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@djkensai     -     Email     -     Articles Max manages a rare cube and a peasant cube, as well as playing a fair bit of Commander. He cracked his first pack in 1995 and is still hooked! Get in touch if you would like to share your thoughts on Cube theory or the Commander format.

C(ube) + C(ommander) Magic Factory #9 – Disruption in EDH Part 2

Welcome back to C+C Magic Factory.  It’s been a hot minute since I picked up the [card]Bloodletter Quill[/card] as end-of-year job duties caught up with me, but now that we are in the warm relaxation of the summer, it’s time once again to talk some EDH.  In part one of this now three-part mini series on disruption, we looked at what disruption in EDH means (messing with what your opponent has planned) and looked at some examples of six common classes of disruption you might see played during a game of Commander.  For reference, they are: spot removal, wraths, board wipes, catch-alls, 187s, and [card]Disenchant[/card] effects.  Today, we’ll examine four of the remaining seven classes: discard, counters, prison, and theft (and for the final installment, we’ll discuss mana denial, chaos, and “going over the top”). On to the discussion!

7. Discard

The Good: Discard effects are great at nipping problems in the bud. With so many cards having immediate impact and/or built-in resiliency, pre-emptive solutions become very valuable.  Discard is also a great equalizer if you have a player in your group who is known to run juiced-up decks, since the power of discard scales with that of your opponents’ cards.  By pulling the trigger at the right time, it is often possible to slow the player in pole position down just enough to have a more fair and interactive game of Magic.

The Bad: Like spot removal, most discard is targeted, leading to the same card-disadvantage-in-multiplayer problem that you see with the former group.  Even if you mitigate the disadvantage with an X-for-1 discard like [card]Rakdos’s Return[/card] or [card]Identity Crisis[/card], the result is even more unbalanced since all those cards come from one player.  That trait can also lead to some feel-bad moments as the discarding player can be put quite far behind the rest of the table.  Also, it must be noted that discard is not always good, since it does not protect from the top of the deck and there are an abundance of graveyard-themed strategies, like [card]Karador, Ghost Chieftain[/card], and [card]The Mimeoplasm[/card], that are resilient to and can even benefit from discard.

Who Wants It: Decks that have difficulty dealing with permanents and can recoup the card disadvantage are best positioned to make use of this traditionally black ability. This form of disruption is also metagame-dependent, as it can be used as a way of keeping certain decks in check while never being truly dead at a table with multiple players.

8.  Counters

The Good: Blue does it best.  Just like its black brother, discard, blue has the ability to stop pretty much any problem before it reaches problem status.  But while black does it proactively, blue does it reactively.  This has the political upside of avoiding the misery of being [card]Blackmail[/card]ed or put under [card]Duress[/card] by stopping opponents’ cards at the point they become a threat rather than when they were just a twinkle in their planeswalker’s eye.  It has further collusive application by threatening a counter should an opponent step out of line. Counters can also be used as protection for your own threats and combos since they are one of the few answers to the many forms of disruption being reviewed in this article. [card]Counterspell[/card]s are incredibly versatile and make up the rare class of cards that can stop pretty much whatever your opponent tries to do.

The Bad:  Once again, the problems are the same as with spot removal: inherent card disadvantage and the need to keep mana open on your opponents’ turns. This is why [card]Pact of Negation[/card] is such a great counter in EDH; you get all the upside of holding a counter with none of the downside, since you can progress your board business as usual and all the game-breakers in EDH cost five mana or more anyway.  Additionally, counterspells are incredibly difficult to play correctly—a fact made more true by the singleton rule.  The best counters get value in hand (even if they aren’t yet there!) as a threat and then get cast to counter a spell that will win the game for one of your opponents or lose you the game.  Sculpting that board state in a multiplayer game is no soft job and not for the faint-of-heart.  If a counter is fired off at the first spell on the stack, the card disadvantage will be a problem.

Who Wants It: Ux decks where x is not white or green will want some number of counters. They are one of the few ways of dealing with would-be problem permanents of all types non-creature.  Control decks want counters to seal the deal once stabilized and combo decks will want counters to protect combo pieces.  Decks with instant-speed card draw will best be able to leverage counterspells, regardless of archetype. Many players will want counters just because it’s fun to counter things.

9. Deterrents/Prison Pieces

The Good: Looking at this collection of six cards I pulled from my various Commander decks, I notice that each of these cards either makes a statement (“You can’t do that!”) or asks a question (“Do you really want to do that?”).  I grouped them together because the connecting theme is that in each case, you get a lot of disruption out of one card, enough to control the flow of the game. It is very difficult to quantify how much life a card like [card]Ghostly Prison[/card] will gain you and cost your opponents over the course of a game.  Until turn eight, the card is superior to [card]Moat[/card], as all those creatures that would have come your way will be sent smashing elsewhere rather than just sitting at home washing their tights.  In the case of the prison, it works because it provides a disincentive for your opponents to attack you and that disincentive is strong enough that aggression is not worth it.  In the end, all the above cards (and many others, such as the curse cycle from Commander 2013) change the rules of engagement just enough to warp players’ actions and motives.

The Bad: Unlike many previous examples of disruption, prison-style disruption is permanent rather than directed spell disruption.  The upshot is that in addition to being susceptible to disruption itself via removal, the outcomes are unpredictable.  Sure, in nine games out of ten, no one will attack you while you have [card]Ghostly Prison[/card] out because they want to tap out for [card]Peregrination[/card] or whatever, but there will be that one game where a couple players are flooded and opt to get value from their lands by smashing you with their Commanders. Sometimes that [card]Zur’s Weirding[/card] will lose you the game. Furthermore, if an opponent’s game plan is on a different axis than your disruption, these cards might just not do anything.

Who Wants It: The best prison cards are white, not because there are necessarily more in that color, but because white has the most cards that affect creatures in a meaningful way. In the above examples, a deck looking to win outside of combat will benefit from these cards since by dedicating one or two deck slots it becomes possible to negate swaths of your opponents’ cards.

10. Theft

The Good: While there are many other cards that can do what [card]Treachery[/card] does, [card]Treachery[/card] is the king of this type of effect. Most [card]Control Magic[/card] effects are very similar, save for exceptions like [card]Bribery[/card] (theft from deck) and [card]Ray of Command[/card] (borrowing).  This class of cards has quite a lot going for it in that there is no card disadvantage or loss of tempo when measured against all the players at the table.  Furthermore, it can often create huge tempo swings  when the object of desire costs six or more mana.  Lastly, theft is a “75-percent friendly” way of killing your opponent with Ulamog or Vorinclex, since those had to start the game in their deck anyway.

The Bad: None, really. Being enchantment-based in most cases means the stolen item can usually be [card]Returned to Dust[/card], where dust is what’s left of your opponent after a good trouncing by their own creature. Also, if you kill the owner, then the creature goes with it, so be sure to save the best for last. While it makes the most sense to compare theft to spot removal, they do fill different roles, as something like [card]Swords to Plowshares[/card] is a much more permanent solution despite lacking the #value of a [card]Treachery[/card].

Who Wants It: Since most cards of this type cost four to six mana and are blue, there is no deck that wouldn’t benefit from [card]Control Magic[/card] and friends—and I have yet to see a blue deck that tops out at three. Perhaps a combo deck would leave this effect on the sidelines for more focus or a mana-plus-bombs deck like [card]Animar, Soul of Elements[/card], might have its sights set on bigger things, but then those decks had better be going over the top.

Out of respect for my word count and my urge to wax philosophical about mana denial in Commander, this series will wrap up with the next installment.  Until then, let me know in the comments or on Twitter how the new Conspiracy or M15 cards are working for you in your Commander decks or Cube drafts!

Play more lands,

Max Brett.

Contact:

Email: djkensai at gmail dot com

Twitter: @djkensai

MODO: djkensai

My Cube

C(ube) + C(ommander) Magic Factory #8: Disruption in EDH, Part 1

Play more spot removal. Play less spot removal. Play enchantment removal, some of which must exile or tuck. Play counters. Play mana ramp. Play wraths. Play enough threats. Don’t dilute your game plan. Play artifact removal. Play board wipes. Play enough lands (seriously, play enough lands.)

Deckbuilding mantras for EDH come at us constantly.  If we took them all with us to the deckbuilding table, EDH would be a 256-card format.  So how is the brewer to sort it all out?

My take is that many of these statements can be simmered down to a single statement: play disruption. Disruption is a blanket term for anything that messes with what your opponent has planned; anything that cancels one or more of an opponent’s cards, even temporarily, falls into this category.  My goal in this two-part series is to provide a framework for classifying types of disruption and identifying which types fit which archetypes. To do so, I scoured my 13 EDH decks as well as my cube and pulled pieces of EDH-playable disruption.  After sorting, I ended up with 13 distinct categories of disruption.  I’ll be breaking down the analysis according to: The Good, The Bad, and Who Wants It.

1. Spot Removal

The Good: Spot removal tends to be the best way to get something off the table at the time that’s best for you and worst for your opponent.  The best spot removal is instant-speed and cheap.  Some of it even tucks, which for EDH could be a category of disruption all on its own.  Ironically, spot removal is at its best when it’s in your hand, not on the stack, as the threat of efficiently killing an opponent’s dude is only good as long as there’s a bullet in the gun.

The Bad: Card disadvantage, namely one card for each additional opponent at the table.  Assuming your EDH games host three or four players, you need a pretty good reason to use a spell slot on something that puts you and one opponent down a card with respect to the rest of the table.

Who Wants It: A master pilot can actually turn the disadvantage of spot removal into card advantage thanks to the little type lineinstant.  If you can effectively put the fear of retribution into the minds of your opponents to the point where their attacks are being directed elsewhere, that potential lost card has turned into a gained card many times over for each sideways creature heading into an opponent’s red zone.  A deck with a lot of instant-speed card draw and counters will appreciate spot removal since it fits the theme of playing reactively on your opponents’ turns. This type of deck will also be able to leverage that threat turn after turn without giving up mana.  Most of my spot removal is in my [card]Thraximundar[/card] and [card]Jeleva, Nephalia’s Scourge[/card] Grixis deck for just that reason.

2. Wraths

The Good: Here we have the old standby.  When in doubt, kill all the things.  Since EDH is predominantly a creature format, a well-timed wrath can turn the tide of battle and, at the very least, allow you to live another untap step.  [card]Wrath of God[/card] and friends don’t suffer the card-disadvantage-in-multiplayer stigma that spot removal does, and therefore can be slotted without special considerations into more decks. What is even better about WoG and friends is that sometimes that’s the topdeck the table is clamoring for once someone starts running away with the game.  One of my favorite games in recent memory is one where I had my Karador engine running full-bore until the player to my right ripped [card]Terminus[/card]. I didn’t win that game.

