tag:blogger.com,1999:blog-19030319480174842322024-02-19T05:52:50.919-06:00The Phyrexian ArenaA Magic: The Gathering Blog and Podcast where we "Infect Magic One Grinder at a Time" about the Tournament environment(s), event reports, deck designs, rules question, fan interactivity, preview area, and player interviews.Anonymoushttp://www.blogger.com/profile/11774546182097568091noreply@blogger.comBlogger96125tag:blogger.com,1999:blog-1903031948017484232.post-23353522539510702912013-12-31T11:57:00.000-06:002013-12-31T11:57:46.404-06:00Ideas Unbound - Mailbag 1<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" /></div><br />
<div style="margin-left: 1em; margin-right: 1em;"></div><br />
Welcome back to another edition of Ideas Unbound. I haven't been playing very much Magic lately, so I haven't had a whole lot to write about. So instead, I've decided to do a Mailbag edition where I answer questions from my friends and local players. As you will see, I got a lot of really good questions, so I plan on doing more of these from time to time.<br />
<a name='more'></a><br />
<h3>Why do you think Magic has lasted this long?</h3><br />
This is an excellent question with many answers. For this, I'm going to break it down into the top 3 reasons in my opinion: flavor, rotation, and player feedback.<br />
<br />
1) Flavor: For those unfamiliar with the term in the context of Magic, by flavor, I mean what does the game represents and how well does it represent it. I think Richard Garfield hit it out of the park with this one when he created the game. The original concept of the game was essentially two wizards fighting a duel. Since then, that general flavor has remained, while Wizards of the Coast has expanded upon the idea of that flavor. They've given us characters we have come to love and hate. They give us new worlds we want to explore. The flavor of this game has expanded well beyond it's humble beginnings and it keeps many of us coming back for more.<br />
<br />
2) Rotation: To me, the invention of the Standard format with a constantly rotating card pool is the biggest reason why this game is still here today. I have seen many games that do not have a rotation system, and the games become stale quickly becuase new sets have to print more powerful cards to keep things fresh and exciting for the players. This is called power creep and eventually it gets to the point where the game will crack under these powerful cards.<br />
<br />
Rotation helps prevent this from occurring. WotC can continue to print cards on the same power level and just limit which cards can be used in specfic formats. This means the format stays fresh and exciting without having to deviate from the normal power level.<br />
<br />
3) Player Feedback: WotC is very open to player/customer feedback: moreso than many other companies I've seen. Mark Rosewater, the lead designer of Magic, has a <a href="http://markrosewater.tumblr.com/">Tumblr account</a> where he directly answers questions from the community and gets their feedback. Helene Bergeot, the head of Organized Player, has is very active on Twitter and listens to all of the players concerns. They do a great job of making sure that we are heard, and while change may not happen immediately, they are always willing to listen to our suggestions.<br />
<br />
<h3>Is there a common denominator found in all Magic players?</h3><br />
This is a difficult question to answer, because there are so many different types of Magic players. There are players who play with their friends at the kitchen table and have never enrolled in a single tournament. There are players who play at the their local game shop every weekend, but have no desire to do anything more competitive. Then there are the players who grinding major events every weekend trying to highest achievements in the game. Magic, more acurately, is many games in one. The game you are playing depends on what you want to do.<br />
<br />
Because of this, the true common denomiator between all Magic players is a desire for self expression. The game is just a means for them to achieve this. It doesn't matter whether they want to show off their crazy new combo deck or show the world they are the best by being the world champion. They just want to prove something.<br />
<br />
<h3>Is there a common denominator found in all "good" Magic players?</h3><br />
First of all, I took good here to mean players who have done well on the competitive circuit. It is certainly possible to be a good player and never play in a tournament.<br />
<br />
Good players tend to have several things in common, but most importantly is a dedication to the game. These are players who play several hours of Magic a week trying to get better. They are people who write strategy articles and read those written by others. They have lengthy discussions with other players about specific cards and decks. To them, this game is a passion. Much like a kid who plays football all the way from elementary school to the NFL, they do it because they love it and want to achieve all the game can offer them.<br />
<br />
<h3>What are some effective ways to grow a player base?</h3><br />
I am the Tournament Organizer for my LGS, so this question is very near and dear to my heart. The key to maintaining a successful player base is catering to the players and making sure there is a reason for everyone to be there.<br />
<br />
One of the most successful ways I've found to do this is the create an incentive for players to come to tournaments, even if they don't win. For example, our shop keeps track of how many events a player attends and after every 4 events they are given a free booster pack. This way, even if they don't do well in an event, they are still getting prizes over time.<br />
<br />
Also, at our shop and along the same lines, FNM attendance awards points to our players. After a new set comes out we have a special tournament for the highest point finishers. Then each player who didn't get to play in that tournament is entered into a random drawing for free packs based on the number of points they earned.<br />
<br />
It's also important to offer a variety in the types of events you run. At our shop we always do at least one limited FNM each month (usually draft or 2HG sealed) and we offer at least one Modern FNM every other month. This means players who's favorite format might not be Standard get the opportunity to play something else every once in a while.<br />
<br />
<h3>What is the most difficult knowledge base to develop as a judge?</h3><br />
I also have a Level 1 Judge status, that I don't use that often, because I'd rather be playing. I think this question actually depends on the judge. Some judges pick up the rules very easily but have a difficult time learning the tournmanet policy and penalties. Other judges can quote you policy and rules without a problem, but have a hard time interacting with the players. <br />
<br />
Being a judge is more than just knowing the rules. It's about being a representative of the game and your local community. This is the most important knowledge that a judge needs to develop.<br />
<br />
<h3>What are some of the major issues you find within the community that we could all take small steps to fix?</h3><br />
The biggest issue I see in a local community is when veteran players take advantage of newer players. I've seen players "explain" rules to newer players that don't work that way or don't actually exist because it benefits the veteran player. This kind of behavior cannot be tolerated and is damaging to the community because the new players may not want to stick around if that's the case.<br />
<br />
This doesn't apply to just gameplay either. A huge portion of this game is built on its social aspects, especially in the form of trading. This is how a lot of newer players get better cards. It is a huge disappointment to me when I hear veteran players brag about some "sick trade" they got off a new player because the new player doesn't actually realize what their cards are worth. Trading a new player an uncommon they find cool for several rares from their limited trade stock doesn't make you awesome. It makes you an asshole.<br />
<br />
I'm not saying it's a bad thing to come out ahead in a trade. There is nothing wrong with that, so long as both parties are reasonably aware of what the cards are worth. I have no problem interrupting a trade in progress if I feel one of the people is being taken advantage of. And I will gladly look up the value of any card for anyone at my local shop so they know when they are getting a fair deal.<br />
<br />
I apologize for the mini-rant there, but I feel it is very important to keep this kind of behavior in check.<br />
<br />
<h3>Why did they change combat damage assignments to lethal first?</h3><br />
I'll let the experts handle this one. This is a direct quote from Aaron Forsythe explaining why the change was made when M10 came out:<br />
<br />
<blockquote>Combat Damage No Longer Uses the Stack<br />
The Reality: The intricate system via which combat is currently handled creates many unintuitive gameplay moments. For starters, "the stack" is a difficult concept, even after all these years, so it is no wonder that many players go about combat without invoking it at all. Second, creatures disappearing after damage has been put on the stack leads to a ton of confusion and disbelief: How is that Mogg Fanatic killing two creatures? How did that creature kill mine but make your Nantuko Husk big enough to survive? How can you Unsummon your creature and have it still deal damage? While many of us may be used to the way things are now, it makes no sense in terms of a game metaphor and only a bit more sense as a rule.<br />
<br />
The Fix: As soon as damage is assigned in the combat damage step, it is dealt. There is no time to cast spells and activate abilities in between; the last time to do so prior to damage being dealt is during the declare blockers step.<br />
<br />
This was a particularly tricky change to implement, as it had the potential to create bad experiences in situations where double blocking occurs and the defending player has access to a damage prevention ability (or anything similar). If damage was prevented to one creature, the attacker would just kill the other, which is unintuitive. Players expect to be able to use their healing spells to save creatures that are actually going to die. To solve problems like these, during the declare blockers step, if a creature is blocked by multiple creatures, the attacker immediately announces an order in which that attacking creature will be assigning damage to the blockers. When it comes time to actually deal the damage, lethal damage must be assigned to the first blocker before any can be assigned to the second, and so on. Now, in complex combat situations there will be some foreknowledge of which creatures are in the most danger before damage is dealt.</blockquote><br />
<h3>Is True-Name Nemesis good for Legacy?</h3><br />
In the first question, I explained why I think rotation is very important to this game. Unfortunately, not all formats in Magic have rotation. However, it is still important to keep these formats fresh and exciting. Cards printed in standard sets have to be balanced according to current Magic power levels so it's hard for them to impact a format containing the most powerful cards in Magic's history. There have been some, but not many, to break that barrier. In that case, its important to still find a way to make cards that can shake up the format, and I think True-Name Nemesis is one of those cards.<br />
<br />
There are plenty of cards in the history of Magic that can deal with this card. Players will have to adapt their way of thinking to include this card and those potential answers and I think that's a good thing. It keeps things from becoming stale. Caleb Durward, a noted Legacy player, recently wrote an <a href="http://www.channelfireball.com/articles/legacy-weapon-define-stagnant/">article</a> on ChannelFireball going into this in much more detail. In the end, I agree with him in that True-Name Nemesis is good for Legacy.<br />
<br />
<h3>Will/should Deathrite Shaman be banned before Modern PTQ season?</h3>I don't see Deathrite Shaman being banned in Modern, especially not before the next PTQ season. Admittedly, Deathrite Shaman is a very good card in the format, but it is not unbeatable. It just means players have to address it when preparing for that particular format, just like Thragtusk in the last Standard format and just like True-Name Nemesis in Legacy.<br />
<br />
<h3>Why are Dark Ritual and Counterspell no longer printed in Core sets?</h3><br />
Because they are too powerful under current Magic design Standards.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373329&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373329&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=185820&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=185820&type=card" /></a></div><br />
<h3>Do you think they will ever make a new color?</h3><br />
At this point, I don't think it will ever happen. This has been discussed throughout the history of Magic, and they almost added a 6th color (purple) during Planar Chaos design. The set Planar Chaos was designed to take an alternate look at Magic's history, at cards that might have been. That alternate history could have included a 6th color and they attempted to highlight that, but they eventually decided against it.<br />
<br />
<h3>Who is your favorite artist? and What is your favorite card of all time?</h3><br />
I've decided to combine these two questions together. First of all, I don't really have a favorite artist. I know there are people out there who are fans of Richard Kane Ferguson or Terese Nielsen or other popular Magic artists, but I don't have a specific artist like that. I tend to like Magic's art as a whole. However, if I had to pick one, I would stay Steve Argyle. And that's only because he drew the art for my favorite card, Liliana of the Veil.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=235597&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=235597&type=card" /></a></div><br />
Liliana of the Veil is a powerful card that saw a great deal of play in Standard while she was legal and continues to see play in both Modern and Legacy. On top of that, though, Liliana is my favorite character in the game from a flavor standpoint. Plus, the artwork for this card is just fantastic and really captures the essence of Liliana for me.<br />
<br />
A close second for favorite art though is the Time Walk art in the MTGO Cube. I don't know what it is about this art, but I really love it.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://media.wizards.com/images/magic/daily/arcana/arc1348_art.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://media.wizards.com/images/magic/daily/arcana/arc1348_art.jpg" /></a></div><br />
<h3>Favorite set specific mechanic?</h3><br />
I took this question to mean favorite non-evergreen mechanic, meaning one that is not used in every set like flying or trample. I say this, because my choice has been used a couple of times across Magic's history, including being present right now in Standard. The answer is Scry. Scry is such a wonderful mechanic, because it is simple in its execution but provides so much depth to gameplay. While I appreciate the variance that exists in Magic, it is nice to sometimes be able to reduce that variance, which is what Scry does.<br />
<br />
<h3>What is the most overrated (or overvalued) "power" card in the history of Magic?</h3><br />
While I have not had a lot of experience with some of the most powerful cards in Magic's history, I think my answer here is Tarmogoyf. I understand the significance of the card, being a creature that is typically above the curve in terms of power and toughness. But when you really look at it, that's all it really is: a creature with power and toughness. It is easily handled by so many spells in the history of Magic. It's hard to replace cards like Jace, the Mind Sculptor or Force of Will, because the effects are so unique. But there are many creatures that could almost resemble Tarmogoyf in the right light.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370404&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370404&type=card" /></a></div><br />
<h3>What mechanic would you like reprinted? What mechanic idea would you like to see print?</h3><br />
My choice for mechanic to be reprented, and I am certain this will happen at some point, is Landfall. Landfall is another ability that is simple in its execution, like Scry. And it helps reduce variance by giving you an advantage when you flood out.<br />
<br />
I have a mechanic that I would like to see in print, but it's sort of complicated so I'm not sure it would ever happen. It's similar to a mechanic that exists in another card game. Essentially the mechanic would create a second declare attackers step after blockers are declared where only creatures with the mechanic could be declared as attackers. Then the opponent would get a chance to declare new blockers for those creatures only. This means when you attack, your opponent has to choose to use his blockers now or save them in case you attack with the other creatures. However, if you then choose not to attack with the second set of creatures, the first set of creatures would get through unblocked. It would create an interesting dynamic in combat that I think would be fun to explore.<br />
<br />
<h3>How old is too old to play?</h3><br />
I have seen people in their 60's playing this game. Because this is a game that requires very little physical exertion, I can imagine being able to play it well into old age, similar to games like Bridge or Chess.<br />
<br />
<br />
<br />
That's it for this edition of the Mailbag. I will definitely do another one of these in 2014. I should be back to regular strategy content soon since I will have more time to start playing again. As always, feel free to contact me with questions or feedback. Look for more news about the new website and name early next year.<br />
<br />
Eddie Walker<br />
praethus on MTGO<br />
@praethus on Twitter<br />
praethus at gmail dot comPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-72973104190883735952013-12-22T15:20:00.002-06:002013-12-22T15:20:37.554-06:00Skullcrack - A case of the Magic blues, and I ain't talking permission.<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDo1iCBQaXDquf3LhyYkQ2PR69ZQZ8T5uaEpJIxli9xOdTWkWsoJGzgbLWpsVqRBmIBv-AIh-_mnSM-Gh3yn0RWMeO-K2hXqty3WvxNa7dKiu9ttIUJdtJGicku0oo1sU8Ci60-NshHqyg/s1600/566236_10200705737909292_713485259_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="156" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDo1iCBQaXDquf3LhyYkQ2PR69ZQZ8T5uaEpJIxli9xOdTWkWsoJGzgbLWpsVqRBmIBv-AIh-_mnSM-Gh3yn0RWMeO-K2hXqty3WvxNa7dKiu9ttIUJdtJGicku0oo1sU8Ci60-NshHqyg/s640/566236_10200705737909292_713485259_n.jpg" width="640" /></a></div>
<br />
A<span style="font-family: inherit;">lright, where were we? Oh yeah, getting better at Magic. Something to do with Nick Saban...</span><br />
<div>
<span style="font-family: inherit;"></span><br />
<a name='more'></a><span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">Oh yeah, Nick Saban, dissecting his speech, yada yada. I had a bit of an ephiphony you see. My current life pattern, responsibilities, chores, tasks, whatever you want to call my activities of daily living, does not lend itself to writing a series, hell, it doesn't really lend itself much to writing at all, but as I am slowly coming to realize, all the important stuff in life requires time and effort, lots of effort and forcing myself to do it instead of watching Fringe (thanks Netflix!), but using my pragmatic side, I also need to recognize my limitations and act accordingly. So, no series, sorry if I let you down folks, but it is just not the direction I need to go at the moment, and there would be no guarantees on when I would get it finished anyways. I will, however, still provide you guys with what I perceive to be useful information so that you may go forth and conquer, and how about Nick Saban, man he really has team in it every game. I like to think of him as the Bill Belichek of college football. They both really understand that 'plug and play' mentality. (Editor's note: this article was started before Auburn got them in the Iron Bowl).</span></div>
<div>
<span style="font-family: inherit;"><br />
</span></div>
<div>
<span style="font-family: inherit;">Ok, back to the title of the article, the Magic blues.</span></div>
<div>
<span style="font-family: inherit;"><br />
</span></div>
<div>
<span style="font-family: inherit;">Past couple of weeks (maybe months) have been fairly trying. I have been close to packing up my cards and exiting Magic once again (bad idea, I just needed a couple of weeks break), the string of bad luck that I had just went through felt staggering, overwhelming really, and yes, continuing to be pragmatic, luck (or variance) is a part of the game and you are going to have some bad spots along the way, but more important is your choices that lead you to that spot. Deck choices, mulliganing, play choices, these all affect the outcome of your match, and without thorough game study, it can be hard to see where the subtle choices could have made all the difference. But I wasn't thinking that yesterday after exiting through a real heartbreaker of a game, no I was bemoaning my luck and compounding the problems fate had dealt me by not being more mentally resilient and prepared.</span></div>
<div>
<span style="font-family: inherit;"><br />
</span></div>
<div>
<span style="font-family: inherit;">I write this article to not only reinforce to myself my pitfalls and my mistakes, but to allow others to learn from them and move forward, and to force myself to get better. Eddie, our fearless editor, has had a hell of a year, and to him I say hats off. My year, not so great, with so many 'oh so closes' and absolute scrubbings that left me questioning my determination and ability to play this game at a competitive level. I had to really sit down last night and contemplate the 'ol'Magic future' after scrubbing hard in an IQ that was won by a new friend of mine, with the same deck as me, and getting put out in quite a heartwrenching fashion, but that's where I had to stop and look at the things I was responsible for that lead to my current state. I realized there was a ton of things I could have done differently that would have lead to a different outcome. So I stopped there, went back to my list and journal, realized I still had faults I needed to work through before I could blame this squarely on something out of my control.</span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><span style="font-family: inherit;">I believe I promised my updated "list" some time ago. So let's start there. If you don't know about the list or where the idea for it came from, then I suggest you start with this article written by Sam Stoddard, "Creating a Fearless Magic Inventory" which can be found <a href="http://www.starcitygames.com/magic/misc/15107_Feature_Article_Creating_a_Fearless_Magical_Inventory.html" target="_blank">here</a> (and pay more attention to my </span>sporadic<span style="font-family: inherit;"> articles that usually have links...):</span></span></div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;"><br /></span></div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;">My list:</span></div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;"><br /></span></div>
<div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;">1. I get frustrated easily by what I consider luck, instead of looking for where I made the mistake.</span></div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;">2. Mulliganing, I am still not great here, but I am improving. Still lots of work to do. I mean lots.</span></div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;">3. The Audible, I like to changes things at the last moment based on insufficient information or the whim of some shiny new card I got. I thought I was improving here, but clearly I was wrong, this is definitely an area I need to work on.</span></div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;">4. Considering my opponents deck and his/her outs. </span></div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;">5. Doing stuff before I attack. Unless this influences combat, I shouldn't be doing this, and I still do it. Actually, I'm getting better about this, but I'm not removing this yet.</span></div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;">6. Taking the appropriate amount of time to make a decision, but not taking to much time. Learning to use all my time appropriately.</span></div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;">7. Actually learning my deck, and making changes based off of play testing and not what cards I think are cool.</span></div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;">8. Doing better combat math.</span></div>
</div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;">9. Scout more when I have free time, as opposed to wasting it doing other things.</span></div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;">10. Play test more efficiently and effectively. I am getting better here.</span></div>
</div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;">11. Learn to trust my gut instincts more when it comes to deck, card, or play choices.</span></div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: inherit;">12. Rekindle the fire to win, and regain my killer instinct.</span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">With that said, I recently got a couple of chances to put my list into practice again and attempt to regain victory and thus win a tournament. For the first tourney, list items 3 and 7 came into play as those where the ones concerning deck choice and card selection for the deck. I started with the right deck, and that came from testing throughout the week. Check. My card choices were a little off based on what my expectations for the meta game would be and despite all my testing I still did not have the optimal deck list for the tournament, but it was still partially battle tested before it was taken into the tourney, so partial check. For the second tournament, once again I started with the right deck, but this time my card choices were correct and the deck better tuned and better tested, and item 12 was in full effect until the semis, but let's discuss things in proper order.</span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">The first tournament was a IQ in Chattanooga, TN. The turn out was a bit depressing as only 23-24 souls turned out to battle. I choose G/R monsters, as the deck just has some free win hands and can do some pretty impressive things, also I feel like it has much better comeback potential than many of the decks in the format. I finished the Swiss 3-1-1, but should have been at least 4-0-1 or 3-0-2. I made a huge play mistake, very amateurish really. I was playing against Blue devotion and I had owned game 1, but game 2 was looking a little suspect. It got to a point where he decided he was going to give me only one more turn to do something awesome by dropping his hand into play. I looked at the deck and said, give me something good. I had a couple of outs still, 4 Polukranos, 2 mizzium mortars, 1 clan defiance. I drew a mizzium mortars, got super excited and played it straight into the judge familiar on the board because I played the wrong land, brilliant I know. I had Nykthos in hand and mentally I was still thinking, keep it in hand until the last possible second, if I play it instead of the mountain I can pay for the familiar. Game 3 was back and forth, but</span><span style="font-family: inherit;"> ultimately I feel short (another case of, I should have mulliganed). That match was why list item 2 and 4 should be moved up the list, in fact number 2 should really be number 1. I have a number 13 now, look at the board and do some quick analyzation before making any plays. I lost in the semis to midrange red piloted by the always amazing Derrick Sheets. Once again, I feel that I threw game 2 away by playing straight into Anger of the Gods. I know that deck morphs into more midrange, but I played straight into it anyway, that would be list item 4, again.</span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">The second tournament was a Super IQ in Morristown, TN. Turnout for that event was more in line with my expectations of that event at around 75+ people. I can't remember exactsies. For this event, I had tuned my RG monster list into JUND monsters. The list for reference:</span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">JUND Monsters</span></div>
<div>
<span style="font-family: inherit;">by Matthew Norton</span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">4 Temple of Abandon</span></div>
<div>
<span style="font-family: inherit;">4 Stomping Ground</span></div>
<div>
<span style="font-family: inherit;">4 Overgrown Tomb</span></div>
<div>
<span style="font-family: inherit;">4 Nykthos, Shrine to Nix</span></div>
<div>
<span style="font-family: inherit;">3 Blood Crypt</span></div>
<div>
<span style="font-family: inherit;">2 Forest</span></div>
<div>
<span style="font-family: inherit;">2 Golgari Guildgate</span></div>
<div>
<span style="font-family: inherit;">(23) Lands</span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">4 Elvish Mystic</span></div>
<div>
<span style="font-family: inherit;">4 Sylvan Caryatid</span></div>
<div>
<span style="font-family: inherit;">4 Polukranos, the World Eater</span></div>
<div>
<span style="font-family: inherit;">4 Burning Tree Emissary</span></div>
<div>
<span style="font-family: inherit;">3 Voyaging Satyr</span></div>
<div>
<span style="font-family: inherit;">2 Scavenging Ooze</span></div>
<div>
<span style="font-family: inherit;">2 Reaper of the Wilds</span></div>
<div>
<span style="font-family: inherit;">2 Arbor Colossus</span></div>
<div>
<span style="font-family: inherit;">2 Underworld Cerberus</span></div>
<div>
<span style="font-family: inherit;">(27) Creatures</span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">4 Domri Rade</span></div>
<div>
<span style="font-family: inherit;">3 Garruk, The Only One in Standard</span></div>
<div>
<span style="font-family: inherit;">1 Xenagos, the Reveler</span></div>
<div>
<span style="font-family: inherit;">1 Mizzium Mortars</span></div>
<div>
<span style="font-family: inherit;">1 Clan Defiance</span></div>
<div>
<span style="font-family: inherit;">(10) Spells</span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">Sideboard (15):</span></div>
<div>
<span style="font-family: inherit;">4 Nylea's Disciple</span></div>
<div>
<span style="font-family: inherit;">2 Mizzium Mortars</span></div>
<div>
<span style="font-family: inherit;">2 Bow of Nylea</span></div>
<div>
<span style="font-family: inherit;">2 Vraska</span></div>
<div>
<span style="font-family: inherit;">1 Chandra, Pyromaster</span></div>
<div>
<span style="font-family: inherit;">1 Mistcutter Hydra</span></div>
<div>
<span style="font-family: inherit;">1 Sire of insanity</span></div>
<div>
<span style="font-family: inherit;">1 Rakdos's Return</span></div>
<div>
<span style="font-family: inherit;">1 Flames of the Firebrand</span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">The changes came from a number of different ideas that had been building on my testing sheet. When I play MODO, I keep a list of the decks I play against and my wins and loses against them, as well as, make notes on cards that were bad and cards that were awesome. I find this helps me to pin point problem matches, and the cards I should be focusing on to help improve that match-up. Needless to say, I cruised for most of the day. I took a loss in the first round to red devotion (for the record, I drew no sideboard cards in either game 2 or 3 and mulled to 6 in both. By the way, I boarded in 9 cards. Oh variance, you silly thing you). In round 6, I played against MBC, which is normally a fairly even match, but I mulled all 3 games and had to scrape for every bit of the draw I got. He asked me to concede to him because he had me dead in 2 turns, but I declined, pointing out that definitely knocks me out of top 8 contention, where as a draw keeps me live and him as well. Look, if it knocked both of us out of top 8, its a no brainer, I scoop, but I was still live with a draw, as well as him, and in fact I made top 8. In the quarters playing against, U/G Devotion. Overloaded mortars anyone? 'Nuff said. In the semi's, I played against Kibler's G/B aggro list, and in the end it got me. Resilient creatures, thought seizes, and removal all added up to my demise.</span><br />
<br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">I should change the name of this article to "100 years in the making" because I have been working on it for a couple of months now. Main reason it took so long is that I had a string of events to go to and lots of prep to put in so that I could perform to the level I expect of myself. 7 events - 1 elite IQ, 3 super IQs, and 3 IQs. Top 8 in all of them except 2 of the regular IQs and in both of those I was a win away. So the prep was worth it. I only wrote about the first 2 for you folks. I could write 2-4 more pages on those events, but tournament reports by themselves won't make you better. You may gain some insight into the functioning of a deck or card choices or selections, and that is valuable, but it is not the same as testing and prepping yourself.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">So lets do a tl;dr:</span><br />
<span style="font-family: inherit;"><br /></span>
1. You have to prep, if you want to perform.<br />
2. Never forget your fearless magical inventory.<br />
3. When testing, keep a list of high performing cards and low performing cards.<br />
4. I didn't say it in the article, but let me say it here, have someone just as excited and vested in performing as you are, you will do better.<br />
<br />
I don't know if our fearless editor posted it yet, but we are looking at a rebranding so that we can do products with our logo on it without compromising WotC copyrights, which would be a losing proposition. So keep reading, thanks for hanging in there with us. We really want to publish good and regular content, and make it enjoyable for you, our reader. So any thoughts, wishes, or ideas, please let us know.<br />
<br />
Thanks again for reading!<br />
Matt Norton</div>
Anonymoushttp://www.blogger.com/profile/11774546182097568091noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-4410542090886690532013-12-13T10:29:00.000-06:002013-12-13T10:29:43.168-06:00Final Judgment - From Zero to Hero - Building Daxos of Meletis<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ8LSSyW2uscZTeMiOLZRDm6_UbCzlV9MzaWvEOnxbqcu-Pe3TrbOB1qL_a7rBpx5jHeJoifAumi8ydoE43360q741ceWoOkU3MT9Hnga76trCckEsZ_yGFiPfEFslzG6VYM09iEwOt4Ah/s1600/1174283_10202190779474403_1212385757_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="123" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ8LSSyW2uscZTeMiOLZRDm6_UbCzlV9MzaWvEOnxbqcu-Pe3TrbOB1qL_a7rBpx5jHeJoifAumi8ydoE43360q741ceWoOkU3MT9Hnga76trCckEsZ_yGFiPfEFslzG6VYM09iEwOt4Ah/s640/1174283_10202190779474403_1212385757_n.jpg" width="640" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373664&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373664&type=card" /></a></div><br />
I have become bored with commander as of late. I have had some of the same decks for 4-5 years and I decided it was time for a change of pace. I hadn’t built a Voltron general yet, and, as soon as I saw Daxos in the Theros spoilers, I knew that he would be my next commander. For those of you who are newer to Commander, Voltron makes reference to the old cartoon in which all these smaller robots combine to make a bigger more powerful robot (like Megazord from the Power Rangers series).<br />
<br />
<a name='more'></a><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP6wixIcNNa48YL2-BlbZyUYAXZzpn-QJL8_FU4-oVqgnL4YHQLJ0J5WMoo8U8iHm2jPhBn97quJnLDQTrnZ4fSzv17AU_-uLNrKKnVjWFpHVLV7V9JE2xog278rEqZGPuwTtQ3hGmVdeb/s1600/1546653-lionvoltron_11_15_06.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP6wixIcNNa48YL2-BlbZyUYAXZzpn-QJL8_FU4-oVqgnL4YHQLJ0J5WMoo8U8iHm2jPhBn97quJnLDQTrnZ4fSzv17AU_-uLNrKKnVjWFpHVLV7V9JE2xog278rEqZGPuwTtQ3hGmVdeb/s400/1546653-lionvoltron_11_15_06.jpg" /></a></div>I like using other people's things against them. My opponents can’t complain; they brought this upon themselves (Wrexial and Melek are some of my current favorite commanders as well). Also, the gain life ability is very relevant as well, and Daxos is practically unblockable in this format. Since Daxos is a lowly 2/2, I went with an equipment theme to bump him up and protect him. One interesting thing about Daxos is what happens if you put someone’s Commander on top of their library. If you then attack that opponent with Daxos, even if they move their Commander to the Command Zone, Daxos tracks it and you can still cast that player’s Commander that turn. As a result, Daxos is just full of shenanigans. I designed this deck to be fun, so it may not be fully optimized to abuse the Commander. However, I like to do goofy stuff when I play this wild and crazy format. Here is the decklist:<br />
<br />
Commander<br />
Daxos of Meletis<br />
<br />
Aven Mindcensor<br />
Daxos of Meletis<br />
Drogskol Reaver<br />
Eternal Dragon<br />
Geist of Saint Traft<br />
Glen Elendra Archmage<br />
Lu Xun, Scholar General<br />
Medomai the Ageless<br />
Mirran Crusader<br />
Phyrexian Metamorph<br />
Puresteel Paladin<br />
Silverblade Paladin<br />
Soltari Visionary<br />
Stonecloaker<br />
Stoneforge Mystic<br />
Stonehewer Giant<br />
Sun Titan<br />
Taj-Nar Swordsmith<br />
Thada Adel, Acquisitor<br />
Trinket Mage<br />
True-Name Nemesis<br />
<br />
Elspeth, Sun's Champion<br />
Elspeth, Knight-Errant<br />
Tezzeret the Seeker<br />
<br />
All Is Dust<br />
Austere Command<br />
Azorius Keyrune<br />
Azorius Signet<br />
Batterskull<br />
Champion's Helm<br />
Coalition Relic<br />
Enlightened Tutor<br />
Everflowing Chalice<br />
Fireshrieker<br />
Future Sight<br />
Hallowed Burial<br />
Haunted Plate Mail<br />
Helm of Kaldra<br />
Lantern of Insight<br />
Lapse of Certainty<br />
Lightning Greaves<br />
Loxodon Warhammer<br />
Mana Vault<br />
Mask of Memory<br />
Memory Lapse<br />
Mystical Tutor<br />
Oust<br />
Path to Exile<br />
Return to Dust<br />
Sensei's Divining Top<br />
Shield of Kaldra<br />
Sol Ring<br />
Steelshaper's Gift<br />
Supreme Verdict<br />
Swiftfoot Boots<br />
Sword of Feast and Famine<br />
Sword of Fire and Ice<br />
Sword of Kaldra<br />
Sword of Light and Shadow<br />
Swords to Plowshares<br />
Terminus<br />
Umezawa's Jitte<br />
Unexpectedly Absent<br />
<br />
Academy Ruins<br />
Azorius Chancery<br />
Azorius Guildgate<br />
Calciform Pools<br />
