head over heels in love with this card as others, but it will see play, though I predict mostly in sideboarded games. The thirty life versus ten life clause is superfluous game text for the most part, but offering a one shot after bleeding the opponent for a while is the kind of flavor a vampire can get behind.

Council of the Absolute

This card will name two cards almost every time; Sphinx's Revelation and Rakdos's Return. The first is a hedge in U/W based control mirrors, and the second will be to keep from losing to one of the best cards available against U/W base decks. This will probably change a bit with the advent of Sire of Insanity (more on him later), but as of this time, Rakdos's Return is the primary way to threaten decks that rely on Sphinx's Revelation for inevitability. Council of the Absolute is big enough to stand in the way of the plethora of 2/x and 3/x bodies in Standard, and allows for Sphinx's Revelation to impact games earlier.

Deadbridge Chant

At random?! Seriously?! Wizards of the Coast are no fun at all. I dig this card, but the random clause will keep it out of competitive play. It is a classic Rock card, in that it generates incremental advantage, and it should take over any long games that have stalled. Overall though, the card is just not good enough for competitive play. However, this will definitely make it into Commander decks that can support it.

Deputy of Acquittals

This innocuous common may be the best Azorious card in Dragon's Maze. Deputy of Acquittals does everything that U/W wants to be doing. It interacts on the opponents turn. It allows Deputy's controller to generate small advantages from time to time, and the Deputy of Acquittals can trade with an early aggressive rush. While not flashy (well, it is a little flashy), Deputy of Acquittals is solid card that will see play.

Exava, Rakdos Blood Witch

Here is a champion that brings it. Exava, Rakdos Blood Witch crosses into the red zone with authority. First strike and haste are impressive abilities in tandem. Exava rushes the field with one mission; kill stuff. She beats up most everything in a fight. Loxodon Smiter? Get out of the way. Restoration Angel? Exava will happily pluck those wings. Thragtusk? A speed bump for sure, but nothing more than a speed bump. Exava plows through just about every defense imaginable, and allows other Rakdos minions to tangle as soon as their let off the leash. This card is masher, and will impact Standard.

Lavinia of the Tenth

The key with Lavinia of the Tenth against red decks will be surviving long enough to cast her. Yet, once she comes down, the game changes dramatically. Being able to brick wall the endless stream of attackers that red aggro decks present in Standard, dodge red removal, and fog for a turn is a formula for an excellent sideboard option. She may see some main deck play in Standard, but that will be minimal at best. Lavinia of the Tenth will not change the face of Standard, but she will give Azorious another weapon against the assorted blitz strategies.

Legion's Initiative

Once upon a time, Glorious Anthem was a tournament staple. This is cheaper, but not universal. Beyond the obvious application with Boros Reckoner, I believe Standard is a bit short on red and white gold cards to make dedicated Boros rush deck a real force, but this card is a good start. The ability to save the team from a sweeper or salvage chump blockers is cute, and I can get behind adding versatility to enchantments, e.g. Fires of Yavimaya. Legion's Initiative will see a little play, but do not look for it to push Boros to the forefront of the battlefield.

Notion Thief

How about Sphinx's Revelation? In a recurring theme of Dragon's Maze, Notion Thief is all about putting the sticks to Sphinx's Revelation. Honestly, this is not a powerful card, but Plagiarize is about the best feeling in the world. Notion Thief will see scant play out of sideboards with access to Dimir's slice of the color pie. Unless Standard changes completely though, this is not a main deck card. Notion Thief is far too low impact for eternal formats, though the thought of doing this in response to a Brainstorm or Jace, the Mind Sculptor's plus zero is naughty indeed. There will be blowouts in Standard on the back of this card, but it is a one trick pony.

Obzedat's Aid

Obzedat's Aid is not some sort of insanity. It is a reasonably priced piece of resurrection. Being able to buy back any card is potent, but at five mana, I would not look for this to be a major mover and shaker on the constructed scene. With that in mind, the effect is just unique enough that it could develop a new deck type. Probably not, but the possibility is there. I would look for this one to be a more relevant player in Standard once Unburial Rites rotates. Until then, Obzedat's Aid is going to play a noticeable second fiddle.