The Bad: Wraths are usually expensive and sorcery-speed, which make them difficult to set up.  They also don’t discriminate and force you to neuter your board position when you pull the trigger.  This can be mitigated in a variety of ways, but all the bad things to say about wraths can be boiled down to difficult timing.

Who Wants It: All but the most aggressive of decks will run one WoG effect, with many creature-light decks loading up on five or more.  In combo and control decks, wraths are all-stars, providing ample time to set up as well as crushing the opposition with the card advantage provided by their lopsided “symmetry.”  In midrange builds, wraths simply provide a safety valve that can be crafted to be advantageous at various states of the game.

3. Board Wipes

The Good: Similar to wraths in many ways, board wipes provide the ultimate doomsday device secret weapon. With minor differences between them, they all reset the board in one way or another.  Often, one or more permanent types will be left unscathed, thus allowing for some card-advantage crafting.  Board wipes have the advantage over wraths by being able to hit the combo and control players as hard if not harder than the decks with durdles, though they require even more setting up to take advantage of.

The Bad: Board wipes are wraths with bacon, cheese, and all the super-sized combo add-ons.  So they cost more and can be even slower, sometimes providing an entire turn-cycle window before the red button can be pressed.  Also, it’s very difficult to be ahead of the table once one of these resolves.

Who Wants It: Decks with very few permanents will love these, though any deck that wants only one or two sweepers may opt for one of these nukes just to be sure the reset button does what it says on the box.  Also, decks with a heavy recursion theme may run more of these than usual since if your graveyard is your hand…

4.  Catch-alls


The Good:
  What do you get when you cross spot removal with board wipes? The catch-alls, is what. This is the Swiss Army Knife class of disruption, allowing the wielder to get any one thing off the table. They come in cheaper than their global counterparts and will even sometimes get cast at instant speed. What this class of disruption gives you is flexibility, since its members can target any permanent and ask nothing more of your deck construction than a slot in the 99.

The Bad:  Like spot removal, catch-alls suffer from the card disadvantage problem, but unlike most spot removal, being sorcery speed makes threat-of-retribution not an option.  Also, catch-alls are purely reactive and will rarely synergize with your other 99 cards; running them can dilute your deck’s effectiveness.

Who Wants It:  Decks that rely on heavy board presence like my Marath deck will tend toward running catch-alls, since they can’t afford to run sweepers without stunting their development.  Also, decks that are very tight for space may opt for one or two catch-alls, since if you only have a couple slots for removal, might as well make sure it can kill what you need it to.

5. 187s

The Good: As much as it seems like [card]Shriekmaw[/card] and [card]Doom Blade[/card] are similar cards, they are actually miles apart.  [card]Shriekmaw[/card], like any of these 187s, gives the caster card advantage since you get a threat to go with one of your opponents being down a card.  Furthermore, many other EDH decks have a creature recursion theme, which means that the CA spread is likely to keep growing as the game goes long.

The Bad:  Just like 187s avoid the drawbacks of spot removal spells, in doing so they also give up the advantages. Gone are the one and two casting-cost instants that are the makings of blowouts.  Instead, 187s are the epitome of the grind and the two-for-one.

Who Wants It: Decks with creatures that aren’t of the group hug variant will default to jamming as many of these value dudes as possible to fill out their curves.  If you can recur, blink, flicker, bounce, tutor for, or otherwise get the ETB effect with any regularity, the stock of these 187s goes up even further.  Their ideal vacation starts with [card]Deadeye Navigator[/card] taking them on a trip to the [card]Recurring Nightmare[/card] before dropping them back home to [card]Karador, Ghost Chieftain[/card] and [card]Roon of the Hidden Realm[/card].

6. Artifact/Enchantment Removal

The Good: How good artifact and enchantment removal is depends very much on your meta.  Since many decks are guaranteed to jam at least one [card]Sol Ring[/card], finding room for a few [card]Naturalize[/card] effects will never be the worst (even though actual [card]Naturalize[/card] is).  This class of disruption does two things: kills said [card]Sol Ring[/card] and breaks up combos.  Artifact and enchantment removal doesn’t need to be instant-speed, since combos involving those card types don’t generally use the combat step. As you can see from the picture, I prefer my [card]Naturalize[/card] effects to either hit multiple permanents, be repeatable, or have legs.  What’s best about this sort of disruption is that it has a moderate floor but a ridiculous ceiling, since some decks can’t play Magic when there is an [card]Aura Shards[/card] on the table.

The Bad: Devoting a spell slot to a narrow piece of removal is a losing proposition. However, if you have lots of gods in your meta, [card]Deglamer[/card] becomes quite playable since it will answer a card that your opponent will be guaranteed to play. Generally, 187-[card]Naturalize[/card]s will never be bad but may not be that great either.

Who Wants It: This one is meta dependent.  Decks with lots of artifacts or enchantments require more hate.  If you play fast decks, be aggressive and eschew the spot removal.  If you play slower decks, make room for some [card]Disenchant[/card]s so that you can execute your game plan before your opponent can do the same for her own. Always opt for card advantage versions when possible.

There Will Be More

So that’s it for part one of Disruption in EDH. In part two, I’ll be breaking down the remaining seven disruption types.  As a teaser, [card]Manabarbs[/card] will be a referenced card.

Until next time,

Max Brett

Contact:

Email: djkensai at gmail dot com

Twitter: @djkensai

MODO: djkensai

My Cube

C(ube) + C(ommander) Magic Factory – Journey into Cube

Now that the full spoiler for Journey into Nyx is out, it’s time to theory-craft what the impact on Cube will be.  I will be holding off on a full review like the ones I did for the Commander 2013 series until I have a chance to play with these cards and see how they impact Commander tables.  For now, I’m going to write about the cards I will be testing in my cube and what applications I see them having for existing archetypes.

[card]Gnarled Scarhide[/card]

The one-armed cow-man will likely be making his way into more cubes than any other card from Journey by virtue of being accessible to C/Ubes and by providing valuable redundancy in the black aggro one-drop slot.  [card]Gnarled Scarhide[/card]’s bestow modes might actually push him to best-in-slot for that category depending on how relevant bestowing on your opponent’s guy plays out.  Turn one two-power one-drop into turn two disruption is a very solid archetype for black that is getting easier to support thanks to cards like the Scarhide.

[card]Nyx-Fleece Ram[/card]

White is the Dr. Jekyll and Mr. Hyde of Cube since it’s the only color that typically supports both aggro and control archetypes.  [card]Nyx-Fleece Ram[/card] clearly plays for the latter team but fills a role there that previously only [card]Wall of Omens[/card] and [card]Perimeter Captain[/card] volunteered for.  How it compares to those two remains to be seen, but I can definitely see how the extra toughness and incidental life gain could be worth a card in some matchups.  I will test it but it might have a tough time competing for a slot, unlike the next card.

[card]Banishing Light[/card]

[card]Oblivion Ring[/card] 2.0 is a snap include for pretty much every cube as [card]Oblivion Ring[/card] supports both the aforementioned control and aggro archetypes and is picked highly even in powered environments.  [card]Banishing Light[/card] is a functional reprint for our purposes since in practice the stack trick only ever comes up on creatures.

[card]Setessan Tactics[/card]

I run a larger cube (~640 cards) and green is the only color where the lack of depth is truly felt.  Even though I feel [card]Setessan Tactics[/card] may be weaker than any other Journey into Nyx card discussed in this article, I will be giving it a shot since it has a role to play.  Like in many other cubes, green aggro has fallen by the wayside in my list to support ramp and better midrange four- and five-drops.  In that paradigm shift, most combat tricks have made their way out (only [card]Vines of Vastwood[/card] remains).  Not only is green looking to improve card quality more than any other color, but [card]Setessan Tactics[/card] can fill the role of a trick while playing much better with green’s creatures, which are large enough to win combat anyway.  How it plays might show that it’s not good enough since attacking may just be better most of the time.  That said, it is green removal and sometimes you just need to kill that [card]Sower of Temptation[/card] or [card]Looter il-Kor[/card].

[card]Prophetic Flamespeaker[/card]

You know you want to…
(Alter by Gus S.)

The red Johnny Magic comes to the party with very exciting rules text, all for the low cost of 3 mana.  As soon as I saw this card I though “I want me some of that!”  The theory-crafting jury is still out on this guy, which is one of the prerequisites for a card to break out.  Even the question of whether the Flamespeaker slots better into aggro, control, or midrange is still unanswered.  What is known is that he has a strike against himhe needs some help to reach his full potential.  Luckily, he accepts it in all forms: pump spells, equipment, removal, burn or other creatures all get the Flamespeaker to connect.  Once he does, [card]Prophetic Flamespeaker[/card] helps himself quite well, as his trigger can pile on up to two cards of pressure per turn.  Card advantage considerations aside, double strike and trample on the same card threaten a huge amount of damage should anything be done to change that one power.  The fact that the printing of this guy makes me want to put [card]Reckless Charge[/card] back in my cube is making me really pay attention to him.  Of course, Cube might be the best format for him since that’s where he’ll get to play with the best toys like swords and [card]Umezawa’s Jitte[/card].

[card]Ajani, Mentor of Heroes[/card]

Gold cards are so difficult to evaluate for cube because they have to compete for five slots rather than 70 or more.  Ajani does compete and the easy cards to put him against are [card]Mirari’s Wake[/card] and [card]Gavony Township[/card].  Ajani is hands down a better anthem than both cards, but it is dangerous to stop thereWake was always played for the mana doubling and Township is so good because it’s a land.  In my list, I may actually just cheat and slide Township into my land section just to get some testing in.  Though Ajani doesn’t protect himself the way other ‘walkers do, waiting a turn to drop him so as to put three counters on a mana elf gets the job done.  What is clear is that Ajani passes the mustard for a spot on team Selesnya; what you cut comes down to preference.

[card]Keranos, God of Storms[/card]

Of all ten multicolour gods, Keranos may be the only one to get a slot in Cube.  Not even Xenagod made the cut in my list, even though he’s much better than some of the mono-colored cards I run.  Luckily for Keranos, his competition isn’t as stiff and his abilities line up well with what UR wants to do.  I’m not sure if drawing and casting [card]Lightning Bolt[/card] is always worth a card, but the board states where it’s not are few and far between.  He’s unlikely to be a creature very often, which is fine since he has enough value frontloaded on his enchantment half.  [card]Steam Augury[/card] has under-performed for me and will be making room for some playtests with Keranos.  You could also cut some low-impact cards: [card]Izzet Charm[/card], [card]Fire/Ice[/card], or the similar [card]Prophetic Bolt[/card] to make room for the god.

[card]Mana Confluence[/card]

Which 5-colour land would you rather go to?

I am slightly upset by the printing of this card since it seems marginally better than [card]City of Brass[/card], of which I have an original Arabian Nights version in my cube.  I could cut that, [card]City of Ass[/card] (not going to happen), or make room for a third five-color land.  I like this last option most, since in practice CoB sees as much play supporting two-colour decks that still need mana fixing late in the draft as it does supporting four- and five-colour decks.  When you think of it as a 10-way split card with a downside, [card]Mana Confluence[/card] definitely needs to “get in there.”