Celestial Colonnade<br />
Command Tower<br />
Faerie Conclave<br />
Glacial Fortress<br />
Hallowed Fountain<br />
High Market<br />
Island (5)<br />
Kor Haven<br />
Lonely Sandbar<br />
Nimbus Maze<br />
Plains (10)<br />
Reflecting Pool<br />
Seachrome Coast<br />
Secluded Steppe<br />
Strip Mine<br />
Tectonic Edge<br />
Temple of the False God<br />
Wasteland<br />
<br />
Now let’s take a look at the individual card choices. Let’s start with Equipment since it is so vital to the Voltron strategy.<br />
<br />
<br />
<h3>Equipment</h3><br />
Batterskull - This card is insane in Legacy and just as insane in Commander. It comes with a body and turns any creature into a powerhouse that must be answered. You can also bounce it to get another Germ token if someone Wraths the board as well. (That never happens in Commander, right?)<br />
<br />
Champion’s Helm - I initially underestimated this card because I don’t run very many Legendary creatures in my deck. What I didn’t realize is that its equip cost is only one mana. +2/+2 for one mana is pretty good, I hear, and it makes Daxos virtually unstoppable.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=233200&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=233200&type=card" /></a></div>Fireshrieker - I get two triggers off Daxos/Jitte/Swords of X and Y? Sign me up!!<br />
<br />
Haunted Plate Mail - This may come out, but I love the fact that after a sweeper, I can just animate, equip, and bash! This guy lets the beats keep coming.<br />
<br />
Kaldra Pieces (Helm, Shield, Sword) - All the pieces have their own merits, especially the shield because it is indestructible. Plus, you can assemble Kaldra if you get all three pieces in play. This is not that hard to do with all the tutors in the deck. Who doesn’t love a 9/9 Indestructible creature with trample, haste, and first strike that can also remove other creatures from the game? <br />
<br />
Lightning Greaves - If most of your Commander decks don’t have this, you are doing it wrong. This is one of the quintessential staples of the format. Any creature gains haste and shroud for two mana. What a deal!<br />
<br />
Loxodon Warhammer - Trample is a great way to push damage through and gaining life in the process is just an added bonus. [i](editor's note: Plus, trample helps make sure Daxos triggers, even if he is chump blocked.)[/i]<br />
<br />
Mask of Memory - I love to draw cards and this allows me to do it possibly every turn after I play this. The discard is sometimes not a drawback due to cards like Sword of Light and Shadow and Sun Titan, which allow me to bring back the things I discard.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=205316&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=205316&type=card" /></a></div>Swiftfoot Boots - (aka Lightning Greaves 2: Electric Boogaloo) - In this deck, I actually prefer this over Lightning Graves because shroud prevents me from equipping. <br />
<br />
Sword of Feast and Famine - Allows me to play multiple spells in a turn and keep my opponents’ hands in check.<br />
<br />
Sword of Fire and Ice - Provides a steady stream of cards and the 2 damage can be very handy sometimes.<br />
<br />
Sword of Light and Shadow - The ability to reuse creatures is another staple of the format and gaining a little life is just the cherry on top of this card advantage sundae.<br />
<br />
Umezawa’s Jitte – It slices, it dices, and if you order right now we will throw in a free shuriken. Seriously, this card will dominate any board involving creatures if left unchecked. <br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=81979&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=81979&type=card" /></a></div><br />
<h3>Creatures</h3><br />
Aven Mindscensor - A fun little trick and an instant speed flyer to boot.<br />
<br />
Drogskol Reaver - This guy is the real deal. Put just about any piece of equipment in the deck on it and watch the card advantage pile up.<br />
<br />
Eternal Dragon - Any Commander deck I build that has white in it has this Dragon as well. It fixes my mana and is a recurrable threat for the late game.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=376323&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=376323&type=card" /></a></div>Geist of Saint Traft - He makes a flier every time he swings and, once suited up, is nigh impossible to stop.<br />
<br />
Glen Elendra Archmage - She has evasion and is my anti-Wrath tech. She may get cut because I typically do not have several creatures on the board at once.<br />
<br />
Lu Xun, Scholar General - I am so glad this guy was printed in the most recent Commander decks because now I can afford him. Who doesn’t want to attack with an unblockable guy who draws you cards?<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=376402&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=376402&type=card" /></a></div>Medomai, the Ageless - I can’t wait to attack someone when this is paired with Silverblade Paladin or equipped with Fireshrieker. Time Stretch anyone?<br />
<br />
Mirran Crusader - This card is just insane with equipment. <br />
<br />
Phyrexian Metamorph - This lets me clone a creature or an artifact. The other day I copied my opponent’s Darksteel Forge to protect all my equipment that I had on the board. Fun times!!<br />
<br />
Puresteel Paladin - It goes great with the number of equipment I run in the deck and I have Metalcraft most of the time due to mana rocks, equipment, and the artifact lands.<br />
<br />
Thada Adel, Acquisitor - This gal is just bonkers! I don’t think I will ever have a deck that runs blue without including this card. A lot of Commander decks run Islands and you just get to steal all the mana rocks or Oblivion Stones for when things get out of hand.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=197973&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=197973&type=card" /></a></div>Trinket Mage - The little mage that could… fetch out all kinds of fun artifacts. Mainly, I use it to find the artifact lands, Sol Ring, or my Top, depending on what I need at the moment.<br />
<br />
True-Name Nemesis - This card is amazing in Legacy and almost as good in Commander. I usually wait and play this guy when there are only 1-2 opponents left. It is a very efficient beater as well.<br />
<br />
Silverblade Paladin - This card just brings the pain and then brings it again, especially when equipped with any of the Swords of X and Y.<br />
<br />
Soltari Visionary - Enchantments are one of the harder permanent types to destroy in Commander, and this card allows you to get some damage in as well.<br />
<br />
Stonecloaker - This is just another great utility card. He is reusable graveyard removal. He can save one of your other creatures, and he has evasion. Need I say more?<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=376523&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=376523&type=card" /></a></div>Stoneforge Mystic - This doubles as an equipment tutor and a way to cheat equipment into play. Sold!<br />
<br />
Stonehewer Giant - This card is a “giant” threat in this deck. It will just dominate any game when left in play for more than a turn. Tutor on a relatively big stick? Yes please!<br />
<br />
Sun Titan - Card Advantage on a really big stick. Combine it with Lightning Greaves or Swiftfoot Boots for double the fun!<br />
<br />
Taj-Nar Swordsmith - Yet another equipment tutor and a body to equip it to.<br />
<br />
<br />
<h3>Planeswalkers</h3><br />
Elspeth, Knight Errant - She makes dudes for you to put equipment on and then gives them evasion. Seems good.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370551&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370551&type=card" /></a></div>Elspeth, Sun’s Champion - She makes even more dudes for you to put equipment on and can also wrath all the big dudes. Seem really good.<br />
<br />
Tezzeret the Seeker - Tutors for artifacts and can help me ramp as well with the mana rocks and the artifact lands.<br />
<br />
<br />
<h3>Enchantment</h3><br />
Future Sight - This is another staple card for any blue Commander deck. This can generate insane amounts of card advantage if left unchecked. It also allows you to draw a card at the cost of one mana with Sensei’s Divining Top.<br />
<br />
<h3>Non-Equipment Artifacts</h3><br />
Latern of Insight - This is one of the funniest cards I have encountered in Commander so far. It is amazing in this deck because it gives you all the information you need. Most important though is who do I attack Daxos with each turn.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=73927&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=73927&type=card" /></a></div>Mana Rocks (Azorius Keyrune, Azorius Signet, Coalition Relic, Everflowing Chalice, Mana Vault, and Sol Ring) - These accelerate and help fix my mana, and the keyrune provides another body to suit up. <br />
<br />
Sensei’s Divining Top - It combos with Future Sight and allows you to look at several cards with all the tutor effect in the deck.<br />
<br />
<br />
<h3>Sorceries</h3><br />
All is Dust - Remember how I said earlier that enchantments are hard to deal with? This lets you get all those, most creatures, and leaves all your artifact goodies unscathed.<br />
<br />
Austure Command - One of the best sweepers in the format due to its flexibility and versatility.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=247297&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=247297&type=card" /></a></div>Hallowed Burial - What’s better than destroying all creatures? Tucking them in for a nap. (editor's note: especially other Commanders)<br />
<br />
Oust - Can I have that creature in a couple of turns? Thanks. Oh, and here is three life. Sounds like a fair deal to me.<br />
<br />
Steelshaper’s Gift - Equipment tutor and another shuffle effect for us to use our Top more efficiently.<br />
<br />
Terminus - See Hallowed Burial except that sometimes it only cost one mana.<br />
<br />
<br />
<h3>Instants</h3><br />
Enlightened Tutor - A tutor for a lot of useful things. <br />
<br />
Lapse of Certainity - A counterspell which turns into a Spelljack when combined with my Commander.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=175026&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=175026&type=card" /></a></div>Memory Lapse - See above. <br />
<br />
Mystical Tutor - When you need to miracle a Terminus, this will get the job done. Or, if you need to find an uncounterable Wrath.<br />
<br />
Path to Exile - One of the best spot removal spells in the format.<br />
<br />
Return to Dust - Excellent artifact/enchantment removal as a two for one, and it also exiles those cards. This is very relevant in a format where the graveyard is a second library most of the time.<br />
<br />
Swords to Plowshares - One of the most efficient removal spells ever printed.<br />
<br />
Unexpectedly Absent - Fun times with Daxos!<br />
<br />
<br />
<h3>Non-Basic Lands</h3><br />
Academy Ruins - It lets us bring back equipment.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370424&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370424&type=card" /></a></div>Ancient Den/Seat of the Synod - These are a little bit of a liability but they can be tutored up by Tezzie and his li'l bro, Trinket Mage. <br />
<br />
Celestial Colonnade - A beater and a dual land all in one neat little package.<br />
<br />
Faerie Conclave - Nice flying body to attach equipment to in the late game. (Editor's note: Just remember - the equipment falls off when it returns to being just a land.)<br />
<br />
High Market - Allows me to make sure that my creatures stay under my control.<br />
<br />
Kor Haven - This land allowed me to race an Akroma, Angel of Vengeance, so this Maze of Ith that taps for mana is not going anywhere anytime soon.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=21403&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=21403&type=card" /></a></div>Strip Mine/Tectonic Edge/Wasteland - There are some excellent utilities lands out there, and they must be destroyed!<br />
<br />
I do want to add a Flooded Strand and a Tundra at some point, but just don’t own those cards at the moment.<br />
<br />
This deck has been a blast to play so far and has been a great way for me to step outside my comfort zone as a control player. Please feel free to suggest cards for me to try out because this list is still a work in progress.<br />
<br />
Jonathan Holland<br />
L2 MTG Judge<br />
@urzaru on Twitter<br />
Jonathandholland21 at gmail dot comPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-29463337834550258832013-12-10T13:46:00.000-06:002013-12-10T13:51:05.967-06:00Phyrexian News - Changes Coming Next Year<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjb9R0L2QPkHW54L2t341KbYjXWTu1i9edIq0boW7X9vOESIL6kNz18uuNIiMARD2vZTiI6MrnEZkUB9GnLVN9r5Yn6Fjh9LHH5kJsNry6LwJsrg_phWov59OW0QvxaIYwDydqGww_kQx3b/s1600/Phyrexia+News.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="158" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjb9R0L2QPkHW54L2t341KbYjXWTu1i9edIq0boW7X9vOESIL6kNz18uuNIiMARD2vZTiI6MrnEZkUB9GnLVN9r5Yn6Fjh9LHH5kJsNry6LwJsrg_phWov59OW0QvxaIYwDydqGww_kQx3b/s640/Phyrexia+News.png" width="640" /></a></div><br />
<br />
First of all, we would like to thank everyone who reads our blog. You guys are the reason we continue to create this content. As such, it is our goal to continue to produce content that you guys will enjoy and to produce a lot more of it.<br />
<br />
We would like to apologize for the current dry spell in content. I will be correcting that soon with a new Ideas Unbound post later this week. I believe Jonathan is also working on another commander oriented Final Judgment post as well. What I’d like to do now is talk about some of the changes we have planned for next year.<br />
<a name='more'></a><br />
<br />
<h2>The Name</h2><br />
While The Phyrexian Arena is an excellent name, it is going to hinder some of our plans going forward. We have plans to expand the blog and team to include merchandise like t-shirts, playmats, lifepads, etc. Unfortunately, the word Phyrexia is part of the Magic: the Gathering intellectual property and we don’t want to run into any potential copyright issues with Wizards of the Coast. This means we have to change the name.<br />
<br />
We do not currently have a new name picked out, but will be selecting one soon. However, we would like to include our friends and readers in this process as well. We will be taking suggestions for a new name for both the blog/team. There are two requirements for the new name though:<br />
<br />
1 - It has to work as both the name of our team as well as the name of the blog since they are connected. We would also prefer it to be in the form Team "Name", but this is not required.<br />
<br />
2 - It needs to invoke a feeling of Magic without actually using anything specific to the Magic IP. So it can’t use words like Phyrexia or Ravnica. It can be the name of a card, as long as its not IP spefic. Channel Fireball is an excellent example of this.<br />
<br />
If we choose to use the name you submit, we will send you a free T-Shirt once we have them made.<br />
<br />
Once the new blog goes live we will post all of the information here. We will also be importing all of the content from this blog over the new blog so it will all be in one place.<br />
<br />
<h2>New Content</h2><br />
In addition to the blog posts we currently post, we are looking to create new types of content for next year. I’ve been working on getting video content created for the blog for awhile. Earlier this year, I posted a video of a Momir Basic daily I did, and the video went well, even if it was for a less popular format. Based on that success I will be looking to create more video content soon with more relevant formats.<br />
<br />
In addition to recorded video content, we are also looking into the possibility of streaming content as well. There are no plans set in stone for this at this time, however. We are going to make sure we get the recorded video content going before setting up any sort of stream.<br />
<br />
We are also looking at the potential of doing a podcast as well. As with the streaming content, there are no current plans for this yet, but is something I would like to have going next year. Our goal is to provide a variety of content for our audience.<br />
<br />
<h2>Contributors</h2><br />
With all of the content we are hoping to produce next year, we are looking for people to help produce the content. We are looking for people who want to write, record, or both. I started writing this year in an attempt to help me improve my own gameplay and I feel that it has definitely helped. If this is something you would like to do as well, please contact us in regards to this.<br />
<br />
That’s all the news I have for today. As I mentioned earlier, I will be posting a new Ideas Unbound later this week. As always, if you have any questions or comments, feel free to post them here or on our Facebook page, or you can even email me directly using the address at the bottom of the post. Thank you again to all of our readers.<br />
<br />
<br />
Eddie Walker<br />
@praethus on Twitter<br />
praethus on MTGO<br />
praethus at gmail dot comPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com2tag:blogger.com,1999:blog-1903031948017484232.post-57446557339209944782013-11-08T17:32:00.000-06:002013-11-08T17:32:56.327-06:00Final Judgement - At a Loss<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ8LSSyW2uscZTeMiOLZRDm6_UbCzlV9MzaWvEOnxbqcu-Pe3TrbOB1qL_a7rBpx5jHeJoifAumi8ydoE43360q741ceWoOkU3MT9Hnga76trCckEsZ_yGFiPfEFslzG6VYM09iEwOt4Ah/s1600/1174283_10202190779474403_1212385757_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="123" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ8LSSyW2uscZTeMiOLZRDm6_UbCzlV9MzaWvEOnxbqcu-Pe3TrbOB1qL_a7rBpx5jHeJoifAumi8ydoE43360q741ceWoOkU3MT9Hnga76trCckEsZ_yGFiPfEFslzG6VYM09iEwOt4Ah/s640/1174283_10202190779474403_1212385757_n.jpg" width="640" /></a></div><br />
One of the worst feelings in the world is when a judge issues you a game loss that you could have prevented. I still remember the first time it happened to me. It was State Champs-Sealed (Ravnica Block) and I had turned in a 39 card deck list. I was so disappointed with myself. In my defense my pool was terrible and I had a hard time building a deck. I had all the mana-fixing, but no actual win-cons. Anyways; I should have been a little bit quicker when building my deck, so I had time to double/triple check my decklist. Most of the time, Game Losses (GL) can be prevented, so I will go through what to watch out for at Competitive REL events.<br />
<br />
<a name='more'></a><br />
<br />
<h2>Deck/Decklist Problem (D/DL)</h2><br />
This is the most common violation that results in a GL. This covers a variety of situations with the most popular is misregistering a deck like I did in the opening scenario. If you misregister a deck the judges will fix your list to match the list and issue a GL. I personally love it when players turn in typed decklists. This saves the judges from having to decipher what looks like hieroglyphics sometimes.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9m_7NTKO7btqbS_GS5pkKzZNaAHmSXlOSKsrgfvhgJ_hmGSF3nT_xV_pQe4EOAyWhfeH6-pO_OUaclzC_txC-4QddGz4UoanGZK52Y4VeXVXxuYv0V307-0dJFe3MvRQO22cgjAiZy703/s1600/decklist.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9m_7NTKO7btqbS_GS5pkKzZNaAHmSXlOSKsrgfvhgJ_hmGSF3nT_xV_pQe4EOAyWhfeH6-pO_OUaclzC_txC-4QddGz4UoanGZK52Y4VeXVXxuYv0V307-0dJFe3MvRQO22cgjAiZy703/s320/decklist.PNG" /></a></div><p align="center" style="font-style: italic;">Can you name the third card from the bottom? My guess was sour cousin. (Answer at the end of the article*)</p><br />
I do realize that some people audible at the last minute or don’t figure out their sideboards until right before the tournament, but please write legibly. (That means you too, Brian Kibler.)<br />
<br />
Another problem that arises is when people abbreviate card names. (i.e. Jace instead of Jace, Memory Adept or Jace, Architect of Thought) If there is more than one version of that card then you must list the full name. This will also result in a D/DL problem and will result in a GL. This is more of a problem in older formats such as Modern and Legacy, but Planeswalkers sometimes create an issue in Standard.<br />
<br />
(Editor's note: This is not limited to just abbreviated names. If what you put on the list is not specific to a single card in the format in question, it will fall under this. I once saw a friend get a GL for this because he wrote "MEN" on his decklist and then got distracted and didn't finish. At the time there were two cards legal in Standard that began "MEN": MENtal Misstep and MENtor of the Meek.)<br />
<br />
Forgetting to desideboard between matches also falls into the D/DL problems category. If you draw your opening hand and see a sideboard card from a previous match, immediately call a judge. The good news is instead of a GL you will just receive a warning. They will then give you an opportunity to fix your deck and you will have to mulligan to six cards. You should always call a judge when in this situation because I was judging a tournament in which a guy was disqualified (DQ’d) for trying to hide the fact that he forgot to desideboard. He saw a sideboard card in his hand Game 1 and just played on and then when his opponent called a judge, he told the judge that he realized what he did but didn’t want to receive a penalty. So instead of a game loss or a warning the guy was DQ’d for Fraud. Don’t be that guy! <br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl55yW_JiBzs6QW79uQ-knnJ6ppbMil_qx6vj57rMiFis89GYEMmI3dX3qMo1ye4vVXjagxaJ-MQXT3edxCVL7_fOMyM6MvVDgWgiWIzUc8FiVBQEMCx6ZxRsMpHgy60jQ6yON0aYsQ4lP/s1600/sheldon.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl55yW_JiBzs6QW79uQ-knnJ6ppbMil_qx6vj57rMiFis89GYEMmI3dX3qMo1ye4vVXjagxaJ-MQXT3edxCVL7_fOMyM6MvVDgWgiWIzUc8FiVBQEMCx6ZxRsMpHgy60jQ6yON0aYsQ4lP/s320/sheldon.PNG" /></a></div><p align="center" style="font-style: italic;">Don’t even think about it!</p><br />
<br />
The last D/DL problem is having extra cards in your deck box. Just don’t do it! This happens to typically newer competitive players because they did it at FNM and nobody ever said anything about it. The only things you should have in your deck box are: your deck, your sideboard, tokens (different sleeves preferred), and dice. I have seen so many people receive game losses for having extra cards in their box that they could use in their deck. They probably weren’t cheating, but the potential for abuse is very high. Who wouldn’t mind having a few more sideboard cards? This could lead to a possible disqualification if you are found to have done this on purpose in order to gain an advantage. <br />
<br />
<br />
<h2>Tardiness</h2><br />
This one is simple to fix: don’t be late for the start of a round. If you need a restroom break, notify a judge. They will stand at your table and give a proper time extension upon your return. It is important at larger events to turn over rounds as quickly as possible, so tardiness is policed pretty well.<br />
<br />
Obviously, if a judge sees a player moving quickly to their table when the start of round is announced they will not issue a penalty. Also, if you need to take a bathroom break in the middle of a match, call a judge and they will watch your things while you take care of nature’s call. When in doubt, call a judge!<br />
<br />
<br />
<h2>Drawing Extra Cards</h2><br />
You would think this would only apply to drawing an extra card. If only if were that simple. Drawing Extra Cards applies to any situation in which a player ends up with a card in their hand that should not be there. Here are some interesting scenarios:<br />
<br />
1) At a standard tournament a player draws a card from Bident of Thassa when his creature dealt damage to a Planeswalker. He received a game loss for drawing extra cards. Bident never triggered, so he shouldn’t have drawn that card: Game Loss.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373544&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373544&type=card" /></a></div><br />
2) At a Legacy tournament, a Belcher player starts to go off and draws a random card and then goes, “Oh, here is the Manamorphose I meant to cast to draw a card.” He drew a card before he was supposed to: Game Loss<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370568&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370568&type=card" /></a></div><br />
3) The most interesting Drawing Extra Cards came from the same Legacy tourney in which I was called over to a table and the player goes “So, I had two islands in play a few turns ago and now I have only one in play and it somehow ended up in my hand.” Upon, investigating he had returned an Ssland to his hand when his opponent cast Daze on one his spells two turns ago. If they caught it sooner we could have put the island back on the battlefield, but too much time had passed. Since he had a card in his hand that wasn’t supposed to be there he was issued a GL for Drawing Extra Cards. <br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=189255&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=189255&type=card" /></a></div>Side note: Drawing the wrong number of cards at the beginning of a game is a separate<br />
infraction. It is not considered Drawing Extra Cards.<br />
<br />
<br />
<h2>Penalties Stacking Up</h2><br />
Upon the third offense of any Game Play Error a Game Loss will be given. Also, after the second offense of any Tournament Error will result in a Game Loss. For a list of these infractions click the link below:<br />
<br />
<a href="http://www.wizards.com/wpn/Document.aspx?x=Magic_The_Gathering_Infraction_Procedure_Guide">http://www.wizards.com/wpn/Document.aspx?x=Magic_The_Gathering_Infraction_Procedure_Guide</a><br />
<br />
<br />
Well that’s all for this time, but don’t forget...<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXzPhqHH_6W_76Azrq5HZPEc85dc8HA2jbvd_OjekFx6gaKf6eYO9Zca-t9GMo61hyk-uzpZzrDmSHT9dxXgs-Zl8p4_BaVP5jTwUWvO3cS_y_ri317EVeh7YY5N-PKui0DUC4RzFDuaH5/s1600/smokey.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXzPhqHH_6W_76Azrq5HZPEc85dc8HA2jbvd_OjekFx6gaKf6eYO9Zca-t9GMo61hyk-uzpZzrDmSHT9dxXgs-Zl8p4_BaVP5jTwUWvO3cS_y_ri317EVeh7YY5N-PKui0DUC4RzFDuaH5/s320/smokey.PNG" /></a></div><p align="center" style="font-style: italic;">Remember, ONLY YOU can prevent Game Losses!</p><br />
As always, if you have any rules related questions feel free to drop me a line!<br />
<br />
Jonathan Holland<br />
Level 2 MTG Judge<br />
<br />
Jonathandholland21 at gmail dot com<br />
@urzaru on Twitter<br />
<br />
*P.S. It was Snapcaster Mage.Praethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-89122347603379803052013-11-08T16:43:00.003-06:002013-11-08T16:43:58.884-06:00Ideas Unbound - A Legacy Begins<div class="separator" style="clear: both; text-align: center;">
</div>
<div style="margin-left: 1em; margin-right: 1em;">
<img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" /></div>
<br />
<br />
<br />
Welcome back to another Ideas Unbound. This year, I had the opportunity to play in two SCG Invitationals. For those who are unaware, the Invitational is a split format tournament. Each day you play 4 rounds of Standard and 4 rounds of Legacy. I play alot of Standard through the year, so that portion of the tournament has never concerned me. However, I have very little experience actually playing Legacy so I did very poorly in that portion of both events. I have resolved to not let this happen again.<br />
<br />
<a name='more'></a><br /><br />
For these two events I really just picked a Legacy deck early on, played a couple of games with it, and decided that was enough. For the first event that deck was Storm. I chose this deck because its more about focusing on your own game plan, plus I have experience with Combo decks. Unfortunately, Storm had won the SCG Open the week before and everyone was packing their Storm hate. I ended up 1-3 in the Legacy portion.<br />
<br />
For the most recent event, I settled on Affinity. This decision was made mostly because I had 95% of the cards for it, and my friend and temporary roomate at the time had a copy built as well that I could use in a pinch. I'm not generally a fan of all-in aggro decks and I didn't know enough about the interactions and cards in the format to play effectively. I ended 3-5 in the Legacy portion.<br />
<br />
As you can see, my results were terrible because I didn't properly prepare. When you consider half of the tournament is Legacy it was a huge misplay to not prepare more. I plan to attend the SCG Invitational in Charlotte early next year and I'm not going to let the Legacy portion defeat me again. I'm going to spend the next few months becoming very familiar with the Legacy format. I will be playtesting alot of Legacy and even writing about it from time to time. In order to playtest the format, I am going to be building a gauntlet of playtest decks and playing as much Legacy as possible. (Aside: I see a lot of players who shy away from proxies, but they are invaluable for playtesting. I don't own the cards for any of the decks I'm building so I will be proxying them.) My goal is to be familiar with all of the best decks in the format and make a decision much closer to the time of the event so I can adapt to an evolving metagame.<br />
<br />
Today we are going to look at the 12 archetypes I am currently including in my gauntlet and do a general overview of each one including a recent decklist. These are the decks that make up most of the Legacy metagame, and should be a very thorough start for testing. (My guantlet is of course subject to change if the format shifts dramatically):<br />
<br />
<h2>
RUG Delver</h2>
<br />
Ricky Sidher - 1st<br />
SCG Open Los Angeles - 11/03/2013<br />
<br />
4 Delver of Secrets<br />
4 Nimble Mongoose<br />
4 Tarmogoyf<br />
<br />
4 Brainstorm<br />
4 Daze<br />
1 Fire // Ice<br />
4 Force of Will<br />
4 Lightning Bolt<br />
2 Spell Pierce<br />
4 Stifle<br />
3 Gitaxian Probe<br />
4 Ponder<br />
<br />
4 Misty Rainforest<br />
4 Scalding Tarn<br />
3 Tropical Island<br />
3 Volcanic Island<br />
4 Wasteland<br />
<br />
Sideboard<br />
1 Grafdigger's Cage<br />
1 Zuran Orb<br />
1 Sulfur Elemental<br />
1 Ancient Grudge<br />
1 Flusterstorm<br />
2 Pyroblast<br />
3 Submerge<br />
1 Vendilion Clique<br />
1 Jace, the Mind Sculptor<br />
1 Life from the Loam<br />
2 Rough // Tumble<br />
<br />
RUG Delver is considered by many to be the best deck in Legacy and is a very popular archetype. It is basically a tempo deck that wants to land an efficient threat and then use a mana denial strategy to keep your opponent from doing anything.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=226749&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=226749&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=226755&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=226755&type=card" /></a></div>
<br />
The namesake of the deck, Delver of Secrets, is one of the most efficient threats ever printed. A 3/2 creature with flying for U is going to go a long way toward ending the game quickly if left uncontested. This deck plays 30 instants and sorceries meaning you have a 50% change of blind flipping it each turn. When you add Brainstorm and Ponder to the mix, the odds go way up, allowing you to ensure it flips almost every time.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=292751&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=292751&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=244313&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=244313&type=card" /></a></div>
<br />
Tarmogoyf and Nimble Mongoose round out the threat package. Both of these creatures have very good power/toughness to cost ratios. Tarmogoyf can easily come down as a 3/4 as early as turn 2 depending on how the game is playing out, and can reach values as high as 5/6 or even 6/7 in some matchups. This is going to put a pretty quick clock on your opponent. Nimble Mongoose may cap out at 3/3, but its Threshold gets activated pretty quickly in a deck full of Fetchlands, Wastelands, counterspells, and removal. It also has the bonus of Shroud making it much more difficult for your opponent to remove.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370404&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370404&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=29784&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=29784&type=card" /></a></div>
<br />
The spells in this deck are designed to keep your opponent from doing anything in the early turns while you beat them down. Stifle is basically a one mana Stone Rain against Fetchlands. Your opponent still has to sacrifice the Fetchland as part of the cost, but the ability to search for a land gets countered. The goal is to keep your opponent's mana low with a combination of Stifle and Wasteland, then use cheap counterspells to prevent them from playing any spells. You also have a small removal package to deal with any opposition your opponent may have resolved past your counterspells.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=4944&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=4944&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=46558&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=46558&type=card" /></a></div>
<br />
<br />
<h2>
WUR Delver</h2>
<br />
Jason Abong - 5th<br />
SCG Open Los Angeles - 11/03/2013<br />
<br />
4 Delver of Secrets<br />
2 Grim Lavamancer<br />
3 Stoneforge Mystic<br />
2 Geist of Saint Traft<br />
<br />
1 Batterskull<br />
4 Brainstorm<br />
3 Daze<br />
4 Force of Will<br />
4 Lightning Bolt<br />
2 Spell Pierce<br />
3 Stifle<br />
2 Swords to Plowshares<br />
1 Umezawa's Jitte<br />
2 Gitaxian Probe<br />
4 Ponder<br />
<br />
4 Flooded Strand<br />
4 Scalding Tarn<br />
4 Tundra<br />
3 Volcanic Island<br />
4 Wasteland<br />
<br />
Sideboard<br />
1 Sword of Feast and Famine<br />
1 Grim Lavamancer<br />
2 Meddling Mage<br />
2 True-Name Nemesis<br />
1 Detention Sphere<br />
2 Rest in Peace<br />
2 Flusterstorm<br />
2 Pyroblast<br />
1 Swords to Plowshares<br />
1 Wear // Tear<br />
<br />
While WUR Delver works along the same ideas as RUG Delver, it does play out differently enough that I have decided to include both in my gauntlet for now. With this deck, we see the same idea of resolving an efficient threat and then tempoing our opponent out of the game. We trade Tarmogoyf and Nimble Mongoose for Stoneforge Mystic and Geist of St. Traft. This can make the deck a little slower than it's RUG brother, but it does allow for a much better late game with Batterskull and Umezawa's Jitte.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=198383&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=198383&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=247236&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=247236&type=card" /></a></div>
<br />
We also see this deck has more efficient removal in the form of Swords to Plowshares. Swords is commonly regarded as the best removal spell in the format. It can take care of any creature of any size as long as it can be targeted. This allows you to save your counterspells for more resilient threats against creature decks and take care of anything else that slips through more easily. We also have the addition of Grim Lavamancer which provides us with a steady stream of damage. It also gives us the ability to control our own graveyard allowing us to disrupt opposing Deathrite Shamans and Tarmogoyfs.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373334&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373334&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=234428&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=234428&type=card" /></a></div>
<br />
<br />
<br />
<h2>
Death and Taxes</h2>
<br />
Ari Lax - 1st<br />
Eternal Weekend - 11/03/13<br />
<br />
2 Aven Mindcensor<br />
1 Fiend Hunter<br />
3 Flickerwisp<br />
2 Mangara of Corondor<br />
3 Mirran Crusader<br />
4 Mother of Runes<br />
4 Phyrexian Revoker<br />
4 Stoneforge Mystic<br />
4 Thalia, Guardian of Thraben<br />
<br />
4 Aether Vial<br />
1 Batterskull<br />
4 Swords to Plowshares<br />
1 Umezawa's Jitte<br />
<br />
1 Cavern of Souls<br />
1 Eiganjo Castle<br />
2 Horizon Canopy<br />
3 Karakas<br />
8 Plains<br />
4 Rishadan Port<br />
4 Wasteland<br />
<br />
Sideboard<br />
1 Cursed Totem<br />
2 Enlightened Tutor<br />
2 Ethersworn Canonist<br />
1 Grafdigger's Cage<br />
1 Manriki-Gusari<br />
1 Meekstone<br />
1 Mindbreak Trap<br />
2 Oblivion Ring<br />
1 Rest in Peace<br />
1 Serenity<br />
1 Sunlance<br />
1 Sword of Fire and Ice<br />
<br />
Death and Taxes is essentially a White Weenie deck with a mana denial subplan similar to Delver's. This deck uses Aether Vial as a way to put its creatures into play. This allows them to enter at instant speed and avoid countermagic. Another benefit of this is that it lets you leave your mana open to either play additional threats or take advantage of Rishadan Port to lock down your opponent's mana. The combination of Port, Wasteland, and Thalia can make it very difficult for your opponent to play anything.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370514&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370514&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=19767&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=19767&type=card" /></a></div>
<br />
This deck also has a secondary focus of Mangara of Corondor. Mangara's ability is different from most creatures because he exiles himself as part of the ability and not part of the cost. This allows you to abuse the ability with things like Karakas. You can activate Mangara and with the ability on the stack, you can return him to your hand with Karakas. The ability will still resolve exiling the target. This combined with Aether Vial allows you to have a steady stream of removal if the game goes long.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=113563&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=113563&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=1701&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=1701&type=card" /></a></div>
<br />
<br />
<br />
<h2>
Goblins</h2>
<br />
Joey Andrews - 4th<br />
SCG Open Cleveland - 10/06/13<br />
<br />
4 Gempalm Incinerator<br />
4 Goblin Lackey<br />
4 Goblin Matron<br />
4 Goblin Piledriver<br />
4 Goblin Ringleader<br />
1 Goblin Sharpshooter<br />
4 Goblin Warchief<br />
3 Mogg War Marshal<br />
2 Siege-Gang Commander<br />
1 Skirk Prospector<br />
1 Stingscourger<br />
1 Tin Street Hooligan<br />
<br />
4 Aether Vial<br />
<br />
3 Mountain<br />
3 Arid Mesa<br />
4 Cavern of Souls<br />
1 Plateau<br />
4 Rishadan Port<br />
1 Taiga<br />
4 Wasteland<br />
3 Wooded Foothills<br />
<br />
Sideboard<br />