Plasm Capture

I really, really, really want to like this card. Actually, let me correct that statement: I really, really, really like this card. With that on the record, it is probably not good enough. Four mana for a counterspell, despite the ludicrous upside offered by a Mana Drain variant, is most likely just too much to pay. I imagine games where Plasm Capture counters a five drop, spits out a free Thragtusk, and allows for Mystic Genesis to emphatically slam the door on the opponent. I also realize that is a pipe dream. I will probably build a deck that plays Plasm Capture in Standard, but I am not delusion in thinking that it will redefine the environment.

Progenitor Mimic

Hello Commander, very nice to make your acquaintance. My friends call me Progenitor Mimic, but you can call me board dominator extraordinaire. While likely too expensive for constructed play, in longer drawn out games, Progenitor Mimic will own the board. No need to call a real estate agent. Progenitor Mimic has all the cash up front. After a bit, the equity of the property will be so high, Progenitor Mimic could not possibly lose on the investment. Keeping on theme with the Simic frame of mind of committing to the board, Progenitor Mimic wants to be just like Mike... and Magic... and Bird. Yes, I am dating myself by referencing a commercial from 1992, but let us be real. Progenitor Mimic on a stalled board is nothing but net.

Putrefy

When the original Ravinica set came out, Putrefy and Mortify established themselves as the cut above removal for Standard. Well, in 2013, Putrefy is making a return to Standard play, and will probably see play as a one or two of in assorted G/B decks. The format is not slow enough to go all in on three mana removal. Interact early or die. Alternatives are not allowed. Putrefy still gets them gone though, and despite certain folks penchant for Murder, Putrefy will probably knock it right out of Standard play. As for older formats, Putrefy does not see play in them now, so there is no reason to believe that will change.

Ral Zarek

Johnny Two Bolts has arrived, and is threatening to shake up Standard and Modern with electrifying results. Ral Zarek has a high starting loyalty, protects himself, ramps mana, and, as a cherry on top, Ral Zarek is blue. While not the second coming of Jace, the Mind Sculptor, Ral Zarek is a good planeswalker with a fun ultimate. In Standard, three toughness is commonplace, and at four mana, Ral Zarek is priced to influence the board meaningfully. Being in blue makes eternal formats a possibility, though in Legacy, it really is Papa Jace or bust. However, in Modern, Ral can fill an Ajani Vengeant role without having to stretch into white. With the mana fixing available in Modern, that may not be worth it, but it is a plausible alternative. Overall, Ral Zarek is a powerful planeswalker, but he shows that Wizard's R & D team has come a long way in their understanding of planeswalker development. I do not believe there will ever be another "next Jace, the Mind Sculptor." However, Ral Zarek is good enough to see competitive play without tipping the scales too far in his favor.

Reap Intellect

I live in a world where I Plasm Capture into Reap Intellect on a daily basis. That world is often referred to as Magical Christmasland. It is a beautiful place where Acidic Slime oozes downstream instead of water. Mana is bountiful, and aplenty. Cards are exiled regularly, and counter magic is sent directly to Hell, and mocked by green creatures for all of its inadequacies. Garruk has employed the help of a legion of Silklash Spiders to hang Jace from a tree limb and use the silly blue mage as a punching bag for all eternity. Ohran Vipers slither to and fro, snacking on any Snapcaster Mages unfortunate to stumble across their path. Herds of Thragtusk gather around the watering hole, and from time to time they are roused to stampede an unwelcome merfolk. Magical Christmasland is a beautiful place. The meadow teems with a vibrant green. The trees are lush... and green. The sky is covers the world with her vastness... that is green.

I picture that is how it feels when you cast Reap Intellect for three or more. This is a full on sideboard card, and not a great one. Though, in longer games where mana is plentiful, and the board is not convoluted by a barrage of creatures, Reap Intellect can be sweet as chocolate pie. I do not imagine Reap Intellect making a big splash in competitive Magic, but the affect is perfect for a mythic rare.

Render Silent

For the time being, Dissipate is the go to counter spell in Standard due to the Unburial Rites phenomenon. Eventually though, Innistrad and friends are going to rotate, and Render Silent is a front runner for best hard counter. The days of playing a test spell are over. Render Silent preempts a common tactic utilized against permission. As for eternal formats, the market for three mana hard counters is pretty much devoid of any signs of life, and despite the particularity of Render Silent, chances are dubious it will show up there.