[card]Temple of Malady[/card]/[card]Temple of Epiphany[/card]

I will be testing [card]Temple of Epiphany[/card] in my cube, but not [card]Temple of Malady[/card].  I find the temples excellent lands for filling out each guild’s section but not as a 10-card land cycle for cube.  As we get more cubable dual lands, I feel like the musical chairs remaining after shocks/fetches/duals have taken their seats should be filled by lands that support each guild’s strategies.  For example, some guilds really need a land that is untapped on turn one.  Another example is how critical [card]Fetid Heath[/card] is for a B/W deck, even after most of the WW two-drops have been removed from Cube.  These two temples illustrate this effect perfectly.  B/G needs to have its green source untapped on turn one to cast an elf, but the best UR usually does on turn one is cast [card]Ponder[/card] or [card]Preordain[/card], which is an effect a free scry 1 emulates quite well.

 

So that’s it! With nine cards to test, six of which I believe will have a long-term stay in my cube, Journey into Nyx seems like a very good set for Cube.  Let me know in comments, by Twitter, or email what you think about JOU and what cards you will be testing.

Until next time,

Max Brett.

Contact:

Email: djkensai at gmail dot com

Twitter: @djkensai

MODO: djkensai

My Cube

C(ube) + C(ommander) Magic Factory – The Casual Collection

Random boxes and MODO redemption – enough to start a cube!

Q. What do the following have in common?

A shoe box full of Ice Age and Revised. Leavings from opened booster boxes going back three years. Smatterings of cards sporting bizarre expansion symbols. A melting pot of pre-constructed products.

A. These are typical components of a collection belonging to the “casual magic player.”

Aside from giving clues as to what casual players can offer as trade targets, such a thought experiment allows us to determine why casual players play the formats they do and consequently how to best serve those players. This latter notion is gaining traction in the finance community; see Ryan Bushard’s recent article on Gathering Magic or hear Jason Alt reiterate how much he loves trading with EDH players for evidence. Since this is Cube + Commander Magic Factory, we’re going to tackle the question, “Why are Cube and Commander the hottest* casual formats?” and see where it leads us.

*While more cards by volume are likely tied up in casual 60-card decks than cubes, Cube is certainly getting more growth and face time, as evidenced by all the podcasts and web content as well as WOTC-endorsed products like Conspiracy and the MODO cube.

1. Both are Singleton

Singleton formats flatten the power level of cards. Whereas in regular Constructed a single card choice accounts for one-fifteenth of the total available space, in C + C that figure tops out at 1/99 of the available space and therefore power level.

2. Both are Eternal

Eternal formats are more forgiving of collections by providing access to more functional replacements while not being haunted by the specter of planned obsolescence the way rotating formats are. From Shivan to Stormbreath, [card]Wrath of God[/card] to [card]Supreme Verdict[/card], [card]Terror[/card] to [card]Dismember[/card], and [card]Sol Ring[/card] to [card]Chromatic Lantern[/card], the repetition of staple effects throughout Magic’s history allows players to build towards the deck they want regardless of the sets they collected.

3. Depth

As a corollary to (1) and (2), a greater depth of cards are “playable,” particularly when considering EDH and pauper/peasant cubes.  There is satisfaction to be had by taking old cards from your shoebox and sleeving them up to make a coherent and fun deck. The best way to get value from your bulk is to play with it—cubes and durdly EDH decks are perfect for that task. That EDH decks and cubes give players the optimal way of extracting value from their collection is, in my opinion, the reason why those formats are so popular.

So What?

A collection-focused thought experiment allows us to identify the needs and motivations for casual players, thereby facilitating trades with said group.  Why you should want to trade with casual players should be clear—they can unearth value from cards other players can’t and by extension find value in your collection that other players won’t.  Casual players crack as many chase mythics as anyone else and they are actively looking to move them for cards unplayable in the Standard-Modern-Legacy triumvirate.  This article is not about taking advantage of casual players but rather perceiving the value to be had by trading with them and understanding the service you can provide by integrating them into your trading network.  To this end, here are some questions that can help you trade effectively with casual players and have fun in the process.

 

Yes, that’s a box of Netrunner in there.

1. What years did you play?

You know the score—you quit, sell off everything you’ll later wish you kept, get back to the game, take a break, come back for a prerelease before repeating the cycle.  Most Magic players quit and of then many come back to the game. The upshot is that your typical player will have large gaps in his or her collection corresponding to years of non-play.  For example, I have a gap in my paper collection bookended by Betrayers of Kamigawa and Eventide.  Every time I trade with someone, I’m particularly interested in finding cards from those sets; whenever I go to a store I ask to see binders from that era.  Even if you don’t have binders for different sets, organizing your binder chronologically can make for a very exciting experience for your trade partner, much like cracking a fresh pack.

2. Can I see your deck?

One of the interesting facts about EDH decks is that unlike a deck in a solved Standard metagame or an age-old Legacy archetype, players are always modifying them.  This could be in response to a local meta, to play with new toys, to “level up” their decks, or simply for the sake of variety.  Taking a look at a player’s current brew can allow you to suggest cards according to any of the above purposes while engaging in friendly conversation about your trade partner’s favorite hobby and creation.  By looking through his or her deck, you can quickly see and suggest functional upgrades and new directions for the deck.  When I suggested [card]Dragon Tyrant[/card] for my friend’s [card]Scion of the Ur-Dragon[/card] deck, I had an image of myself as Trainspotting’s Mikey Forrester touting in a Scottish brogue “…custom designed for your purposes…”  Not only did I find  a home for an old rare no one else would have wanted but I succeeded in making for pleasurable trade experience for both parties.

3.  What are you building?

Similar to question two, knowing what your trade partner’s next project is allows you to open a discussion about deckbuilding earlier in the process. Rather than simply suggesting alternatives or upgrades, you can determine the thematic thrust for the deck.  A simple, “Have you thought about _____________?” may be all it takes to set the wheels in motion.  You may not always have the cards players want, but if you do, you can expect some pleasant trades.

Not anywhere close to done…

4. Are you foiling out a deck or cube?

Entire articles could be written about casuals and their precious foils, though my opinion is that EDH foils get too much attention from the financial community and that there is plenty of demand in non-foil EDH fare.  That said, casual players will often get to the point where they have a foil project.  I believe this is a function of needing a value-preserving outlet for Constructed-playable Standard cards opened through Limited tournaments or box purchases, as well as enjoying the journey of a trade mission.  In any case, moving money cards to further a foil project is what a casual player is looking to do, since it’s the only way they can bank more value in their [card]Day of Judgment[/card], which will at least get played and appreciated.  If you manage to find someone who is building a peasant cube, you have just found a great demand for oddball foils.  You know who cares about foil [card]Kor Skyfisher[/card]? Anyone building a cube is who.  If the cube has a quirky or tribal theme, the demand net is cast even wider.  Furthermore, any foil wanted by a cube builder will be wanted by many due to the transitive nature of the format, thus ensuring that any foils the builder pulls will be worth more than bulk.
I hope that this has been enlightnening read on collection-based thinking and trading with the casual crowd.  We know who we are and would love to hear from you!

 

Until next time,

Max Brett.

Contact:

Email: djkensai at gmail dot com

Twitter: @djkensai

MODO: djkensai

 

C(ube)+C(ommander) Magic Factory #5 – Nature of the Beast Review

For the last installment in this series of C+C Magic Factory, we’ll be reviewing the Commander 2013 deck, Nature of the Beast.

Here’s a review of the grading system we’ll be using.  The first grade for each card is a Cube grade, the second is a Commander grade.

Cube:

[A+]: First-pick card on power level alone or tier-one for associated archetype(s).

[A]: High-powered alone or in the context of two or more archetypes.

[B]: High-powered in the context of one archetype.

[C]: Role-filler in a niche archetype or mid-powered utility card.

[D]: Might see play in large or restricted lists (e.g. peasant)

[F]: Not playable in Cube.

 

Commander:

[A+]: Best in class.  These cards are at the top of the list for any deck wanting the effect.

[A]:  Excellent card according to two or more of: power level, size-of-effect, card interaction, or politics.

[B]:  Excellent card according to one of: power level, size-of-effect, card interaction, or politics.

[C]:  Solid role-filler or theme-supporter.

[D]:  Playable, but better options exist.

[F]:  A knife at a gun fight.

 

Naya Deck: Nature of the Beast

Commanders: [card]Marath, Will of the Wild[/card] [F]/[A+], [card]Gahiji, Honored One[/card] [D]/[C], [card]Mayael the Anima[/card] [F]/[C]

As it turns out, Marath, the new commander with the biggest text box and recipient of errata before it even hit the shelves, is good.  Though I may be biased, just having won a small EDH tournament at my LGS with a decidedly untuned Marath build, the amount of interactions and single cards he enables cannot be ignored.  Whether you want to brew a Ghave-style token build or just have Marath be at the helm of a Naya beats pile of big dumb idiots, the elemental beast does whatever you want him to up to and including smashing face on-curve.  In my games I spammed 1/1s, went off with [card]Ashnod’s Altar[/card], threatened and achieved early lethal damage with [card]Mirror Entity[/card] and a juiced-up [card]Wild Beastmaster[/card], closed out a game by going to the dome, cast him as a 13/13 and got to play him after a [card]Mirari’s Wake[/card] and [card]Warstorm Surge[/card]. Even a card like [card]Trostani, Selesnya’s Voice[/card] that normally requires significant deck allocation to function is randomly turned on by Marath. This card is $1.50 in paper and $10 online, which is a reflection of the distribution disparity between the two media platforms, compounded with the fact that (spoiler alert) the rest of Nature of the Beast is lacking.  I would try to pick up any of these you may see in binders, because it is an excellent general from an unwanted product and $1.50 seems disproportionately low.

Alter by Sandreline

[card]Gahiji, Honored One[/card] saw a surprising amount of initial play in my groups despite the consensus that he was powered down from what should have been a 5/5 or at least a 5/4.  Anthem-on-a-stick is nice, but compared to Marath’s all-the-abilities-on-a-stick, Gahiji is nowhere near as good or interactive.  The political impact did not come up enough in games to make people stick with him, and I have not seen him recently except as support for Marath—a job he does well.  You could consider Gahiji for Cube if you have a token theme and include any shard cards, since the competition in Naya is so low.  Myself, I run [card]Realm Razer[/card] because [card]Armageddon[/card].

[card]Mayael the Anima[/card] is a decent reprint here as she has sweet art and can be built around in ways that don’t involve losing friends the way an inclusion like [card]Uril, the Miststalker[/card] would.  I get the sense that this may be her swan song, as the five-power matters theme seems so stale when compared with these new, more interactive options.  The saddest part of this inclusion is that her slot should be occupied by [card]Hazezon Tamar[/card], but the reserved list struck again.