3 Relic of Progenitus<br />
3 Mindbreak Trap<br />
3 Pyroblast<br />
3 Pyrokenesis<br />
3 Thalia, Guardian of Thraben<br />
<br />
While Goblins is not a deck that is making the Top 8 of every Legacy Open like Delver, it is a deck that sees a lot of play, mostly because it is one of the more budget friendly decks in Legacy. For this reason, I'm including it in my list because I can expect to play against it at some point in my Legacy endeavors.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=157937&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=157937&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=157933&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=157933&type=card" /></a></div>
<br />
Goblins works on the basic principle of attack your opponent until they are dead. Seems pretty simple. The deck has a lot of tribal synergies and intricacies that make it a very powerful machine. Ringleader and Matron allow you to keep a constant stream of Goblins at the ready. Aether Vial and Goblin Lackey allow you to get them into play around countermagic. Incinerator functions as removal. All of the cards in the deck are like cogs in a giant Goblin machine that threats to run over your opponent.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=194973&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=194973&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=157929&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=157929&type=card" /></a></div>
<br />
Like Death and Taxes, we see a small mana denial play centered around Aether Vial and Rishadan Port. It doesn't take many turns of tapping down your opponent's land before they are just dead to Goblin alpha strikes. You will also see Thalia's in the sideboard which come in to enchance this plan. The only non-creature card in the main is Aether Vial and that should be coming down before Thalia hits the board anyway. (Hint: Thalia is much better when her ability is one-sided.)<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270445&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270445&type=card" /></a></div>
<br />
<br />
<br />
<h2>
Esper Stoneblade</h2>
<br />
Mark Ivazaj - 4th<br />
SCG Open Los Angeles - 11/03/13<br />
<br />
2 Baleful Strix<br />
3 Snapcaster Mage<br />
4 Stoneforge Mystic<br />
3 True-Name Nemesis<br />
<br />
2 Jace, the Mind Sculptor<br />
<br />
1 Batterskull<br />
1 Engineered Explosives<br />
4 Brainstorm<br />
4 Force of Will<br />
2 Spell Pierce<br />
4 Swords to Plowshares<br />
1 Umezawa's Jitte<br />
2 Inquisition of Kozilek<br />
1 Ponder<br />
3 Thoughtsieze<br />
1 Vindicate<br />
<br />
1 Island<br />
1 Plains<br />
1 Swamp<br />
1 Creeping Tar Pit<br />
4 Flooded Strand<br />
2 Marsh Flats<br />
4 Polluted Delta<br />
1 Scrubland<br />
3 Tundra<br />
2 Underground Sea<br />
1 Academy Ruins<br />
1 Karakas<br />
<br />
Sideboard<br />
1 Engineered Explosives<br />
1 Sword of Fire and Ice<br />
3 Meddling Mage<br />
3 Rest in Peace<br />
3 Flusterstorm<br />
1 Path to Exile<br />
1 Unexpectedly Absent<br />
1 Zealous Persecution<br />
1 Supreme Verdict<br />
<br />
Esper Stoneblade is one of the few control decks that are heavily played in Legacy. The deck wants to use its resources to control the board while resolving a Stoneforge Mystic and killing you with equipment. Or, it will resolve Jace, the Mind Sculptor and fateseal you out of the game until they can use his ultimate to kill you.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=233055&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=233055&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373316&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373316&type=card" /></a></div>
<br />
The deck uses a few different tools to accomplish this goal. It had a decent mix of hand disruption, countermagic, and removal. This make it good against alot of decks in game one, but doesn't give it a clear edge over anything. If you draw the right mix of cards you need, then its wonderful. Otherwise you could be fighting an uphill climb. This is one of the reasons that so many peeople are drawn to it, though. It really doesn't have a bad matchup against anything because it has so many different options.<br />
<br />
<br />
<h2>
Sneak and Show</h2>
<br />
William Jensen - 2nd<br />
SCG Open Los Angeles - 11/03/13<br />
<br />
4 Emrakul, the Aeons Torn<br />
4 Griselbrand<br />
<br />
4 Lotus Petal<br />
4 Sneak Attack<br />
4 Brainstorm<br />
2 Daze<br />
4 Force of Will<br />
2 Misdirection<br />
3 Spell Pierce<br />
4 Ponder<br />
2 Preordain<br />
4 Show and Tell<br />
<br />
3 Island<br />
3 Ancient Tomb<br />
2 City of Traitors<br />
3 Misty Rainforest<br />
4 Scalding Tarn<br />
4 Volcanic Island<br />
<br />
Sideboard<br />
3 Blood Moon<br />
3 Leyline of Sanctity<br />
2 Echoing Truth<br />
1 Red Elemental Blast<br />
2 Through the Breach<br />
2 Jace, the Mind Sculptor<br />
2 Pyroclasm<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=5697&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=5697&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=5594&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=5594&type=card" /></a></div>
<br />
Sneak and Show is one of the best combo decks available in Legacy. The whole purpose of the deck is to use either Show and Tell or Sneak Attack to get one (or both) of your two creatures into play and kill the opponent. The deck is capable of doing this as early as turn one using Ancient Tomb and a Lotus Petal to cast Show and Tell.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=239995&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=239995&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=193452&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=193452&type=card" /></a></div>
<br />
Because the combo portion of the deck doesn't take up all that much room, the deck has the luxury of playing countermagic as well to back up the combo. This allows the deck to "go for it" with the knowledge that if you opponent has a counterspell or removal spell you can fight through it. The large showing of this deck at the Invitational just proves the power of this deck.<br />
<br />
<br />
<h2>
Elves</h2>
<br />
Chris Anderson - 7th<br />
SCG Open Indianapolis - 10/27/13<br />
<br />
1 Craterhoof Behemoth<br />
4 Deathrite Shaman<br />
1 Elvish Mystic<br />
4 Elvish Visionary<br />
1 Fyndhorn Elves<br />
3 Heritage Druid<br />
1 Llanowar Elves<br />
4 Nettle Sentinel<br />
1 Priest of Titania<br />
4 Quirion Ranger<br />
1 Regal Force<br />
4 Wirewood Symbiote<br />
1 Ezuri, Renegade Leader<br />
<br />
4 Glimpse of Nature<br />
4 Green Sun's Zenith<br />
3 Natural Order<br />
<br />
2 Dryad Arbor<br />
1 Forest<br />
2 Bayou<br />
4 Misty Rainforest<br />
1 Savannah<br />
4 Verdant Catacombs<br />
1 Wooded Foothills<br />
4 Gaea's Cradle<br />
<br />
Sideboard<br />
2 Meekstone<br />
1 Scavenging Ooze<br />
1 Viridian Shaman<br />
2 Abrupt Decay<br />
1 Gaddock Teeg<br />
1 Progenitus<br />
3 Cabal Therapy<br />
1 Natural Order<br />
3 Thoughtsize<br />
<br />
Elves is an aggro deck, disguised as a combo deck. Alot of times, you can win by just attacking with your Elves. However, the deck also has a primary plan of generating tons of mana, drawing tons of cards, and killing you in one swing with a Craterhoof Behemoth. Some lists also play Ezuri to accomplish a similar goal.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=75241&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=75241&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=278193&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=278193&type=card" /></a></div>
<br />
The engine of the deck is based on Glimpse of Nature and Elivsh visionary to draw cards and Heritage Druid/Nettle Sentinel to generate lots of mana. Glimpse allows you to draw a card every time you play a creature, which this deck has plenty. Heritage Druid allows you to make mana with Elves that just came into play, and there are plenty of ways to untap your Elves in this deck to generate more mana. You also have ways to return your Elves to your hand, allowing you to replay them to draw more cards and tap for more mana. Eventually, you will resolve a Natural Order or Green Sun's Zenith to go get Craterhoof Behemoth and swing for a lot of damage.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=152556&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=152556&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=151095&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=151095&type=card" /></a></div>
<br />
As I mentioned before, sometimes you won't get a Glimpse or your opponent will play enough disruption to prevent you from generating enough mana to combo off. Its still entirely possible for this deck to win by swinging with 2/2 Nettle Sentinels and draining with Deathrite Shamans. This built in back up plan is one of the reasons the deck is so strong.<br />
<br />
<br />
<h2>
Storm</h2>
<br />
Mark Tocco - 6th<br />
Eternal Weekend - 11/03/13<br />
<br />
1 Ad Nauseam<br />
4 Brainstorm<br />
4 Cabal Ritual<br />
3 Cabal Therapy<br />
4 Dark Ritual<br />
4 Duress<br />
4 Gitaxian Probe<br />
4 Infernal Tutor<br />
1 Lim-Dul's Vault<br />
4 Lion's Eye Diamond<br />
4 Lotus Petal<br />
1 Past in Flames<br />
4 Ponder<br />
2 Preordain<br />
1 Tendrils of Agony<br />
<br />
1 Badlands<br />
1 Bloodstained Mire<br />
1 Island<br />
4 Polluted Delta<br />
3 Scalding Tarn<br />
1 Swamp<br />
1 Tropical Island<br />
2 Underground Sea<br />
1 Volcanic Island<br />
<br />
Sideboard<br />
3 Abrupt Decay<br />
2 Chain of Vapor<br />
3 Dark Confidant<br />
1 Empty the Warrens<br />
3 Massacre<br />
3 Xantid Swarm<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=3255&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=3255&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=107308&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=107308&type=card" /></a></div>
<br />
Storm is another one of the major combo decks in Legacy. The basic premise of the deck is to play several mana producing spells and artifacts in one turn to generate a great deal of mana as well increasing the Storm count. Then you play an Infernal Tutor with no cards in hand to go get Tendrils of Agony and drain your opponent for victory. There is a middle step sometimes where you will search for Ad Nauseum instead, if you have not comboed enough to kill your opponent. Ad Nausuem allows you to get a critical mass of spells to complete your combo.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=45842&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=45842&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=174915&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=174915&type=card" /></a></div>
<br />
Unlike Sneak and Show, this deck doesn't have a lot of ways to protect it combo. Because there are so many pieces necessary for the combo, you don't have a lot of room for countermagic. It does play a small amount of hand disruption to help eliminate any opposing countermagic, but the combo can be disrupted easily if you are not careful.<br />
<br />
<br />
<h2>
Jund</h2>
<br />
Vidianto Wijaya - 3rd<br />
SCG Open Los Angeles - 11/03/13<br />
<br />
3 Bloodbraid Elf<br />
4 Dark Confidant<br />
4 Deathrite Shaman<br />
4 Tarmogoyf<br />
<br />
4 Liliana of the Veil<br />
<br />
1 Sylvan Library<br />
3 Abrupt Decay<br />
2 Lightning Bolt<br />
3 Punishing Fire<br />
4 Hymn to Tourach<br />
1 Inquisition of Kozilek<br />
1 Maelstrom Pulse<br />
2 Thoughtsieze<br />
<br />
1 Forest<br />
1 Swamp<br />
3 Badlands<br />
2 Bayou<br />
3 Bloodstained Mire<br />
4 Grove of the Burnwillows<br />
4 Verdant Catacombs<br />
3 Wasteland<br />
3 Wooded Foothills<br />
<br />
Sideboard<br />
1 Grafdigger's Cage<br />
1 Scavenging Ooze<br />
2 Engineered Plague<br />
2 Ancient Grudge<br />
1 Golgari Charm<br />
1 Pyroblast<br />
2 Surgical Extraction<br />
1 Umezawa's Jitte<br />
1 Chainer's Edict<br />
2 Duress<br />
1 Life from the Loam<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=271167&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=271167&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370413&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370413&type=card" /></a></div>
<br />
Jund in Legacy works very similarly to Jund in other formats. It is a collection of efficient creatures, removal, and hand disruption. The only difference is that in Legacy the cards are all more efficient. You have access to Bloodbraid Elf and Dark Confidant which allows you to generate excellect card advantage. You have access to Hymn to Tourach, one of the best discard spells ever printed. You get to play Abrupt Decay and Maelstrom Pulse, which together handle some of the formats best cards.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373324&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373324&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370521&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370521&type=card" /></a></div>
<br />
Most lists also play the Punishing Fire engine to generate even more card advantage. Punishing Fire plus Grove of the Burnwillows gives you access to a recurring source of burn spells to make sure your opponent has no creatures, or even burn them out in the end game. This gives Jund a sort of inevitability that allows it to go over the top of the other aggro decks in the format.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=247550&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=247550&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=287335&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=287335&type=card" /></a></div>
<br />
<br />
<h2>
</h2>
<h2>
Shardless BUG</h2>
<br />
Edward Warren - 11st<br />
SCG Open Indianapolis - 10/27/13<br />
<br />
2 Baleful Strix<br />
4 Shardless Agent<br />
4 Deathrite Shaman<br />
4 Tarmogoyf<br />
<br />
2 Jace, the Mind Sculptor<br />
2 Liliana of the Veil<br />
<br />
4 Abrupt Decay<br />
4 Brainstorm<br />
3 Force of Will<br />
4 Ancestral Vision<br />
2 Hymn to Tourach<br />
2 Thoughtsieze<br />
<br />
3 Bayou<br />
2 Creeping Tar Pit<br />
4 Misty Rainforest<br />
2 Polluted Delta<br />
2 Tropical Island<br />
3 Underground Sea<br />
4 Verdant Catacombs<br />
3 Wasteland<br />
<br />
Sideboard<br />
2 Nihil Spellbomb<br />
2 Baleful Strix<br />
1 Ashen Rider<br />
2 Engineered Plague<br />
1 Force of Will<br />
2 Golgari Charm<br />
1 Mindbreak Trap<br />
1 Umezawa's Jitte<br />
2 Hymn to Tourach<br />
1 Thoughtsieze<br />
<br />
Shardless BUG is a deck designed to generate card advantage. The main source of this card advantage comes from Shardless Agent. He functions like a cheaper Bloodbraid Elf allowing you to get a second spell for free. If that spell happens to be Ancestral Vision, then you are living the dream. Ancestral Vision does not have a mana cost, which means you cannot cast it like a normal spell. Normally, you would have to use its Suspend ability. However, because the Cascade ability allows you to cast the spell without paying a mana cost, you are allowed to immediately cast Ancestral Vision. A 2/2 for three mana that draws three cards is pretty ridiculous.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270733&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270733&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=189244&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=189244&type=card" /></a></div>
<br />
The rest of the deck is designed to be disruptive to your opponent's game plan. It has similar removal and hand disruption to Jund which it wants to play off of Shardless Agent. Because the deck plays blue though, it also has access to Brainstorm to filter through your deck, as well as Force of Will and Jace, the Mind Sculptor to continue to disrupt your opponent and generate card advantage. At some point, the deck will try to win by attacking with Tarmagoyf.<br />
<br />
<br />
<h2>
Reanimator</h2>
<br />
Robert Cucunato - 4th<br />
SCG Open Indianapolis - 10/27/13<br />
<br />
1 Tidespout Tyrant<br />
1 Elesh Norn, Grand Cenobite<br />
4 Griselbrand<br />
1 Iona, Shield of Emeria<br />
<br />
3 Lotus Petal<br />
1 Animate Dead<br />
4 Brainstorm<br />
4 Entomb<br />
4 Force of Will<br />
4 Careful Study<br />
3 Exhume<br />
4 Ponder<br />
4 Reanimate<br />
2 Show and Tell<br />
4 Thoughtsieze<br />
<br />
2 Island<br />
2 Swamp<br />
2 Misty Rainforest<br />
4 Polluted Delta<br />
4 Underground Sea<br />
2 Verdant Catacombs<br />
<br />
Sideboard<br />
3 Pithing Needle<br />
1 Inkwell Leviathan<br />
1 Ashen Rider<br />
1 Coffin Purge<br />
2 Echoing Truth<br />
2 Spell Pierce<br />
1 Crippling Fatigue<br />
2 Duress<br />
2 Show and Tell<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270456&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270456&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=29727&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=29727&type=card" /></a></div>
<br />
Reanimator is another combo deck along the same lines as Sneak and Show. The goal of the deck is to "cheat" an expensive creature into play. This deck does it by getting the creature into the graveyard first and then returning it to the battlefield. The deck has several ways to get the creatures into the graveyard. The best is Entomb because it allows you to select the creature you need at the time. If you draw one of your creatures though, you can discard it with either Careful Study or Thoughtsize. A lot of people don't realize that Thoughtsieze can target yourself. It's not a situation that is useful very often, but it is very relevant in this deck.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270462&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270462&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270452&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270452&type=card" /></a></div>
<br />
Most Reanimator lists play a variety of creatures so they can deal with whatever situation they come across. Iona is really good against the combo decks. Elesh Norn wrecks the aggro decks. Tidespout Tyrant is really good against the mirror and Sneak and Show decks allowing you to return their large creatures to their hand. The big downside is this deck can be very weak to graveyard disruption like Rest in Peace and Deathrite Shaman.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=190407&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=190407&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=107408&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=107408&type=card" /></a></div>
<br />
<br />
<h2>
</h2>
<h2>
Painted Stone</h2>
<br />
Jacob Kory - 12th<br />
SCG Open Los Angeles - 11/03/13<br />
<br />
4 Painter's Servant<br />
2 Wurmcoil Engine<br />
4 Goblin Welder<br />
<br />
3 Grim Monolith<br />
4 Grindstone<br />
1 Nihil Spellbomb<br />
3 Sensei's Divining Top<br />
4 Brainstorm<br />
4 Force of Will<br />
2 Intuition<br />
1 Izzet Charm<br />
1 Pyroblast<br />
2 Red Elemental Blast<br />
3 Mox Opal<br />
3 Transmute Artifact<br />
<br />
1 Great Furnace<br />
3 Seat of the Synod<br />
2 Island<br />
1 Mountain<br />
3 Ancient Tomb<br />
1 City of Traitors<br />
2 Misty Rainforest<br />
4 Scalding Tarn<br />
2 Volcanic Island<br />
<br />
Sideboard<br />
3 Ensnaring Bridge<br />
3 Tormod's Crypt<br />
3 Spellskite<br />
3 Flusterstorm<br />
1 Pyroblast<br />
1 Vendilion Clique<br />
1 Venser, Shaper Savant<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=146022&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=146022&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=4610&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=4610&type=card" /></a></div>
<br />
Painted Stone is another Legacy combo deck. The idea behind this deck is to use Painter's Servant and Grindstone to mill your opponent's entire library. The rest of the deck is designed to either assemble the combo or protect the combo. Also, Red Elemental Blast and Pyroblast become very good removal spells/counterspells once everything in your opponent's deck is blue.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=202447&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=512&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=159243&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=159243&type=card" /></a></div>
<br />
Some versions of this deck also play Imperial Servant to help assemble the combo. You also see some lists that play Blood Moon main with Simian Spirit Guide to try to cast it on turn 1. Turn 1 Blood Moon can be devastating against many decks in the format.<br />
<br />
One thing to keep in mind with this deck. If your opponent has two or more Progenitus in their deck and you activate the Grindstone with Painter's Servant in play, the game will end in a draw. Eventually, you will mill all of their cards except the Progenituses and then those will continuously mill and shuffle in an infinite loop. Eldrazi work different because they are triggered. There, your opponent will mill their whole library then shuffle their graveyard back in to their library negating your combo.<br />
<br />
<h2>
</h2>
<h2>
Wrap Up</h2>
<br />
Bear in mind, there are still plenty of other decks in Legacy that I did not cover here today: Fish, High Tide, Maverick, etc. These decks are either similar to other decks on my list or not played enough to make it into my main guantlet. I do encourage you to study them a little if you plan to play Legacy because you are bound to run into them at some point and you will want to know how they operate.<br />
<br />
Legacy is a very diverse format with a lot of interactions. It is not to be taken lightly as I have at the last two Invitationals. I do not get planned on getting burned a third time. I will be watching as much Legacy coverage as possible and including Legacy strategy as part of this column going forward. Hopefully, I can help you avoid the mistakes I made.<br />
<br />
As always, thanks for reading.<br />
<br />
Eddie Walker<br />
@praethus on Twitter<br />
praethus on MTGO (when I have a chance to play, lol)<br />
praethus at gmail dot comPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com1tag:blogger.com,1999:blog-1903031948017484232.post-49013696605230871342013-10-29T23:32:00.000-05:002013-10-29T23:33:44.412-05:00Ideas Unbound - A Good Year<div class="separator" style="clear: both; text-align: center;">
</div>
<div style="margin-left: 1em; margin-right: 1em;">
<img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" /></div>
<br />
Once again, I must apologize for my lack of content. It has been a crazy few weeks with many tournaments involved. Its all behind me now, though, so I should be back to writing and recording again. Today I'm going to look at my last 12 months of Magic and share some lessons I have learned along the way.<br />
<br />
<a name='more'></a><br />
Before I started writing for The Phyrexian Arena, I had a small blog that I started to write about Magic. I'm not going to bother linking to it since I haven't updated it since I started writing here. However, one of the last things I posted was a list of New Year's Resolutions for Magic that I'm going to reproduce for you here:<br />
<br />
<i>Organize My Collection</i><br />
<i><br /></i>
<i>This one has nothing to do with my game play, but the state of my collection is driving me crazy. I have not done a very good job keeping up as the sets have come out, but that’s about to stop. My goal is to have everything organized within the next couple of weeks. This will save me time when I'm building decks to test with which will leave more time for testing.</i><br />
<br />
I have come to realize that this is an ongoing challenge. It is mostly under control, but could still use some work. Will be working on that this week actually.<br />
<br />
<i>Play More Magic</i><br />
<i><br /></i>
<i>Now that I’m more focused on improving my game play, my biggest goal is to just play more Magic. I plan on playing a lot more on MTGO as well as trying to go to more major tournaments this year. I have plans to attend three GP’s, at least two SCG Opens, and several PTQ’s and IQ’s throughout the year.</i><br />
<br />
This has been much easier. I have played ALOT of magic this year. I have not played as much on MTGO as I would have liked so I hope to change that soon. I have played several IQ's, a couple of PTQ's, 2 SCG Standard Opens, 3 SCG Classics, 2 Grand Prix, and 2 SCG Invitationals. While I have not always had the best results, I am happy with the amount of events I've played and my average finishes.<br />
<br />
<i>Improve My Drafting</i><br />
<i><br /></i>
<i>This goes hand in hand with playing more MTGO. I consider myself a better than average drafter but not by much. Because drafting is so important to high level competitive play, it is imperative that I get better at it. This was perfectly clear to me at my PTQ Top 8. It was definitely not my best draft, and I basically punted myself out of that T8.</i><br />
<br />
While I have not been drafting on MTGO, my local game shop did start doing drafts every Monday night, so I have gotten lots of practice this year. My draft skills are still not as good as they should be, but they are definitely improving.<br />
<br />
<i>Keep Writing</i><br />
<i><br /></i>
<i>My goal is to continue this blog and possibly write other Magic related content as well. I find that writing helps keep me focused and helps me reinforce what I’m learning. Also, when I write, I create an opportunity for feedback to help me grow. I’m hoping that as I continue to write, my writing will improve as well. I plan on posting a tournament report for each of the major events I attend as well as trying to discuss my testing processes as well.</i><br />
<br />
While I have not continued with my blog, I did start writing here, so I consider this one a success. I will continue to write for the Arena as long you people continue to read it. I am going to try to do more video as well, and at some point start a podcast as well.<br />
<br />
<i>Qualify!</i><br />
<i><br /></i>
<i>Ultimately, my main goal for 2013 is to qualify. I want to win a Pro Tour invite and/or a SCG Invitational invite. Just sitting down for round 1 of one of these major events would help solidify all of the work I have put into improving. I’m already looking forward to the post I get to put on here when I do.</i><br />
<br />
This is the one I'm most proud of. I ended up qualifying for not one, but TWO SCG Invitationals this year, and have already locked up an invite for one next year as well.<br />
<br />
<br />
Its been a good year for me when it comes to Magic but there is room for improvement. I'm going to go over some lessons I've learned this year when it comes to Magic and what I plan to do to make for an better next year.<br />
<br />
<br />
<h3>
Preparation</h3>
<br />
If you are going to play Magic at any competitive level, preparation is very important. This is a lesson that I have learned numerous times this year and has cost me a couple of opportunities. The first example came with I went 3-3 in a Modern PTQ early this year. I do not have a lot of experience with the Modern format and had even less when I went into that PTQ. As a result, my performance was an abysmall 3-3 drop. Had a studied and playtested more I would have had a much better chance to succeed in that event.<br />
<br />
The second situation came just this past weekend at the SCG Invitational in Indianapolis. My overall record in the Legacy portion was 3-5, while I had a record of 4-1 in the standard rounds I played in. This is directly a result of me having no experience in Legacy and that is entirely my own fault. I am not familiar with all of the major cards and card interactions in Legacy so I chose to play Affinity. Affinity is basically an all-in aggro deck where you either kill them in three turns or you are dead. It was a bad choice and I was punished for it appropriately. Since I will be playing in another Invitational next year, I am about to step up my Legacy testing and get a handle on the format. As a result, you will see me start to write increasingly more about Legacy as I become more familiar with the format.<br />
<br />
I will be doing the same for Modern as well. I don't have any Modern tournaments in the immedate future but I know that I will be playing the format at some point so the sooner I start the better.<br />
<br />
<br />
<h3>
Accepting Losses</h3>
<br />
This is a lesson that has served me well this year. Losing sucks, but it is going to happen, especially if you are unprepared. What's important is to not let the losses break you down. Its important to use the losses as stepping stones to becoming better. Instead of using the losses as excuses, use them as learning opportunities. Many times when you lose, there is something you could have done better. Maybe you should have made a different play. Maybe you could have put a different card in your deck. Maybe you should have mulliganed. Maybe you could have picked a different card while drafting.<br />
<br />
Every time I lose, I've started thinking about the match and thinking of things I could have done differently, or cards that might have won me the game. Sometimes it is pretty obvious what cost me the game. My prime example of that this year came at Grand Prix Charlotte. I was in an on-camera feature match against Shuhei Nakamura. It was Gatecrash draft, and I had a Deathpact Angel in play. Shuhei was able to kill the Angel, and I completely missed the deah trigger of putting the Cleric token into play. There is no guarantee that I would have won the game had I remembered the trigger, but it certainly would have been a different game if I had. If you go back and watch the video of the match, after game 1, you can actually see where I realize my mistake. Because of this, I have become more vigilant about not missing triggers.<br />
<br />
Nobody wants to lose when they play Magic, but it is going to happen. You have to be ready for it and use those losses as opportunities to grow.<br />
<br />
<br />
<h3>
Remember to Have Fun</h3>
<br />
This is something that players can lose sight of when they are playing a lot of competitive Magic. Even after all the time and money you invest into the game, you have to remember that that's what it is: a game. You originally started playing Magic because it was fun. The aspects of the game that you found fun haven't changed. You have to remember these things you can quickly get burnt out.<br />
<br />
Some of the most fun I've had this year has been with Magic. Sometimes it is the conversations had on the car ride to a tournament. Sometimes it is the stories you tell your friends when you are victorious and hearing their stories as well. Sometimes it is the late nights cube drafting at my house. What's most important is that you remember the fun factor and it will alleviate some of the stress that comes with a large tournament.<br />
<br />
<br />
<h3>
Year in Review</h3>
<br />
The last 12 months have been the best success I've had with this game. I made my first PTQ Top 8, my first Open top 8 and made top 16 of another. I made Day 2 of two Grand Prix. I have played in two SCG Invitationals and even made Day 2 of one of those. While I'm very happy with my performance, I know that I can do better. I only have one more event this year and that is an Elite IQ in December, so my year is pretty much over for now, but as I look forward to 2014 and start planning out my tournament schedule, I know that I want to achieve more. Success creates the feeling of wanting more success and it has led me to try harder and harder. Hopefully, you can take something away from this that will help you with your own success.<br />
<br />
<br />
Eddie Walker<br />
@praethus - twitter<br />
praethus - MTGO<br />
praethus at gmail dot comPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-87916662180953364342013-10-05T19:24:00.001-05:002013-10-06T16:07:04.575-05:00Ideas Unbound - SCG Worcester and the New Standard<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" /></a></div><br />
Welcome back to another Ideas Unbound. The first major Standard event using Theros is in the books. Today we are going to look at those results and see if we can get an idea of where the format is heading. I’m still planning on attending Grand Prix Louisville, and I want to try to have a firm grasp on the metagame.<br />
<br />
<a name='more'></a><br />
<br />
As is usual for the first event of a new format, StarCityGames has provided us with the top 32 decklists from the event. It looks like we have three contenders for the title of Current Top Deck: UW/Esper Control, Mono-Red Aggro, and RG/Naya Midrange. This isn’t really all that surprising when we consider that these decks were practically known quantities already, going into the event. We should start to see a more interesting metagame as the weeks progress and people really start to discover the full potential of the cards in Theros.<br />
<br />
For now, let’s look at a sample list for each of these three archetypes and see what we can glean from them.<br />
<br />
UW/Esper Control<br />
<br />
This was the most popular archetype in the Top 32 of SCG Worchester. While Esper was the more popular variant on the day, the UW version had a higher finish. Let’s take a look at the differences between the two by evaluating the decklists of Max Tietze and Christian Calcano who finished 2nd and 4th respectively:<br />
<br />
<table border="1"><tbody>
<tr> <td></td> <td>Max Tietze<br />
UW Control<br />
2nd</td> <td>Christian Calcano<br />
Esper Control<br />
4th</td> </tr>
<tr> <td>Creatures</td> <td>1 Aetherling</td> <td>2 Aetherling</td> </tr>
<tr> <td>Planewalkers</td> <td>2 Elspeth, Sun's Champion<br />
4 Jace, Architect of Thought</td> <td>3 Jace, Architect of Thought</td> </tr>
<tr> <td>Spells</td> <td>2 Ratchet Bomb<br />
4 Detention Sphere<br />
4 Azorius Charm<br />
1 Celestial Flare<br />
2 Dissolve<br />
1 Essence Scatter<br />
1 Quicken<br />
3 Sphinx's Revelation<br />
2 Syncopate<br />
3 Divination<br />
4 Supreme Verdict</td> <td>2 Detention Sphere<br />
4 Azorius Charm<br />
2 Dissolve<br />
2 Doom Blade<br />
1 Essence Scatter<br />
4 Far // Away<br />
2 Hero's Downfall<br />
3 Sphinx's Revelation<br />
3 Syncopate<br />
1 Merciless Eviction<br />
4 Supreme Verdict</td> </tr>
<tr> <td>Lands</td> <td>8 Island<br />
8 Plains<br />
4 Azorius Guildgate<br />
4 Hallowed Fountain<br />
2 Mutavault</td> <td>4 Island<br />
3 Plains<br />
1 Swamp<br />
1 Azorius Guildgate<br />
4 Godless Shrine<br />
4 Hallowed Fountain<br />
3 Temple of Deceit<br />
3 Temple of Silence<br />
4 Watery Grave</td> </tr>
<tr> <td>Sideboard</td> <td>2 Pithing Needle<br />
2 Yoked Ox<br />
1 Celestial Flare<br />
2 Last Breath<br />
3 Negate<br />
2 Jace, Memory Adept<br />
3 Glare of Heresy</td> <td>3 Blood Baron of Vizkopa<br />
3 Sin Collector<br />
2 Detention Sphere<br />
1 Negate<br />
2 Ashiok, Nightmare Weaver<br />
1 Merciless Eviction<br />
3 Thoughtseize</td> </tr>
</tbody></table><br />
Both of these decks are trying to accomplish the same thing. They want to control the early game with removal spells and Supreme Verdict while making land drops to fuel a large Sphinx's Revelation. Once control is firmly established, they look to close out the game with an Aetherling or a Planeswalker. The differences are in how each deck accomplishes this.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=368961&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=368961&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373649&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373649&type=card" /></a></div>For starters, you will notice Max only has one Aetherling to Christian's two. This is because Max has chosen to play Elspeth as an additional finisher. Between my own testing and watching a little coverage this weekend, I can tell you: Elspeth is insane. The ability to add three bodies to the board every turn while increasing her loyalty is extremely powerful. Resolving her will stop most attacks in their tracks. And if the creatures are too large for your Soldiers to deal with, she always has the -3 to set them back.<br />
<br />
Max also has the full compliment of Jace, Architect of Thought. This guy is also very efficient at slowing down aggressive decks while providing you an option for digging deeper into your deck to find a more permanent solution. He is almost like a fog that gains you some life and then draws you some cards. And that's when he is at his worst. Jace will certainly continue to see play throughout his tenure in Standard.<br />
<br />
Once we move into the spell section we start to see the real differences between these decks. Let's first take a look at where their spell slots overlap. This is a good indication of what the core of WU based control decks are going to look like at the beginning of this Standard.<br />
<br />
2 Detention Sphere<br />
4 Azorius Charm<br />
2 Dissolve<br />
1 Essence Scatter<br />
3 Sphinx's Revelation<br />
2 Sycopate<br />
4 Supreme Verdict<br />
<br />
We see a playset of Azorius Charm allowing both decks to deal with early aggressive creatures and giving them a tempo boost. Both sides are playing the full complment of Supreme Verdicts as well. This is almost certainly necessary in a world with Burning-Tree Emissary and Firedrinker Satyr. You also see a smattering of counterspells, though I am surprised by the single Essence Scatter in both lists. I would expect 2-3 to make sure you can counter troublesome creatures before they resolve. This could have been because of the new format and no one knowing what the meta would look like. We may see a change in the counterspell choices over the next few weeks.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270962&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270962&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253512&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253512&type=card" /></a></div>Now lets take a look at what spells were different<br />
<br />
<table border="1"><tbody>
<tr> <td>Max</td> <td>Christian</td> </tr>
<tr> <td>2 Ratchet Bomb<br />
2 Detention Sphere<br />
1 Celestial Flare<br />
1 Quicken<br />
3 Divination</td> <td>2 Doom Blade<br />
4 Far // Away<br />
2 Hero's Downfall<br />
1 Merciless Eviction<br />
1 Syncopate</td> </tr>
</tbody></table><div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270356&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270356&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373575&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373575&type=card" /></a></div>The two extra Detention Spheres in Max's deck are basically equivalent to the two Hero's Downfall in Christian's. They both eliminiate creatures and planewalkers effectivly. Max gives up instant speed to also be able to deal with a problem enchantment and/or artifact, like Hammer of Purphoros. Max also has the two of Ratchet Bomb to add to his sweeper count while Christian has the one Merciless Eviction. I really like the Ratchet Bomb here, especially in a world where mono-red is a deck. Getting this to two counters is almost like another Supreme Verdict. However, Merciless Eviction does have the bonus of exiling and hitting more than just creatures. This makes it very good against Lions, Gods, and Planeswalkers OH MY!.<br />
