Friday, July 12, 2013

Explore: M14 Standard


Hello girls and boys, it has been a minute or two since our last engagement, so let us make up for lost time. Today, I want to look at the cards from M14 that I believe are going to impact Standard. Without too much rabble rousing, let us delve a bit deeper.



Archangel of Thune

While this is not Baneslayer Angel, it sure is not far from it. Archangel of Thune is a disgusting curve topper in an aggressive white deck. It offers a sizeable body against other aggressive decks, and punishes them with lifelink and a free Gavony Township. Just one successful attack from the Angel allows an aggressive deck to play midrange, which is a powerful transitional tool.

Banisher Priest

Another card that will help out aggressive white strategies, Banisher Priest brings the pain unlike Fiend Hunter with a power of two. Not as adept defensively as the Hunter, the Priest can actually score a meaningful hit against the opponent on occasion. There are no cute tricks with stacking the ability of the Banisher Priest though, as the wording has been “fixed” for whenever the card leaves the battlefield.

Barrage of Expendables

I can not wait to toss Sylvester Stallone and Jason Statham at the opponent. If that does not win the intimidation war, nothing will. This is nowhere the caliber of Goblin Bombardment, and it may be too expensive with the activation cost involving mana, but the effect is good enough to warrant some experimentation.

Brave the Elements

It would seem that white aggressive strategies are being supported fully with the new core set. Brave the Elements saw play during it’s last foray into Standard, and there is no reason to expect anything different this time. The mana cost is right, and, in some situations, the card is absolutely backbreaking. While Brave is Standard legal, one has to constantly consider it when facing down a lone white mana.

Burning Earth

Yay! Burning Tree Emissary decks get a tool to fight the three color midrange decks. Okay, maybe I am not really excited about this, but Burning Earth is an incredibly potent tool for one or two color red decks to capitalize upon. In fact, Burning Earth is so powerful in the current Standard, that it warrants serious main deck consideration. That said, I would relegate it to the sideboard because I anticipate the red/green aggressive decks to make a up enough of the metagame to be a discouragement against playing a potential four mana do-nothing. However, when Earth is good, it will be terrific.

Celestial Flare

This is not an exciting card, but it is a two mana answer to hexproof strategies, which I anticipate will be more abundant for the next few months. The double white mana cost is a big handicap, so Celestial Flare will be difficult to incorporate into the existing white control shells without a major overhaul to the mana base. However, it may be worth it to give the deck a good way to dispose of Invisible Stalker and Geist of Saint Traft. More than likely though, those decks will adopt black, and play the easily splashable assorted Edict effects.

Chandra’s Phoenix

I am not certain that Chandra’s Phoenix will be a good card in the hyper aggressive world of current Standard, but the card is good overall. Pillar of Flame being the go to removal spell for anything with red mana due to the Voice of Resurgence effect hurts the Phoenix’s playability severely. She may need to wait until post rotation, but Phoenix will rise again.

Chandra, Pyromaster

Alright, there has been a lot of buzz surrounding the new Chandra incarnation. As is the case with most planeswalkers, Chandra, Pyromaster has the ability to take over a game if unchecked. Of course, one could make that same argument for any planeswalker (Tibalt included... poor, maligned Tibalt). Her plus one ability is, fairly unexciting. It can protect against assorted X/1 creatures, so she is probably serviceable against decks that are heavily reliant on mana creatures. Against aggressive decks, Chandra, Pyromaster is probably not going to help stymie the tide of aggression because most of those creatures will be X/2 or greater. It is difficult to put Chandra into an aggressive main deck because at four mana her effect on the board against other aggressive strategies is so mediocre. Her plus zero ability is certainly powerful, though not being able to curve into it on turn four is disappointing. Untapping with Chandra in a stalled game is certainly game changing, but being in red, that game plan is unpopular. In tandem with Oliva Voldaren, Chandra, Pyromaster could be completely dominating. I would also look for a Arc-Slogger type of animal in Theros to fully take advantage of the abilities of Chandra. Lastly, her ultimate ability is one of the weakest to date. It will range from amazing to awful, and that is not what most folks are in the market for when they build up a planeswalker’s loyalty to seven. At the end of the day, Chandra, Pyromaster is okay, but probably homeless for a while. She could see some sideboard play to give red decks more staying power against midrange or control decks, but Burning Earth probably does that job more effectively.