 

New Cards

[card]Curse of Chaos[/card] [F]/[D]

See Power Hungry review.

[card]Curse of the Forsaken[/card] [F]/[D]

See Eternal Bargain review.

[card]Curse of Predation[/card] [A]/[C]

See Power Hungry review.

[card]Darksteel Mutation[/card] [D]/[C]

See Eternal Bargain review.

[card]From the Ashes[/card] [F]/[D+]

[card]From the Ashes[/card] is a metaphor for Nature of the Beast in that it’s intentionally underpowered.  The idea here seems to be land destruction minus the hurt feelings—except for the guy with the $500 mana base, who can stand being the butt of jokes from everyone while they search out their basics.  Personally, I prefer to just run [card]Ruination[/card] (which is unplayable in Cube), but if your social contract frowns on that, [card]From the Ashes[/card] may just be the tool you need to get your fix of LD.

[card]Mystic Barrier[/card] [F]/[C+]

Another card that seems custom-built for [card]Zedruu the Greathearted[/card], [card]Mystic Barrier[/card] is a fun political card ripe for exploitation.  I don’t think it’s at home here since Naya typically has creatures out, but for a combo deck, this is a [card]Moat[/card] that is weak to one player’s creatures rather than flyers.  If you play combo and still have friends to play multiplayer games with, give this card a shot—I think you will be pleasantly surprised.  If you hadn’t noticed, this card does stone nothing in 1v1.

[card]Naya Soulbeast[/card] [D-]/[F]

While a neat mechanic, [card]Naya Soulbeast[/card] is way too overcosted for anyone’s taste.  Maybe with 10 players at the table and a [card]Jace, the Mind Sculptor[/card] on your side, this card can pull its weight, but until Magic starts awarding achievements, no one is going to try that.  The flip side of this coin is that this beast is totally unplayable in 1v1.

[card]Restore[/card] [F]/[C+]

See Power Hungry review.

[card]Spawning Grounds[/card] [F]/[D-]

Effectively nine mana for your first 5/5, any deck running [card]Spawning Grounds[/card] needs to be cheating on mana in a big way to want this effect. Any sort of combo deck can likely make do with [card]Squirrel Nest[/card].  The effect is good, but paying retail seems not worth it.  If [card]Spawning Grounds[/card] cost half the mana, I think it would be exciting enough to see play. Five mana for a 5/5 is fine, and once it’s on the battlefield, it certainly applies pressure.

[card]Tempt with Discovery[/card] [F]/[B-]

Initially I was down on all the tempting offer cards except [card]Tempt with Vengeance[/card], but the amount of play [card]Tempt with Discovery[/card] is seeing in my groups makes me rethink this one.  The first observation I had is that people weren’t even playing by the rules: as soon as the spell hit the stack, everyone was rushing into his or her library.  Even once we started playing it correctly, each time the spell was cast, at least one person took the offer.  EDH players love ramping and [card]Tempt with Discovery[/card] has a subtle upside of playing into the psyche of your opponents.  Also, the floor for this card is not the worst, as you can grab a [card]Temple of the False God[/card] and make a reasonable [card]Explosive Vegetation[/card] impression.  Since the lands ETB untapped, if a couple opponents take the offer you can usually cast a spell after ramping, which hardly any other ramp spell lets you do.  Furthermore, this is the only tempting offer card which uses hidden information, thus giving your opponents opportunities to make mistakes.  None of this, however, means it will see any play in Cube.

[card]Terra Ravager[/card] [F]/[F]

See Mind Seize review.

[card]Witch Hunt[/card] [C-]/[C-]

[card]Witch Hunt[/card] is a neat card for a chaos game of EDH, in a Zedruu deck, or to hate on any life gain decks in your meta.  The random clause on this card makes it play very differently in multiplayer or 1v1. In a duel, the card just bounces back and forth. Most of the excitement over this card came from people touting it as the second coming of [card]Sulfuric Vortex[/card].  Vortex is the [A+] card for the mono-red burn archetype in Cube, so shouldn’t two Vortices stapled together with a mana discount be an auto-include?  As it turns out, the answer is no.  Yes, the mono-red deck wants a single 5-mana finisher with reach, but the problem is that there are many cards that can fill that role while still supporting other archetypes. [card]Thundermaw Hellkite[/card] tops the list, but even [card]Stormbreath Dragon[/card] or [card]Siege-Gang Commander[/card] are completely serviceable in that role while being nowhere near as narrow.  I drafted [card]Witch Hunt[/card] in my cube several times, each time picking it up late.  On each occasion, it would have fit perfectly but I always had something better to run at five mana.

Notable Reprints

[card]Avenger of Zendikar[/card] [A]/[A+]

Alter by Galli

Here we have the second reason to buy this product.  Avenger is the go-to target in any ramp deck. He scales very well from the mid- to late-game and can hit as early as turn four when preceded by a little work.  What’s beautiful is that this assessment applies to both Cube and Commander.  Like Myr Battlesphere, 40-card decks can get Avenger into play a myriad of ways, and at seven mana, not all of them have to be unfair.  He even blinks for sick value!  Unless you’re staring down an evasive army, [card]Avenger of Zendikar[/card] stabilizes in one turn and wins the game a couple turns later if not removed. This factor puts him head, shoulders, and rooty appendages above the other fat-and-green competition.  In EDH, Avenger is often built towards with cards like [card]Doubling Season[/card], [card]Boundless Realms[/card], and [card]Sylvan Primordial[/card].  What makes him so great is that he has a top-notch effect at a non-prohibitive cost.

[card]Eternal Dragon[/card] [D+]/[C]

Oh, how the mighty have fallen. Creature power creep has pushed both the Eternal and Dragon parts of [card]Eternal Dragon[/card] into obscurity, though plainscycling for two mana does its best to keep this card relevant.  It was recently squeezed out of my cube by cards that got drafted and did things, though I was saddened to see it go because landcycling is such a welcome effect.  In EDH, where you have more time to durdle, [card]Eternal Dragon[/card] still has a role helping you hit land drops or making an appearance as a 5/5 in the late game.  Never bad but rarely good, [card]Eternal Dragon[/card] is at its best when it’s covering up the fact that you’re running too few lands.

[card]Harmonize[/card] [B-]/[B+]

[card]Harmonize[/card]’s high rating is due mostly to the fact that unconditional card draw is such a rare yet in-demand effect in green.  Forests are to EDH what Islands are to 60-card Constructed, and in the format where color identity is a thing, tapping trees to cast blue spells is the best place to be.  In Cube, ramping and fixing are often one in the same, making [card]Harmonize[/card] good but less stellar, since it’s easy to cast Fact or Fiction off a blue splash.

[card]Rampaging Baloths[/card] [B]/[B]

Avenger’s older-but-less-abusive partner in crime is quite good for many of the same reasons Avenger is good.  Since you want to play Baloths and immediately trigger landfall, both cards are effectively seven-drops, with Avenger being the better of the two since you get most if its potential value immediately.  Any Cube (or Commander) deck that wants one will want the other and will likely run both, though I expect Avenger to be around in cubes much longer than [card]Rampaging Baloths[/card]. Baloths will have to compete with newer cards while Avenger looks down from its perch at the top of the heap.

[card]Wrath of God[/card] [B]/[A]

The OG board sweeper adds some much-needed value to this product.  “Wraths” are staples for both Cube and Commander and [card]Wrath of God[/card] is still among the best, even after all these years.  Anti-regeneration doesn’t come up very often, but when it does, you’re thankful for it.  The only reason Wrath doesn’t get a higher rating is that in Cube, there are enough functional replacements that control decks can afford to take their sweepers later. In EDH, tuck-Wraths like [card]Hallowed Burial[/card] and [card]Terminus[/card] may actually be better due to the life buffer and all the generals and indestructible dudes running around.

Notable Cards in All Five Decks

[card]Sol Ring[/card] [A+]/[A+], [card]Command Tower[/card] [F]/[A+], [card]Opal Palace[/card] [F]/[C-]

These three apply pretty much only to the Commander crowd, as any cube that wants a [card]Sol Ring[/card] has one by now.  As for [card]Sol Ring[/card] and [card]Command Tower[/card], best get them now while they are cheap, as any EDH deck would benefit from their power level.  Players in my groups rarely cannibalize decks to make new ones; most (me included) build new decks whenever something exciting is released.  New decks mean all the [card]Sol Ring[/card]s and [card]Command Tower[/card]s will find homes, so expect the price to rise accordingly.  [card]Opal Palace[/card], on the other hand, is not nearly as powerful as the first two and once the novelty wears off, it will probably only be at home in a deck that really wants the +1/+1 counters on its general, like Marath or Animar.

Overall – Value: [D] / Playability: [D]

Nature of the Beast has several problems from the perspective of both value and playability.  First and foremost is the lack of exciting new cards.  Marath is great and [card]Tempt with Discovery[/card] is good, but the rest of the new designs here suck.  Long-term, this will hurt the value of this precon.  Furthermore, there is no tier-one Constructed card, no P3K reprint, and no mono-colored general—small transgressions, but they add up.  There is some value in the reprints (Wrath & Avenger), but none of the depth seen in Evasive Maneuvers.  Playing the deck is basically a lesson on how to not play the cards in your hand, hope to hit your land drops, and dump all your mana into Marath since he’s so much better than anything else this deck can do.  Comparing any of the nine non-[card]Avenger of Zendikar[/card] 5+-power creatures to Marath is a joke, and with only ten total in the deck, Mayael has about as good a chance to whiff as to hit.  Nature of the Beast is about as cohesive as Mind Seize, but without any good cards. This is sad, because there are so many cool cards that could have been included to showcase how awesome Marath is. Let me know what you think in the comments!

Contact:

Email: djkensai at gmail dot com

Twitter: @djkensai

C(ube) + C(ommander) Magic Factory #4 – Evasive Maneuvers Review

This time on C+C Magic Factory, we’ll be reviewing the Commander 2013 deck, Evasive Maneuvers.

Here’s a review of the grading system we’ll be using.  The first grade for each card is a Cube grade, the second, a Commander grade.

Cube:

[A+]: First-pick card on power level alone or tier 1 for associated archetype(s).

[A]: High powered alone or in the context of 2 or more archetypes.

[B]: High powered in the context of one archetype.

[C]: Role-filler in a niche archetype or mid-powered utility card.

[D]: Might see play in large or restricted lists (e.g. peasant)

[F]: Not playable in cube.

Commander:

[A+]: Best in Class.  These cards are at the top of the list for any deck wanting the effect.

[A]:  Excellent card according to two or more of: power level, size-of-effect, card interaction, or politics.

[B]:  Excellent card according to one of: power level, size-of-effect, card interaction, or politics.

[C]:  Solid role-filler or theme supporter.