Ruric Thar, the Unbowed

I guess haste was too much to ask for the Gruul champion. Vigilance and Reach do not really go hand in hand with the raping and pillaging ways of the clansmen, but doming folks for six every time they have the audacity to cast a noncreature spell is exactly what Gruul wants to do. Ruric Thar has Titan stats, but the lack of the enters the battlefield trigger keeps him out of that VIP lounge. Realistically, Ruric Thar is too expensive to punish the decks he is meant to excel against, but with a little ramping ingenuity, dropping this ogre in play turn four blasts spell-centric strategies. Ruric Thar, the Unbowed will probably not change the Standard landscape, and a six mana spell that does not immediately win the game is borderline useless in eternal formats. I predict Mr. Unbowed will translate to Commander, where it will immediately become the scourge of kitchen tables across the globe.

Sin Collector

The Orzhov seem to share a disdain for the Azorious and their knowledgeable sphinx's that the other guilds do. Sin Collector is going door to door, removing opponents of that burdensome instant or sorcery. While not popping off the cardboard crackling with unlimited power, Sin Collector is the exact sort of card that B/W decks look for to combat those annoying control spells. Firmly a sideboard card, barring a major shift in Standard, Sin Collector will see play in games two and three throughout its tenure in the format. As for older formats, comparing to Tidehollow Sculler is a rough gig, but that is the bar that has been set. Sin Collector may some limited play when a firm discard spell is needed, but the extra mana probably forces it out of the eternal formats.

Sire of Insanity

Alright, we get it. Sphinx's Revelation is bad, and we should all feel bad for playing it. This is probably going to be the newest go to for R/B decks to fight Sphinx's Revelation in Standard. Once Cavern of Souls rotates out of the format, then Rakdos's Return will probably rise as the overall favorite, but I anticipate the camp to be divided between decks that can and will support Cavern of Souls, and those that will not. Sire of Insanity is merciless in its persecution of cards in hand. The 6/4 body is unimpressive, but with the universal Wit's End allows for a Craw Wurm to have the opportunity to reign supreme. Sire will plant itself in sideboards while it is Standard legal.

Spike Jester

Aggressive mana cost, and in the right colors, Spike Jester might see some fringe play in Standard Rakdos aggro. As long as Flinthoof Boar is around, the bar for two drops is going to be high. However, if one wanted to be aggressive and maintain a slightly better mana base, then one could do worse than Spike Jester. As for eternal formats, the Jester is just outclassed by much bigger and better threats. Not a particularly exciting card, but good enough to mention.

Tajic, Blade of the Legion

Other than having an awesome name for a guild champion, Tajic, Blade of the Legion represents something that we do not have much of, which is a cheap indestructible creature. That one word alone is enough to get my attention. While I still do not put a lot of stock in battalion as a constructed quality keyword, if triggered on Tajic, then he turns into The Abyss, or the game ends in short order. The most likely scenario to unfold with Tajic will involve auras or if any future constructed playable equipment is printed, and it will be limited almost exclusively to Standard. There is potential for overlap into Modern with the five swords, but the format is probably much too fast for that to be a consistent path to victory.

Tithe Drinker

Tithe Drinker is not what I would call cardboard fireworks, but it is a playable creature with extort. I really like the extort mechanic, and I feel it has been starved of constructed playables. Standard is about the only place that extort will see play due to how long it takes to set up, and I would like to see an extort strategy emerge, but it seems unlikely. Why charge a penny when you can get a nickel? Tithe Drinker is neat in that it trades for Burning Tree Emissary and can offer some additional padding if the game goes longer. In the long run, it will probably see very limited play, with the emphasis on limited.

Unflinching Courage

In an ode to Brian Kibler, I want to put Unflinching Courage on Thundermaw Hellkite, Niv Mizzet, or some arbitrarily large dragon creature. While not as cool as Armadillo Cloak in name, or in function, Unflinching Courage does a good enough impression. I fully expect this card to be the second best creature aura in Standard, and eventually supplant Rancor once it rotates. As for eternal formats, it will take a lot for a creature aura to breakthrough, but the beating that Unflinching Courage puts on aggressive strategies may allow it to translate. I am not optimistic that will happen, but I can hope.

Varolz, the Scar-Striped

He is fragile in the beginning, but over the course of the game, Varolz, the Scar-Striped will rule the battlefield. Both of his abilities combine together well, and being a sacrifice outlet is chili and cheese on the fries. Varolz is not a format changer, but he does have a fair mana cost, with excellent abilities. He will probably translate to a G/B Aristocrats type of deck in Standard. As for eternal formats, it is hard for me to put a thumb on Varolz, but I do project a moderate chance of crossover into Modern. Legacy is probably out, as the troll is just too slow to matter there.