Corrupt

Is mono black control back? No, it is not, but it is only fair to ask the question. There are many tools available to black right now to be competitive. Between Mutilate, both Lilianas, Doom Blade, and the plethora of Edict effects in Standard, no creature can realistically live for very long. Sign in Blood can help to hit the necessary land drops to reach Liliana of the Dark Realms, and then she can power out massive Corrupts aimed at the opponent’s dome. However, the threats in Standard are extraordinarily fast, resilient, and efficient. Also, mono black has, basically, no way to beat an Ætherling. I have a fondness for Corrupt though, and I hope that it becomes a major player in Standard at some point.

Domestication

Control Magic variants are always hit or miss during their Standard runs. Last time, Domestication was a big miss. What makes it different now? Quite simply, the lack of Maelstrom Pulse for Bloodbraid Elf to cascade into. It may be too slow by itself, but Domestication backed up by Azorious Charm, Izzet Charm, Pillar of Flame, Celestial Flare, Supreme Verdict, Jace, Architect of Thought, Tamiyo, the Moon Sage, and even Terminus can turn any aggressive matchup into something borderline laughable. Domestication has always been good enough, but I believe this Standard environment is a true chance for it to shine.

Doom Blade


That about sums up my feelings on Doom Blade. The card is efficient, and does exactly what is needed at most all times. Standard control and midrange decks with access to black mana will be happy to have this, as a flexible catch-all (catch-most?).

Elvish Mystic

Move over Arbor Elf, we need a reliable mana bug. While I am saddened that Lanny, King of Beats (a.k.a. Llanowar Elf) is not being reprinted, I am overjoyed at the sight of this little elven druid. As a lover of the green mana, I like being able to reliably get more of it. Avacyn’s Pilgrim plays around on the plains too much for my liking, and Arbor Elf does nothing with a buddy land. Elvish Mystic will always produce green mana, because Elvish Mystic knows that other colors are for chumps.

Encroaching Wastes

A lot of people are bemoaning the fact that this is not Tectonic Edge or Dust Bowl. I am thankful that it is not Tectonic Edge, as aggressive decks do not need another efficient way to cause control or midrange to stumble. Five mana is crucial for the non-aggro decks in Standard right now, and Tectonic Edge shoots that in a back alley. As for Dust Bowl, repeatable land destruction is frowned upon and viewed as a negative play experience, and Dust Bowl can just lock another player out of the game. Wizards of the Coast has done a lot of work to remove the one-sided nature of Magic’s early years from the game, and, most would agree it is for the best.
Encroaching Wastes is just about perfect. It provides a desirable effect, but not at a negligible cost. It can be used aggressively with mana acceleration, which allows the card to be a potential game clincher, which I love, but it requires a some work to make it happen. All in all, the card is designed well enough to offer an effect that many decks will want, but it will not saturate Standard.

Fiendslayer Paladin

Fiendslayer Paladin has a laundry list of abilities that are really good. However, I am not sure if this card will make a splash in Standard because of the competition at three mana in white. It is hard to justify Fiendslayer over Boros Reckoner, and the disparity between two white and colorless and three hybrid red/white mana is, typically, not going to be enough to dissuade one from using the minotaur wizard of doom. However, this is very much like a white Vampire Nighthawk, that wears auras and equipment incredibly well. I would not count out Fiendslayer Paladin, but it probably will not create major ripples in the Standard pond.

Garruk, Caller of Beast

Oh Garruk, why do you keep costing me more mana? At six mana, Garruk, Caller of Beast had better do something impressive. The plus one is a Lead the Stampede, which was unexciting despite Patrick Chapin’s attempts to sell the world on it Being repeatable though, is a step in the right direction, and in the right deck, it is abusive. Garruk, Caller of Beast is a lot like Domri Rade, but at half the mana, Domri is better overall. Domri does not swing the game as much with his plus ability as Garruk can, but being able to fight creatures for a pithy two loyalty is much better than Garruk’s Dramatic Entrance. Garruk, Caller of Beast minus three ability is a tough sell, as at six mana, a green deck is not likely to have many creatures left in hand. Realistically, Garruk, Caller of Beast is going to plus one the turn it comes down an overwhelming majority of the time, which does not bode well for him driving the competitive scene. The ultimate ability is fantastic though, and it will be difficult to lose a game with the emblem. Top to bottom, Garruk, Caller of Beast has a good ability for gaining loyalty, though nowhere as good as Garruk, Primal Hunter’s plus ability. His minus three ability is uninspired, and Caller of Beast’s ultimate is the best that Garruk has seen to date. If he sees play in Standard, it will be as a one or two of at the top of a midrange green deck’s curve, though I doubt there will be an overabundance of Garruk’s showing up at the top tables.

Goblin Diplomats

On the surface, Goblin Diplomats is not awe-inspiring. Yet, if we look at them from the eyes of a red mage, then the world starts to warp from the heat of the vast assortment of incendiaries at our disposal. Being able to eliminate big blockers is a boon for red. Being castable off of Burning Tree Emissary is even better. Goblin Diplomats do not stand out as allstars, but they are decent enough to be considered as a two drop in aggressive red shells.