[D]:  Playable, but better options exist.

[F]:  A knife at a gun fight.

 

Bant Deck: Evasive Maneuvers

 arc1338_w

Commanders: [card]Derevi, Empyrial Tactician[/card] [F]/[B], [card]Roon of the Hidden Realm[/card] [B]/[A-], [card]Rubinia Soulsinger[/card] [F]/[B-]

Alter by Cardkitty

Similar to Mind Seize, Evasive Maneuvers offers a very solid trio of commanders.  While Rubinia may be the least exciting of the bunch, she is still a very well-selected Legends reprint that can woman the helm of a goodstuff deck, since the ability to take the best creature at the table will always be relevant.  The other two generals present some fun themes for the EDH deck builder to exploit.  Roon has two modes: beat your face with commander damage or slide guys for value.  He is aggressively costed, has a nice rhino-sized body and his rules text sings with synergy.  While most players in my groups have built Roon to grind value with [card]Reveillark[/card] and friends, one has gone the Voltron route and made the swap with [card]Rafiq of the Many[/card] as his Bant commander.  Though he doesn’t threaten as much damage, Roon still loves a [card]Finest Hour[/card].  EDH isn’t the only place where Roon is tagging in for Rafiq, either. In my cube, Roon is getting a shot at my lonely Bant slot since blink.dec is a very real archetype in most rare cubes.  I like my shard cards to be high-impact, though in cubes that just want the best, Roon may not compete with [card]Bant Charm[/card] for the top slot.

Derevi is perhaps the new commander I’m most excited to brew with, but her puzzle is not one that’s easily solved.  The precon clearly emphasizes untapping token generators for Fibonacci-esque value with inclusions like [card]Kazandu Tuskcaller[/card] and [card]Presence of Gond[/card], but the fun does not stop there.  Other applications include generating stupid amounts of combat step-mana, trying to go infinite with her alternate cost and a sacrifice outlet (seems difficult), or simply being annoying and tapping down lands and blockers in a multiplayer game.  However, what got the attention of my inner griefer was the idea of pairing her with [card]Winter Orb[/card] and [card]Stasis[/card] to get all the zero-sum fun.  While currently much less popular than Roon, I feel Derevi may have a longer shelf life and inspire much more variety. (Since the first writing of this section, Derevi has been banned in 1v1 French Commander.)

New Cards

[card]Angel of Finality[/card] [D-]/[C+]

With [card]Bojuka Bog[/card] being one of the most played cards in EDH, any card with the same rider must be taken seriously.  The C+ may seem low, but I feel this is the highest grade that can be given for a piece of disruption.  [card]Bojuka Bog[/card], [card]Nihil Spellbomb[/card], and [card]Relic of Progenitus[/card] are all basically free; [card]Angel of Finality[/card] costs a card but the 3/4 flyer is free.  Decks that want this either can’t deal with exiling their own ‘yard, can reuse the effect, or come close to wanting a 3/4 flyer for 4 mana.  How important this card is for you comes down to your meta and how many Karador/Mimeoplasm/Sheoldred shenanigans you can expect to see.

Angel of Finality just shows how awesome [card]Restoration Angel[/card] is in cube, since Resto is always a high pick while [card]Angel of Finality[/card] would be a sideboard card at best.

[card]Bane of Progress[/card] [F+]/[A]

I have a [card]Yosei, the Morning Star[/card] artifact deck that folds to [card]Akroma’s Vengeance[/card] or [card]Austere Command[/card].  I can now add [card]Bane of Progress[/card] to that list of foils.  Six-mana mass [card]Naturalize[/card]s are already quite playable in EDH and this is perhaps the best yet, being stapled to a creature and being in the best color to ramp it out without bemoaning the effect.  With a base-two power, it even comes back with [card]Reveillark[/card]!  That Bane will usually represent an on-curve green fatty once the dust settles is gravy.  This card has excellent casual appeal and is the sort of card that can find a home in multiple decks, especially now that [card]Sylvan Primordial[/card] got sent packing.

The closest comparison in cube is to cards like [card]Acidic Slime[/card] or [card]Mold Shambler[/card].  Even though the effect is desirable, the cheaper options will get played because Bane will so rarely hit more than on target and can’t destroy planeswalkers or land.

[card]Curse of the Forsaken[/card] [F]/[D]

See Eternal Bargain review.

[card]Curse of Inertia[/card] [F]/[D-]

See Mind Seize review.

[card]Curse of Predation[/card] [A]/[C]

See Power Hungry review.

[card]Darksteel Mutation[/card] [D]/[C]

See Eternal Bargain review.

[card]Diviner Spirit[/card] [F]/[D]

See Mind Seize review.

[card]Djinn of Infinite Deceits[/card] [F]/[C]

Djinn seems custom-tailored to this deck as packaged, synergizing with Derevi and all the token-producers.  With Roon, you can even takesy-backsies the gifted creature!  The effect is fun, powerful, and primed for abuse, but sits on a slow and expensive body.  [card]Gilded Drake[/card] is more powerful, especially in Cube, but Djinn is repeatable all on his own and is easier on the wallet.

[card]Restore[/card] [F]/[C+]

See Power Hungry review.

[card]Surveyor’s Scope[/card] [F]/[C]

If [card]Surveyor’s Scope[/card] was a guaranteed [card]Rampant Growth[/card] for two in 1v1, it would be a very good card, since Cube decks love mana rocks and many EDH decks run green to gain access to the effect.  Sadly, the behind-by-two-lands clause makes this unplayable in Cube and asks something of your deck construction in EDH.  Between bounce lands, borderposts, and activating the scope with a fetch on the stack, it is fairly easy to get your card back and in multiplayer games the best case is ridiculous.  However, you really want to be playing multiplayer to run this in your deck, since signets are much more reliable when it comes to ramping for 1.

[card]Tempt with Glory[/card] [F]/[D-]

Easily the worst Tempting Offer card, Tempt with Glory has a prohibitive mana cost in addition to being narrow in application.  As such, it will be staying out of cubes whether or not they support token strategies.  Costing twice [card]Curse of Predation[/card], you would really have to want redundancy of anthems to include this offer, at which point it will never get accepted.

[card]Unexpectedly Absent[/card] [A-]/[C+]

While only a utility card, [card]Unexpectedly Absent[/card] is about as good as it gets.  In Commander, the value comes from being able to tuck a problematic commander or strategic lynchpin.  While the versatility is great, the card only shines if you can pay a large enough X to get rid of the problem for real or catch your opponent with a shuffle trigger on the stack, since the tempo matters less.  In Cube or 1v1, this card is excellent.  Usually X will be 0, which is fine, since this card is all about the tempo blowouts by being able to hit an equipment or extra blocker mid-combat or reset a near-ultimate planeswalker with no card disadvantage.  Even though [card]Unexpectedly Absent[/card] has not yet been adopted in Legacy, this card is the third most powerful single card in Commander 2013 after [card]True-Name Nemesis[/card] and [card]Toxic Deluge[/card].  Since the rest of the deck has good value, look to pick these up in trade as they may be relatively undervalued.

Notable Reprints

[card]Azami, Lady of Scrolls[/card] [F]/[B-]

Unplayable in Cube for a variety of reasons, Azami is the go-to commander for mono-blue control decks, though [card]Thassa, God of the Sea[/card] gives players another solid option.  Prior to this reprint, Azami was a few dollars, so seeing her here adds a little more value to this precon.  Despite being a card players hate to see across the table, there are a couple Azami decks in my groups. The allure of draw-go-draw-draw is too sweet to ignore for some.

[card]Basalt Monolith[/card] [B-]/[C+]

While ramping to seven mana on turn four is not as broken as the six on turn three that Basalt’s grim brother provides, [card]Basalt Monolith[/card] still powers some broken plays in both 40 and 100-card formats.  In addition to ramping, Monolith goes infinite with [card]Wake Thrasher[/card], an interaction featured in the MTGO cube.  The only strike against Basalt Monolith is that it’s worse at ramping than [card]Sol Ring[/card], [card]Mana Vault[/card], [card]Grim Monolith[/card], [card]Worn Powerstone[/card], and [card]Thran Dynamo[/card]. That said, all of those cards have availability issues within my groups, so the presence of a budget option is welcome.

[card]Control Magic[/card] [B-]/[B]

The OG “take your guy” spell is back, with a black border and new art, something some cube owners care about.  [card]Control Magic[/card] is still in my 630-card unpowered cube and is doing a better job earning its stay of execution than [card]Clone[/card] by virtue of being undercosted compared to modern options.  What sells CM for EDH is that it fills the role of spot removal sans card disadvantage and snatching an opposing commander is one of the better ways of dealing with it.  If your group runs a lot of enchantment removal or bounce, it gets worse, so plan accordingly.

[card]Dungeon Geists[/card] [C]/[C-]

[card]Dungeon Geists[/card] is on the cusp of inclusion for medium-to-large sized cubes due to competition in blue.  As a very-good-but-fair value card, it’s card advantage until it’s not, which is less of a drawback in EDH than one might expect, since Geist and whatever it’s locking down are both likely dying to the same sweeper.  What keeps it from seeing more play in 100-card decks is that the 3/3 body just doesn’t do enough on its own.

[card]Flickerwisp[/card] [C]/[D]

Flickering is a popular effect in both EDH and Cube, but in Commander, the effects must be repeatable to really make the cut.  For example, [card]Flickerwisp[/card]’s 3/1 evasive body can close out a game when players start at 20 life, but in EDH, the one-shot trigger isn’t breaking any game states and a 3/1 won’t get there.  If the plan is to abuse ETB triggers, either go cheap ([card]Cloudshift[/card]) or go big ([card]Deadeye Navigator[/card]).

[card]Karmic Guide[/card] [B+]/[A+]

Proxy by theProxyGuy

Welcome to valuetown!  Another inclusion with significant appeal for Cube, Commander, and collectors, [card]Karmic Guide[/card] is excellent in some decks and quite good in others, justifying its pre-reprint $12 price tag.  Together with [card]Reveillark[/card], it is the glue that holds together the blink archetype in Cube by having one of the best and most aggressively costed ETB triggers for casual formats.  Though not as abstractly powerful as [card]Reanimate[/card], [card]Karmic Guide[/card] is a better version of the effect for Commander by being abusive, bringing value to the table, and arriving at a point in the game when opponents may be out of answers.

[card]Lu Xun, Scholar General[/card] [D+]/[C]

Though I don’t run the Scholar in my cube, the effect is cube-worthy, as can be seen by the inclusion of [card]Thieving Magpie[/card] in the MTGO cube.  Lu Xun is better than Magpie but worse than [card]Shadowmage Infiltrator[/card], since horsemanship is basically unblockable but not worth the extra mana.  In Commander, Lu Xun is a perfectly reasonable four-drop, since he’ll always get through and the scratch is unlikely to incur the wrath of your opponents until he starts scratching with a sword.  While there are better ways to keep the gas flowing, Lu Xun is a welcome inclusion here and will never be a brick in any deck running him.