Voice of Resurgence

This is hands down the best card in the set. Tying up reactions to just the opponents turn hampers their development considerably. Voice of Resurgence creates game states that are almost entirely in the controller's favor. On top of that, in multiples this card is an absolute nightmare to play against. Removing the card is usually going to put your opponent down a card. The ability to shift the entire paradigm of the game to be exclusive to each player's turn is staggering. Of course, the opponent can choose to ignore the 2/2, but for how long? Eventually, the damage is too much, and something has to be done. Voice of Resurgence will heavily affect Standard, Modern, and probably even Legacy. I am ready to call this one a cross format all star. It really is that damn good.

Warped Physique

I few control players have gotten excited about Warped Physique in Standard, but I think it is subpar. The card is only good when if the grip is full, and if the grip is full, then who needs a crummy removal spell? I would just elect to play something with far greater capacity to work when resources are low, not when I am flush with answers. I realize a universal removal spell at two mana is desirable, but I would just look to Ultimate Price over this. Taking a moment to look at the removal in Modern and Legacy is a clear indicator that Warped Physique will not transplant any staples from those formats.

Beck / Call

Glimpse of the Nature is banned in Modern. Now it is not. Alright, that statement is not exactly correct, but it is close enough. Beck / Call has a much larger ripple effect in the eternal formats, especially Modern, than just about any other card in Dragon's Maze. The Beck half is clearly more constructed playable than the Call half, but in a pinch, a draw four is pretty handy.

Catch / Release

Catch is a handy spell, as Zealous Conscripts has demonstrated. Release is an extremely expensive spell that will rarely actually matter. This one will see some play in Standard. If Modern becomes more planeswalker oriented than it is now (primarily Liliana of the Veil and Ajani Vengeant), then Catch / Release could see some play there, but it seems improbable.

Far / Away

Now this is a split card with some sauce on it. Far / Away is... ahem, far and away the best of the new split cards. It utilizes the fuse mechanic magnificently, and is relevant early in the game. This one could see play in all formats, though the majority of my conjecture places it squarely in the Standard arena. Hexproof has a foothold in Magic for the time being, and sacrifice effects are always welcome. Blending in an Unsummon creates an efficient tempo machine. This card is fantastic on all fronts.

Ready / Willing

There is a dearth of effects like this available on assorted lands and Charms. However, fusing this together can be a Plague Wind at a reduced cost. I would not call this a powerhouse, but it is a card that is subtle enough to be overlooked. The untap effect is particularly noteworthy since Ready / Willing allows a player to be offense and defense. This is a good trick for creature decks in Standard. It fights sweepers, and swings races dramatically, which is exactly what creature decks want to be doing.

Turn / Burn

Another card that is primarily a Standard player, Turn / Burn is a direct result of the advent of Thragtusk, Boros Reckoner, and Angel of Serenity. Yes, five mana is borderline indecent to ask the competitive community to pay for a one for one removal spell, but Standard is rife with value creatures. Being able to straight one for one a Thragtusk is probably a swell feeling. I say probably, because I have never experienced it. I like the diversified removal in Standard, and there being no clear best spell. Turn / Burn might come to the forefront, but I believe the mana cost will keep it from being rampantly adopted.

Wear / Tear

Another card that is doubtful to raise the level of enthusiasm in the room, but is quite good is Wear / Tear. Magic: the Gathering is a game that functions off the spell selections of the players involved. Being able to introduce more spell options on a single card is perfect for layering more complexity into the game, as it gives players more options to extend the game. Shatter and Demystify are dull on the surface, but allowing one card to fill many roles is bang on, especially when dealing with a card that is sideboard material, such as Wear / Tear. If R/W decks need a Disenchant in Standard, the Wear / Tear is the card for the job. It is not sensational, but it is still good enough to see play.

Alright my cheeky Phyrexians, I think I have rambled enough in this outing. Check with me in three months, and feel free to mock me for anything I missed on here. I will take any and all challengers that dare to enter my domain.

As always, thank you for reading.

Jeremy Skelton
@peeps_champ

3 comments:

  1. Sorry for all the grammar errors. I churned this one out in a hurry since I had not posted in a while. I appreciate everyone that struggles through it. Not having an editor shows.

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  2. It was a pretty fair assessment of the big guns from this set

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  3. I try to be accurate. I'm not trying to sell cards, so there no reason for me to tell you to scoop up mythics at preorder prices.

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