Haunted Plate Mail

I enjoy the duality of this card, and it could be used an option by creatureless control decks. Unfortunately, those are typically blue, and why play Haunted Plate Mail if Ætherling is available? The design of the card is well done, and being able to get an extra effect at virtually no cost is a definite plus. Perhaps once the resilience of creatures against sweepers drops a bit, Haunted Plate Mail will see a triumphant arrival to Standard. Currently though, this is probably too slow and low impact to see much play.

Imposing Sovereign

I love me a Blind Obedience. I really love me a Blind Obedience that can get into the red zone. The push to make white aggro better with the inclusion of M14 is quite evident. Craig Wescoe and Cedric Phillips are probably doing somersaults looking at the complete M14 spoiler. Imposing Sovereign offers a lot of punch for only two mana. I anticipate this card will see a lot of play out of white aggressive decks. Not playing well with Burning Tree Emissary is a definite strike against Imposing Sovereign, as it slides nearly perfectly into Naya Aggro strategies. It may not a have an obvious home at this time, but Imposing Sovereign will certainly be played in Standard.

Kalonian Hydra

It may not have an enter the battlefield ability, but Kalonian Hydra only needs to swing once to completely alter a game. In a deck based around counters, such as scavenge or evolve, Kalonian Hydra is a chart-topper. The mere thought of Corpsejack Menace into Kalonian Hydra gives me a fever, and the only prescription... is more counters. Additionally, it quickly grows to unmanageable size with no assistance, so it does not require a massive commitment to make it relevant. Not the value that we have become used to out of our green five drops, Kalonian Hydra is certainly a mythic monster that gets my full endorsement.

Kalonian Tusker

Grizzly Bears just seem to get better and better as the years pass. Kalonian Tusker requires a heavy commitment to green, but the payoff is an above curve beater. Plus, committing heavily to green is exactly what should be going on anyway.

Lifebane Zombie

Hello Reanimator, so nice to see you. This is certainly a step in the right direction for Standard. I would not call Reanimator oppressive, but I will say that the cards available to interact with it up to this point have been lackluster. This is precisely the sort of card I want to cast against a deck relying on Thragtusk, Restoration Angel, and Angel of Serenity. Also, the design is balanced. I like that it also does nothing against the serendipitous flip off a Mulch or Grisly Salvage, but it does help push against the midrange plan of just casting big green and white critters. Lifebane Zombie being a 3/1 intimidator is welcome as well, as it helps create effective racing scenarios.

Liliana’s Reaver

This one may be wishful thinking, but I like the body and the ability. Only having three toughness probably spells junk rare for the Reaver, but being able to trade with almost any creature in Standard is powerful. Additionally, being in black offers a ton of removal options that allow Liliana’s Reaver to actually connect, and it only takes one or two successful attacks to create an unenviable board state for your opponent.

Manaweft Sliver

We are going to miss you Farseek. I anticipate seeing a two mana accelerant that is a bit better in Theros block, but if not, one could do worse than Manaweft Sliver. I do not believe a dedicated Sliver strategy will be viable in constructed play without a major push in Theros. Manaweft is primarily a mana fixer, and secondarily a Sliver.

Mutavault

For anyone that played during Lorwyn, it is impossible to forget the power of Mutavault. It powered up the tribal strategies of the block, and required a small sacrifice of being a colorless land in a deck’s landbase. However, with Ravnica shocklands permeating Standard, including Mutavault in one’s deck comes at a much higher cost than before. I am not sure where Mutavault will land in Standard, but I do not expect it to see a large amount of play at first. Mono red and red/green aggro has a hard time supporting it between Burning Tree Emissary, Ghor-Clan Rampager, and Boros Reckoner. It probably slides into white/green Humans best, though losing the explosive starts of Naya aggro may not be worth staying in a dedicated one or two color strategy. Mutavault is powerful, but I believe it will be used in moderation while in Standard.

Opportunity

It cost six, but sometimes a deck without Sphinx’s Revelation just needs four more cards. I can not imagine playing more than a couple of these, but I think they will most likely sneak their way into a blue/black or Grixis control list.

Ratchet Bomb

I imagine Ratchet Bomb on zero, one, or two counters will happen frequently while it is legal in Standard. It is not incredible, but if a colorless, potentially early sweeper is needed, Ratchet Bomb is the spiked football to enlist. It does give control decks a reliable way to interact with Lingering Souls, which is something they have desperately needed for a while now.