<br />
The biggest difference is that Max is playing Divination where Christian is playing Far // Away. This give Max the ability to smooth out his draws and ensure that he hits his land drops. On the other hand, Christian gets the ability to two-for-one alot of his opponents.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370616&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370616&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=369042&type=card&options=rotate90" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=369042&type=card&options=rotate90" /></a></div>Looking at the lands is where we see the biggest disparity in the decks and why UW is even being considered over Esper. Christian has 7 lands that have to come into play tapped, while Max only has 4. Christian also has 12 Shocklands to Max's 4. This means Christian's mana is very taxed in the early game.<br />
<br />
Imagine a scenario where Christian is on the draw against Mono-red and has a hand with Temple of Deciet, Azorius Guildgate, and Godless Shrine. If he wants to hit a Doom Blade or Azorius Charm on turn 2, he is going to have to take 2 damage, which isn't really that different than just taking the hit from a Firedrinker Satyr or Rakdos Cackler. Max has a whopping 16 basic lands to help ensure he can cast a counterspell or Azorius Charm on turn 2 without much issue. This also frees up a couple of slots for Max to play Mutavaults. Mutavault makes a great blocker in the late game if you are hitting land drops. It also gives Max another way to finish a game if necessary.<br />
<br />
While both decks had a fair showing in the upper tables, I myself am leaning toward the UW version. I like the idea of my lands coming into play untapped. With mono-red winning the event we may see stock in Mountains rise over the next few weeks and I want to be able to play my spells early without taking a ton of damage to do so. The additional options for removal are nice, but I don't think they are necessary in the long run.<br />
<br />
Mono-Red<br />
<br />
Speaking of the winning deck, lets look at the reigning King of New Standard.<br />
<br />
<a href="http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=59589">Decklist</a><br />
<br />
It is not surprising to me that a deck like this won. In the early days of a new format, people will lean toward aggro decks, because they are proactive. You don't really care what your opponents are trying to do. You are going to follow your gameplan and hope its successful.<br />
<br />
This deck is just a little slower than some of the mono-red decks that we see, but it trades that speed for a much better endgame. Alot of the cards in this deck are heavy on red mana symbols. This allows the deck to deal massive amounts of damage with Fanatic of Mogis. It is not uncommon for this guy to do an immediate 5-6 damage on turn 4, before you even attack for the turn. If you are on the play against one of the above decks, they haven't even had a chance to play a Supreme Verdict yet. It also allows for big comebacks after a Supreme Verdict as well.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373511&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373511&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=366385&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=366385&type=card" /></a></div>Boros Reckoner is also big game agains the faster mono-red decks. Your opponent is not going to swing with a Firedrinker Satyr if you have a Boros Reckoner ready to block. It also makes opposing Anger of the Gods much worse for them. I expect to see many Boros Reckoners in the future of this Standard. He was already a very good creature, but the fact that he provides 3 red devotion AND 3 white devotion makes him even better now.<br />
<br />
Let's take a look at the other side of the coin.<br />
<br />
<a href="http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=59580">Owen's list</a><br />
<br />
Owen has opted for a more all-in red aggro deck. He has a full 12 one drops, each capable of attacking for 2 on turn 2. He follows that up with 14 2-drops, all of which are playable off of Burning-Tree Emissary. His only 3-drops are Chandra's Phoenix. This combination of creatures allows for some very explosive starts that have the potential to kill your opponent before they have a chance to do anything. On the flip side though, this makes Owen's deck very weak to any sort of disruption from the opponent. A Supreme Verdict is going to cripple this deck a lot of times. It doesn't have anything big to follow up a Verdict giving your opponent time to recover from your initial onslaught.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373552&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373552&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270796&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270796&type=card" /></a></div>I do like a few of the choices in Owen's list though. I don't think people are giving Gore-House Chainwalker enough credit as a 2-drop in mono-red. While I think Ash Zealot is the obvious best two drop, it is unplayable after a Burning-Tree Emissary. Gore-House Chainwalker makes up the damage difference in two swings, while also giving you the ability to beat Sylvan Caryatid and Omenspeaker in combat. While there are arguments for both, I think the Chainwalker is better if you are not on the Fanatic plan.<br />
<br />
I do think mono-red will be a contender in this new Standard, I'm not sure if it will remain the reigning king. Now that we have lists to look at, the midrange and control decks are going to be able to adjust to deal with the threats proposed by mono-red. However, it will still be a good deck, because it is really good at punishing opponents who stumble and will lead to many free wins as a result.<br />
<br />
RG Monsters<br />
<br />
<a href="http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=59604">Decklist</a><br />
<br />
This deck is trying to ramp out powerful creatures faster than your opponent can keep up. With 4 Elvish Mystic and 4 Sylvan Caryatid it is very possible to hit Polukranos or Ember Swallower on turn 3. This is going to put your opponent in some serious trouble if they do not have an answer for it. The mono-red decks are not happy when you untap with Polukranos because he is probably going to eat their world.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373549&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373549&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373597&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373597&type=card" /></a></div>Storm-Breath Dragon is another creature poised to make a big splash in Standard. He is big and hits quickly. Protection from white is not an irrelevant ability and is especially important if the control decks tend more toward WU over Esper. Esper decks have Doom Blade and Far // Away to deal with this guy even if he resolves. The WU players better hope to have a counterspell to deal with him. And he is very good at deal with opposing Elspeths, flying over her Soldier tokens the turn he comes and mostly likely leaving her without enough loyalty to use her sweeper.<br />
<br />
Having both Chandra and Domri are great ways for this deck to generate card advantage. A turn 2 Domri against control decks is going to allow you to keep up on card advantage while working toward an ultimate that they will be hard pressed to deal with. Chandra allows you to deal with troublesome blockers the turn she comes down, and then start providing a steady stream of cards afterward.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370637&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370637&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=366367&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=366367&type=card" /></a></div>This is one of the best decks for Mizzium Mortars. It allows you deal with problem creatures like Blood Baron of Vizkopa, and you have the potential to ramp into Overload against the agressive decks, working like a pseudo-Bonfire. Also, nailing a Firedrinker Satyr with Mizzium Mortars is a very good feeling.<br />
<br />
Wrap Up<br />
<br />
So far, the metagame is looking pretty much like I thought it would. I have been testing with decks very similar to these and knew that they were strong contenders. Now that we have a baseline for the format though, we will start to see some more fringe strategies popping up looking to take advantage of the weaknesses of these decks.<br />
<br />
I would not be surprised to see GW aggro decks coming up soon. They are matched up well agains the mono-red decks because their creatures are generally bigger. Puts a stop to most of their one and two-drops while providing a nice life cushion and I'm not sure they are supposed to handle Trostani.<br />
<br />
I also wouldn't be surprised to see a WB midrange deck pop up. Sin Collector is very good against the control decks, while Blood Baron and Obzedat are good at building up your life total against the aggro decks. And I don't think we've seen the full potential of Whip of Erebos. This card looks like its powerful enough to see play. I look forward to the upcoming Open Series results as we lead into Pro Tour Theros next weekend. By then we should have a much clearer picture of the metagame.Praethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-62072402670550665752013-10-01T00:25:00.001-05:002013-10-02T17:57:35.007-05:00Explore - Theros Come and Me Wan Go Home<div style="margin-left: 1em; margin-right: 1em;"><img border="0" height="158" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaithx9bc3HuOy8bKvuse7Zns1WZETZ8uFnCHL0u3an_1o4xSjgenIm_mQYSjbdkiSd5JBcECMgdvOb0AdzUVAH44k1QmfxvmzU_sQ_M6Ez_ODmzm1ucd25UVIc0hyFy2pHi_TW8S-e7_Y/s640/Explore.png" width="640" /></div><br />
<div style="margin-left: 1em; margin-right: 1em;"></div><br />
<br />
<br />
Well folks, it has been a minute since I last felt the compulsion to write about Magic: the<br />
Gathering. Personally, my life has been somewhat of a whirlwind. I have kept up with the<br />
current events to a point, and I am aware that a new set has been released. I, also, happen to<br />
know that the Standard format is about to change dramatically. Gone are the days of Olivia<br />
Voldaren, Huntmaster of the Fells, Restoration Angel, and Thragtusk. We now usher in a new<br />
era brimming with divine intervention. Theros beckons for us to tread her rolling plains. She<br />
begs we conquer her illustrious mountain peaks. She pines for us to dive deeply into her<br />
sprawling waters. She wills us to creep ignorantly about her fetid marshlands. Her forests urge<br />
all passerby to venture between the trees. With that in mind, I would like to make an attempt at<br />
some Standard decks that could potentially show some teeth come this fateful Friday.<br />
<br />
<a name='more'></a><br />
<br />
<h2>G/W Aggro</h2><br />
Main<br />
4 Soldier of the Pantheon<br />
4 Experiment One<br />
3 Imposing Sovereign<br />
4 Voice of Resurgence<br />
4 Fleecemane Lion<br />
4 Loxodon Smiter<br />
4 Advent of the Wurm<br />
2 Archangel of Thune<br />
2 Brave the Elements<br />
3 Selesnya Charm<br />
2 Spear of Heliod<br />
4 Temple Garden<br />
4 Selesnya Guildgate<br />
2 Mutavault<br />
7 Forest<br />
7 Plains<br />
<br />
Sideboard<br />
1 Sundering Growth<br />
3 Glare of Heresy<br />
2 Rootborn Defenses<br />
3 Banisher Priest<br />
4 Unflinching Courage<br />
2 Elspeth, Sun’s Champion<br />
<br />
This is a pretty straightforward affair. Firmly rooted in the school of play dudes, and turn ‘em<br />
sideways, I strongly believe that G/W aggro strategies are primed to be extremely successful in<br />
Theros Standard. The threats are incredibly efficient at all spots on the curve. Admittedly, the<br />
three spot is shallow, but playing Guildgates allows for some play there. Often times I imagine<br />
this deck will play a two drop on turn three along with a Guildgate, or a two drop and a one drop.<br />
The amount of power that this deck can provide in the early turns of the game is astonishing, and<br />
it will easily go bigger than any other aggro deck out there.<br />
<br />
Of course, in typical Jeremy fashion, this deck plays some top end to allow it to slug games out<br />
with decks looking to go into deep into the turns. Fleecemane Lion is above the curve in stats,<br />
and the monstrous ability allows it to become nigh impossible to answer. Sliding under counter<br />
magic, which I anticipate will become more popular with the rotation of Cavern of Souls, will<br />
become more important. Fleecemane Lion is efficient, and allows the aggro player to maintain<br />
pressure without overcommitting to the board. Likewise, at 3/3 for two, Fleecemane Lion is<br />
going to be larger than almost any other card at that cost, allowing it to stymie aggressive<br />
strategies that may have the jump on the G/W player. The big kitty is a purrfect fit for this deck.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373562&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373562&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=369036&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=369036&type=card" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div>Advent of the Wurm stands to become an allstar in the new Standard. It is amazing to me that<br />
a 5/5 for four mana that you can play at instant speed has not caught on faster, but the<br />
environment just never allowed for G/W to really get a foothold in tier 1 Standard. Too often,<br />
creatures would be on the end of an angry removal spell or just outclassed by some superior<br />
midrange threat. However, the burgeoning new Standard allows for instant wurm to cook up<br />
some real disaster in under sixty seconds.<br />
<br />
Similarly, I have included Archangel of Thune as a final way to lock up the game against another<br />
pesky midrange or aggressive deck. Typically, one hit from this gal will lock up the game, as any<br />
sort of board presence causes things to get out of hand quickly. Even by her lonesome,<br />
Archangel of Thune is almost impossible to effectively race. She certainly demands a swift<br />
answer.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370627&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370627&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373691&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373691&type=card" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div>Taking a peek at the sideboard, we see some standard fare… or is it Standard fare?<br />
Regardless of the puns, the sideboard is looking to focus the deck in games two and three. If<br />
creatures are an issue, Banisher Priest would love to escort that pesky blocker to a confessional<br />
booth. If those creatures happen to be white, judge them accordingly for their heresy. Control<br />
deck got the green and white meanies down? Bring Elspeth and the Rootborn to the defense! Is<br />
some silly red mage trying to fry all the dudes? Suit up with some Unflinching Courage and<br />
pulverize accordingly.<br />
<br />
Overall, I feel this deck is a strong choice for early in the season. I am certain that it will be<br />
refined, and will consistently place in the Standard tournament scene. Correspondingly, another<br />
deck that I feel is primed to really succeed in the new environment is an oldie but a bonafide<br />
goodie:<br />
<br />
<h2>U/W Control</h2><br />
Main<br />
1 Ætherling<br />
4 Divination<br />
4 Supreme Verdict<br />
3 Essence Scatter<br />
4 Azorious Charm<br />
2 Dissolve<br />
3 Sphinx’s Revelation<br />
1 Blind Obedience<br />
4 Detention Sphere<br />
4 Jace, Architect of Thought<br />
2 Elspeth, Sun’s Champion<br />
4 Hallowed Fountain<br />
4 Azorious Guildgate<br />
2 Mutavault<br />
1 Encroaching Wastes<br />
8 Island<br />
8 Plains<br />
<br />
Sideboard<br />
1 Ratchet Bomb<br />
1 Renounce the Guilds<br />
1 Glare of Heresy<br />
2 Last Breath<br />
4 Negate<br />
4 Fiendslayer Paladin<br />
2 Jace, Memory Adept<br />
<br />
I opted for a blend of tapout and permission, and I did it for a couple of reasons. Firstly, the card<br />
draw available to blue permission/flash based decks has been kicked down considerably. No<br />
longer will we see Thought Scour, Think Twice, flashback Think Twice/Snapcaster Mage<br />
targeting Thought Scour as a line of play. Losing this early cantrip ability makes it harder for blue<br />
control decks to do what is most important to their overall game plan; cast Sphinx’s Revelation<br />
for a bunch. Sure, keeping the board clear, and countering a spell here and there allows<br />
everyone to believe that establishing control is the primary objective, but that is a damn lie. All<br />
the U/W player wants to do is cast Sphinx’s Revelation for some backbreaking amount, and<br />
watch the opponent squirm trying to fight past a full grip of solid action on turn fifteen. As a<br />
result, lands are the most important cards in the deck. All the other filler is just that, filler. Lands<br />
are where it is at for this deck. So, Divination becomes a necessary evil. I actually feel that<br />
Divination gets a lot of flack for being a perfectly playable card. It is not exciting or flashy, but it<br />
does exactly what a control deck wants. I chose to maximize the number of Divination because<br />
Omenspeaker is just really sad, especially if we are drawing comparisons to Augur of Bolas. If<br />
Frostburn Weird could activate off white mana, I would probably include it (and I may still).<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370616&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370616&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253534&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253534&type=card" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div>The win conditions are varied between Jace, Architect of thought, Ætherling, and Elspeth, Sun’s<br />
Champion. Honestly, Ætherling and Elspeth are probably the only cards that will serve as a<br />
finisher, as Jace is going to be digging for juicy goodness or stemming the oncoming aggressive<br />
tide more times than not.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253653&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253653&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373649&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373649&type=card" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div>This brings about what is an important observation of Theros Standard. Games are going to<br />
revolve around planeswalkers. Yes, there are some aggro decks that will forgo a planeswalker<br />
plan in order to play efficient on curve threats in an attempt to reduce the opponent’s life total<br />
from twenty to zero as quickly as possible. However, for the most part, planeswalkers are going<br />
to be the most important cards to be able to interact with in Standard. There are just far too<br />
many that are good enough to see play: Jace, Elspeth, Xenagos, Domri, Chandra, and Garruk<br />
are all capable of being the backbone of tier one strategies, and more than likely, they will be.<br />
<br />
So, aggro, then control, I suppose I should address the most beautiful of archetypes, midrange. I<br />
am excited to see how midrange develops in Standard. The rotation of some of the best<br />
midrange cards to ever see play makes creating a competitive midrange strategy especially<br />
compelling to a brewmeister such as myself. I will not promise this is the best deck in Standard,<br />
but I can promise, it is absolutely something I will play:<br />
<br />
<h2>G/U Midrange</h2><br />
Main<br />
4 Elvish Mystic<br />
2 Scavenging Ooze<br />
4 Sylvan Caryatid<br />
4 Boon Satyr<br />
4 Polukranos, World Eater<br />
2 Arbor Colussus<br />
3 Prime Speaker Zegana<br />
2 Rapid Hybridization<br />
2 Cyclonic Rift<br />
2 Simic Charm<br />
2 Plasm Capture<br />
2 Mystic Genesis<br />
1 Nylea’s Bow<br />
2 Nylea, God of the Hunt<br />
4 Breeding Pool<br />
4 Temple of Mystery<br />
2 Mutavault<br />
1 Simic Guildgate<br />
7 Forest<br />
6 Island<br />
<br />
Sideboard<br />
2 Pithing Needle<br />
4 Tidebinder Mage<br />
4 Negate<br />
2 Domestication<br />
2 Master of Waves<br />
1 Primeval Bounty<br />
<br />
I admit I may have a problem, but Prime Speaker Zegana is too good to not see play. Added to<br />
that, is the newest weapon available to the green arsenal, Polukranos, World Eater. This is a<br />
hydra that puts the pain on aggro decks. With base stats at 5/5 for four mana, Polukranos is<br />
already going to lock up the ground as well as any creature can. Where it gets interesting is the<br />
monstrous ability. Polukranos, World Eater negotiates with small creatures with extreme<br />
prejudice. What I love about it most, is how Polukranos sets up the following turn with this deck.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=366416&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=366416&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373549&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373549&type=card" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div>Ideally, Polukranos represents upgrading with monstrous 2 the following turn, possibly destroying<br />
one, or in the dream scenario, two creatures. However, what if the opponent tries to play a spell<br />
that needs countering? Well, then we get to obliterate them with Mystic Genesis or Plasm<br />
Capture (which is insane with Polukranos’ montrous ability). Then, the follow up of Prime<br />
Speaker Zegana for a full grip should give this deck the tools to go over the top of other midrange<br />
decks.<br />
<br />
As always, I looked to supplement the deck with cards all along the curve. Boon Satyr is an<br />
impressive creature that is capable of putting pressure on control decks, can trade with<br />
aggressive decks, or allow us to outsize other midrange decks. This deck can actually utilize<br />
the bestow ability more frequently than most, as it looks to accelerate to the six mana threshold<br />
and dominate the game with haymakers that happen to draw a lot more haymakers.<br />
Speaking of ramp, Elvish Mystic and Sylvan Caryatid will be featured prominently in many green<br />
decks throughout the course of their legality in Standard. The rotation of Farseek from the<br />
format impacts the green midrange decks brutally. Luckily, Sylvan Caryatid steps into Farseek’s<br />
shoes to help alleviate color constraints for green. It does make green decks more susceptible<br />
to Supreme Verdict, but the tradeoff is the increased defensive capability against aggressive<br />
decks.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373509&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373509&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373740&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373740&type=card" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div>Arbor Colussus makes the deck in the roll of undercosted fatty that happens to whip the hobbit<br />
snot out of Stormbreath Dragon. Reach is an underappreciated keyword ability, but I am of the<br />
opinion that it is good enough to warrant play in this particular deck. Cards that are traditionally<br />
difficult for green midrange decks to interact with normally possess flying. The fact that Arbor<br />
Colossus is a 6/6 for only five mana allows for it to meaningfully impact the board exactly when it<br />
needs to, and I am torn as to whether I should include a third in the sideboard. At this time, I<br />
have elected not to, but that could be flat out wrong.<br />
<br />
There is a light countermagic suite in the deck, and unlike the U/W deck, we are not messing<br />
around with cards like Dissolve and Essence Scatter. I want the counterspells we play in this<br />
deck to be positively soulcrushing. Plasm Capture allows for ludicrous tempo swings. Mystic<br />
Genesis develops board presence while helping to control board development. These cards will<br />
come out against just about every aggro deck under the sun, but against control decks and other<br />
midrange strategies, they will almost always pull their weight and then some.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=369069&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=369069&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=366401&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=366401&type=card" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div>The remainder of the spell selection is there to help keep the threats in check, or continue to<br />
pressure the opponent with the threats in play. Simic Charm will never impress, but it will<br />
always find a use. Rapid Hybridization can remove problematic creatures, or respond to<br />
removal to keep the beatdown in full effect. Then, there is Cyclonic Rift a.k.a. the blue Overrun.<br />
Cyclonic Rift is a bit of a Swiss Army knife. It plays early to help keep the aggression off. It<br />
comes in late to salvage an unwinnable game, or it translates to “tap seven mana, win target<br />
game.” I happen to be very fond of all of those modes. I know that I have been playing Cyclonic<br />
Rift for a long time, and I am rarely disappointed to have it available.<br />
<br />
Lastly, I included Nylea, God of the Hunt, and her bow. I am unsure that Nylea’s Bow does<br />
enough to be included, but I do want to try it before I decide I do not like it. Much in the same<br />
vein, the actual god Nylea may not be worth the cardboard it is printed on, and if it were not for<br />
the synergy with Prime Speaker Zegana, I would probably not even consider playing the card.<br />
However, being able to stack triggers and draw seven cards is pretty swell. Being able to grant<br />
the team trample for a minimal investment with the potential for a big payoff is also dynamite. In<br />
the end, both of these cards may not be worth the inclusion, but I would be remiss to not give<br />
them a chance.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373559&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373559&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373603&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373603&type=card" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div>The sideboard is slanted to beat up on red and green decks. I expect Tidebinder Mage to make<br />
waves in the new Standard. Being able to lock up opposing Elvish Mystics, Scavenging Oozes,<br />
Loxodon Smiters and other green meanies for a minimal investment is powerful. Domestication<br />
is mostly on Boros Reckoner patrol, but it can nab other small creatures in a pinch. Master of<br />
Waves is comes in to stem red aggression. It may be a better card than Domestication in the<br />
sideboard, though in tandem, they are excellent. I opted for variety as to open up options against<br />
other decks.<br />
<br />
Once again, the full four pack of Negate make it to the sideboard. I stand by my claim that<br />
Standard is a planeswalker driven format. I want to have access to four Negate in any deck that I<br />
tap lands for blue mana until I am proven otherwise. Also, cards that are difficult for strategies<br />
like this to beat, such as opposing counterspells and Rakdos’s Return can all be answered by<br />
Negate. I am a big fan of Negate out of blue decks right now.<br />
<br />
Pithing Needle merely supplements the planeswalker answers, and has the added bonus of<br />
being able to deal with unconventional angles of attack from the opponent. Pithing Needle is<br />
never stellar, but always has a use.<br />
<br />
Traditionally, midrange decks have difficulty beating true control strategies. Primeval Bounty can<br />
turn a questionable game, into a steamroll. While vulnerable to Detention Sphere, Primeval<br />
Bounty does fight control decks on an unusual axis. Being able to generate value from every<br />
single permanent adds up against decks trying to control board development. Likewise, being<br />
able to generate 3/3 beast tokens from underwhelming late game draws like Elvish Mystic and<br />
Sylvan Caryatid is exactly why Primeval Bounty gets a spot in the sideboard.<br />
<br />
Well girls and boys, that wraps up this episode of Explore. I can not say for sure what Theros<br />
Standard has in store, but I know that I am stoked to build a deck with Prime Speaker Zegana in<br />
it that challenges the tier one that is established.<br />
<br />
As always, thank you for reading.<br />
<br />
Jeremy Skelton<br />
@peeps_champPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-89364922400468700562013-09-30T23:35:00.000-05:002013-09-30T23:37:46.262-05:00Final Judgment - Commander Review of Theros<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ8LSSyW2uscZTeMiOLZRDm6_UbCzlV9MzaWvEOnxbqcu-Pe3TrbOB1qL_a7rBpx5jHeJoifAumi8ydoE43360q741ceWoOkU3MT9Hnga76trCckEsZ_yGFiPfEFslzG6VYM09iEwOt4Ah/s1600/1174283_10202190779474403_1212385757_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="123" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ8LSSyW2uscZTeMiOLZRDm6_UbCzlV9MzaWvEOnxbqcu-Pe3TrbOB1qL_a7rBpx5jHeJoifAumi8ydoE43360q741ceWoOkU3MT9Hnga76trCckEsZ_yGFiPfEFslzG6VYM09iEwOt4Ah/s640/1174283_10202190779474403_1212385757_n.jpg" width="640" /></a></div>
<br />
<br />
Theros has lots of goodies for us EDHers. So, let’s take a look!<br />
<br />
<a name='more'></a><br />
<h2>
White</h2>
<br />
Chained to the Rocks- A decent removal spell, but in EDH land destruction is common so not always reliable.<br />
<br />
Elspeth, Sun’s Champion- Excellent endgame card for both token decks and control decks.<br />
<br />
Gift of Immortality- This card has fun written all over it.<br />
<br />
God’s Willing- Great way to protect your guys and you get to Scry: sign me up.<br />
<br />
Heliod, God of the Sun- See Eslpeth.<br />
<br />
Hundred-Handed One- Another great flavorful card which can buy you some time against most decks.<br />
<br />
Spear of Heliod- Great for aggro decks and reusable removal. That is the definition of value!<br />
<br />
Phalanx Leader- Two words: Aggro/Tokens. That is all.<br />
<br />
<br />
<h2>
Blue</h2>
<br />
Bident of Thassa- Value! Great for aggro decks and Edric’s favorite weapon to wield!<br />
<br />
Curse of the Swine- Do you smell bacon? No? Well you are about to. I can’t wait to say this to an opponent right before I turn their guys into piggies.<br />
<br />
Prognostic Sphinx- A hard to kill flyer with a big rear and a discard outlet for some decks. Seems good.<br />
<br />
Shipbreaker Kraken- I just have a thing for large nautical monsters. (I collect Colossal Whales) This guy is a pretty decent one and monstrosity just seems like it was made for us EDH lovers.<br />
<br />
Swan Song- OMG…This card is insane!<br />
<br />
Thassa, God of the Sea- Great for Aggro decks and the Scry every turn isn’t bad either. Oh and she could possibly be a 5/5 unblockable creature, that’s indestructible. Moving on.<br />
<br />
<br />
<br />
<br />
<br />
<h2>
Black</h2>
<br />
Erebos, God of the Dead- This is the reason one of my closet Magic friends is going to start playing EDH. The night this card was spoiled he looked at me and said. “That is gonna be my Commander.” I asked, “You are gonna build an EDH deck?” “I am now.” I cannot argue with this logic. (Editor's Note: The friend in question is me: Eddie)<br />
<br />
Hero’s Downfall- Black has had a little trouble dealing with planeswalkers. Not anymore. Thanks WOTC!<br />
<br />
Hythonia, the Cruel- A wrath effect that is easily reused and abused. Yes Please!<br />
<br />
Gray Merchant of Asphodel- Might be okay in a monoblack deck.<br />
<br />
Rescue from the Underworld- The most flavorful card in Theros goes to this guy. Sweet card!<br />
<br />
Whip of Erebos- Anytime I activate this in the near future is going to involve me “whipping” out my iPod and cranking up some Devo. Good times are ahead.<br />
<br />
<br />
<h2>
Red</h2>
<br />
Ember Swallower- Another great “monster” of a card. I also like blowing up lands.<br />
<br />
Purphoros, God of the Forge- Great for a token/agro deck.<br />
<br />
Stormbreath Dragon- Okay dragon is okay. This guy is going into my Zirilan of the Claw deck ASAP.<br />
<br />
<br />
<h2>
Green</h2>
<br />
Fade into Antiquity- I only mention this card because of one word: exile. Take that, Gods!<br />
<br />
Nylea, God of the Hunt- She gives your dudes trample and can pump them. <br />
<br />
Polukranos, World Eater- HAUMPH!<br />
<br />
Sylvan Carytid- Mana Wall is okay in the right deck.<br />
<br />
Time to Feed- I love that WOTC has been giving green the only thing they didn’t have before. Ways to deal with creatures. Why play any other color anymore?<br />
<br />
Vulpine Goliath- What does the Vulpine say? (Editor's Note: a ring-ding-ding-ding-ding!)<br />
<br />
<br />
<h2>
Multicolored</h2>
<br />
Ashen Rider- Angel of Despair’s Evil Stepmother is pretty cool.<br />
<br />
Ashiok, Nightmare Weaver- Narrow, but could find a home.<br />
<br />
Daxos of Meletis- I like this guy as a Voltron commander.<br />
<br />
Destructive Revelry- Nice removal spell.<br />
<br />
Fleecemane Lion- Hello Kitty! This guy is almost impossible to deal with once it goes big. Hope you kill it before that happens.<br />
<br />
Medomai the Ageless- Who likes taking extra turns? This guy!<br />
<br />
Phraika’s Mender- A recurrable card advantage engine enabler.<br />
<br />
Psychic Intrusion- I love using people’s stuff against them. They can’t complain, they brought it upon themselves.<br />
<br />
Prophet of Kruphix- Comparable to Seedborn Muse and strictly better in some decks.<br />
<br />
Spellheart Chimera- Decent in the right deck.<br />
<br />
Triad of the Fates- Fun card that needs support to make it great.<br />
<br />
Underworld Cerebus- This guy is gonna cause all kinds of shenanigans.<br />
<br />
Xenagos, the Reveler- In R/G ramp decks you could do worse.<br />
<br />
<br />
<h2>
Artifacts/Lands </h2>
<br />
Akroan Horse- Fun Card is fun, and if you have a way to abuse the extra tokens then that is just icing on the cake!<br />
<br />
Colossus of Akros- I prordered a foil as fast as I could. This guy is gonna be an all-star in Omnath.<br />
<br />
Fleetfeather Sandals- I am gonna give this card a chance because it looks sweet.<br />
<br />
Scry Lands- Great in EDH because it is typically slower, so the coming into played tapped clause isn’t that detrimental.<br />
<br />
Until Next Time!<br />
<br />
Jonathan Holland<br />
Jonathandholland21 at gmail dot com<br />
@urzaruPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-48178864733360109932013-09-30T23:20:00.000-05:002013-09-30T23:35:49.366-05:00Forcing Through - Vintage Primer: Cobra Gush<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgf7S9MvShgEWI2jB4NY8c_Zgj-bZlVSI5eAOQdVfi19ulX24V4W4s-pLai9XnT2_ICZqS6czXqjZ9wuD-e8IoCLluNOxqSkMAxqkUSiSDtndHzTZhyphenhyphen4_S16gqK7AzL5zMnLlBPqCCAmAI8/s1600/Forcing+Through.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="158" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgf7S9MvShgEWI2jB4NY8c_Zgj-bZlVSI5eAOQdVfi19ulX24V4W4s-pLai9XnT2_ICZqS6czXqjZ9wuD-e8IoCLluNOxqSkMAxqkUSiSDtndHzTZhyphenhyphen4_S16gqK7AzL5zMnLlBPqCCAmAI8/s640/Forcing+Through.png" width="640" /></a></div>
<br />
<br />
Vintage is arguably the most thought provoking format in all of Magic. Between the Power Nine and cards like Necropotence there are a potentially endless number of decks that you could build in order to be competitive is this high powered format. I would like to introduce you all to one of the decks that I am currently playing when somebody asks whether or not I want to play in this format.<br />
<br />
<a name='more'></a><br />
<br />
Gold Cobra: <br />
<br />
Main Deck<br />
1 Black Lotus<br />
1 Brainstorm<br />
1 Ancestral Recall<br />
1 Mox Sapphire<br />
4 Force of Will<br />
1 Fastbond<br />
1 Mystical Tutor<br />
4 Misty Rainforest<br />
3 Tropical Island<br />
2 Island<br />
1 Merchant Scroll<br />
1 Mana Crypt<br />
1 Mox Emerald<br />
1 Mox Ruby<br />
1 Mox Jet<br />
1 Mox Pearl<br />
1 Flusterstorm<br />
4 Gush<br />
2 Underground Sea<br />
2 Jace, the Mind Sculptor<br />
2 Polluted Delta<br />
1 Vampiric Tutor<br />
1 Demonic Tutor<br />
1 Time Walk<br />
1 Ponder<br />
1 Sol Ring<br />
3 Mental Misstep<br />
1 Hurkyl's Recall<br />
1 Yawgmoth's Will<br />
3 Mana Drain<br />
3 Lotus Cobra<br />
1 Regrowth<br />
1 Library of Alexandria<br />
2 Talrand, Sky Summoner<br />
1 Tolarian Academy<br />
2 Abrupt Decay<br />
1 Dismember<br />
<br />
Sideboard<br />
SB: 1 Flusterstorm<br />
SB: 1 Misdirection<br />
SB: 2 Nature's Claim<br />
SB: 3 Trygon Predator<br />
SB: 1 Forest<br />
SB: 1 Abrupt Decay<br />
SB: 1 Engineered Explosives<br />
SB: 1 Pithing Needle<br />
SB: 1 Nihil Spellbomb<br />
SB: 3 Yixlid Jailer<br />
<br />
For those of you who are not aware as to how this deck works, it goes simply like this. You cast either Fastbond or a Lotus Cobra and then use those spells in conjunction with Gush to continuously gain advantage from your mana and play through your library and cast a Talrand, Sky Summoner using counterspells and cantrips to create small creatures and swarm your opponent.<br />
<br />
These are some of the cards that will allow you to create advantageous positions and overwhelm your opponent.<br />
<br />
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=189258&type=card" imageanchor="1"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=189258&type=card" /></a><br />
Gush:<br />
Gush is the main engine that turns this deck, as it serves multiple purposes depending on the situation required for it. For example, Gush allows you to draw into extra cards in order to look or a Force of Will or other counterspell, Gush also allows you to protect against Wasteland/Strip Mine as you can Gush in response and return the land being targeted to your hand, fizzling their trigger.<br />
<br />
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=185749&type=card" imageanchor="1"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=185749&type=card" /></a><br />
Lotus Cobra:<br />
If Gush is the engine of this deck, then Lotus Cobra is most certainly the fuel. Lotus Cobra in conjunction with fetchlands allows you to turn every fetchland into a Black Lotus, often bypassing turns and putting you far ahead of your opponent, allowing you to play out your spells while leaving counterspell mana up.<br />
<br />
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253701&type=card" imageanchor="1"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253701&type=card" /></a><br />