[card]Mirror Entity[/card] [B]/[B]

[card]Mirror Entity[/card]’s primary use is to threaten lethal damage from a small cohort of creatures.  In Commander, the cohort must be significantly larger, relegating the Entity mostly to weenie and token builds.  Nevertheless, [card]Mirror Entity[/card] is a high-impact three-drop that has many synergies with cards throughout Magic’s history, including part of an infinite combo (that sadly requires too many pieces for Cube).

Overall – Value:[A]/Playability:[C]

Though lacking a top-tier commander like Prossh (unless you count a banned Derevi) or an eternal card à la True-Name, Evasive Maneuvers is deep in playables.  It has the most incentivizing rares, a great set of generals, high-caliber reprints, and a potential eternal staple in [card]Unexpectedly Absent[/card].  The list is deep enough that there are notable cards like [card]Murkfiend Liege[/card] and [card]Thousand-Year Elixir[/card] that I left out of this review.  Even one of its commanders is seeing play in Cube.

However, the deck suffers from the same difficulty that most of these precons do: the themes presented by the new commanders are too divergent.  Half the deck is all about untapping for value and the other half wants to abuse ETB triggers, with only the commanders crossing themes.  The best use of Evasive Maneuvers is to put it in your cube or turn it into two separate Bant builds, and luckily this precon offers a solid start to all of these options.

Next time, we’ll review the final Commander 2013 deck,  Nature of the Beast.

Contact:

Email: djkensai at gmail dot com

Twitter: @djkensai

C+C Magic Factory #3 – Eternal Bargain Review

For the third installment of C+C, we’ll be reviewing the Eternal Bargain preconstructed deck, looking at the impact of new cards and notable reprints for Cube and Commander.  The first two installments can be found here and here.

Here’s a review of the grading system we’ll be using.  I’m switching it up to match the title, so from now on the first grade will be for Cube, the second for Commander.

Cube:

[A+]: First-pick card on power level alone or tier-one for associated archetype(s).

[A]: High-powered alone or in the context of two or more archetypes.

[B]: High-powered in the context of one archetype.

[C]: Role-filler in a niche archetype or mid-powered utility card.

[D]: Might see play in large or restricted lists (e.g. peasant)

[F]: Not playable in Cube.

Commander:

[A+]: Best in Class.  These cards are at the top of the list for any deck wanting the effect.

[A]:  Excellent card according to two or more of: power level, size-of-effect, card interaction, or politics.

[B]:  Excellent card according to one of: power level, size-of-effect, card interaction, or politics.

[C]:  Solid role-filler or theme-supporter.

[D]:  Playable, but better options exist.

[F]:  A knife at a gun fight.

Esper Deck: Eternal Bargain

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Commanders: [card]Oloro, Ageless Ascetic[/card] [F]/[A], [card]Sydri, Galvanic Genius[/card] [F]/[C], [card]Sharuum the Hegemon[/card] [F]/[A]

Proxy by Brandon Long

In Cube, none of these cards are going to challenge [card]Sphinx of the Steel Wind[/card] for the Esper slot, so let’s focus on their application for Commander decks.  Sharuum is a perfect if unexciting reprint here, fitting the artifact theme nicely and giving players another chance to obtain an Alara block mythic.  I’ve seen one Sydri deck so far, and after watching how it used her abilities, have concluded that Sydri fits in pretty much one deck: mana rocks into bigger mana rocks into big do-nothing artifacts.  Despite being linear, it nevertheless made for a good game and it was pleasing to play against a less popular general.  While I previously thought of Orzhov as the life drain color combo, I sense that Oloro will be popular enough that blue will get associated with the strategy from now on, though you could easily make Oloro the commander of BW lifegain and he’ll be good without ever getting cast.

I built an Oloro deck to help me remember triggers and still I find myself on turn five with the starting 40 life.  The command zone trigger is extremely powerful, and I see Oloro being the obvious choice for any Esper good-stuff build that also has no intention of casting him.  Yet, the decks that will want him most are those that seek to abuse his unstoppable trigger, as evidenced by the reprinting of [card]Well of Lost Dreams[/card] and [card]Ajani’s Pridemate[/card].  What keeps Oloro from the elusive A+ is that he’s actually pretty miserable once cast, as he’s expensive, on the small side, and too slow to really accrue significant card advantage unless you’re running additional life gain.  This last strategy seems bad, since the whole point of running Oloro is to get all your life gain in one place and just jam all the synergy cards.  That caveat aside, he works nicely with incidental lifegain such as [card]Prismatic Talisman[/card] or lifelink creatures.

New Cards

[card]Diviner Spirit[/card] [F]/[D]

See Mind Seize review .

[card]Serene Master[/card] [F]/[C]

As much as I want to give this guy a better rating, I feel he doesn’t do enough to be good.  The mechanic of using an opposing monster’s power against it is a perfect flavor fit for the card, but even then the master is comparable to [card]Fog Bank[/card], which isn’t particularly exciting for EDH and even less so for Cube.  At his best, he can hold off all the attackers he’d take in a fight and one that he wouldn’t, which is a nice ceiling for a two-mana defensive card.  However, finding a home will be difficult since most defensive decks would just rather load up on sweepers than entrust their fort to this fragile Bruce Lee.

[card]Tidal Force[/card] [F]/[C-]

The final installment in the Force cycle, Tidal Force has a less exciting trigger than his black counterpart, but one that will play better than it seems.  Tidal Force has deceptively many modes: it can give your best creatures pseudo-vigilance, help you leave mana up for your opponents’ turns, keep those opponents off offense or defense, and even go into full griefer mode by tapping karoo lands on upkeeps.  The main problem with this Force is that the good Forces essentially accrue card advantage while masquerading as big dumb vanillas.  I think this effect would be sweet on a card that could come out earlier, as anyone who has 5UUU to drop on a blue dude would rather just slam [card]Tidespout Tyrant[/card] and really ruin someone’s day.  In Cube, this card has to compete with much better options.

[card]Act of Authority[/card] [D-]/[C+]

At first glance, Act seems like a bad [card]Oblivion Ring[/card] with extra downside, but it has a few features which make this card quite solid in the right deck.  Firstly, there is no return to the battlefield clause, so once you get something, it’s “got.”  Secondly, you don’t have to pass it until you use the upkeep trigger, which means at its worst, it is a 1WW [card]Revoke Existence[/card]. In EDH, the difference between 1W and 1WW isn’t as keenly felt.  Lastly, if you can build your deck with few-to-no artifacts or enchantments, then this is a great card to have on the table as your opponents just pass it back and forth, netting you card advantage.  In most games, I expect it to be played to nuke a [card]Sol Ring[/card], then sit on the battlefield keeping other players off their best toys just by threat of activation.  In Cube, the effect is also good but the cost and sorcery speed will keep it from the big leagues.

[card]Curse of Inertia[/card] [F]/[D-]

See Mind Seize review.

Curse of Shallow Graves [C]/[A-]

See Power Hungry review.

[card]Curse of the Forsaken[/card] [D]/[F]

The first thing to notice about this card is how badly it compares to [card]Path of Bravery[/card] in any 1v1 game.  Focusing on political implications, we are again let down.  Gaining life is worth nowhere near a card, even if it stacks for each creature.  As an incentive, this curse is also a dodgy proposition, since for any player to whom the appeal of gaining life is attractive, so is the appeal of having blockers.  The best application of this card seems to be in a deck with cards like [card]Ajani’s Pridemate[/card] that benefit from multiple lifegain triggers, but once you go down that road, you’ll soon realize you just wasted two slots in your deck.

[card]Darksteel Mutation[/card] [D]/[C]

Darksteel Mutation is a nice design that presents another way to deal with problematic commanders other than tucking. That said, it’s card disadvantage in a format where spot removal is already card disadvantage, so whether or not you decide to run this card really depends on your meta and the sorts of commanders you play against.  In Cube, there has been some talk about this card and some lists are trying it out.  It’s not making my cubes since I support white aggro and giving my opponent an inviolable blocker doesn’t seem like a path to victory.  However, the card seems fine in W/x control, as it has a similar effect to [card]Journey to Nowhere[/card], a cube staple.

[card]Order of Succession[/card] [F]/[C+]

Cubes won’t run Order considering all the other broken [card]Control Magic[/card] effects, like the namesake card, [card]Treachery[/card], and [card]Vedalken Shackles[/card], but I could see this card finding a home in creature-light EDH lists. Obviously this card is best when your opponent is forced to take your 1/1 token or your nothing, so look to include this in decks that can work towards that board state with non-creature defense like [card]Propaganda[/card] and the freshly reprinted [card]Crawlspace[/card].  What makes this card much more attractive than [card]Juxtapose[/card] is that it involves the whole table and will undoubtedly lead to name-calling, sales-pitching, obfuscation, and some fun.

[card]Tempt with Immortality[/card] [F]/[D]

These Tempting Offer cards keep getting worse.  Tempt with Immortality suffers from a big problem: you can’t control the effect so this card might rot in your hand if an opponent has a Primordial in his or her ‘yard you can’t let out.  This problem works the other way too, since if you have the best targets, then no one will take the offer.  In theory, this tension could balance out the power level of accepting or not accepting the offer, but the upshot is that if you are the caster of Tempt with Immortality, then you would rather have [card]Rise from the Grave[/card] in almost every situation.  In Cube, we like to pay two mana or less to cheat our fatties into play.

[card]Toxic Deluge[/card] [A]/[B+]

And we have a winner! Second only to [card]True-Name Nemesis[/card] on hype, Toxic Deluge is an excellent card for Cube and EDH decks alike.  Prior to this printing, [card]Damnation[/card] was sold out in my area despite holding a $30 price tag, a fact which speaks to the demand for aggressively-costed black sweepers.  That Deluge is better than Damnation along several metrics (casting cost, scalability, ability to deal with indestructible creatures) puts Deluge squarely in the “better-than-expected” category.  In most Cube games where Damnation would be good, Deluge is just as good, with the life loss being offset by the mana reduction and ability to cast it a turn earlier.  However, where the card really shines is in reanimator decks where you can leave your fatty on the field while wiping your opponent’s board through a judicious choice of X.  The ability to kill indestructible creatures comes up more often in EDH, but there you have a larger life total to play with and you can bet it’s worth it to pay 11 life to get that [card]Blightsteel Colossus[/card] off the table.

Notable Reprints

[card]Divinity of Pride[/card] [F]/[B]

This reprint is kind of less interesting that it would have been had the card not been reprinted in Modern Masters, but Divinity is still nice for players that missed their chance the first or second time it came around.  Usually coming down as an 8/8 flying lifelinker for 5, the card has the power to make things happen before truly degenerate seven- and eight-drops hit the field.  Even though the clause is easier to turn on in a 40-life format, the card ends up at an appropriate power level rather than being completely unfair like [card]Serra Avatar[/card]. Divinity misses in Cube due to casting-cost violation.