Scavenging Ooze

A card good enough to see play in Legacy, will see play in Standard. There will be times it does nothing but be a 2/2 for two mana, but most times, Scavenging Ooze will generate some value. If left alone, it can completely take over the board by swinging for much more than a two mana creature should. It is not quite as disruptive in Standard as it is in the eternal formats, but Scavenging Ooze is too good to not see play in Standard, although it will probably be more of a roleplayer, than main deck contributor.

Shock

Instant or sorcery? That is the question. Voice of Resurgence makes Pillar of Flame the one mana red spell of choice, but I can speak from experience, that I would have liked a Shock a time or two in Standard. I am glad to see it back in the mix, plus it allows red decks to add a bit more reach to their arsenal. A format where red aggro is a legitimate threat, is a healthy one in my humble opinion. I like it when the metagame has to respect the power of hasty red beatdown.

Shrivel

Shrivel is a splashable way to answer Aristocrat themed decks. I can appreciate that, as I have crammed Golgari Charm into a lot of sideboards because of the presence of Lingering Souls and company. It may be out of place due to the reprinting of Ratchet Bomb, but Shrivel offers another option to decks looking for this sort of effect.

Tidebinder Mage

Another card that I would have loved to have seen during Lorwyn Standard, Tidebinder Mage puts the sticks to any deck looking to Tusk up. The lack of a real merfolk-centric shell will keep the Tidebinder Mage from making too many waves right now, but I would keep an eye on it once Theros shows up. Merfolk just need a good lord, and three or four good creatures to be a real tempo deck. Tidebinder Mage does not have a home in Standard at this time, but I do not believe that will always be the case.

Trading Post

I am sure Brad Nelson will write fifty-seven articles and record sixty-three videos attempting to exploit Trading Post in Standard. Honestly, I hope he is successful. Trading Post brims with incremental value, which is exactly how I like to play Magic. It is the Rockiest of artifacts, and I have a hard time resisting a good Rock deck. I just do not know if it will be good. This is another card that I anticipate to get better with Theros. Greek mythology is littered with powerful artifacts, and I expect the block will pay homage accordingly.

Witchstalker

In another world, Witchstalker seems like my kind of card. It is green. It is of Trained Armodon size and stature. It is a wolf, and it punishes blue mages for fiddling around on my turn. However, the world we live in now contains a nasty deck revolving around auras and hexproof. It is an evil deck comprised of all the materials that went into making Dimir Charm. Regardless, once Geist of Saint Traft and Invisible Stalker depart the Standard environment, I will let this dog off the leash. Witchstalker is not going to change the scope of Standard without the critical mass of playable hexproof creatures that we currently sit at, but the card is solid enough to see play from time to time outside of an aura-centric deck.

Wring Flesh

One day, we will not have Tragic Slip, and Standard will need a replacement. Wring Flesh got a little play back during it’s last run in Standard, so there is no reason to believe it will not again. Not being able to crush creatures with the morbid trigger is a drawback, but Wring Flesh allows for some more blocking tricks because it reduces power so much. Wring Flesh will not change the landscape of Standard, but it will see play for sure.

Xathrid Necromancer

A lot of well qualified folks have reviewed this card, and with good reason. Xathrid Necromancer is a powerful card that harnesses the synergy of the myriad of sacrifice effects available in Standard. While I like Liliana’s Reaver, I full on love Xathrid Necromancer. The zombies coming into play tapped is the only real negative, and the majority of the time it will be negligible. Getting multiple 2/2’s for only three mana and little to no actual investment is potent, and a curve of Doomed Traveler, Cartel Aristocrat, and Xathrid Necromancer allows for an impressive board presence that is astonishingly difficult to answer.

Young Pyromancer

Young Pyromancer is another card from M14 that has received a sizeable clamor. The triggered ability on Young Pyromancer is impressive, but I am not so sure that she will run roughshod over Standard. There is a dearth of cheap cantrips in Standard that would sufficiently feed Young Pyromancer, maybe it can work. Flashback cards like Faithless Looting and Think Twice are the most likely direction to move towards to truly abuse the ability, but just getting additional value off Pillar of Flame and Searing Spear is probably good enough. Young Pyromancer will probably become a default two drop in aggressive red decks, and I anticipate she will contribute to more than a few wins.

That wraps up my Standard view on M14. This is always an exciting time in Magic for people like me. The introduction of a new set causes the community to look into alternatives from what they have grown used to playing for the last three months. The feeling of the opponent picking up a new card, reading it, and being wrecked by it is one of the best in game. I like to win for sure, but I like to win with style way more. So long as that style includes a Forest or two.

As always, thank you for reading.

Jeremy Skelton

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