Talrand, Sky Summoner:<br />
Talrand, Sky Summoner actually has a purpose other than being an EDH all-star, and that purpose is playing in decks like these producing massive amounts of drakes what with to beat your opponents face in. Talrand also supplies blockers when you have an active Jace, the Mind Sculptor that needs protection<br />
<br />
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=195297&type=card" imageanchor="1"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=195297&type=card" /></a><br />
Jace, the Mind Sculptor:<br />
Jace the Mind Sculptor is the ultimate Swiss army knife for any blue based deck in Vintage. It allows you to do so many things based on what your situation needs. Though most often with Jace, unless you are under a great deal of pressure, it is a free Brainstorm every turn, which will either draw you into more action, or more counterspells.<br />
<br />
These are some of the match-ups that you will face if you take this deck to a tournament.<br />
<br />
Versus Dredge: <br />
When playing against Dredge, it is important to realize that their goal is to strip your hand with Cabal Therapy and then beat you down with an army of 2/2 zombies. If you can prevent them from doing this, then chances are that this match-up will be easy. If however you cannot, then you will have an uphill battle on your hands. Post-board you should bring in the three Yixlid Jailers, Nihil Spellbomb, and the Pithing Needle.<br />
<br />
Versus Workshop:<br />
When playing against Workshop, it is best to recognize what their important spells are and if possible, counter those. Also in this match-up, Lotus Cobra is your friend because it allows you to produce the mana to get past their taxing effects which will inevitably allow you to overwhelm them. If however they can get set-up before you can get set-up then this match-up is very difficult if not impossible. Post-board you should bring in the two Nature’s Claims, all three Trygon Predators, the Forest, and the Engineered Explosives.<br />
<br />
Versus Pyromancer:<br />
When playing against Pyromancer, it is best to understand what you are going to be up against, in that Pyromancer uses Young Pyromancer to gain as much advantage as possible. If you can stop this early enough by either countering it or destroying it with a Dismember or an Abrupt Decay, then this match-up is much more manageable. If they however get off to an insane start and you cannot stabilize, then you’ll have a hard time catching up. Post-board you should bring in the Flusterstorm, the Misdirection, the third Abrupt Decay, and the Engineered Explosives.<br />
<br />
Versus Snapcaster Control:<br />
When playing against Snapcaster Control, you should recognize that they essentially have two copies of all of their key spells with the addition of a full play set of snapcaster mages with which to flashback said spells, so do your best to mitigate that. If you can do that and stabilize your board position then you will be able to pull ahead enough to win. If they can keep momentum in their favor then they will surely be able to overrun you with card advantage. Post-board you should bring in the Flusterstorm, the Misdirection, the third Abrupt Decay, the Nihil Spellbomb, and the Three Yixlid Jailers in order to prevent their graveyard shenanigans. <br />
<br />
Versus Oath/Burning Long:<br />
When playing against Oath it is best to understand that their singular purpose is to stick an Oath of Druids, at which point they can go off and kill you via storm or Griselbrand. So your singular purpose is to stop that from happening either by countering it, or destroying it with an Abrupt Decay. If you can keep them from sticking the Oath, or finding a way to mitigate the potential advantage that it gives, then this match-up is a cakewalk. If however you cannot then they will steamroll you. Post-board you should bring in the Flusterstorm, both Natures’ Claims, the third Abrupt Decay, and the Engineered Explosives in order to ensure they cannot keep an Oath of Druids in play or just combo out with storm.<br />
<br />
Versus Humans:<br />
When playing against humans, it is important to understand that besides their Dark Confidants and their Thalia, Guardian of Thrabens, you really do not have to worry about what they are casting all that much as you can usually deal with it by casting Talrand and just swarming them. If however they can keep a Thalia out for a long period of time, they will have negated most of the advantage that you have gained and you will lose. Post Board you should bring in the Forest, the third Abrupt Decay, and the Engineered Explosives.<br />
<br />
These are most of the potential match-ups that you will play in an average vintage Meta.<br />
<br />
You should play this deck if:<br />
• You like playing combo control.<br />
• You like playing tempo.<br />
• You like interactive games.<br />
<br />
You shouldn’t play this deck if:<br />
• You prefer playing pure control.<br />
• You like playing aggro.<br />
• You have a lot of workshops in your Meta.<br />
<br />
This is but a small taste as to the potential fun of playing a Gush-bond deck, if you have any questions or have a deck that you would like to me to do a primer on next, please feel free in the comment section below.<br />
<br />
By: Corey Vangel<br />
<a href="https://twitter.com/Zielle47" target="_blank">@Zielle47</a>Praethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-63496000289857987272013-09-19T01:05:00.000-05:002013-09-19T01:05:26.802-05:00Final Judgment - Avoiding Judge Calls<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ8LSSyW2uscZTeMiOLZRDm6_UbCzlV9MzaWvEOnxbqcu-Pe3TrbOB1qL_a7rBpx5jHeJoifAumi8ydoE43360q741ceWoOkU3MT9Hnga76trCckEsZ_yGFiPfEFslzG6VYM09iEwOt4Ah/s1600/1174283_10202190779474403_1212385757_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="123" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ8LSSyW2uscZTeMiOLZRDm6_UbCzlV9MzaWvEOnxbqcu-Pe3TrbOB1qL_a7rBpx5jHeJoifAumi8ydoE43360q741ceWoOkU3MT9Hnga76trCckEsZ_yGFiPfEFslzG6VYM09iEwOt4Ah/s640/1174283_10202190779474403_1212385757_n.jpg" width="640" /></a></div>
<br />
<i>The Phyrexian Arena is proud to welcome a new columnist to our line up. The Final Judgment column is written by Jonathan Holland, a level 2 judge out of Middle Tennessee. He will typically be writing about Judging, Commander, and whatever else crosses his mind.</i><br />
<br />
<a name='more'></a><br /><br />
Greetings! I just got back from Atlanta where I leveled up to L2 and I am very excited to get a chance to write for the Arena! Today I am going to talk about common judge calls and how to avoid them as a competitive player.<br />
<br />
<h3>
Missed Triggers</h3>
<br />
In Standard, the main culprit is Desecration Demon. The controller should announce the trigger at the beginning of both players’ beginning of combat steps. If a player doesn’t announce the trigger then they could receive a warning for missed trigger. This trigger is a detrimental trigger.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270959&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270959&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=83771&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=83771&type=card" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
In Modern/Legacy, our good old friend Dark Confidant (aka: Bob) is the number one missed trigger. Once a player has drawn their card for turn, Dark Confidant’s trigger has been considered missed. If you call for a judge they will just ask the opponent if they would like Bob’s controller to have that trigger. I have yet to find an opponent who allows this….. No penalty is issued in this case because it is considered a beneficial trigger.<br />
<br />
<br />
<h3>
Drawing Extra Cards</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=189255&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=189255&type=card" /></a></div>
<br />
All of these scenarios popped up on Sunday during the Legacy Open. First, I got a call and came over to the table and one player says, “My opponent had two islands in play and now he only has one.” Interesting….. Turns out, the opponent had returned an island to his hand when his opponent cast Daze. (They were both playing blue decks.) Unfortunately, they didn’t realize it until over a turn later. So, that player received a Game Loss due to Drawing Extra Cards. Why you ask? Because he had a card in his hand that wasn’t supposed to be there and at that point in the game we can’t just place the land back on the battlefield. <br />
Next, I had a player on Charbelcher and he drew a card then played the Manamorphose in his hand that would allow him to draw a card. Some might think this could be considered out of order sequencing but that is not the case. The problem here is that he drew a card before he was supposed to. This is just Drawing Extra Cards and he was issued a Game Loss. He appealed my decision and tried to argue with the Head Judge that since he had the Turn 1 win he didn’t need that card anyways. The board state doesn’t matter in this situation because the simple fact of the matter is that he drew a card before he was supposed to and there is serious potential for abuse.<br />
<br />
<h3>
<br /></h3>
<h3>
<br /></h3>
<h3>
Additional Costs</h3>
<br />
Oh, Thalia and Defense Grid! These two are the cause of many a judge call. He is what you need to know about additional costs. You always have to pay them! If you cascade into a spell, you have to pay. Used an Omniscience to cast a spell? You have to pay. Cast a Force of Will or Daze using if alternative casting cost? That’s right you have to pay. Oh, and don’t forget about Dream Halls. If you forget to pay additional costs then you will receive a Warning for a Game Rule Violation for paying an incorrect mana cost to cast a spell. Trinisphere works similarly. Basically if you paid less than three mana to cast a spell you now have to pay 3 mana total.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=194979&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=194979&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270445&type=card" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270445&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=8897&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=8897&type=card" /></a></div>
<br />
<h3>
Derived Information</h3>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370404&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370404&type=card" /></a></div>
I wanted to take just a minute and discuss the difference in derived information at Reg REL and Comp. REL. First, derived information is information that is dependent on other cards or objects in the game. (i.e. Tarmogoyf’s P/T.) At Regular REL, all derived information is free information. (i.e. How big your Tarmogoyf is free information.) At Competitive REL, derived information is not considered free information. So if you are at a competitive tournament and someone asks how big is your Tarmogoyf you don’t have to provide an answer. You can also give a partial answer, providing that there is nothing false about your answer. The best thing to do is check all players’ graveyards and figure out on your own how big that Tarmogoyf is. The only free information in this example are the names of the cards in the graveyards.<br />
<br />
That’s all for this week, may your next tournament be free of penalties! If you have any questions or comments, feel free to drop me a line. <br />
<br />
Jonathan Holland<br />
Jonathandholland21@gmail.com<br />
@urzaruPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com2tag:blogger.com,1999:blog-1903031948017484232.post-75998706505366454152013-09-19T00:50:00.001-05:002013-09-19T00:50:52.407-05:00Ideas Unbound - Theros Prerelease Primer<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" /></a></div>
<br />
<br />
This weekend brings us another Prerelease. As I’ve done for the last few sets today I’m going to do a Theros Prerelease Primer. We will look at some general strategies for Sealed as well as how it pertains to the Theros specifically. Then we will take a brief look at the mechanics as they pertain to Sealed play. At the end, we will evaluate the commons of each color and see look at my top 5 for each.<br />
<br />
<a name='more'></a><br /><br />
<h2>
Sealed Deck</h2>
<br />
For those of you who have attended a Prerelease or Sealed deck event in the past and are familiar with the general strategies and ideas involved you can skip down to section labeled Mechanics for specific Theros information. Just remember that for the Prerelease only, you will receive a seeded booster containing mostly cards of your color, in addition to 5 normal Theros boosters. <br />
<br />
For those unfamiliar with Prereleases or Sealed deck play, you will not be bringing your own deck to this event. Instead, you will be given 6 booster packs and will have to construct a 40-card minimum deck out of the boosters that you open plus any number of basic lands that will be provided. For the Prerelease only, you will choose one of the 5 colors of Magic when you register and one of the packs you receive will be a special booster containing mostly cards of your color, including a Prerelease Promo you will be able to use as well. We will look a little more at these Promos down below.<br />
<br />
Even though your deck has a 40-card minimum, it is a good idea to keep to this. The more cards you put in your deck, the less likely you are to draw your most powerful cards. Remember that every card that is not in your main deck is considered to be your sideboard, so you can bring those other cards in certain matches where they will be useful. <br />
<br />
You will typically want to be around 23 spells and 17 lands. These numbers are not set in stone of course, but this is the best place to start. If you build an aggressive deck, with mostly cheap spells, then you may be able to go down to 16 lands. On the other hand, if you build a slower deck that has a lot of expensive, powerful cards, you may want to consider going up to 18 lands to make sure you have enough mana to cast those powerful spells.<br />
<br />
Since you are receiving a special booster containing mostly cards of one color, it is very possible your deck will be only one color. However, you may pull powerful cards in another color that you want to play as well, so you will need to know how many of each basic land to play. One quick way to do this is the count up the mana symbols of each color in the costs of your spells and use this as a ration for determining how many of each land to play.<br />
<br />
<i>For example: Your deck has 24 red mana symbols in the costs and 8 green symbols. In this case, you would want to have 3 Mountains for every Forest.</i><br />
<br />
Chances are, the math won’t work out quite that evenly. If you have an extra land slot you don’t know what to do with, it’s usually best to slant toward the color that has either the cheapest spells, so you can draw it early in the game, or the color with the most double mana spells, so you make sure to draw enough of those lands to cast those spells.<br />
<br />
You also want to make sure your deck contains plenty of creatures. Creatures are the most important cards in Sealed deck. Out of the 23 spells you are playing, you probably want at least 14-15 of them to be creatures. This way, you ensure that you have plenty of creatures to play. You also want a range of costs on those creatures. Then you will be able to play creatures at all points of the game. Remember, that any spell that makes a token creature can be counted as a creature in most cases too.<br />
<br />
This was just a few general pointers for building your deck at the Prelease. Now, we will look at some information specific to Theros and how it will affect your deck building and game play.<br />
<br />
<h2>
Mechanics</h2>
<br />
I wrote an in depth article about the Mechanics of Theros already. You can find that <a href="http://thephyrexianarena.blogspot.com/2013/09/ideas-unbound-theros-on-deck.html">here</a>. Today, we are going to take a brief look at them again specifically as it pertains to Sealed play at the Prerelease.<br />
<br />
<h3>
Bestow</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373735&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373735&type=card" /></a></div>
Bestow is a great mechanic for Sealed deck play. Sealed usually comes down to creature combat and games can go longer. Bestow allows you to buff one of your creatures first, and then get a second creature out of the deal if your opponent is able to deal with the first. This means your opponent will have to use more removal spells to deal with your creatures. Don’t be afraid to play your bestow creatures as actual creatures though in the early game, especially if you are already applying pressure to your opponent. These creatures are great, because they give you options, so be sure to evaluate which option is better at the time.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<h3>
<br /></h3>
<h3>
<br /></h3>
<h3>
<br /></h3>
<h3>
Monstrous</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373687&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373687&type=card" /></a></div>
This is another great ability for Sealed deck play for similar reasons to bestow. Games will typically go longer and there will be turns when you have a lot of mana in play and nothing to cast. Monstrous creatures give you something to do with that extra mana, making a creature bigger and a lot of times, you will even get a spell-like effect as well.<br />
<br />
Remember, Monstrous can be used at instant speed. Activating the ability at the end of your opponent’s turn allows you to save mana for other combat tricks or abilities you might have. Also, be careful not to waste your time using the Monstrous ability if you think your opponent might kill it in response. If you do, the mana will be wasted and you won’t even get the Monstrous triggered ability. It’s important to keep these ideas in mind when deciding when to use Monstrous.<br />
<br />
Also, I can’t wait to say “Magic Wand, make my monster GROW!” at the Prerelease. Bonus points if you get the reference.<br />
<br />
<h3>
<br /></h3>
<h3>
<br /></h3>
<h3>
<br /></h3>
<h3>
Heroic</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373592&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373592&type=card" /></a></div>
Heroic is an interesting mechanic in Sealed deck. It rewards you for playing combat tricks which is a good way to make sure your creatures come out ahead in combat. The trick is to make sure you aren’t playing too many combat tricks to trigger your heroic and end up not playing enough creatures. Fortunately, some of the combat tricks in Theros target multiple creatures allowing you to get multiple triggers without having to devote too many slots to tricks.<br />
<br />
Heroic also plays well with Bestow. Auras do target the creatures you cast them on, so they will trigger Heroic abilities. This allows you to have additional ways to trigger heroic without losing too many of the slots in your deck to non-creature cards.<br />
<br />
<br />
<br />
<br />
<h3>
<br /></h3>
<h3>
<br /></h3>
<h3>
<br /></h3>
<h3>
Devotion</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373538&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373538&type=card" /></a></div>
Devotion is an interesting mechanic that will affect how you build your deck. At the Prerelease you will have the special pack of your color so it will be easier to build a mono-color deck to take advantage of your devotion cards. Just remember if you decided to add a second color to your deck that it will affect your cards that care about devotion.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<h3>
<br /></h3>
<h3>
<br /></h3>
<h3>
<br /></h3>
<h3>
Scry</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373704&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373704&type=card" /></a></div>
Scry is just a good mechanic all around and that doesn’t change for Sealed deck. This is a great mechanic that will allow you to filter through your deck for the specific cards that you need. Having a lot of Scry cards can allow you to be a little more flexible in your deck construction because you will have an easier time finding the cards you need when you need them.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<h2>
<br /></h2>
<h2>
<br /></h2>
<h2>
Promos</h2>
<br />
Now we are going to take a look at the Prerelease Promos you will get and some strategies around them. It’s going to be a very rare situation where you don’t play your promo in your deck.<br />
<br />
<h3>
White – Celestial Archon</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373503&type=card" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373503&type=card" /></a></div>
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
This guy is really strong for Sealed. You get a 4/4 body with flying and first strike for 5 mana. This is already enough for me to put him in my deck and be very happy every time I cast him. The fact that he has Bestow is just icing on the cake.<br />
<br />
In the late game, you can Bestow him on a creature making that creature a threat your opponent has to deal with immediately. And then, when they do, you get the Archon in creature form meaning they now have another threat they have to deal with. I would look to Bestow this guy when possible. However, don’t hesitate to play him as a creature on turn 5 if you need to stop your opponent’s attacks or if you have been pressuring your opponent and looking to close the game quickly. <br />
<br />
<h3>
Blue – Shipbreaker Kraken</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373637&type=card" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373637&type=card" /></a></div>
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
This guy is huge. A 6/6 for 6 mana is going to have an impact on the board no matter what. Your opponent is not going to want to swing into that. They will want to find removal pretty quickly to deal with this guy.<br />
<br />
Once you activate the monstrous ability your opponent is going to be hard pressed to beat you. If they don’t have five creatures out at the time, they will suddenly find themselves without blockers for your 10/10 creature, plus whatever else you might have in play. There’s a good chance you are just going to win the game right there.<br />
<br />
Playing Blue at the Prerelease may be one of the times you want to look at playing an extra land. The monstrous ability on this guy is so good you will want to use whenever you can. This means you will want to make sure you have 8 mana to do so.<br />
<br />
<h3>
Black – Abhorrent Overlord</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373661&type=card" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373661&type=card" /></a></div>
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
This guy is going to put games away quickly when he resolves. A 6/6 flier is very difficult to deal with, especially one that supplies his own squadron of attacker as well. You will want to make sure your deck is mostly black to take full advantage of his ability. Considering you will be getting a pack with mostly black cards in it, don’t be surprised if you find yourself playing mono-black. This guy is worth it. Remember that he does produce two tokens on his own and chances are the game won’t last long enough for his drawback to really matter.<br />
<br />
This guy might also make you want to play an extra land, so you can make sure you hit 7 mana consistently.<br />
<br />
<h3>
Red – Ember Swallower</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373597&type=card" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373597&type=card" /></a></div>
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
This is the cheapest of the Promos, but he is no less powerful. A 4/5 for 4 mana is already a great deal allowing you to be very aggressive, something red naturally wants to do anyway. Plus, he gives you a safety net against mana flood. If you drawing too many lands, just activate his Monstrous ability and set your opponent back a few lands, while you set yourself back to about the mana range you want to be on. Then ask your opponent how he is going to deal with your 7/8 friend.<br />
<br />
<h3>
Green – Anthousa, Setessan Hero</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373671&type=card" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373671&type=card" /></a></div>
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
This is the only promo that is Legendary. However, because of the new Legend rule this is probably not going to come up. Even if you play another green player, you can both have her in play with no worries. You would only have an issue if you pull a second copy in one of your other packs and draw it while the first copy is still in play. Like I said, it’s probably not going to happen.<br />
<br />
A 4/5 for 5 mana is not typically that great for Green these days. However, her ability allows you to sneak in lots of extra damage against an opponent with few blockers. You will want to look for good pump spells and Bestow creatures to go in your deck to make sure you can trigger her ability when you need to. You do have to be careful with this ability though. There is always a risk when animating your lands that can be much more easily destroyed at the point. I certainly wouldn’t do it if I needed the mana in later turns and there was potential my opponent could destroy the animated land.<br />
<br />
<h2>
Commons</h2>
<br />
Now we will take a general look at the commons available in each color, because our decks will mostly be made up of commons. This will be useful in two ways. It will let you know what to look for when building your deck. However, it will also let you know what to watch for from opponents who are playing that color. I will also provide you my top 5 picks for commons in each color. Also, remember, these picks are skewed based on the setup of the Prerelease and do not necessarily reflect on general Sealed play.<br />
<br />
<h3>
White</h3>
<br />
White has a set of aggressive common creatures as well as a set of defensive common creatures. This gives you a lot of flexibility when building your deck. Your promo also fits into both of these strategies very nicely, allowing you to close out an aggressive plan quickly, or playing the long game allowing you to use the Bestow for extra value. You also get a decent amount of removal at common, but it is all situational. Here are my picks for top 5 commons in white.<br />
<br />
<h4>
5. Gods Willing</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373516&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373516&type=card" /></a></div>
<br />
This is an excellent trick to have. It gives you many options including saving a creature from a removal spell, making a favorable block in combat, or even making a creature unblockable for lethal damage. The fact that it also lets you Scry 1 as well gives it an excellent boost. Don’t be afraid to use this card early if you need to hit a land drop or need to find a removal spell.<br />
<br />
<h4>
4. Cavalry Pegasus</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373353&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373353&type=card" /></a></div>
<br />
A 1/1 flying creature for 2 is decent. What makes this guy shine is that he gives all of your humans flying as well. This makes it very difficult for a ground based opponent to start your attacks. If you have a few of these guys, look to play your Humans over other creatures, if the decisions are close.<br />
<br />
<h4>
3. Observant Alseid</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373733&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373733&type=card" /></a></div>
<br />
This card functions like a smaller version of your promo, giving you the option to play it early if you need aggression or a blocker. However, holding this guy back and putting him on a flying creature is going to give you incredible value. This card is also a great Heroic enabler.<br />
<br />
<h4>
2. Divine Verdict</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373648&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373648&type=card" /></a></div>
<br />
This is white’s best common removal spell, because the restriction is easy to overcome. It will work on any of the opposing creatures as long as you can get them to attack or block. Also, watch out for white players who swing a small attack into an oversized blocker if they have 4 mana open. Chances are, they are looking to Verdict your guy.<br />
<br />
<h4>
1. Wingsteed Rider</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373563&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373563&type=card" /></a></div>
<br />
This guy seems very good in limited. A 2/2 flier for 3 mana is already a decent rate for a creature. The fact that you can easily make him bigger makes him even better. He is the perfect target for the Observant Alseid giving you a build your own Serra Angel. Also, the double white in his cost would normally seem like a drawback, but it is actually useful here for increasing your devotion count.<br />
<br />
<h3>
Blue</h3>
<br />
As is normal for Blue, the commons will play into a longer game plan. This will allow you to keep your opponent’s aggression at bay and play a tempo game until you can take control of the game. This is especially important since your promo wants to play the long game anyway. Here are my picks for top 5 blue commons.<br />
<br />
<h4>
5. Nimbus Naiad</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373719&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373719&type=card" /></a></div>
<br />
As with the Alseid in white, this is a great value creature. It allows you to play early as a decent blocker or wait and make an even better blocker (or attacker). The reason this is not rated as high as the Alseid is that blue does not have as many Heroic creatures to make use of the Aura targeting.<br />
<br />
<h4>
4. Prescient Chimera</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373643&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373643&type=card" /></a></div>
<br />
This is a decent creature, with an ability that gets really good in the late game. Casting instants and sorceries is really what blue wants to be doing to deal with their opponents and getting to Scry every time you do that allows you to really advance your game. It will help smooth out your draws in the end game and stay ahead of your opponent.<br />
<br />
<h4>
3. Voyage’s End</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373527&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373527&type=card" /></a></div>
<br />
This is a great card at keeping your opponent’s off balance. It allows you to keep aggressive creatures off the board in the early game. It also allows you a small reprieve if your opponent has a late game bomb. The fact that you get to Scry on top of that really makes this a fantastic card.<br />
<br />
<h4>
2. Breaching Hippocamp</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373636&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373636&type=card" /></a></div>
<br />
First of all, what is a Simic creature doing on Theros? Horse fish? Really? Joking, aside, this guy is really good. A surprise 3/2 blocker that also untaps another blocker is going to put a damper on many combat steps. Players will need to be careful attacking into 4 open blue mana. This has been true for M14 limited so it should carry over easily.<br />
<br />
<h4>
1. Griptide</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373519&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373519&type=card" /></a></div>
<br />
An instant speed removal spell that has the ability to Time Walk my opponent is definitely something I’m interested in playing. It is a little costly, but it is also very powerful especially in response to a Monstrous activation or your opponent trying to Enchant a creature.<br />
<br />
<h3>
Black</h3>
<br />
The commons in black are very interesting. Very few of the common creatures look that appealing to me, but it has quite a bit of good removal. If you are playing Black you will probably want to build a slower deck focus on keeping your opponent’s creatures off the table as you build up to a couple of big finishers including your Promo. These are my top 5 picks for Black commons.<br />
<br />
<h4>
5. Gray Merchant of Asphodel</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373645&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373645&type=card" /></a></div>
<br />
This guy starts out decent and can get ridiculous. He will automatically drain for 2 with his ability. The fact that he can easily drain for 5 or 6 puts him over the top. He is a great way to make a comeback against an aggressive deck.<br />
<br />
<h4>
4. Cavern Lampad</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373726&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373726&type=card" /></a></div>
<br />
Yet again, the cycle of Nymphs makes my top 5 list. This one would be higher if it was cheaper. However, I can understand why this one costs more. Accursed Spirit is a huge card in M14 limited, and this card can turn any of your creatures into a bigger Accursed Spirit and then leave you with a slightly smaller one if they kill the original.<br />
<br />
<h4>
3. Read the Bones</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373725&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373725&type=card" /></a></div>
<br />
This is a great card for keeping you stocked up on removal spells. The two life can hurt at times, but the fact that you Scry 2 before drawing makes this card very good at getting you exactly what you need at the time.<br />
<br />
<h4>
2. Pharika’s Curse</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373722&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373722&type=card" /></a></div>
<br />
I mentioned that Black has excellent removal at common and this is a shining example of it. Killing an early aggressive creature and gaining 2 life in the process is a great way to stay alive while you develop your own board. It’s possible this might actually be #1, but it is limited by the size of creatures it can kill.<br />
<br />
<h4>
1. Lash of the Whip</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373610&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373610&type=card" /></a></div>
<br />
And here we see another great example of the black removal suite. -4/-4 is a lot and will kill most of the creatures in the format. It is a bit pricy but definitely worth it. It even has the ability to get around Regeneration and Indestructible. Unfortunately none of the Gods in the set are small enough to die to this.<br />
<br />
<h3>
Red</h3>
<br />
Red has a very aggressive set of commons in this set. They are either creatures that want to be attacking, spells that help your creatures attack, or burn spells. This all plays nicely with the fact that they have an aggressive promo that will keep land counts in play very low. Here are my top 5 commons in Red.<br />
<br />
<h4>
5. Ill-Tempered Cyclops</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373545&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373545&type=card" /></a></div>
<br />
Even if this guy had no game text, I would still play him most of the time in limited. The fact the has trample and can become a 6/6 makes it even better.<br />
<br />
<h4>
4. Spearpoint Oread</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373732&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373732&type=card" /></a></div>
<br />
The red Nymph makes my top 5 list as well. This is one that might give you a hard choice of when to play. A 2/2 with first strike will be very useful at stopping your opponent. Bestow on to a large creature and you have something your opponent isn’t going to want any part of.<br />
<br />
<h4>
3. Rage of Purphoros</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373663&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373663&type=card" /></a></div>
<br />
4 points of damage that prevents regeneration is good. Scry 1 is better. The fact that this is a sorcery and cannot hit players are the only issues I have with it. It is still worth playing though.<br />
<br />
<h4>
2. Minotaur Skullcleaver</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373698&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373698&type=card" /></a></div>
<br />
This guy hits for 4 damage on turn 3. That’s really good. He may get outclassed quickly, but he hits hard enough and fast enough that it may not matter.<br />
<br />
<h4>
1. Lightning Strike</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373651&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373651&type=card" /></a></div>
<br />
It’s Searing Spear. 3 damage at instant speed for 2 mana is good. This card should always been in your deck if you are red.<br />
<br />
<h3>
Green</h3>
<br />
Green has a pretty good set of commons in this set, with a good mix of large and small creatures as well as some good combat tricks. Not much in the way of removal, but green has never been known for its removal. Here are my top 5 commons.<br />
<br />
<h4>
5. Agent of Horizons</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373712&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373712&type=card" /></a></div>
<br />
This guy has a good body for a good cost allowing you to be aggressive. Where he really shines is if you get to splash blue in your deck. Then he becomes really good allowing you to close out long games.<br />
<br />
<h4>
4. Leafcrown Dryad</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373523&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373523&type=card" /></a></div>
<br />
Here we find the last of the Nymph cycle. Reach is not exactly a stellar ability here, but what really makes this one shine is the cost. It is the cheapest of the Nymphs and you are getting good value here.<br />
<br />
<h4>
3. Fade into Antiquity</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373576&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373576&type=card" /></a></div>
<br />
While Green doesn’t normally get removal, this can serve as a removal spell in a set full of Enchantment Creatures. The fact that this is one of the few cards that can easily deal with a God puts it high on my list.<br />
<br />
<h4>
2. Savage Surge</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373602&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373602&type=card" /></a></div>
<br />
Here is another example of Green “removal”. Untapping and pumping a creature so it can surprise block is a very powerful affect, especially in a color with big creatures. It also allows you to win combats on the aggression as well as giving your guy pseudo-vigilance.<br />