[card]Kongming, “Sleeping Dragon”[/card] [F]/[D+]

Sadly, Kongming’s relevance is hampered by the modern-bordered power creep on creatures.  [card]Glorious Anthem[/card]-on-a-stick is an effect white weenie Cube decks would want, as well as certain aggressive EDH builds, but simply put, Kongming costs too much for too fragile a body.

Alter by BlackWingStudio

[card]Myr Battlesphere[/card] [A-]/[B]

Katamari, like the next reprint in [card]Sphinx of the Steel Wind[/card], is a great card for both 40-card and 100-card formats.  What makes the myr ball so good is that it provides significant board advantage even if it’s killed immediately, can be played fairly, and can be cheated out early off colorless mana acceleration or [card]Tinker[/card].

A key metric for whether or not a fatty is good for Cube is how many of the following cards it plays nicely with: [card]Tinker[/card], [card]Reanimate[/card], [card]Sneak Attack[/card], [card]Channel[/card], [card]Natural Order[/card], or various ramp cards. Consideration should only be given to those that can score a two or better on that quiz.  Battlesphere scores a solid five, as it even leaves behind value after a [card]Sneak Attack[/card].

[card]Sphinx of the Steel Wind[/card] [A-]/[B]

Even though it only scores a two on the “How can you cheat with me? Let me count the ways” test, the body Sphinx provides is so awesome that in many cubes, it has the Esper slot locked down.  What puts it over the top is the combination of vigilance and lifelink, as those two together can swing an aggro matchup even through an alpha strike.  Only bounce, [card]Control Magic[/card]s, and white spot removal deal with it in Cube, as it is impervious to green’s [card]Naturalize[/card] effects, all the burn and shatters, as well as most of black’s removal except [card]Hero’s Downfall[/card].  This card is still good in EDH, as it can take down any titan in a fight and still gives its controller offense, defense, and the happy end of 12-point life swings.

[card]Brilliant Plan[/card] [D]/[D+]

Though not particularly powerful or exciting, this P3K reprint is nice because it gives players access to some redundancy, should they want it.  My next Cube project is to build a 360-card beginner’s cube, and this sort of pared-down simple effect is exactly what that cube wants.

[card]Nevinyrral’s Disk[/card] [A-]/[A]

The original artifact bomb is back.  Not hitting planeswalkers has modified how this card gets played, as now players can craft a board state to take further advantage of the effect.  The entering tapped drawback is significant, but necessary to keep this card from being totally over the top.  Disk is solid as ever in both cubes and EDH decks, though I prefer the original art for the nostalgia factor.

[card]Phyrexian Reclamation[/card] [C]/[D+]

The best reprints are the ones that players either forgot about or were completely unaware of.  Phyrexian Reclamation falls into this category and there has been some talk of it getting adopted in Cube lists to bolster the ranks of [card]Oversold Cemetery[/card] and [card]Oath of Ghouls[/card] in graveyard and Braids strategies.  The mana on the activation hurts it a bit too much for my taste, but the ability to recur your [card]Shriekmaw[/card]s and [card]Bone Shredder[/card]s is undoubtedly powerful.

[card]Reckless Spite[/card] [C-]/[D]

Spot removal in multiplayer games is card disadvantage, and while Reckless Spite addresses that somewhat, it does so only slightly and at a hefty cost to your life total.  This card could have a home in peasant cubes by virtue of giving some card and tempo advantage to black.  Not being able to fire this off at a single creature in a pinch does hurt its chances, as dying to a green dinosaur with this in your hand would feel like digesting bicycle parts.

[card]Well of Lost Dreams[/card][F]/ [C+]

Though unplayable in Cube—except in a life gain decks where it would still be unplayable because no one would want to play it—this card is significant because many players with multiple EDH decks have one with either a life gain or life drain theme.  In those decks, this is one of the first cards to be included simply because of how efficiently it turns life gain into cards.  Being reprinted here should put this card back on the map for many players.

Overall – Value: [C+] / Playability: [C]

Eternal Bargain has a few winners, but the card quality drops pretty quickly after the first few big hitters.  There are some nice inclusions for Esper EDH players in Sphinx and Sharuum, but both have been reprinted since their original release and could already be obtained without too much difficulty.  Even [card]Nevinyrral’s Disk[/card] was only ever a few dollars.  Sydri has a very narrow application as a commander, which puts the value of this precon squarely on the shoulders of Oloro, [card]Toxic Deluge[/card], and the [card]Sol Ring[/card] and [card]Command Tower[/card] duo.  Luckily, Oloro is quite good and can be built several ways, and Toxic Deluge is excellent and has appeal across even more formats than [card]True-Name Nemesis[/card].  That said, you can get your Oloro for about $4, and Deluge for $13, giving you pretty much all the excitement of this product for just over half the MSRP.  All things considered, this points to Deluge as a solid trade target.

While there are several cards in this deck that mesh with the artifact and life gain themes, this deck works best if you salvage it for parts and build two separate decks. Overall, it lacks the focus that we saw in Power Hungry.

Contact:

Email: djkensai at gmail dot com

Twitter: @djkensai

C(ube) + C(ommander) Magic Factory #2 – Mind Seize Review

Welcome to the second installment of C+C Magic Factory, where we’ll be reviewing the Mind Seize Commander 2013 deck with regards to its impact on the Cube and Commander formats.  So let’s get to it!

Here’s a review of the grading system we’ll be using.  The first grade for each card is a Commander grade, the second is a Cube grade.

Commander:

[A+]: Best in Class.  These cards are at the top of the list for any deck wanting the effect.

[A]:  Excellent card according to two or more of: power level, size-of-effect, card interaction, or politics.

[B]:  Excellent card according to one of: power level, size-of-effect, card interaction, or politics.

[C]:  Solid role-filler or theme-supporter.

[D]:  Playable, but better options exist.

[F]:  A knife at a gun fight.

Cube:

[A+]: First-pick card on power level alone or tier-one for associated archetype(s).

[A]: High-powered alone or in the context of two or more archetypes.

[B]: High-powered in the context of one archetype.

[C]: Role-filler in a niche archetype or mid-powered utility card.

[D]: Might see play in large or restricted lists (e.g. peasant)

[F]: Not playable in Cube.

 

Grixis Deck:  Mind Seize

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Commanders: [card]Jeleva, Nephalia’s Scourge[/card] [B-]/[F], [card]Nekusar, the Mindrazer[/card] [B+]/[F], [card]Thraximundar[/card] [B]/[D-]

With everyone talking about Mind Seize based on the inclusion of [card]True-Name Nemesis[/card] and [card]Baleful Strix[/card], it’s easy to miss the fact that the deck comes with three sweet commanders.  [card]Thraximundar[/card] was the go-to Grixis general for control and acquiring one just got a lot easier.  As for the new class, my groups have players building both Jeleva and Nekusar, which speaks to the appeal of their respective strategies.  Casting other players’ spells is fun, as is drawing massive amounts of cards, especially when the latter comes with a metric ton of group damage stapled to it.  Group card draw is often more aggressively costed than targeted draw, making for interesting and interactive games with Nekusar where everyone gets to see a bunch of cards and cast lots of spells.  I am a proponent of [card]Howling Mine[/card] effects in EDH, since it can take a glacial multiplayer game and cut an hour or two off the total. I suspect that Nekusar decks have a corollary of fun for everyone for just that reason.  What keeps these commanders from higher grades is that the power level isn’t quite there.  Jeleva is quite fragile and will often whiff, even if your own deck is built to optimize her ability.  Nekusar is a five-mana 2/4 with no natural defense. Once he has died once, you need to hit seven mana, in a deck without green, to replay him. And this is pretty important, since having him in play is so central to the bear hug game plan.  Thrax costs seven to begin with, and realistically, you just want him to clean up after you’ve sewn up the game.  That said, all three commanders are great fun, have high ceilings for power level, and are nice inclusions in the deck.

In Cube, they suffer from the same problem that all these commanders do—shard sections are non-existent or have one card each.  All three need to compete with [card]Nicol Bolas, Planeswalker[/card] for that slot, and they also need to get in line behind [card]Cruel Ultimatum[/card] before they will see the play in a 40-card deck.

New Cards

[card]Baleful Force[/card] [C+]/[F]

As an overcosted vanilla fatty, this card must be evaluated on its ability to draw a card at the beginning of each upkeep.  This gets better the more players you have in your games, and so is naturally at its worst in Cube, where cards at this mana cost get cheated into play and do a lot more to win the game than come with two [card]Phyrexian Arena[/card]s.  In EDH, you can expect to have some multiplayer games where even if you don’t get to untap with Force, it will still draw you three or four cards—decent for a worst-case scenario.  It’s nice that they finished the cycle of Forces with this release, and of all five, this one is the most exciting to play with—drawing cards is always good and it comes in the color best suited to reanimate it.

[card]Diviner Spirit[/card] [D]/[F]

Perhaps this card was designed to fill the hole left by the [card]Trade Secrets[/card] banning, and in that vein, I could see it creating some fun moments in games with weaker lists.  What keeps it out of the big leagues is that for a measly extra blue mana, you can get [card]Consecrated Sphinx[/card]. So this card needs a home where you want your opponent(s) to be drawing extra cards.  The only way I see this getting played in cube is if someone decides to construct a backdraft cube, in which case I think this goes from unplayable to auto-include on humor alone.

[card]Hooded Horror[/card] [D-]/[F]

See Power Hungry review.

[card]Terra Ravager[/card] [F]/[F]

Needs more trample.  Not even all trample, all the time—a little bit of trample would suffice.  A clause that gave [card]Terra Ravager[/card] trample if its power were 10 or greater would actually make this card an exciting way to hate on the ramp player. But as it is, you know it’s just going to get chumped by something [card]Avenger of Zendikar[/card] pooped out the turn before you die. To see play in Cube, it would need trample and haste (and would likely still just barely make the cut).

[card]True-Name Nemesis[/card] [D+]/[A+]

The card that has all the EDH players up in arms over making Mind Seize scarce and overpriced is ironically not very good in the format it was supposedly designed for.  Obviously, it’s better in 1v1, but even there, a 3/1 unblockable creature/unkillable wall doesn’t matter nearly as much, given that it’s a 40-life format.

In Cube, this card is the same beating it is in Legacy but with an even greater discrepancy in power level between it and the worst cards in your opponent’s deck.  I’ve seen it cast a few times—in those games sometimes the True-Name player would have won anyway and sometimes it died immediately.  It does have the power to swing a game, especially against a green deck, but since we play a format where cards like [card]Balance[/card] are legal, we expect games to be swung by powerful cards.  What sends True-Name really over the top is that if you see it in your first pack you can build towards it by snarfing all the equipment and blue tempo. If you see it pack three, you take it and settle for it being merely “excellent”. There is some talk in the community about it being too good, but in our group that has yet to be substantiated.  Any rare/powered list should be running this.