<br />
<h4>
1. Voyaging Satyr</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373518&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=373518&type=card" /></a></div>
<br />
Mana acceleration is already good. Mana acceleration in a set with large Monstrous costs and expensive Bestow effects is even better. This guy allows you to go over the top of your opponents which is exactly what green wants to be doing.<br />
<br />
<h2>
Wrap Up</h2>
<br />
I know this was a long one, but I wanted to cover as much as information as possible. This will hopefully give you a good base to do well at the Prereleases this weekend. As always feel free to leave any comments or questions.<br />
<br />
Eddie Walker<br />
@praethus – Twitter<br />
praethus – MTGO<br />
praethus at gmail dot comPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-58209918369043290582013-09-15T16:03:00.001-05:002013-09-15T16:03:25.878-05:00Into the Arena - Momir Daily 09/15/13<br />
I've been promising video content for awhile now and I can finally deliver. This is a recording of a Momir Daily I played in this morning. It includes an intro video with a brief description of the format and all 4 rounds of the event. I would especially like feedback about this so I can improve the video content going forward.<br />
<br />
<a name='more'></a><br /><br />
<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="//www.youtube.com/embed/videoseries?list=PLHbdqBw4wHqT2mDGkncLsKfvlWdMTTzmK" width="560"></iframe><br />
<br />
Eddie Walker<br />
@praethus - Twitter<br />
praethus - MTGO<br />
praethus at gmail dot comPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-47985519341782435552013-09-13T10:34:00.001-05:002013-09-13T10:35:45.757-05:00Ideas Unbound - Theros on Deck<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" /></a></div>
<br />
<br />
Welcome back to another Ideas Unbound. Last week we looked at the mechanics of Theros. This week, we are going to delve a little deeper looking at the cards themselves and how to use them.<br />
<br />
<a name='more'></a><br /><br />
Before we begin, though, I have a quick announcement. Those of you who read Brad's Thirst for Knowledge article earlier this week know that he is leaving the Arena to pursue other interests. I am taking over his role and will be running the blog going forward. If you have any comments or suggestions about the blog, please send them to me. I will have contact information at the bottom of this article as usual.<br />
<br />
Ok, now let’s get back to Magic. This week, I was going to go through the spoiler and just talk about individual cards and their impact in Standard. However, I don’t really think that is a meaningful exercise if we don’t take in the whole context of Standard. What is useful is looking at how the pieces fit together. Today we are going to look at a couple of potential decklists for the post-rotation Standard format.<br />
<br />
I am also aware that the full spoiler is not yet released, so these lists are very likely to change. However, we can start to see some potential synergies and use these as stepping stones for when the set does get fully spoiled. I am still planning on attending the SCG Invitational in Indianapolis as well as Grand Prix Louisville, and these are a couple of the lists I will start my testing with. <br />
<br />
<h3>
WU Control</h3>
<br />
The first list I have here is a WU control list. This is more of a tap out control list choosing to use a proactive strategy as opposed to a more permission based reactive strategy.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/ths/obasdfkjw8324lz/AQ4FYjOPWyC_EN_LR.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://media.wizards.com/images/magic/tcg/products/ths/obasdfkjw8324lz/AQ4FYjOPWyC_EN_LR.jpg" /></a></div>
4 Omenspeaker<br />
2 Heliod, God of the Sun<br />
2 Prognostic Sphinx<br />
2 Aetherling<br />
<br />
3 Jace, Architect of Thought<br />
1 Elspeth, Sun’s Champion<br />
<br />
4 Azorius Charm<br />
2 Cyclonic Rift<br />
4 Detention Sphere<br />
4 Divination<br />
4 Supreme Verdict<br />
3 Sphinx’s Revelation<br />
<br />
4 Hallowed Fountain<br />
4 Azorius Guildgate<br />
10 Island<br />
7 Plains<br />
<br />
<a href="http://media.wizards.com/images/magic/tcg/products/ths/obasdfkjw8324lz/z9WIdzFdqD1_EN_LR.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://media.wizards.com/images/magic/tcg/products/ths/obasdfkjw8324lz/z9WIdzFdqD1_EN_LR.jpg" /></a>The idea behind this deck is to control aggressive decks in the early game while setting up very resilient endgame. You will notice a lack of countermagic in the deck. With this list we are trying to be proactive. It is very difficult to be reactive in the early stages of a format, because you don’t know exactly what you need to be reactive to.<br />
<br />
Omenspeaker is great way to smooth out your draws in the early game while keeping any 2 power attackers at bay. It also serves to chomp block against bigger attackers to preserve life total. Detention Sphere and Azorius charm help defend against early aggression, and Detention Sphere is one of the better ways to deal with Gods when they aren’t creatures.<br />
<br />
With Think Twice leaving the format, we have to settle for Divination if we want early card draw for now. It’s possible, we may get a better draw spell spoiled soon, but if not, this is what we have for now. We do still get Sphinx’s Revelation to refill our hands and pad our life total in the mid to late game though. <br />
<br />
Jace plays very well with our Omenspeakers allowing them to keep bigger threats at bay until we can find a Supreme Verdict or Detention Sphere. He also is a great source of card advantage if we can keep him alive. I think Jace has been underplayed in the previous metagame, but I think that will change going forward. His abilities are all very relevant and I think it will be easier to keep him alive now since most of the good flash and haste creatures are leaving.<br />
<br />
We have several good finishers here to work with. Heliod is basically an indestructible source of creatures. We have almost no way of hitting 5 devotion to white in this deck, so he is immune to our Supreme Verdicts. And the 2/1 tokens he produces will be very effective at closing out a game once we have established control. Elspeth is also a great source of creatures, also serving as an additional sweeper when necessary. And of course Aetherling is just impossible to remove while eating away large chunks of your opponent’s life total.<br />
<br />
<h3>
GW Agrro</h3>
<br />
This next list is a basic look at a possible Green White aggro deck. We’ve seen a few of these decks popping lately and I forsee them seeing more play post rotation.<br />
<a href="http://media.wizards.com/images/magic/tcg/products/ths/obasdfkjw8324lz/Ge4LjlHYvd9_EN_LR.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://media.wizards.com/images/magic/tcg/products/ths/obasdfkjw8324lz/Ge4LjlHYvd9_EN_LR.jpg" /></a><br />
<br />
4 Elvish Mystic<br />
<a href="http://media.wizards.com/images/magic/tcg/products/ths/obasdfkjw8324lz/bNdVQbTBzTx_EN_LR.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://media.wizards.com/images/magic/tcg/products/ths/obasdfkjw8324lz/bNdVQbTBzTx_EN_LR.jpg" /></a>4 Soldier of the Pantheon<br />
4 Fleecemane Lion<br />
4 Voice of Resurgence<br />
4 Loxodon Smiter<br />
4 Boon Satyr<br />
4 Advent of the Wurm<br />
3 Archangel of Thune<br />
<br />
2 Ajani, Caller of the Pride<br />
<br />
2 Rootborn Defenses<br />
2 Selesnya Charm<br />
<br />
4 Temple Garden<br />
10 Forest<br />
9 Plains<br />
<br />
As you can see, the general idea of this deck is to play guys and turn them sideways. We start with either an Elvish Mystic that can accelerate us to our 3-drops or a Soldier of the Pantheon which hits hard for a 1-drop and can gain us the advantage in a race against other multicolor aggro decks.<br />
<br />
In case we don’t hit an Elvish Mystic, we have Fleecemane Lion and Voice as our two drops. The Fleecemane Lion gives us a lot of power and can be really good if we have to go into the late game. Voice of Resurgence isn’t that powerful on its own, but it does put a large hindrance on our opponent and gives us resilience against removal spells.<br />
<br />
Both of our three drops are 4 power. The Smiter will be especially useful in a world without Cavern of Souls cause it guarantees a resolved creature against the counterspell decks. I have high hopes for the Satry and I think he will be really good for this type of deck. If you don’t have other creatures, he comes down and hits hard, especially with flash, allowing you to bypass Sorcery speed removal for a turn. Or, if it’s later in the game, and you have the 5 mana, the bestow ability allows you to surprise your opponent and create some resilience.<br />
<br />
We top our curve with Advent and Archangel of Thune. This allows us to go big even after a Supreme Verdict or other sweeper. Plus, the Archangel has potential synergy with the Soldier of the Pantheon. And the Advent plays well with the Rootborn Defenses, which is another answer we have to Supreme Verdict.<br />
<br />
As of this writing there are still 100+ cards to be spoiled, so it’s possible neither of these decks will actually be viable options, but I don’t think that’s the case. I’m pretty sure most of the aggro decks are going to want to be one or two color to avoid messy mana issues. Midrange and Control decks can probably stray into a third color pretty easily, but we have to remember that Burning Earth still exists.<br />
<br />
We should have the full spoiler on Monday, so next week, I will do my usual prerelease primer and we can evaluate the potential limited format that Theros brings us. And remember to contact me with any questions, comments, or suggestions about my article or the site itself. We here at the Arena really do appreciate each of you that takes the time to read our articles, and we will endeavor to keep creating content for you.<br />
<br />
Eddie Walker<br />
@praethus on Twitter<br />
praethus on MTGO<br />
praethus at gmail dot comPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com1tag:blogger.com,1999:blog-1903031948017484232.post-64949256673336327872013-09-10T10:37:00.002-05:002013-09-10T10:37:55.833-05:00Thirst for Knowledge - End of the Line<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHs_9qL7MWZ-0noJxRdjnoJJ_I5mA0IGfyKNXM-4BFTMCqc1pxqxuk0A7BnzSyprFjpVcQnddd8ItQqi9TZgILiCya2ytg0br4-7PWLwjkg470cc_Cw490tulX6aZHNcrOWSxnALiixuQ7/s1600/Thirst+for+Knowledge.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="158" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHs_9qL7MWZ-0noJxRdjnoJJ_I5mA0IGfyKNXM-4BFTMCqc1pxqxuk0A7BnzSyprFjpVcQnddd8ItQqi9TZgILiCya2ytg0br4-7PWLwjkg470cc_Cw490tulX6aZHNcrOWSxnALiixuQ7/s640/Thirst+for+Knowledge.png" width="640" /></a></div>
<br />
With the end of the current Innstrad and M13 Standard format coming, its time to look back at the top cards that influenced the standard format.<br />
<br />
<br />
<a name='more'></a><br /><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOKNcpGuG8Vem42TBbkNyK3VFqdsb1jIU1g-FJIpeOgvyDCpvzMLyNzQcuLUy16oIm9ly67eDBuVnuxcsyZ8MGzQW0kKXH4bRk7inPS7TxJOvgec6vMNyk98oP-qDLYtvHcS6EkQCgvkD-/s1600/Thundermaw.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOKNcpGuG8Vem42TBbkNyK3VFqdsb1jIU1g-FJIpeOgvyDCpvzMLyNzQcuLUy16oIm9ly67eDBuVnuxcsyZ8MGzQW0kKXH4bRk7inPS7TxJOvgec6vMNyk98oP-qDLYtvHcS6EkQCgvkD-/s200/Thundermaw.jpg" width="140" /></a></div>
<b>Thundermaw Hellkite</b><br />
<b><br /></b>
Thundermaw Hellikite has seen play at the top of curves throughout its standard life. Killing Lingering Souls tokens was one reason he saw all this play and tapping down the other flyers was his other.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCvhnt5_X1EU1obMOi6pvijTFKyjugTEMkxBzSekihxjaFkkLspd1HMycMkuTe2jIXlJoHqT9J-wADrV18UEM6_CcmK0M1dvsZ30c93DtRp-uwsAiaU7aurlGIyf-NhfRcGqAlIy2-WqG9/s1600/Snappy.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCvhnt5_X1EU1obMOi6pvijTFKyjugTEMkxBzSekihxjaFkkLspd1HMycMkuTe2jIXlJoHqT9J-wADrV18UEM6_CcmK0M1dvsZ30c93DtRp-uwsAiaU7aurlGIyf-NhfRcGqAlIy2-WqG9/s200/Snappy.jpg" width="140" /></a></div>
<b>Snapcaster Mage</b><br />
<b><br /></b>
His power was evident when the card was previewed. He has seen play in all three major formats in Magic. The final Invitational card put its stamp on the game and one that will continue to drive us nuts in Modern and Legacy.<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5fbtnQ-acLUupOO-EafYqCag1zIQ0tiDSe1gCOvPt1KKK9cMFeYKp4JPKSY87eQNps5bCEt-hK3fyz8U4cFBCE1QzC1dcWqKGJzZZyTQn7v-5MWD7mjREYdlfxC6RpiKZ1KiAVTpwl2YA/s1600/Delver.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5fbtnQ-acLUupOO-EafYqCag1zIQ0tiDSe1gCOvPt1KKK9cMFeYKp4JPKSY87eQNps5bCEt-hK3fyz8U4cFBCE1QzC1dcWqKGJzZZyTQn7v-5MWD7mjREYdlfxC6RpiKZ1KiAVTpwl2YA/s200/Delver.jpg" width="140" /></a></div>
<b>Delver of Secrets<br /></b><br />
This unassuming common paired with a consistent way to guarantee his flip and some control made Delver of Secrets a card that was a cross format all-star. Expect to continue to see him for years to come in Modern and Legacy<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3v90xbsyIR7J8hJoLul27qTSIH1wozP0G-LNJEmiv-fmhyphenhyphenH9UzKwErETuUU1swr4fKZof0UT4zZWxoDWMUl16jlguAi9ymiCqgpCSUjXILfWDi6TOgKbr9LSbMBlOeWYohI9gJ-cM1qYI/s1600/Geist.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3v90xbsyIR7J8hJoLul27qTSIH1wozP0G-LNJEmiv-fmhyphenhyphenH9UzKwErETuUU1swr4fKZof0UT4zZWxoDWMUl16jlguAi9ymiCqgpCSUjXILfWDi6TOgKbr9LSbMBlOeWYohI9gJ-cM1qYI/s200/Geist.jpg" width="140" /></a></div>
<b>Geist of Saint Traft</b><br />
<b><br /></b>
Geist has also been a member of the cross format all-stars. It has seen play as apart of aggro, control, and midrange. You will be seeing him clock players in Modern but his time in standard is at an end.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5UvYbaj5oMqf3ev3j29OalX-bS9Bxq3slqK6wlJd4gu_B20TsUuZ5urLum_7NCYhoO2LNaZr95pUJOSQXFFcDWtGs_1Q_EkoirYCMcHFhnmJzfD248fYcP5cnLEW_TYHK5OakI1rCmALF/s1600/Olivia.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5UvYbaj5oMqf3ev3j29OalX-bS9Bxq3slqK6wlJd4gu_B20TsUuZ5urLum_7NCYhoO2LNaZr95pUJOSQXFFcDWtGs_1Q_EkoirYCMcHFhnmJzfD248fYcP5cnLEW_TYHK5OakI1rCmALF/s200/Olivia.jpg" width="140" /></a></div>
<b>Olivia Voldaren</b><br />
<b><br /></b>
Jund will not be the same without her. She dominates creature matchups like Umezawa's Jitte does in Legacy. <br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmoAmpUSm3rBv7VlSeUyKrmlqpihJMdmNYuQiJr6kQL7oPFXd8URDTB7C-6uF7R_AQLruMa4gvpv1VNX4AYbFwqZVG8rWoHtvLWNDt2n5Ky4zh0xRwjNX6EZ0_jDjgJooR6G3WFF_Q0lEs/s1600/Clifftop.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmoAmpUSm3rBv7VlSeUyKrmlqpihJMdmNYuQiJr6kQL7oPFXd8URDTB7C-6uF7R_AQLruMa4gvpv1VNX4AYbFwqZVG8rWoHtvLWNDt2n5Ky4zh0xRwjNX6EZ0_jDjgJooR6G3WFF_Q0lEs/s200/Clifftop.jpg" width="140" /></a></div>
<b>Buddy Lands (M13 and Innstrad)</b><br />
<b><br /></b>
These lands played very well with the shock lands. I expect that the M13 lands will return next base set but their time in this standard has ended.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6T1RLZvwVqRZxQWJfBxaw3fcWolZqbdRG_t2SbMMWlJBAC7XWQkck2Fc6GFCw1xxv7hP_qB-9BWeGyfe2g9aAxVgTqPTWpXmrEypVYLl7I1R38D14v5TbQfdZfEApah1IS8tMo-xB5zl3/s1600/Kessig+Wolf+Run.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6T1RLZvwVqRZxQWJfBxaw3fcWolZqbdRG_t2SbMMWlJBAC7XWQkck2Fc6GFCw1xxv7hP_qB-9BWeGyfe2g9aAxVgTqPTWpXmrEypVYLl7I1R38D14v5TbQfdZfEApah1IS8tMo-xB5zl3/s200/Kessig+Wolf+Run.jpg" width="140" /></a></div>
<b>Spell Lands (Innstrad block)</b><br />
<b><br /></b>
Not all of the spell lands saw use but the ones that did were very threatening. Kessig Wolf Run, Gavony Township, Nephalia Drownyard, Moorland Haunt, Slayer's Stronghold, Desolate Lighthouse, Vault of the Archangel and Alchemist's Refuge all had an impact in Standard. Some will continue to see play in Modern.<br />
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIiZIzY71ZJMNfh6xzkBbhfZOyVFpnbg6ffJWqvbFsgEskb2J6ZAF3TgYD347RxVVaooY0j8OOxKUDUbTTVehu_JQ_wRC4sQQRgIpnYpo0u3dndwakZhAB3vacfAwvcvJ1j25fIK2lShJq/s1600/Garruk+PH.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIiZIzY71ZJMNfh6xzkBbhfZOyVFpnbg6ffJWqvbFsgEskb2J6ZAF3TgYD347RxVVaooY0j8OOxKUDUbTTVehu_JQ_wRC4sQQRgIpnYpo0u3dndwakZhAB3vacfAwvcvJ1j25fIK2lShJq/s200/Garruk+PH.jpg" width="140" /></a></div>
<b>Garruk Primal Hunter</b><br />
<b><br /></b>
Another card Jund will miss a ton, this Garruk gave green based decks both board presence and card drawing on one planeswalker. Will I like the new Garruk Caller of Beasts, this Garruk will hold a special place in my heart (and my Cube).</div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw_eON9-0ZJna7ReZ296Y_HZ-ofaLr4q2lkTdy7vtFUbpgjoTMHrh3uHPnvasSDrSeYqg2vOzf9LiUVuQgcP1g25oBQhjlDPegcW3HNTWsX07SdzzVeq2RNCGdGW1K5nc1SFU7baPo1Nr1/s1600/Hellrider.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw_eON9-0ZJna7ReZ296Y_HZ-ofaLr4q2lkTdy7vtFUbpgjoTMHrh3uHPnvasSDrSeYqg2vOzf9LiUVuQgcP1g25oBQhjlDPegcW3HNTWsX07SdzzVeq2RNCGdGW1K5nc1SFU7baPo1Nr1/s200/Hellrider.jpg" width="140" /></a></div>
<b>Hellrider</b><br />
<b><br /></b>
Hellrider helped finish games for red based aggro deck very quickly. My aggro side will really miss this finisher.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijk6u-5L-Y9nP7dOtjP2OiSyDpehAO8sFU4aiN3O_47hUvK5euCyYKc68DJzQIV7DKctYX_xgA28TUOD2CPoHk67UJToynjCavoKtbpKoHdXb440HtCVHaxqNx9RxRN8jdSgt5IMQ6A08k/s1600/140a.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijk6u-5L-Y9nP7dOtjP2OiSyDpehAO8sFU4aiN3O_47hUvK5euCyYKc68DJzQIV7DKctYX_xgA28TUOD2CPoHk67UJToynjCavoKtbpKoHdXb440HtCVHaxqNx9RxRN8jdSgt5IMQ6A08k/s200/140a.jpg" width="140" /></a></div>
<b>Huntmaster of the Fells</b><br />
<b><br /></b>
Brian Kibler and Pablo Vitor Dama Da Rosa made Huntermaster famous at Pro Tour Dark Ascension. Since then, Huntermaster continued to have a profound impact on Standard. </div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaVXAOWrTh9XAULJzAWkcktC6dSByTMW2MFI1CYbkykvSZrQv28lEgBWa6KghebEhQdN1zChhyYtx8P-ohbmZo70lNEXUNZf00GTtfsY0Btvu-Iu6h2D5MYIgRul_9QNGAxmumMqsj2AHq/s1600/Liliana+of+the+Veil.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaVXAOWrTh9XAULJzAWkcktC6dSByTMW2MFI1CYbkykvSZrQv28lEgBWa6KghebEhQdN1zChhyYtx8P-ohbmZo70lNEXUNZf00GTtfsY0Btvu-Iu6h2D5MYIgRul_9QNGAxmumMqsj2AHq/s200/Liliana+of+the+Veil.jpg" width="140" /></a></div>
<b>Liliana of the Veil</b><br />
<b><br /></b>
Liliana has had some impact in Standard in a variety of decks but her real impact will continue to be in eternal formats.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb4pf6C-cqCTnaPuW5x1O3KKkg4kZulupZgvzuTfKOJ8_-NyJQ2Eg4MdyiTUMXa9nVXYR0Y1LC05YeeDURjfdRMRC7KmGwpu56MxGS8s2GWgbIQuKpQg6ihhzjyUXJPxPHFwBd1t9yaYUH/s1600/Lingering+Souls.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb4pf6C-cqCTnaPuW5x1O3KKkg4kZulupZgvzuTfKOJ8_-NyJQ2Eg4MdyiTUMXa9nVXYR0Y1LC05YeeDURjfdRMRC7KmGwpu56MxGS8s2GWgbIQuKpQg6ihhzjyUXJPxPHFwBd1t9yaYUH/s200/Lingering+Souls.jpg" width="140" /></a></div>
<b>Lingering Souls</b><br />
<b><br /></b>
Lingering Souls is also another cross format all star. Flashback has always been a powerful effect. Enjoy playing it for years to come in Modern (and Legacy). </div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQk8MtDXKJJBamHdPiWdQVHlBnvkM9NN6Ko9heeKmNJfoAIg8AQBhqoBzabu8RYGC8mPk5dArloW4GzUfsOOkc0xOLV3bnwsOzg63AzPdWEdn9C_rfewaQMypq0kQ9Cz_I3MocWWm_H1Z4/s1600/Restoration+Angel.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQk8MtDXKJJBamHdPiWdQVHlBnvkM9NN6Ko9heeKmNJfoAIg8AQBhqoBzabu8RYGC8mPk5dArloW4GzUfsOOkc0xOLV3bnwsOzg63AzPdWEdn9C_rfewaQMypq0kQ9Cz_I3MocWWm_H1Z4/s200/Restoration+Angel.jpg" width="140" /></a></div>
<b>Restoration Angel</b><br />
<b><br /></b>
The creature that made its face known in response to removal spells and both before / after blocking was declared to make our lives a living heck. Modern will be its extended home.</div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9DWT-XQ_A3hy6dLX2RfDqY7NayDW42YBS-hNyg3_AqyXNIomUMqoM1toczYG4aDn9ewYFFgf4QjWam8DRpBHuon2zdl4XgfngWgTSxTfu9EJzVIG_GiMeqtOQg3KlVHhMYBIS0U8cIke9/s1600/Unburial+Rites.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9DWT-XQ_A3hy6dLX2RfDqY7NayDW42YBS-hNyg3_AqyXNIomUMqoM1toczYG4aDn9ewYFFgf4QjWam8DRpBHuon2zdl4XgfngWgTSxTfu9EJzVIG_GiMeqtOQg3KlVHhMYBIS0U8cIke9/s200/Unburial+Rites.jpg" width="140" /></a></div>
<b>Unburial Rites</b><br />
<b><br /></b>
The bane of standard for a time was Reanimator and Unburial Rites made that plan a reality. The Flashback on it was amazing and made sure it even saw play in Modern.</div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib_Z7aAETNKn6cQ7gthoS_iDNZ2WIQfAnseaGIc3otNF55hw3tyU6qbFuytzxXbf6R3fHhrAWaNts1xGLC2UMyRcg17h-rpC3nXTmWlgCGnClXKulfJ9brPAtlQ-vNtxzET6QaHvN5lQ5m/s1600/Thragtusk.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib_Z7aAETNKn6cQ7gthoS_iDNZ2WIQfAnseaGIc3otNF55hw3tyU6qbFuytzxXbf6R3fHhrAWaNts1xGLC2UMyRcg17h-rpC3nXTmWlgCGnClXKulfJ9brPAtlQ-vNtxzET6QaHvN5lQ5m/s200/Thragtusk.jpg" width="140" /></a></div>
<b>Thragtusk</b><br />
<b><br /></b>
The card that was designed to mess with tempo and fast aggro decks. Paired with Restoration Angel made a nightmare for those deck to stop. Jund will also miss this one.</div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAU9SyrtTBKZ3QQwVegYL2YjWA785XxgB3T5bowoEfiN37Eg61X8W3S6rALX88L5VipM7nEZsArseDjoKHErH3LS4btHc3am4SHWzo9WAefPGQ6yrrGyVZI3njMG7GxSVGlaDh7n0bQ9GI/s1600/Rancor.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAU9SyrtTBKZ3QQwVegYL2YjWA785XxgB3T5bowoEfiN37Eg61X8W3S6rALX88L5VipM7nEZsArseDjoKHErH3LS4btHc3am4SHWzo9WAefPGQ6yrrGyVZI3njMG7GxSVGlaDh7n0bQ9GI/s200/Rancor.jpg" width="140" /></a></div>
<b>Rancor</b><br />
<b><br /></b>
This enchantment brought me back to my early days of the game. While poison was still in standard, this was a boss. With the invent of Hexproof, Rancor brought the pain with Geist of Saint Traft. Rancor will be bring the pain in Modern for many years to come.</div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5cab-lhEEhnlNl5I_Qo6K4qbvnB-9DzOWOHt3bTniwtJ1P6-8Gzc0h_Nt_nr5sNBHJEabXgioMh4wClq511FScm1z5m565c01cAJWO50WFtMBmck_QBvZJTbB3i5ANZ_R24_CsRftt8q4/s1600/Bonfire.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5cab-lhEEhnlNl5I_Qo6K4qbvnB-9DzOWOHt3bTniwtJ1P6-8Gzc0h_Nt_nr5sNBHJEabXgioMh4wClq511FScm1z5m565c01cAJWO50WFtMBmck_QBvZJTbB3i5ANZ_R24_CsRftt8q4/s200/Bonfire.jpg" width="140" /></a></div>
<b>Bonfire of the Damned</b><br />
<b><br /></b>
We will always remember the topdeck of Bonfire against Team USA last year at World Magic Cup. Miracles, we either love them or hate them.</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixxFq3U94c19nNuBcncN5Ki_DMZ9Raw7z0X8uLlp60t1h-zfjIapny5DIYJ1mhD4Pr6dhPMgdCSifT_gK8fKGaQBOY6e3mbMXem0NxctrV-bkLqNQ6LKilTbZl1YflOiLZiDvhvg4W25PE/s1600/Cavern+of+Souls.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixxFq3U94c19nNuBcncN5Ki_DMZ9Raw7z0X8uLlp60t1h-zfjIapny5DIYJ1mhD4Pr6dhPMgdCSifT_gK8fKGaQBOY6e3mbMXem0NxctrV-bkLqNQ6LKilTbZl1YflOiLZiDvhvg4W25PE/s200/Cavern+of+Souls.jpg" width="140" /></a></div>
<b>Cavern of Souls</b><br />
<b><br /></b>
A control player's worst nightmare, a spell that cannot be countered. Cavern of Souls made sure that you creature hit play. This lead control decks to use other means to deal with problem creatures. Cavern is still seeing play in eternal formats and will for years to come.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKHhhyphenhyphen0PAblw6y7GSp0q4y62kr14_u-Xu_284yS7lVxu-5vCoKjBidHMgJ0ZnFWtp7zTFS7DGHkwbEsKpwKyRX2kCACXGBmFkIW_vQOTYmEtOIr7yj0SizpcUNOquiFGB1N1_u-1NwdpFD/s1600/Champion.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKHhhyphenhyphen0PAblw6y7GSp0q4y62kr14_u-Xu_284yS7lVxu-5vCoKjBidHMgJ0ZnFWtp7zTFS7DGHkwbEsKpwKyRX2kCACXGBmFkIW_vQOTYmEtOIr7yj0SizpcUNOquiFGB1N1_u-1NwdpFD/s200/Champion.jpg" width="140" /></a></div>
<b>Champion of the Parish</b><br />
<b><br /></b>
Part of many aggro decks of the format, Champion of the Parish saw play due to its quick clock, especially post Burning Tree Shaman.<br />
<b><br /></b>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-dnH-hsuvAEAWGFh9atAw1DD5DYHq1m2UlTdJqM_dABoRluFLoL1U3gyifD1iLXk2GSy1Cs7WrE6roEh1b9PGREX3mW_8oka3Pt4RqYGWpSczzlpY9CYE022HnZgDAqO7xe73pX5mrzfS/s1600/Blood+Artist.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-dnH-hsuvAEAWGFh9atAw1DD5DYHq1m2UlTdJqM_dABoRluFLoL1U3gyifD1iLXk2GSy1Cs7WrE6roEh1b9PGREX3mW_8oka3Pt4RqYGWpSczzlpY9CYE022HnZgDAqO7xe73pX5mrzfS/s200/Blood+Artist.jpg" width="140" /></a></div>
<b>Blood Artist</b><br />
<b><br /></b>
While an unassuming body, Blood Artist shifted games very quickly with a way to activate the ability at will.<br />
<div>
<br />
and the best of the rest:<br />
<br />
Avacyn's Pilgrim</div>
Curse of Death's Hold<br />
Doomed Traveler<br />
Entreat the Angels<br />
Evil Twin<br />
Faithless Looting<br />
Falkenrath Aristocrat<br />
Blasphemous Act<br />
Farseek<br />
Fiend Hunter<br />
Flinthoof Boar<br />
Forbidden Alchemy<br />
Garruk Relentless<br />
Gather the Townsfolk<br />
Geralf's Messenger<br />
Gilded Lotus<br />
Gravecrawler<br />
Griselbrand<br />
Ground Seal<br />
Harvest Pyre<br />
Intangible Virtue<br />
Invisible Stalker<br />
Lightning Mauler<br />
Mayor of Avabruck<br />
Mogg Flunkies<br />
Mulch<br />
Mutilate<br />
Nearheath Pilgrim<br />
Oblivion Ring<br />
Pillar of Flame<br />
Rewind<br />
Rhox Faithmender<br />
Runechanter's Pike<br />
Sever the Bloodline<br />
Sigarda, Host of Herons<br />
Silverblade Paladin<br />
Skirsdag High Priest<br />
Sorin, Lord of Innistrad<br />
Spectral Flight<br />
Strangleroot Geist<br />
Stromkirk Noble<br />
Stonewright<br />
Sublime Archangel<br />
Talrand, Sky Summoner<br />
Tamiyo, the Moon Sage<br />
Terminus<br />
Thalia, Guardian of Thraben<br />
Think Twice<br />
Thought Scour<br />
Tracker's Instincts<br />
Tragic Slip<br />
Tree of Redemption<br />
Tribute to Hunger<br />
Vampire Nighthawk<br />
Vexing Devil<br />
Victim of Night<br />
War Falcon<br />
War Priest of Thune<br />
Wolfir Avenger<br />
Wolfir Silverheart<br />
Zealous Conscripts<br />
<br />
This is also my last article for The Phyrexian Arena. While I will always enjoy Magic and the friends that I have made, the fire has gone out of the game for me. My gaming passion lies with another game. It has for quite some time now and I just was denying it.<br />
<br />
The page will be left the hands of the rest of the team and hopefully it will continue to grow beyond what it has up until now. <br />
<br />
Good luck with your dreams<br />
Bradley ReevesAnonymoushttp://www.blogger.com/profile/08989776309454241251noreply@blogger.com1tag:blogger.com,1999:blog-1903031948017484232.post-17177363366558736242013-09-06T02:06:00.002-05:002013-09-06T02:35:42.617-05:00Ideas Unbound - Theros Mechanics: First Look<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" /></a></div>
<br />
<br />
Welcome back to another week of Ideas Unbound. The next major event I plan to attend is Grand Prix Louisville, which is after Theros comes out. Between this, and the fact that my new schedule at work means I will not be able to play FNM means that I won’t be focusing much on the current Standard format. Today we are going to look at some of the spoilers from Theros and see what we can divine about the next few months.<br />
<br />
<a name='more'></a><br /><br />
We only have about 25% of the set to work with so far, but we can still start to get some general ideas and look to expand on those ideas as new cards are released. We are going to start by looking at the mechanics themselves and how they might be used. <br />
<br />
<h3>
Scry</h3>
<br />
Anyone who has been playing this game for a while will tell you how good Scry is. This mechanic has shown in multiple blocks going back through the history of Magic and has never been disappointing. For those of you new to Magic, I will go over Scry and why it is as good as it is.<br />
<br />
One of the biggest factors in a game of Magic is the luck of the draw. You never really know what card your deck is going to give you on a specific turn. It makes it difficult to plan long term and means you have to be adjustable to what you draw. Scry helps reduce this situation.<br />
<br />
Scry allows you to look at some number of cards on the top of your deck and decide if you want to leave them there or ship them to the bottom. It’s pretty easy to see how this is beneficial. Scry allows you to dig for the cards you need. Imagine you have two lands in hand, but need a removal spell. Then you Scry 2 and see two more lands coming. Now you get to move those two lands to the bottom and have a better chance of drawing that removal spell you need.<br />
<br />
While, that was a very basic example of how Scry is useful, it helps to see how power the ability can be. Sometimes, it’s not that obvious though. Scry is a skill-testing mechanic, because in order to use it to its fullest potential, you have to be able to recognize the state of the game and plan ahead based on the information it provides you. You may see a card that you don’t need right now, but it may be useful two turns from now. If you move it to the bottom, you may not see it again. This becomes especially important in Limited when that could very well be the only copy of that card in your deck. <br />
<br />
Now that we have the easy one out of the way, let’s take a look at the new mechanics<br />
<br />
<h3>
Bestow</h3>
<br />
Bestow is a very interesting mechanic allowing giving your creatures flexibility and giving card advantage to a card type that has been notorious for card disadvantage: the Aura. Historically, playing an Aura on a creature leads to you losing card advantage because if your opponent kills the enchanted permanent, the Aura typically goes with it, costing you two cards. Bestow has the advantage of sidestepping this.<br />
<br />
A quick rules tip: If you cast a Bestow creature as an Aura and the target dies in response, the Bestow creature WILL enter the battlefield in creature form. It does not get countered like a typical Aura would. This is just another way Bestow helps avoid the inherent disadvantage in Auras.<br />
<br />
Even though Bestow removes the disadvantage of Auras, it does not come cheap. Of the Bestow cards we’ve seen so far, the cost to use the Bestow ability have been on the higher side. This leads me to believe that this is a mechanic that will mostly be used in Limited. In limited you can play the Bestow aura on a weaker creature making it something your opponent has to deal with. Once they use their removal, you are still left with the Bestow guy as a creature making your opponent find another removal spell.<br />
<br />
One of the biggest skill testers of the Theros limited format I believe will be learning when to cast them as a creature and when to Bestow them. It will be similar to how Bloodrush worked in Gatecrash limited. Sometimes you need a creature immediately to develop the game state, but sometimes it is worth more to wait for the extra mana to Bestow it.<br />
<br />
<h3>
Monstrosity</h3>
<br />
This will be another mechanic that I think will shine in Limited more than Constructed. Monstrosity functions as a mana sink in games that go long, giving you things to do on turns where you don’t have spells to cast. Not only does it make the creature bigger, it usually generates an effect as well.<br />
<br />
The existence of Bestow and Monstrosity lead me to believe that this is going to be a slower Limited environment, giving you time to get to a late game where you can use these increased costs. Most of the Monstrosity creatures are pretty decent vanilla creatures for their cost in Limited, but can become insane once they go Monstrous. The fact that most of the start as vanilla creatures is what leads me to believe they won’t have much of an impact on Constructed.<br />
<br />
<h3>
Heroic</h3>
<br />
The Heroic mechanic rewards you nicely for combat tricks. I think some of these guys will work their way into aggro decks in Constructed. It seems awesome casting a pump spell on your guy to save them in combat and getting a nice bonus from it as well.<br />
<br />
It’s interesting how this mechanic plays well with Bestow. Auras are targeted spells so they will trigger Heroic. This could make for some very interested Limited game play. I’m already excited to draft this set.<br />
<br />
Another rules tip here: The trigger happens as soon as you cast the spell, before your opponent gets a chance to respond. So even if they kill the Heroic creature in response or counter the spell, the trigger will still resolve giving you the bonus.<br />
<br />
Yet another rules tip: Bloodrush will not trigger Heroic. When you use Bloodrush, you are using an activated ability, not casting a spell. That means no bonuses from your Ghor-Clan Rampager.<br />
<br />
<h3>
Devotion</h3>
<br />
Devotion is definitely one of the more interesting mechanics in the set. It encourages a play style completely opposite to what Ravnica block is trying to promote. This should lead to an interesting dynamic where decks are trying to take advantage of the plethora of multicolor color cards in the format while maintaining the right balance to keep their devotion high. What makes things really interesting are hybrid cards. A hybrid mana symbol counts as a mana symbol of both colors. So a Boros Reckoner provides 3 devotion to white and 3 devotion to red.<br />
<br />
It’s hard to really comment on this mechanic at this time because the effects are varied. We need to see if any of the effects available are strong enough to focus our deck on that color and give up the advantage of the multicolor spells from Ravnica. I have a hunch that we will see some pretty powerful effects so I am going to keep my eye on this as well any card with at least two colored mana symbols in its cost.<br />
<br />
<h3>
Wrap Up</h3>
<br />
Most of the mechanics in this set probably will not see much play in Standard. Bestow and Monstrosity seem like they will make Limited very interesting. Again, these are just speculations based on a quarter of the set, but I think I’m on the right trail. Next week, we will have plenty more spoilers available and we will start looking at individual cards. As always feel free to leave questions and comments and I will answer them as best I can.<br />
<br />
Eddie Walker<br />
@praethus on Twitter<br />
praethus on MTGOPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-34113051280510596172013-09-04T20:53:00.002-05:002013-09-07T16:31:32.491-05:00Skullcrack: Where've you been? Where ya goin'?<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDo1iCBQaXDquf3LhyYkQ2PR69ZQZ8T5uaEpJIxli9xOdTWkWsoJGzgbLWpsVqRBmIBv-AIh-_mnSM-Gh3yn0RWMeO-K2hXqty3WvxNa7dKiu9ttIUJdtJGicku0oo1sU8Ci60-NshHqyg/s1600/566236_10200705737909292_713485259_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="158" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDo1iCBQaXDquf3LhyYkQ2PR69ZQZ8T5uaEpJIxli9xOdTWkWsoJGzgbLWpsVqRBmIBv-AIh-_mnSM-Gh3yn0RWMeO-K2hXqty3WvxNa7dKiu9ttIUJdtJGicku0oo1sU8Ci60-NshHqyg/s640/566236_10200705737909292_713485259_n.jpg" width="640" /></a></div>
<br />
So, I am sure that the few readers I had (yes, I like to falsely reassure myself with my own feelings of self importance) are wondering, where's the posts at? What happened to you, Matt? Where've ya' been?<br />
<div>
<br /></div>
<div>
You know that is what I had been asking myself for the past couple of months with my successes in Magic being far and few between. I needed to stop and self reflect, but with a new job and a new schedule, as well as, an extra course that I thought covered with previous credits rearing its ugly head, my life had been down right hectic and no time for magic self-reflecting occurred. That brings us full circle and back to the original question, what happened to me?</div>
<div>
<br />
<a name='more'></a><br />
<br /></div>
<div>
On my long trip back from my most recent failure (yes, as my skid continues, my trips feel like they take longer and longer), I stopped to truly self-reflect back on the mistakes I had made. Down-right amateurish stuff, like forgetting a beast token off of Thragtusk and more intermediate stuff, like taking unnecessary damage that cost me a game. A couple of mistakes and before you know it all the mistakes have compounded into 2 losses and I am out of another PTQ. So what happened to me?</div>
<div>
<br /></div>
<div>
My first two PTQs back in and I made top 8 in both and the finals in one of them. Since then I have been in a drought, due to my constant perchance to make mistakes I would have never made when I was a better player (I was a better player at one point than I am now). That's it. Right there. Eureka! (I miss that show). Why self-reflect when I can time-travel back to the source? Ok, not time travel, but think back to those times when I won PTQs, back to that time I would have said I was a good player. What did I do so long ago when I was this "good player" that I am not doing now? What's the edge I had, that I am missing now? It was the study of it all, it was this intense focus and attention to detail in my game play that I have been lacking recently. That right there is what had been allowing me to make these terrible mistakes. My focus was gone.</div>
<div>
<br /></div>
<div>
"Focus on what matters." - Jon Finkel</div>
<div>
<br /></div>
<div>
This quote comes straight out Patrick Chapin's book (if we had an editor, I am sure he would make some snarky remark right about now), "Next Level Magic" and I am finally getting around to re-reading it (a younger me would have already read it 4 times), and if you haven't, I recommend you read it now. It is a very good book for helping Magic players acquire some important thought patterns and tips for improving their game that one might not come to on their own. This is one of the things I use to do that I have gotten lax on doing, reading magic articles and books, and just staying on top of the flow of Magic information. I feel when I do this that it helps hone my focus and keeps me in the loop of what is going in Magicdom, thus I play better.</div>
<div>
<br /></div>
<div>
Chapin tells us that playing Magic alone won't improve your performance, but playing better Magic more often will. In fact, playing larger amounts of poor Magic can make you worse. This thought reminds me of a quote from my high school soccer coach, "Practice don't make perfect," he would say. "Perfect practice makes perfect." As a kid, I never did appreciate that statement as much as I do now. Humans are creatures of habit, and the more low quality magic you play, the more you will get in the habit of playing poorly, leading to a downward spiral of low quality play.</div>
<div>
<br /></div>
<div>
Well, I believe I can answer my own question now, what happened to me? I let a number of things distract me from focusing on Magic, in fact, I would argue that I don't have the time or the inclination to focus more on Magic because of life, but I would be deceiving myself and giving myself an excuse instead of results. I know what I need to do. I need to focus on Magic if I am going to do it competitively. One other quote I am going to borrow from Mr. Chapin that I feel really ties this all together, "what are you trying to accomplish?" Chapin ask this question early in his book and makes a strong case for this being one of the most important train of thoughts that run through the book. The reason I believ this to be so important is because of the question's ability to really focus the mind on what matters, which is key in helping the mind sort the large amounts of data that comes its way, and further helping the mind come to the solution that leads to the accomplishing of the goal.</div>
<div>
<br /></div>
<div>
To further tie this into one train of thought (focus), I am going to recount some of the points that Nick Saban made a couple of months ago in his speech (really just a taste, got to leave you wanting more). I would hope everyone knows who Nick Saban is, just in case you really have been hiding under a rock, he is the head coach of the Alabama Crimson Tide and one the most successful active head coaches in college football, which as a Tennessee fan, makes me naturally inclined not to like the guy, but I digress. He is a tried and true winner (hurts to write this), and if you want a good starting point for being successful, then emulating a winner is that point. I will say that he is a hell of a speaker and whether you like 'Bama or not, if you get the chance to hear him speak, you should definitely go. Ok those points I was talking about, he said there was six:</div>
<div>
<br /></div>
<div>
"How to win" by Nick Saban</div>
<div>
1. People</div>
<div>
2. Be a good example</div>
<div>
3. A willingness to serve</div>
<div>
4. Inspiration</div>
<div>
5. Don't expect reciprocity</div>
<div>
6. Who you are, is the most important question</div>
<div>
<br /></div>
<div>
In the interest of getting back into writing more articles and building my readership up, I plan to write a series of articles about focus. We will start at the top and start relating these points to professional Magic, and see what knowledge can be gleaned from doing this. I hypothesize that we can expect we will find many things Magic players already do, but haven't really given any thought to they help lead to successful outcomes at competitive Magic. I do believe that there is definitely some new ideas to be found in there. Plus, I have a lot more I took down in notes from his speech and I just can't wait to further extrapolate practices and habits that I should be applying in Magic.</div>
<div>
<br /></div>
<div>
Until next time,</div>
<div>
Matt Norton</div>
<div>
<br /></div>
<div>
PS> I hadn't forgot about my "List." So to start next weeks article, the modified "List" goes up so that my progress can continue. Also, I will give a recap of my adventures at SCG Open Cincinnati in both Standard and Legacy.</div>
<div>
<br /></div>
Anonymoushttp://www.blogger.com/profile/11774546182097568091noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-13805572399678421462013-08-30T09:24:00.000-05:002013-08-30T09:24:02.467-05:00Ideas Unbound - Focus<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" /></a></div>
<br />
<br />
Magic is a game bigger than itself. To play this game at the highest tiers requires commitment. There are several things you have to focus on, from the intricate decision trees that exist in each game and figuring out the right decisions, to the study and focus required to solve metagames and make deck building choices. If you have dreams of one day playing on the Pro Tour, like I do, then you have to be willing to put in the time to achieve the results you desire. I have not been doing this.<br />
<br />
<a name='more'></a><br /><br />
To put it simply, I have been lazy. I can make all kinds of excuses about how I’ve been too busy with work, or changes going on in my life right now, but that’s all they are: excuses. As I have said in the past, Magic is my one true passion in life. It’s time for me to start remembering this. It’s time I put the focus into this game necessary for me to achieve my goals. This is especially important because I have two major Magic tournaments in October (SCG Invitational in Indianapolis, and Grand Prix Louisville) and I would like to do well in both of them.<br />
<br />
I have a little less than two months before these two events, so I need to start now. I should have started awhile back, but hindsight is 20/20. I know from previous experience what happens when you don’t prepare for events. I had a disastrous performance at a Modern PTQ earlier this year that taught me that lesson the hard way (link). What follows is a list of ways I will be improving my preparation to avoid that situation again. While this is what I am doing specifically, I encourage you to use it as a guide in your own preparations as well.<br />
<br />
<h3>
Information</h3>
<br />
At its core, Magic is a game about information. I wrote about this a few weeks ago (link), but it goes deeper than just in-game information. The internet is chock full of writings and videos by other players better than myself. I would be foolish not to use this information to my advantage.<br />
<br />
However, information overload can happen. There are many websites out there with strategy articles. Trying to take all of it in could be detrimental. Too much information and your brain can’t process it all. For this reason, I am limiting myself to only two websites: ChannelFireball and StarCityGames. However, I also follow several professional Magic players on Twitter as well, so if one of them references a really good article on another site, I am more than willing to read that as well. But outside of that, I’m sticking to the two above.<br />
<br />
Speaking of Twitter, you can actually gain quite a bit of information just from following Magic players. Several times, I have seen public conversations on Twitter between various Magic pros discussing cards or strategies. You can learn much just by listening in on their thought processes and debates. If you have access to Twitter and want to play Magic competitively I strongly recommend adding professional Magic players to your Twitter list.<br />
<br />
<h3>
Playtesting</h3>
<br />
This has always been one of my biggest shortcomings when it comes to preparation. I do not playtest nearly enough. It is important to play games because that is the only way to learn the important interactions for yourself. You can discuss strategies and plays all you want, but it is not as useful as actually experiencing them yourself.<br />
<br />
It’s also important to make sure you are playtesting correctly. You have to make sure you are testing your deck against a variety of different decks. You also have to make sure you are playing against a variety of players, too. Just because one of your friends plays Jund in a specific manner doesn’t mean everyone will play it that way. To get the most information possible, you should be playing against a variety of players as well as decks.<br />
<br />
You also need to make sure you listen to what your playtesting is telling you. Playing games doesn’t mean anything if you are not gaining information. See which cards and strategies are working and see which aren’t. Keep notes so you can reference them later when the information is no longer fresh in your mind. There are several articles out there by various Magic players about the importance of playtesting and doing it correctly.<br />
<br />
I am lucky to have a large group of good Magic players around me. I need to make sure I am using this to its fullest advantage and play as many games as possible. Unfortunately both of these events involve Standard formats after Theros comes out, so I can’t really start playtesting actual decks in earnest right now, but it’s still important to play games. Every game is an opportunity to learn something about Magic as a whole and not just a specific deck or card.<br />
<br />
To this extent, I’m also going to start focusing more on Magic Online. Up until now, I have spent most of my card resources on my Cube and acquiring cards for it. I’m perfectly happy with this decision because I love my Cube and the value I’ve put into it. However, I think it’s time I take a break from that and start acquiring cards on Magic Online. Magic Online gives me the ability to test at all hours of the day and even play in actual tournament environments. I do have a little stuff on Magic Online but I’m now going to put a lot more focus on it. I’m hoping it will also help me generate content for the Arena as well.<br />
<br />
<h3>
Fitness</h3>
<br />
This is something that I have only recently decided to focus on, though I should have been focusing on it the whole time. Magic is a mentally tough game and it requires you to be in top mental condition. However, there is a correlation between physical and mental fitness. I have never really been in great shape physically, but it is time I change this.<br />
<br />
I will be working on improving my physical fitness over the next few weeks and months. I’m not sure yet what all this will entail, but I know that it is important. The brain operates better when it is being supplied by a healthy body. Also, a healthy body is important for surviving the long drawn-out slugfests that Magic tournaments can be. It doesn’t matter if you have the best deck if you are falling asleep halfway through the tournament.<br />
<br />
<h3>
Wrap Up</h3>
<br />
I know a lot of this is specific to me and my preparations for upcoming tournaments, but I think there is a lot to gain for others as well here. You may not follow the same steps I do, but it is important that you have a plan for preparation. Make sure you stick to your plan as well. Remember: Proper Planning Prevents Piss-Poor Performance!<br />
<br />
Eddie Walker<br />
@praethus – Twitter<br />
praethus - MTGOPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com4tag:blogger.com,1999:blog-1903031948017484232.post-6980345188515439222013-08-16T10:31:00.001-05:002013-08-16T10:31:23.454-05:00Ideas Unbound - A Current Look at Standard<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" /></a></div><br />
<br />
Welcome back to another Ideas Unbound. We have reached the pinnacle of Standard where the most cards possible are legal before the Fall release cuts our card pool almost in half. This is always an exciting time because more cards available means more options. Unfortunately last summer, it was Delvers as far as the eye can see, and the summer before that it was Squadron Hawks and Batterskulls. This summer we still have a couple of heavy hitters but there is a larger range of decks available. Let’s take a look at what Standard looks like at the moment.<br />
<br />
<a name='more'></a><br />
<br />
Last weekend, we had a plethora of standard events to look at. We had two different SCG Opens, an SCG Classic, and a Grand Prix, all Standard. And each event posted their Top 16 decks lists:<br />
<br />
<a href="http://sales.starcitygames.com/deckdatabase/deckshow.php?event_ID=36&start_date=2013-08-11&end_date=2013-08-11&state=NY&city=Albany&order_1=finish&limit=8&t_num=1&action=Show+Decks">SCG Classic</a> - Albany, NY<br />
<a href="http://sales.starcitygames.com//deckdatabase/deckshow.php?&t[C1]=1&start_date=2013-08-11&end_date=2013-08-11&start=1&finish=16&event_ID=19&t_num=1">SCG Open - Saturday</a> - Salt Lake City, UT<br />
<a href="http://sales.starcitygames.com//deckdatabase/deckshow.php?&t[C1]=1&start_date=2013-08-11&end_date=2013-08-11&start=1&finish=16&event_ID=19&t_num=2">SCG Open - Sunday</a> - Salk Lake City, UT<br />
<a href="http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/eventcoverage/gpwar13/welcome#2">Grand Prix</a> - Warsaw<br />
<br />
So let’s take a look at how those 64 decks break down.<br />
<br />
<table border=".5" bordercolor="#FFFFFF" cellpadding="3" cellspacing="3" style="background-color: black; width: 25%px;"> <tbody>
<tr> <td>Jund</td> <td>32.81%</td> </tr>
<tr> <td>GR Aggro</td> <td>21.88%</td> </tr>
<tr> <td>Naya Midrange</td> <td>10.94%</td> </tr>
<tr> <td>UW/R Flash</td> <td>10.94%</td> </tr>
<tr> <td>Bant Hexproof</td> <td>6.25%</td> </tr>
<tr> <td>WBR Aristocrats</td> <td>4.69%</td> </tr>
<tr> <td>BG Midrange</td> <td>3.13%</td> </tr>
<tr> <td>Junk Aristocrats</td> <td>3.13%</td> </tr>
<tr> <td>Other</td> <td>6.25%</td> </tr>
</tbody></table><br />
Looking at these numbers Jund is clearly Public Enemy #1. As I’ve said in the past, Jund is a favorite of mine. It is just a deck full of good cards, and the addition of Lifebane Zombie has really helped this deck. It allows you to have game against the aggressive decks and the midrange decks when you don’t have a Farseek draw. The deck can now curve Scavenging Ooze, into Lifebane, into Huntmaster/Olivia and be in good shape.<br />
<br />
There has been a lot of talk about Lifebane Zombie with some people even comparing it to Vendilion Clique. While Vendilion Clique is a stronger card, the comparison is not that farfetched. Ripping a Restoration Angel, Thragtusk ,or Obzedat out of an opponent’s hand as you develop a board with a hard to block aggressive creature is certainly something Jund can get behind.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370390&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370390&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370723&type=card" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370723&type=card" /></a><a href="http://image.spreadshirt.com/image-server/v1/designs/11085443,width=190,height=190.png/equal-sign-white_design.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://image.spreadshirt.com/image-server/v1/designs/11085443,width=190,height=190.png/equal-sign-white_design.png" width="200" /></a></div><br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
With Jund being this popular, it is no surprise that Brian Kibler’s GR Aggro deck is seeing so much play. It is an excellent aggressive shell with the ability to play Burning Earth. Burning Earth was originally considered to be THE answer for Jund. In practice though, while it is a good card against them, it doesn’t get the job done by itself. However, the card is absolutely fantastic against the UWR decks, which is why we see a lot of those decks dropping the red component and going straight UW. This allows them to play more basics so the Burning Earths are less effective. However, they do lose all of their burn spells doing this, making them a little weaker to the quick aggro decks.<br />
<br />
The next two in the list are the Naya Midrange and the aforementioned flash decks. The Naya decks are poised to prey upon the increase in GR Aggro decks being able to bring Unfliching Courage out of the sideboard. The GR Aggro deck has a hard time beating this card. In addition, Domri gives them game against Jund allowing them to keep up in card advantage when he is nice enough to succeed on his +1. Plus, they have Loxodon Smiter turning Liliana of the Veil and Rakdos’s Return into a potential liability.<br />
<br />
If you look at the Flash deck lists, you will see many of them abandoning the red component. This is because it is practically impossible for UWR flash to beat a resolved Burning Earth. The UW builds have a much larger number of basics available, allowing to play around the Burning Earth. They do lose some of their better removal, but the deck because a little more controlling playing for a longer game at that point.<br />
<br />
The only other deck above 5% is The Devil Itself. I think I made my feelings about this deck clear enough last week. This deck is very draw dependent. Either you draw the nuts and win, or you don’t and fall apart. That’s why its performance has been so varied over the weeks, and is hard to place in the metagame. It is there though, so you need to be prepared to handle it in some capacity.<br />
<br />
With more than 50% of the metagame being Jund and GR Aggro, it is important that we be prepared to face these two decks. It is certainly going to happen. The problem is that the decks are doing two similar but different things, so it’s not exactly easy to prepare for both. I know that I am not looking at playing any 3-color decks in the near future unless they are easily capable of dealing with Burning Earth.<br />
<br />
With the decline in Aristocrats-style decks, I’m also becoming a bigger fan of sweepers. Both Supreme Verdict and Terminus are good ways of dealing with Jund and GR Aggro as well as the benefit of beating The Devil Itself if you can hit them early. Sphinx’s Revelation is still a ridiculous card, so I think the UW Flash or Control decks may be the way to go forward. Lifebane Zombie cannot get Aetherling or Snapcaster Mage.<br />
<br />
I found a UW list that LSV played in a recent SCG IQ. I’m probably going to give it a run at FNM this week and see how it plays. I also have a BG Midrange deck on Magic Online that I’m going play around with as well this week and next. I will be sure to let you know my results.<br />
<br />
Speaking of Magic Online, I am still working on getting video content going. However, technical issues have gotten in the way, but I am still working on it. Hopefully I will have some videos to post on her soon. Right now, I have a Standard deck, a Modern deck, a Momir Basic deck, and a Pauper deck (though this needs work) so I should be able to generate some variety. I’m not generally a fan of drafting on Magic Online because of the loss of value, but I may do one from time to time as well.<br />
<br />
Also, if you go look at Paul Cheon (HAUMPH)’s stream archives from Tuesday night (<a href="http://www.twitch.tv/haumph/b/445347507">link</a> starts at 3:36:00), at the very end of the stream, you can see me beat him in Momir Basic. It was awesome.<br />
<br />
Anyway, that’s it for me this week. I just wanted to give you guys are quick rundown of the results from last week and where I think things stand with Standard. As always, feel free to leave me questions or comments and I will be glad to answer.<br />
<br />
Eddie Walker<br />
Twitter: @praethus<br />
MTGO: praethusPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-78658719973703384202013-08-07T22:28:00.000-05:002013-08-07T22:28:53.032-05:00Ideas Unbound - Hard Knox Life<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" /></a><br />
<br />
Welcome back to another week of Ideas Unbound. Sorry for the lack of content, lately. I am going to try to post something weekly, but that is not always going to happen. I will soon be playing a lot more Magic Online so, hopefully, I will have more to write about as well as some video content.<br />
<br />
This past weekend, I attended the Star City Classic in Knoxville. I ended up 5-3 and dropped before the last round. Not my greatest performance, but certainly not my worst either. Today we are going to look at my results.<br />
<br />
<a name='more'></a><br /><br />
I ended up playing Jund at the tournament. This decision was made based on several factors. First of all, Jund is just a good deck. It is a deck full of cards that are powerful on their own. You don’t have to rely on drawing the right combination of cards to make your deck work. This is one of the reasons I wouldn’t want to play a deck like Bant Hexproof. I feel it is too dependent on drawing the right combination of cards. The other reason I chose to play Jund is because I’m very familiar with the deck. I have been playing Jund for a while and I didn’t have the opportunity to test a lot for this event. I hoped my familiarity with the deck would help overcome the lack of testing. If you are don't have time to test for an event always play something you know. Don't try to take something new.<br />
<br />
Here is the list I settled on for the event.<br />
<br />
3 x Scavenging Ooze<br />
4 x Huntmaster of the Fells<br />
3 x Olivia Voldaren<br />
4 x Thragtusk<br />
<br />
1 x Liliana of the Veil<br />
2 x Garruk, Primal Hunter<br />
<br />
1 x Rakdos Keyrune<br />
4 x Farseek<br />
2 x Rakdos’s Return<br />
4 x Bonfire of the Damned<br />
2 x Tragic Slip<br />
2 x Putrefy<br />
1 x Dreadbore<br />
1 x Mizzium Mortars<br />
1 x Doom Blade<br />
<br />
2 x Kessig Wolf Run<br />
2 x Dragonskull Summit<br />
3 x Blood Crypt<br />
3 x Rootbound Crag<br />
4 x Stomping Ground<br />
3 x Woodland Cemetery<br />
4 x Overgrown Tomb<br />
3 x Forest<br />
1 x Swamp<br />
<br />
Sideboard<br />
2 x Liliana of the Veil<br />
2 x Ruric Thar, the Unbowed<br />
1 x Rakdos’s Return<br />
3 x Ratchet Bomb<br />
2 x Golgari Charm<br />
1 x Abrupt Decay<br />
1 x Doom Blade<br />
1 x Tragic Slip<br />
2 x Pillar of Flame<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370623&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370623&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=265385&type=card" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=265385&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370696&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370696&type=card" /></a></div>
<br />
The list is a pretty stock Jund list. I made a couple of changes to the sideboard based on discussions with Matt Norton (he writes the Skullcrack column here, supposedly…). I hate that I have to play Golgari Charm in the sideboard, but I don’t really want to lose to Burning Earth, so it is a necessary evil. With Brian Kibler’s GR list becoming more and more popular there will definitely be more Burning Earth showing up soon and I need to be able to handle it, thus, the smattering of basic lands in the main as well as the Golgari Charms.<br />
<br />
Ratchet Bomb was another card that I had not really considered in Jund and was a suggestion of Matt’s. The last time I played Ratchet Bomb, I got to pair it with Tezzeret, Agent of Bolas, and it was fantastic. However, that deck had a lot of artifact synergy and could make use of the ratchet bombs even when I didn’t need to crack them. However, after Saturday, I’ve seen the light of Ratchet Bomb again.<br />
<br />
Ratchet Bomb has a lot of utility against many of the decks in the format. It is obviously great against the myriad token based strategies that have been popping up lately. It is great against the human based aggro decks. It does work against Bant Hexproof allowing you take out multiple auras at once, or getting around the hexproof of their creatures. And, in a suprising twist, it is actually useful against Jund as well. Do you know what the converted mana cost of a Ravager of the Fells is? That’s right: 0. Playing a Ratchet Bomb against Jund and leaving it at 0 is a great way to deal with Ravagers and the token that the Huntmaster produced all in one swoop. It is also great in the Thragtusk mirror as well.<br />
<br />
Imagine this scenario: You have a Ratchet Bomb on 0 and a Thragtusk. Your opponent also has a Thragtusk. If you attack with your Thragtusk, and your opponent blocks, both of them will die. Because it is your turn, your Thragtusk will trigger first, but that means your opponent’s will resolve first. After your opponent’s trigger resolves, you get the opportunity to crack your ratchet bomb, killing your opponent’s token before your's comes into play.<br />
<br />
As for the tournament itself, there isn’t much to tell.<br />
<br />
In the first round, I played against a guy playing a 4-color Sliver deck. I’m not sure if Slivers have potential in Constructed. His deck was alright, but he had mana issues. I believe a good Sliver deck in constructed is going to need to be at most 3 colors and one of those colors has to be green. Because he stumbled on mana, and I had a couple timely Ratchet Bombs, I was able to win.<br />
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253617&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253617&type=card" /></a><br />
The second round was a Jund mirror and this was when I realized how good Ratchet Bomb could be in the mirror. I say mirror, but his deck was a little different because it splashed white for Blood Baron of Vizkopa. This is not a change I support, because the mana is definitely strained at that point. While it did allow him to pull out a game against me, it certainly wouldn’t be consistent. <br />
I did make a mistake in this round which cost me the match. My opponent attacked with a Wolf token and activated Wolf Run pre blocks, tapping out to do so. I chump blocked with my Wolf token completely forgetting my Rakdos Keyrune, which would have just killed his Wolf token. The extra damage and loss of my own Wolf token certainly cost me the game and subsequently the match. Remember to always pay attention to the current board state and evaluate all of your options before settling on a line of play.<br />
<br />
Round 3 was against Bant Hexproof.<br />
<br />
I’m going to take a moment here and go on a little rant. This deck infuriates me like no other deck in the history of Magic. I don’t usually react so strongly to a deck, but this one just gets to me for some reason. First of all, I can understand why someone would want to play this deck. It is capable of the best nut-draws in the format and its best draws are practically unbeatable. However, if you choose to play this deck, we cannot be friends as long as you choose to do so. I think most of my anger comes from the fact that I have never once beaten this deck in sanctioned play. Not once. I will be so glad to see these cards rotate out of Standard like no other card in the history of Magic and I’m glad Wizards has started pulling back on future hexproof cards.<br />
<br />
Anyway, in case you couldn’t tell, I lost this round.<br />
<br />
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270959&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=270959&type=card" /></a>The next round I played against a RUG control deck. He won game 1 and I resolved Ruric Thar in games 2 and 3 and that was the end of that.<br />
<br />
I don’t recall the next three matches that well, but I remember several Jund mirrors which I won. Ratchet Bomb is the real deal folks. The last round was another Jund Mirror, but he was playing Desecration Demon. I probably could have won this match until he drew 12 cards with Garruk because his Demon had gotten six counters on it, before I could find a removal spell to kill it. I’m not sure if Desecration Demon fits in Jund, but it seemed to work for him, so it is something I’m going to look into as well.<br />
All in all, I was pleased with my performance on Saturday. I definitely recognized a few mistakes I made and wish I had them to do over, of course. I haven’t had a lot of time to play lately and I can tell it is affecting my game. As I mentioned earlier, I hope that is changing soon, but we will see.<br />
<br />
That’s it for this week. As always, feel free to post any questions or comments.<br />
<br />
EddiePraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com2tag:blogger.com,1999:blog-1903031948017484232.post-69916552601861420972013-07-17T22:47:00.000-05:002013-07-17T22:48:13.396-05:00Ideas Unbound - Training Day 3 - Information<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" /></a></div>
<br />
<br />
Welcome back to another week of Ideas Unbound. Today we are going to do another Training Day article for the newer players out there. If you would like to see my previous Training Day articles you can find them <a href="http://thephyrexianarena.blogspot.com/2013/03/ideas-unbound-training-day-1-card.html">here</a> (Card Advantage) and <a href="http://thephyrexianarena.blogspot.com/2013/05/ideas-unbound-training-day-2-drafting.html">here</a> (Drafting 101).<br />
<br />
A single game of Magic consists of a great many choices. Should I mulligan (I will be writing a whole Training Day article about this question in the near future)? Which land should I play? Is it smart to attack here? Should I kill their creature now or wait? Even the tiniest decisions can change the outcome of these decisions. At times, it can be overwhelming. Our goal should be to make informed decisions as much as possible, and so we want to have as much information as possible. And on the flipside, we want to limit the amount of information we are providing to our opponents so they will make bad decisions. Today we will look at information and how it can be exchanged in Magic.<br />
<br />
<a name='more'></a><br /><br />
<h2>
Gaining Information</h2>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370577&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370577&type=card" /></a></div>
A lot of players aren’t aware of this, but you can take notes during a match. There are some rules limitations, however. The first rule is that you must take the notes quickly. You can’t stop the match to write out a novel. It should not take you more than 5-10 seconds to make your notes. The other rule is that any notes you take during the match can only be accessed during that particular match. Once the match is over, any notes you took cannot be looked at during another match. This rule is the reason I advocate using paper for life totals as opposed to dice or phones. You have a readily available way of taking notes.<br />
<br />
The most useful notes you can take are information about the cards in your opponent’s hand. Imagine you play Duress on the first turn. Most new players will only focus on picking the card that is going to beat them and getting rid of it. However, Duress has the powerful side effect of seeing the opponent’s hand. Unless you have a photographic memory, you should be writing down the contents of your opponent’s hand any time you get to see it. Then, as your opponent plays their cards, you cross them off the list. This allows you to have a better idea of the cards in your opponent’s hand and will allow you to sculpt your game plan accordingly.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253627&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253627&type=card" /></a></div>
You don’t have to play a card like Duress to get useful information though. Any time a card goes to your opponent’s hand and you know what the card is you should make sure to remember that or write it down if necessary. For example: Your opponent has three of his own creatures exiled with an Angel of Serenity. If you kill the Angel those cards are going to go into his hand and chances are he won’t be able to play all of them again immediately. Two turns from now, he may only have a couple of cards in hand. How many of those cards should be known to you, because they were returned by the Angel? Did you keep track? If you know that both of the cards are creatures from the Angel, you know they can’t be a removal spell, or counterspell, or something else that may disrupt your plan.<br />
<br />
This is only one of several ways to gain information from your opponent. What we look at next are ways to avoid giving information to your opponent. You can also use these ideas in reverse to gain additional information from your opponent.<br />
<br />
<h2>
</h2>
<h2>
</h2>
<h2>
</h2>
<h2>
Instants</h2>
<br />
One of the biggest mistakes I see players make when first starting out is playing instants (or using instant speed abilities) on their own turn when there is no need. Doom Blade is an excellent example of this. Sometimes, there is a reason to case Doom Blade on your own turn. If you want to attack and your opponent has a good blocker, you might use the Doom Blade to ensure your creatures can get through. Even still, it might be better to save the Doom Blade and just not attack. You might want to use that Doom Blade on something else later. Imagine the next turn your opponent plays a Thundermaw Hellkite. You might wish you still had that Doom Blade considering this new information.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370609&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370609&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253700&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253700&type=card" /></a></div>
<br />
<br />
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=230626&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=230626&type=card" /></a>Also, when you wait to play your instants you are depriving your opponent of information. By casting the Doom Blade on your turn, you may end up tapping out, or playing the last card in your hand, letting your opponent know he has nothing to worry about. If your opponent sees you have a card in hand and two black mana available however, he may assume you have a Doom Blade and not even play the Hellkite, giving you time to take a few more turns and draw more answers or gain better information.<br />
This same theory applies to a card like Think Twice. Unless you absolutely need a card on your turn, you should wait until the end of your opponent’s turn to play Think Twice. When your opponent sees the available mana and the card in your hand, he may think you have a counterspell instead. This means he may not play his best cards for fear of getting them countered. Then when he passes turn, you play the Think Twice. At this point it’s too late for him to play anything other than his own instants.<br />
<br />
There are of course exceptions to every rule. If you are missing lands, you might want to play the Think Twice on your own turn to try to draw a land to play. Or maybe your opponent has several creatures out and you are trying to draw Supreme Verdict. It’s important to realize that even though it is good to wait most of the time, you shouldn’t wait every time. <br />
<br />
<h2>
</h2>
<h2>
Pre-Combat vs. Post-Combat</h2>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=292758&type=card" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=292758&type=card" /></a></div>
<br />
I’ve noticed a lot of new players forget they have a second main phase after combat and just assume attacking will be the last thing they do. Most of the time, attacking should be one of the first things you do. There is a lot of advantage to be gained by attacking first. By attacking first, you put your opponent in a position to make decisions with less information. Imagine your opponent has two Islands and a Swamp untapped and he has a Dissipate and a Doom Blade in hand. If you attack first, your opponent now has to decide if he wants to go ahead and use the Doom Blade on your creature. If he does, he won’t be able to counter any of your spells this turn. If he doesn’t cast the Doom Blade he may end up taking damage for no reason, because you might not have a spell to cast.<br />
<br />
Now imagine you had cast the spell in your hand first. By doing that you are showing your opponent two options and letting him pick which he thinks is the better. He can counter the spell or he can kill the creature, depending on which he thinks is worse. You’ve provided him more information than you needed to and allowed him to make an easier decision.<br />
<br />
Again, there are exceptions to this strategy. You would obviously want to play a haste creature Pre-combat if you plan on attacking with it. Or, if you have an evolve creature, you may want to play another creature pre-combat to make it bigger before attacking. When you go to play a card, just ask yourself “Do I get any benefit from playing this before I attack?” If the answer is no, then don’t. This even includes playing your land for the turn. If you hold your land until after you attack, your opponent may think you don’t have a land to play and make a play based on false assumptions.<br />
<br />
<h2>
Additional Ways to Mask Information</h2>
<br />
You have probably seen many players constantly moving the cards in their hand. I know some people get annoyed by this, but there is a reason for it. Not only does it give us something to do with our hands while we think, but it also helps hide information.<br />
<br />
If you never moved the cards in your hand, a watchful opponent would be able to tell you when you drew each card in your hand. Every time you draw a card, you should first check if it’s a miracle, and then once the card is in your hand, you should shuffle the cards around in your hand. This prevents your opponent from knowing that the card you are about to play is the card you just drew. This helps prevent your opponent from deducing the general strength of your hand.<br />
<br />
This next point, I cannot stress enough. When you play multiple copies of a card, please make sure they are all the same version if at all possible. Most of the time, it is not going to matter, but it does give your opponent the opportunity to gain information he shouldn’t have. Imagine the following scenario. You have two Naturalizes in your deck. One is from M13 and the other is from Gatecrash. Your opponent does not know how many Naturalizes you are playing. You play the M13 version and it goes to your graveyard. You then use Elixir of Immortality to shuffle it back in your deck. A couple of turns later you play the Gatecrash Naturalize. Now your opponent knows you still have at least one Naturalize left in your deck, the M13 one. If they were both GTC Naturalizes, he might think you only had the one and were just lucky enough to draw it again.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253672&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=253672&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=366303&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=366303&type=card" /></a></div>
<br />
While this type of scenario may not come up often, it will come up from time to time and that may be the one game you lose which puts you out of Top 8. It is an easily avoidable situation. This even goes for basic lands. Try to make sure all copies of a basic land in your deck are the same set and picture. This will make sure your opponent cannot tell them apart and keep track of lands you have searched for, or he has seen from looking at your hand.<br />
<br />
<h2>
Bluffing</h2>
<br />
I will probably write a separate piece on bluffing in the future, so for now I’m just going to touch on the subject. Once you have grasped the idea of how information can be gained or hidden in a game of Magic, you will then learn to take advantage of that fact by bluffing. Imagine a scenario where you have 8 lands in play and nothing in your deck costs more than 5. If you draw a 9th land, there is probably no reason you will need that land in play. However, by keeping it in your hand, it remains an unknown for your opponent. It could be a pump spell, or a removal spell, or a counterspell, etc. Since he does not know exactly, he has to play around more possibilities which might buy you time to win the game.<br />
<br />
While this trick is useful, it should not be solely relied upon. And you should probably never keep more than one land in your hand in this manner. You might draw something later and wish you had played the extra land. By keeping only one in hand, you can ensure that you can play it if you need it. Another exception to this rule is if you play cards with X costs, like Sphinx’s Revelation or Kessig Wolf Run. In those situations, every mana counts, so you are probably better off just playing them anyway.<br />
<br />
<h2>
Wrapping Up</h2>
<br />
I know I gave you a lot of information (see what I did there) to digest today. Let’s sum up the major points.<br />
<br />
Keep track of the cards you see in your opponent’s hand.<br />
Don’t play your instants before you have to.<br />
Play stuff post combat when you can.<br />
Keep the cards in hand shuffled.<br />
Don’t play different versions of the same card.<br />
<br />
While there is still plenty more than can be said about information as it pertains to Magic, this is a good place to start. As always, if you have any questions or comments, please let me know.<br />
<br />
-EddiePraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-3598918973884252792013-07-12T15:45:00.001-05:002013-07-12T15:48:43.436-05:00Explore: M14 Standard<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaithx9bc3HuOy8bKvuse7Zns1WZETZ8uFnCHL0u3an_1o4xSjgenIm_mQYSjbdkiSd5JBcECMgdvOb0AdzUVAH44k1QmfxvmzU_sQ_M6Ez_ODmzm1ucd25UVIc0hyFy2pHi_TW8S-e7_Y/s1600/Explore.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="158" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaithx9bc3HuOy8bKvuse7Zns1WZETZ8uFnCHL0u3an_1o4xSjgenIm_mQYSjbdkiSd5JBcECMgdvOb0AdzUVAH44k1QmfxvmzU_sQ_M6Ez_ODmzm1ucd25UVIc0hyFy2pHi_TW8S-e7_Y/s640/Explore.png" width="640" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;"><br /></span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;"></span></span></div>
<a name='more'></a><span style="color: white;"><br /></span>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/4t7h4uDQi6_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/4t7h4uDQi6_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Archangel
of Thune</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/VChTPNAq0c_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/VChTPNAq0c_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Banisher
Priest</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/AlgzCcL9UQ_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/AlgzCcL9UQ_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Barrage
of Expendables</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/I7CU0O7ejC_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/I7CU0O7ejC_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Brave
the Elements</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/vUxvMxXNO7_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/vUxvMxXNO7_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Burning
Earth</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/YDanoHCDem_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/YDanoHCDem_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Celestial
Flare</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/dLtDzxyRwN_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/dLtDzxyRwN_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Chandra’s
Phoenix</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/i7NoPDb13Y_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/i7NoPDb13Y_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Chandra,
Pyromaster</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/NToWf5MgBh_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/NToWf5MgBh_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Corrupt</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/PFtyRLSB7v_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/PFtyRLSB7v_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Domestication</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/oL8hVmlpJA_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/oL8hVmlpJA_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Doom
Blade</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<a href="http://youtu.be/i28UEoLXVFQ"><span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">http://youtu.be/i28UEoLXVFQ</span></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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?).</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/h4yfYdQXnW_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/h4yfYdQXnW_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Elvish
Mystic</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/VEWXLHvEhO_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/VEWXLHvEhO_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Encroaching
Wastes</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><span style="font-family: Arial;"><span style="font-size: 11pt;">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. </span></span>
</span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/dsCIKj3nlB_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/dsCIKj3nlB_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Fiendslayer
Paladin</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/ijBcsBipoC_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/ijBcsBipoC_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Garruk,
Caller of Beast</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/CUfuCCDbJr_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/CUfuCCDbJr_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Goblin
Diplomats</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/uxu3Lcg9tL_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/uxu3Lcg9tL_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Haunted
Plate Mail</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><span style="font-family: Arial;"><span style="font-size: 11pt;">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. </span></span>
</span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/RA5IYGcfmp_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/RA5IYGcfmp_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Imposing
Sovereign</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/8Z371vdE7f_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/8Z371vdE7f_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Kalonian
Hydra</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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. </span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/IOIP8XijNg_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/IOIP8XijNg_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Kalonian
Tusker</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><span style="font-family: Arial;"><span style="font-size: 11pt;">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. </span></span>
</span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/03VQSghGg1_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/03VQSghGg1_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Lifebane
Zombie</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><span style="font-family: Arial;"><span style="font-size: 11pt;">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. </span></span>
</span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/xeR4Wt2HUh_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/xeR4Wt2HUh_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Liliana’s
Reaver</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><span style="font-family: Arial;"><span style="font-size: 11pt;">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. </span></span>
</span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/096Zk4frnP_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/096Zk4frnP_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Manaweft
Sliver</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/1xOmpOoB7N_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/1xOmpOoB7N_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Mutavault</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/i4qbAnMoxW_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/i4qbAnMoxW_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Opportunity</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><span style="font-family: Arial;"><span style="font-size: 11pt;">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. </span></span>
</span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/xlW1texjFv_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/xlW1texjFv_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Ratchet
Bomb</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/qfh8DIyrJM_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/qfh8DIyrJM_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Scavenging
Ooze</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><span style="font-family: Arial;"><span style="font-size: 11pt;">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. </span></span>
</span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/bMN1co5BoV_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/bMN1co5BoV_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Shock</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/anYi9MZjPZ_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/anYi9MZjPZ_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Shrivel</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/S85q1UfZFG_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/S85q1UfZFG_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Tidebinder
Mage</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><span style="font-family: Arial;"><span style="font-size: 11pt;">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. </span></span>
</span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/C19ilFPYFv_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/C19ilFPYFv_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Trading
Post</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/gddkdnxVyS_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/gddkdnxVyS_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="background-position: initial initial; background-repeat: initial initial; color: white;">
<span style="font-family: Arial;"><span style="font-size: 11pt;">Witchstalker</span></span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="background-position: initial initial; background-repeat: initial initial;"><span style="font-family: Arial;"><span style="color: white; font-size: 11pt;"><br /></span></span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/opb3cw0ik4_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/opb3cw0ik4_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Wring
Flesh</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/BZB2BCzt9Q_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/BZB2BCzt9Q_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Xathrid
Necromancer</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><span style="font-family: Arial;"><span style="font-size: 11pt;">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. </span></span>
</span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/JCVfh48Q1p_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><span style="color: white;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/JCVfh48Q1p_EN.jpg" width="229" /></span></a></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Young
Pyromancer</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">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.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;"><br /></span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">As
always, thank you for reading.</span></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="color: white;"><br /></span></div>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;">Jeremy
Skelton</span></span></div>
<span style="color: white;"><br /></span>
<div align="LEFT" style="line-height: 115%; margin-bottom: 0in;">
<span style="font-family: Arial;"><span style="color: white; font-size: 11pt;"><a href="http://www.twitter.com/peeps_champ" target="_blank">@peeps_champ</a></span></span></div>
Anonymoushttp://www.blogger.com/profile/08989776309454241251noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-17973188217513806812013-07-10T22:49:00.000-05:002013-07-10T22:49:00.157-05:00Ideas Unbound - M14 Prerelease Primer<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" /></a></div>
<br />
<br />
Welcome back to another Ideas Unbound. We have another Prerelease coming up this weekend, so I thought I we would do a little Prerelease Primer today like I have done in the past. This Prerelease is for a core set, which generally has a simpler limited environment making it a little easier to build your sealed deck, but there are definitely some things to keep in mind when doing so. We will start with a few general pointers on building your deck and then look at some specific cards that you may want to look for this weekend.<br />
<br />
<a name='more'></a><br />
<br />
<h2>
Deck Construction</h2>
<br />
Since this is a sealed deck event, you will be given 6 booster packs and be expected to build a minimum 40 card deck. While the 40 cards is a minimum and you can go over, I strongly recommend against this. Every card you play over 40 makes you less likely to draw the best cards in your deck. While playing 41 or 42 cards probably won’t affect you that much, it does make a small difference so I do not recommend it.<br />
<br />
Another thing to keep in mind when building your deck is the colors you use. In prereleases for Ravnica sets there was an abundance of mana fixing that allowed you to play many colors easily, sometimes as many as all 5. That is not the case with Magic 2014. There is a very limited amount of color fixing and most of it is at uncommon, so you will want to avoid playing more than 2 colors if at all possible. Remember, it’s usually better to play a weaker card in your first two colors than branching into a third color because you will be less likely to cast a card in a third color. You will also want to avoid playing cheap cards with multiple colored mana requirements of two different colors because it will be difficult to cast them. For example, if you are playing Kalonian Tusker, it is going to be very difficult to also cast Awaken the Ancient, so you probably don’t want to play both.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370700&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370700&type=card" /></a><a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370613&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370613&type=card" /></a></div>
<br />
<h2>
Best Commons</h2>
<br />
Commons are the foundation of any limit environment. Out of the 84 cards you get in your sealed pool, 60 of them will be commons, so they are the most important because they are the ones you will see the most. It doesn’t really matter if you open that mythic rare planeswalker if you don’t have enough good cards to play that color. What I’m going to do now is break down what I feel are the top 5 commons in each color. This are the cards I strongly recommend you play as well as the cards you can expect to play against.<br />
<br />
<h3>
White</h3>
<br />
5. Fortify<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370712&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370712&type=card" /></a></div>
Fortify is an excellent combat trick because it does many things. On the offense it gets better the more creatures you have attacking. If your opponent chooses not to block 3 of your guys, then he is suddenly taking an extra 6 damage, sometimes enough to be lethal. Or, if he does choose to block, then you can play it for the +0/+2 bonus and make sure you the combat works more in your favor, saving creatures your opponent thought would be dead. This same theory works on defense as well. It allows you to block your opponent’s creatures more favorable when he attacks.<br />
<br />
4. Celestial Flare<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370666&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370666&type=card" /></a></div>
<br />
While it won’t be the best card every time, Celestial Flare is a pretty good removal spell. There are two things that hold it back from being the best common in the set. The first is the cost. WW means that you are solidly in white and this will not be an easy card to splash. That means if your white is weak, I wouldn’t go out of my way to play this card. The second issue is that your opponent gets to choose which creature he loses. This is fine if he is only attacking or blocking with one creature, but becomes less useful the more creatures your opponent is using. There is a very nice trick you can use with this card to keep in mind though. If you have a creature with first strike, you can wait until after first strike damage kills one of your opponent’s creatures, and then play this card to try to ensure you kill a better creature.<br />
<br />
3. Charging Griffin<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370768&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370768&type=card" /></a></div>
<br />
This is an excellent aggressive creature that you should always play if you are in white. The fact that it attacks with flying and three power will make it very difficult for your opponent to deal with. However, keep in mind that it doesn’t have three power all the time, so it will die very easily to a Shock. It also doesn’t block very well. However, it is a potent threat that your opponent will be forced to deal with.<br />
<br />
2. Master of Diversion<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370708&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370708&type=card" /></a></div>
<br />
This is an excellent piece to any aggressive army. It allows you to invalidate your opponent’s best block sometimes leaving him wide open to attack. It may make your opponent hesitate to attack so they can ensure they leave enough defenders back to stop you. If you can get multiple copies of this guy online, it will be very difficult for your opponent to keep up.<br />
<br />
1. Pacifism<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370812&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370812&type=card" /></a></div>
<br />
Pacifism has always been one of the best white commons in any set it’s printed in. It allows you to deal with any creature it can target for the low cost of 2 mana. You will probably want to play every copy of this you get. It also has the nice advantage of only costing one white, so it is much easier to splash than something like Celestial Flare. Just remember that the creature can still use any activated or triggered abilities it has. Plus there will be ways for your opponent to remove the Pacifism and still have the creature, so keep that in mind.<br />
<br />
<h3>
Blue</h3>
<br />
5. Messenger Drake<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370807&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370807&type=card" /></a></div>
<br />
A 3/3 flier for 5 mana is definitely something you should consider in a limited environment. The fact that this guy gives you a card if he ever dies is icing on the cake. Blue is best known in limited for card advantage and flying creature and this guy wraps both up in a neat little package.<br />
<br />
4. Nephalia Seakite<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370760&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370760&type=card" /></a></div>
<br />
This guy is very similar to the Messenger Drake. For one less blue mana, you lose a point of power and the card draw, but you can flash. Flash is a very relevant ability in limited because it is so combat oriented. First of all, it allows you to play a surprise blocker that your opponent may not have been expecting swinging combat in your favor. Also, it works as a surprise attacker as well. You can play it at the end of your opponent’s turn after he taps out for something and then get him for two in the air. Sometimes this might be enough to lock up a game for you.<br />
<br />
3. Frost Breath<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370678&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370678&type=card" /></a></div>
<br />
Blue is not really known for its removal spells which can be a detriment in limited. However, this is one of the best “removal” spells blue has these days. It allows you to take out two attacks for two turns giving you time to build up an adequate defense or find a new way to deal with them. It also taps down two blockers for two turns giving you the opportunity to sneak in the final points of damage when necessary.<br />
<br />
2. Trained Condor<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370692&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370692&type=card" /></a></div>
<br />
I like this guy a lot. A 2/1 flier is sometimes enough to take over a game especially against decks that are weak to fliers. The fact that this guy gives someone else flying as well is really good. It allows some of your biggest threats to bypass whatever defense your opponent might have set up. Your opponent is going to want to find a way to deal with this guy quickly. Keep in mind this guy is not as good though if most of the creatures in your deck already have flying.<br />
<br />
1. Time Ebb<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370641&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370641&type=card" /></a></div>
<br />
As I mentioned earlier, blue doesn’t generally get removal spells. Time Ebb is very good at serving as removal for blue. It will remove their best creature forcing them to recast it next turn. However, it also has the advantage of making them miss their draw step. This is a huge tempo gain especially in limited. The only strike against this card is that it’s a sorcery. However, the advantage it creates far outweighs the drawback.<br />
<br />
Black<br />
<br />
5. Altar’s Reap<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370677&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370677&type=card" /></a></div>
<br />
While Altar’s Reap is not the best card draw spell out there, it is still a good card in a non-blue color. The fact that it does cost you a creature can be mitigated. If the game goes long, it may be better to sacrifice a creature you played on turn two to and dig for better cards. Also, it is great in response to your opponent’s removal spell. If the creature is going to die anyway, might as well make better use of it.<br />
<br />
4. Deathgaze Cockatrice<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370775&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370775&type=card" /></a></div>
<br />
In case you haven’t noticed, several of the creatures on these lists have had flying. That’s because flying is a huge advantage in limited when there aren’t many ways to deal with creatures. This guy is a great way to deal with opposing fliers. A 2/2 for four isn’t exactly great on the cost scale, but the fact that he has deathtouch means he is almost a removal spell as well. This guy takes care of opposing griffins and drakes with the best of them. He even trades with dragons. I probably wouldn’t play too many of this guy in my deck, but I would for sure play one or two of them if I had them.<br />
<br />
3. Quag Sickness<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370714&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370714&type=card" /></a></div>
<br />
Black is king of removal and this is a pretty good removal spell for common. It is limited in that you have to cast it as a sorcery and it might not always kill the creature, but it will target any creature. And, even if doesn’t kill the creature it can reduce it to a manageable size. The fact that it counts your swamps means you will want to be playing a lot of Swamps to get the most advantage out of this card.<br />
<br />
2. Accursed Spirit<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370811&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370811&type=card" /></a></div>
<br />
Against non-black decks, this guy is going to be pretty much unblockable. And with three power this guy is going to eat up your opponents life total pretty quickly. He will give you a very aggressive game plan against the non-black decks and can probably be sideboarded out if your opponent has plenty of black creatures available.<br />
<br />
1. Liturgy of Blood<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370652&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370652&type=card" /></a></div>
<br />
“Destroy target creature” is a pretty powerful effect and one that is very desirable in limited. The cost on this card is a little high, but the fact that it refunds you three mana can help offset that cost. It is unfortunate that it is a sorcery so you can't surprise your opponent with it, but because of the mana bonus, you would probably want to it as a sorcery anyway.<br />
<br />
Red<br />
<br />
5. Academy Raider<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370735&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370735&type=card" /></a></div>
<br />
If your opponent is not playing red, this is going to be a great way to dig through your deck. As we’ve seen in red before you do have to discard the card first, but in the late game, it will be easier to know which cards won’t matter. He also will get in for a few points of damage which will help end the game.<br />
<br />
4. Shock<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370654&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370654&type=card" /></a></div>
<br />
While red is certainly not the best burn spell ever printed it is still capable of getting the job done. There are several creatures in this set with 2 toughness or less allowing you to get them out of the way. Even in the late game, this will allow you to trade a smaller creature for a larger one by providing the last couple points of damage.<br />
<br />
3. Pitchburn Devils<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370649&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370649&type=card" /></a></div>
<br />
A 3/3 that deals 3 extra damage on the way out is a great way to two-for-one your opponent. Your opponent will be afraid to block this guy because of the potential of losing a second creature in the process. Since he does cost five mana, I would probably a lot of them but certain one or two would very easily make my deck.<br />
<br />
2. Act of Treason<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370618&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370618&type=card" /></a></div>
<br />
This card has always been an all-star in limited. Not only does it get a pesky blocker out of the way, it also provides another body to attack with. A lot of the time when you cast this card, it will be the last turn of the game. It’s hard to come back from the kind of swings this card can generate. Especially if you have some way to sacrifice the opponent’s creature after you are done using it.<br />
<br />
1. Chandra’s Outrage<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370659&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370659&type=card" /></a></div>
<br />
This card is incredible. Not only does it deal 4 damage to a creature, which will kill a good number of creatures outright, it also deals two your opponent. This is a great way for red decks to end the game quickly, which is what they are generally trying to do. Just remember to be aware of the double red in the mana cost, and build your deck accordingly.<br />
Green<br />
<br />
5. Predatory Sliver<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370745&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370745&type=card" /></a></div>
<br />
A 2/2 for 2 is not really something to write home about, especially in green. However, where this guy shines is in multiples. If you have just two of them out, then you are really start to put pressure on your opponent. If you have other slivers to combine this with things can get out of hand quickly. This is the best common sliver by a wide margin.<br />
<br />
4. Deadly Recluse<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370582&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370582&type=card" /></a></div>
<br />
Green does not typically get removal spells. Because of that, a deathtouch creature with reach can really is something to value highly. It really puts a bind on your opponent when it comes to attacking because you can kill pretty much anything they attack with.<br />
<br />
3. Elvish Mystic<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370744&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370744&type=card" /></a></div>
<br />
Mana acceleration can be very important. The fact that you can start playing things faster than your opponent allows you to get in a position where your opponent is overwhelmed. While this guy might not be great in the late game, he is so good in the early game it is worth playing him.<br />
<br />
2. Giant Growth<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370788&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370788&type=card" /></a></div>
<br />
This card does a lot of work. It protects your guys from burn spells. It can serve as a removal spell if played during combat. And it can be the same as direct damage to your opponent. You get all of this for one mana. This is a very versatile card that I strongly recommend playing in any green deck.<br />
<br />
1. Giant Spider<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370781&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=370781&type=card" /></a></div>
<br />
Anytime this guy is in a set he is almost certainly the best green common. As you noticed earlier a lot of the best creatures have flying. This guy puts a stop to all of that craziness. He has a big body and really gets in the way of your opponent giving you time to attack back with your big threats.<br />
<br />
<br />
I hope I have given you some information to help you through this weekend’s events. As always, if you have any questions or comments, please don’t hesitate. See you next week.<br />
<br />
-EddiePraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0tag:blogger.com,1999:blog-1903031948017484232.post-16667900409754553002013-07-01T10:34:00.000-05:002013-07-01T10:35:03.162-05:00Ideas Unbound - Back in the Saddle<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCgrmUqwLw78vVU8zkJ43YW1BIuIebehNS2nES_mLVLa_hBmFTXiJkB-3rdTFK3GKJqLE0oCk0mzqi-k3HulYvmR5rtcmB9_0RaLw6DgEDKlA05oSNjqUnalyB8u13hkdvRvphpcgVfJT5/s640/Ideas+Unbound.png" /></a></div>
<br />
<br />
I would like to welcome everyone back to Ideas Unbound. First of all, let me apologize for the long delay since my last content. I have been busy with work and life, and haven’t had a lot of time for Magic lately, but I’m planning on changing that and getting back to a regular content cycle. Hopefully, this will also encourage my fellow Arena writers to get back to it as well. <br />
<br />
<a name='more'></a><br /><br />
<h2>
Magic 2014</h2>
<br />
A new core set is just around the corner and we will again reach the point in Standard with the most cards legal at one time. Let’s take a look at some of the cards that have been spoiled for Magic 2014.<br />
<br />
<h3>
Fiendslayer Paladin</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://forums.mtgsalvation.com/attachment.php?attachmentid=143442&d=1372457942" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://forums.mtgsalvation.com/attachment.php?attachmentid=143442&d=1372457942" width="222" /></a></div>
A lot of people are going to compare this card to Paladin en-Vec. They are very similar in nature, but each has their advantages. While Fiendslayer does get the same protection from cards like Doom Blade and Pillar of Flames, it does not get to attack unblocked through a horde of Zombies or block forever against big creatures. However, the lifelink on Fiendslayer is big game. This card is going to be very good against the red based aggro decks out there. I think we will see Ghor-Clan Rampager as the go to answer for this guy in R/G aggro since he is not protected from combat damage. Remember that he is also not protected from Olivia either.<br />
<br />
I don’t yet know where this guy will fit best. I think a lot of people are going to try him in Bant Hexblade, but after thinking about it, I’m not sure this guy is a good fit for the deck. The 3-cost slot for that deck is already filled with Geist of St. Traft and Silverblade Paladin and even Ajani in some versions. And while this guy is protected from the black and red targeted spells, he is not protected from things like Fiend Hunter and Oblivion Ring like the true hexproof creatures are.<br />
<br />
I think this guy will fit better in a GW aggro/midrange shell, replacing things like Loxodon Smiter and Centar Healer. Being a human is very good in a world with Cavern of Souls and Mayor of Avabruck, so we might see a return to GW or Naya humans. And I don’t even want to think about this guy with an active Gavony Township behind him.<br />
<br />
<h3>
Young Pyromancer</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/JCVfh48Q1p_EN.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/JCVfh48Q1p_EN.jpg" width="229" /></a></div>
<br />
At first glance, I like this card a lot. A 2/1 for 1R is on par for red. The ability just seems insane though. Every time you case a burn spell you get a creature, too. It allows a red aggro deck to play a little more spell heavy. And if you have more than one in play, it gets insane. Playing one of these on turn 2 and then another one on turn 3 followed by a Pillar of Flame and you get two elementals as well.<br />
<br />
This card might be what's needed to give Delver a second chance in Standard. Both creatures want you to play a high spell count. With the addition of Shock and possibly Flames of the Firebrand, there will be quite a few burn spells to help clear the path for your creatures. I'm quite certain this card will see play in Standard. I just don't konw where.<br />
<br />
<h3>
Garruk, Caller of Beasts</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/ijBcsBipoC_EN.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/ijBcsBipoC_EN.jpg" width="229" /></a></div>
So a new Garruk comes to join the party. I on the fence with this guy right now. I don’t flat out hate him, but I’m not sure if he’s good. His +1 is probably gonna be Draw 2 on average. And you know that those two cards will be creatures. I can definitely see Jund being okay with drawing two creatures against the control decks in the field. It allows them to keep up in the late game. And if Garruk survives a turn and gets to do it again, it might be hard for the opponent to keep up with your torrent of Thragtusks.<br />
<br />
At this point, there are not a lot of great options for the -3 ability. Craterhoof seems to be the obvious choice. It might be possible to build a mono green ramp deck that has the potential of powering out lots of guys and a crashing through on the back of Hoof. If we want to go as big as possible, there is always Worldspine Wurm. This is probably over the top and completely unreasonable, but imagine your opponent’s face on this series of plays.<br />
<br />
Turn 1: Elvish Mystic<br />
Turn 2: Elvish Archdruid<br />
Turn 3: Garruk -> Worldspine Wurm<br />
<br />
Sure, we are talking about Magical Christmasland here, but it would still be fun.<br />
<br />
<h3>
Slivers</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/SK5ZL5ZXKo_EN.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/SK5ZL5ZXKo_EN.jpg" width="229" /></a><a href="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/G5Lgz4Ud3p_EN.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="http://media.wizards.com/images/magic/tcg/products/m14/poi798sjkasd/G5Lgz4Ud3p_EN.jpg" width="229" /></a><a href="http://forums.mtgsalvation.com/attachment.php?attachmentid=143444&d=1372457979" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://forums.mtgsalvation.com/attachment.php?attachmentid=143444&d=1372457979" width="223" /></a></div>
<br />
Ah yes, the return of Slivers. First of all, let me just say that I'm not opposed to the changes that were made to Slivers. I understand the reason the changes were made. In the long run, it will lead to much better gameplay, I feel.<br />
<br />
As for the creatures themselves, I'm sure Sliver decks are going to be tried. We don't know all of the Slivers available yet, but alot of the ones we have seen have potential. I'm pretty sure most Sliver decks are going to start with Predatory Sliver. Muscle Sliver was always a favorite in old Sliver decks. Predatory Sliver will make sure your guys are big enough to deal with opposing armies.<br />
<br />
Striking Sliver and Galerider Sliver both seem like excellent one drops. They both have very relevant abilities that will allow your Slivers to dominate combat. Syphon Sliver also seems very good, allowing you to be aggressive without having to worry about counterattacks. I'm hesitant to say what colors a Sliver deck should be right now, since we do not know them all. Its possible that as long as Cavern of Souls is in the format, 5-Color slivers may be the best option. Turn 1 Cavern naming Slivers means you can probably cast every creature in your deck. It will be a question of how many non-Sliver spells are in your deck and how many Caverns you can afford to run. One thing I do know is that between Predatory Sliver and Manaweft Sliver, non-green Sliver decks are almost certainly wrong.<br />
<br />
<h2>
GP Miami</h2>
<br />
I just wanted to touch base on the results out of the Standard GP in Miami this weekend. First of all, big congratulations go out to Reid Duke for winning his second GP. If you get the chance to watch this man play Magic, do so. You are guaranteed to learn something. I strongly recommend watching the two matches between him and Brad Nelson at this event.<br />
<br />
As far as the top 8, I am very excited to see 7 different archetypes in the Top 8. We have a very diverse standard format right now that really rewards tight play and proper deck construction. I’m not surprised to see Jund taking the top spot, especially with it being piloted by Reid Duke. Jund is a deck that just plays good cards, and it plays them well. Every card you draw has the potential to impact the board in big ways.<br />
<br />
I think my favorite deck in the Top 8 though was Junk Aristocrats. I have been a big fan of this deck since its debut. Unlike Jund, which is a deck full of powerful cards, this deck is more of a well-oiled machine. The amount of synergy between the cards in this deck is insane. It’s hard to find two cards in the deck that don’t work together in some way. And, of course, I am happy to see the inclusion of Obzedat. He is, by far, one of my favorite creatures in Standard right now.<br />
<br />
<br />
Ok, that’s going to wrap things up for me this week. As I said, I hope to get back into a regular content schedule now. I’m also looking at some possible video content for the site as well. As always, feel free to leave questions and comments.<br />
<br />
-Eddie WalkerPraethushttp://www.blogger.com/profile/14171618550720139859noreply@blogger.com0