[card]Curse of Chaos[/card] [D]/[F]

See Power Hungry review.

[card]Curse of Inertia[/card] [D-]/[F]

Like with [card]Curse of Chaos[/card], the effect of [card]Curse of Inertia[/card] is so small that it won’t be warping players’ actions.  It can make defense harder for the cursed player or allow someone to cast two spells in a turn, but these best-case-scenarios should not be worth a card in your deck.  That this card compares unfavorably to [card]Hidden Strings[/card] in 1v1 does not bode well for its future in Cube or any serious deck.

[card]Curse of Shallow Graves[/card] [C]/[A-]

See Power Hungry review.

[card]Eye of Doom[/card] [B-]/[F]

The grade of B- is totally contingent on the Eye’s use in a multiplayer game with four or more people, since in 1v1 this card basically reads “6,T: Welcome to card disadvantage, population – you.”  However, in a large game, this says: “You see that guy who’s winning?  Now he’s got some catching up to do.”  The fewer players in a game, the worse this card becomes (to the point where it’s actively bad), but I think the upside, fun factor, and ability to swing games will make players find room for it in some decks.

[card]Illusionist’s Gambit[/card] [B-]/[F]

Here we have yet another unplayable card in 1v1 games.  If I wanted a four-mana blue [card]Fog[/card], I’d play [card]Sleep[/card].  Like [card]Eye of Doom[/card], the best-case-scenario for this in multiplayer games is attractive: sending one player’s alpha strike crashing into an unwitting opponent, like when, as a child, I would ram my Hot Wheels into each other to see which one would come away most damaged.  The difficulty comes in sculpting a board state where you will get to play the Gambit for that effect, as you basically need to keep four mana up at all times.  Unlike [card]Eye of Doom[/card], this card is best in three-player games, since casting it removes any form of option from your opponent’s next attack.  Even though the overall power level is low, I will be brewing with this because I do play a lot of three- and four-player games and I think I can squeeze a few sweet stories out of this card.

[card]Tempt with Reflections[/card] [D]/[F]

See my Power Hungry review for a detailed discussion of the Tempting Offer mechanic.

[card]Tempt with Reflections[/card] is similar to [card]Tempt with Vengeance[/card], since the outcome of opponents accepting the offer is predictable and not deck-dependent (the target is chosen once cast).  Therefore, this tempting offer has the same political implications and should result in no one accepting the offer so long as everyone at the table knows what’s good for them.  Sadly, there is no deck (especially a Cube deck) that wants a bad [card]Clone[/card], save for populate shenanigans.  Making X hasty elementals is a new effect for Magic, but cloning is not and there are many better clones out there.

Notable Reprints

[card]Baleful Strix[/card] [B]/[A]

As if this deck didn’t have enough value already, we get a stellar reprint here with Strix.  Consensus in the Cube community is that this is the top card in the Dimir guild, as it provides beautiful early defense for a control deck and serves as an evasive attacker with rare card advantage for an aggro deck, and all at an incredibly cheap cost of two mana.  In EDH, the card turns out to still be quite good, as it deters players from attacking you with pretty much anything but tokens. Also note that drawing a card is fine at any point in the game.  Sadly, this card isn’t in the Eternal Bargain deck. I want to jam [card]Master Transmuter[/card] in there and start going off, but I think Wizards intentionally swapped some cards around to give players who buy several decks a puzzle to solve.

[card]Decree of Pain[/card] [B+]/[C]

[card]Decree of Pain[/card] just left my cube to make room for the [card]Pox[/card] package, and up until then did some work. It got drafted and was even maindecked sometimes, but it never over performed.  It’s funny to think of a card that wipes the board, draws all the cards, and has a cheap mode as “utility,” but in Cube control decks that’s just what those things are.  This is a great reprint for EDH, as players love to call for board wipe once a game is getting unwinnable. This is one of the better ones to rip since it juxtaposes the top threat at the table with the caster instead of just bringing everyone back to square one.  That I was able to trade my extras out at $10 apiece before this was released should not be ignored.

[card]Mirari[/card] [B]/[D+]

Mirari is a nice inclusion here as it fits nicely with Jeleva’s mechanic and generally provides an ability EDH players like.  Being able to get one easily is nice for those that missed the reprint in Time Spiral.  While Mirari could be the sort of artifact cubes could go for (a high-powered repeatable effect), nowadays it is just too slow.  Any serious ramp deck wants to draft big things to cast, not small or midrange spells that need you to draw a one-of to provide a big effect.

[card]Propaganda[/card] [A-]/[C+]

As innocuous as it may seem, this effect rules in EDH and is basically a [card]Moat[/card] that also prevents flyers from attacking, at least until the ramp player hits a googol mana.  Commander players want, above all, to play their stuff. Accepting any amount of damage at the cost of development is unheard of.  What keeps this from being truly bonkers is that often players won’t attack anyway and are content to leave guys back on defense and play for the long game.

I also run this card in my Cube to support control, but understand it is leaving some lists as competition in blue is ultra-tight.  Nevertheless, some players may appreciate the new art.

[card]Starstorm[/card] [C]/[F+]

Starstorm is a card I had nearly forgotten about until seeing it reprinted here.  It has cycling, is an instant, and is easier to cast than [card]Savage Twister[/card]. This makes it a strict upgrade to the Gruul version and could be a card players look for to make that swap.  Cycling is also the only thing keeping this above a straight F for Cube, since red decks want their sweepers to either blow up lands or dome the opponent.

[card]Strategic Planning[/card] [D]/[C-]

This novel P3K reprint is difficult to evaluate.  It provides cheap card selection which means it’s neither too good nor too bad, so one must ultimately decide whether the colorless mana is worth putting two random cards off the top in the bin. I found it too weak in testing to be maindecked.

[card]Temple Bell[/card] [C]/[F]

I like this sort of effect in EDH, as it can speed up the game and serve as a balancing act in larger games, since catching up to the winning player is more attainable when everyone gets two cards per turn. Temple Bell also has the benefit of avoiding the scenario where everyone else gets to draw off your [card]Howling Mine[/card] before killing it and denying you the draw. That it combos well with Nekusar makes it a great choice for this precon.

Overall – Value: [A+] / Playability: [D]

Ironically, this deck would get A+ on value if it were True-Name and 99 [card]Island[/card]s, at least until Legacy players get their fill.  However, the situation is much better than that since we also get three solid commanders, Strix, and some non-negligible reprints in [card]Decree of Pain[/card], [card]Strategic Planning[/card] and [card]Mirari[/card], not to mention the [card]Sol Ring[/card] and [card]Command Tower[/card].

Despite the handful of really sweet cards, the deck as packaged is pretty bad; only a mill theme connects the two new commanders, yet a mill deck wouldn’t support either.  Mind Seize has some excellent cards but also a lot of duds, so expect to pillage this one for parts to get full value.

Next time, we’ll review Eternal Bargain.

Contact:

Email: djkensai at gmail dot com

Twitter: @djkensai

C(ube)+C(ommander) Magic Factory #1 – Power Hungry Review

Welcome to the first installment of C(ube)+C(ommander) Magic Factory, a series specific to these two popular casual formats.  The focus of C+C will be on card selection, strategy, and budgeting.  For the casual player, you will find lists, strategy, and a theme of optimizing on a budget.  For the non-casual player or financier, this series will serve as a window to casual tables and the cards that are getting played there, which I hope can help the community get a better sense of card evaluation and demand for casual markets.

This column will examine recent Magic releases and assess their impact on the Cube and Commander formats. For the next several weeks, we’ll be looking at the Commander 2013 decks.  C2013 has been hugely relevant for casual players, contributing to overhauls in my cube and many new commanders popping up at tables.  Coincidentally, the first iteration of my cube was built from MODO set redemption, leftovers from my early paper days, and the Commander 2011 decks, with the latter providing some low-cost reprints and cube-worthy unique cards.  Commander 2013, in my opinion, is even better for cubes and EDH players, so let’s get into the analysis!

The grading system I will use is outlined below and is an attempt at reflecting the way cards are played in and chosen for Cube and Commander; cubes generally want cards which are extremely powerful or support at least one archetype. Commander decks want their cards to shape the play experience.  The first grade for each card is a Commander grade, the second a Cube grade.

The Grading System

Commander:

[A+]: Best in Class.  These cards are at the top of the list for any deck wanting the effect.

[A]:  Excellent card according to two or more of: power level, size-of-effect, card interaction, or politics.

[B]:  Excellent card according to one of: power level, size-of-effect, card interaction, or politics.

[C]:  Solid role-filler or theme-supporter.

[D]:  Playable, but better options exist.

[F]:  A knife at a gun fight.

Cube:

[A+]: First-pick card on power level alone or tier-one for associated archetype(s).

[A]: High-powered alone or in the context of two or more archetypes.

[B]: High-powered in the context of one archetype.

[C]: Role-filler in a niche archetype or mid-powered utility card.

[D]: Might see play in large or restricted lists (e.g. peasant)

[F]: Not playable in Cube.

Jund Deck: Power Hungry

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Commanders: [card]Prossh, Skyraider of Kher[/card] [A+]/[D], [card]Shattergang Brothers[/card][C-]/[F] and [card]Sek’kuar, Deathkeeper[/card] [D+]/[F].

While I have only seen one Shattergang deck, I have seen several players build Prossh and the dragon looks to be very pushed in terms of power level and potential for card interaction.  Prossh is the perfect general for any deck running a sacrifice theme and will continue to become more powerful as more cards are printed.  Prossh does three things very well: threaten large amounts of commander damage, provide sacrificial food, and act as a zero-mana sacrifice outlet.  In my opinion, Prossh is this set’s [card]Kaalia of the Vast[/card] and players will be brewing Prossh decks for a long time. Sek’kuar is similar to Prossh, but even if the tokens dealt commander damage, it would still be worse in every way except mana cost.  Shattergang is deceptively fair, as sacrificing one of your permanents for one of each of your opponents’ merely brings you to parity.  To really have fun and abuse them you need to cheat on both mana and food which is difficult in a game where players will disrupt you once they see your plan.

None of the cards can be considered for cube, since for the few cubes that do have a shard section there are better options in Jund like [card]Hellkite Overlord[/card] ([card]Reanimate[/card]/[card]Natural Order[/card] target) and [card]Broodmate Dragon[/card] (value), though Prossh may synergize better with a list supporting a sacrifice theme.

New Cards:

[card]Fell Shepherd[/card] [D]/[F]

While way too clunky and underpowered for cube, this card could find a home in weak EDH lists until he gets unfavorably compared to [card]Sheoldred, Whispering One[/card].  Either bringing dudes back into play or not having the “this turn” clause would be enough to get him some love but as is he’s too little value for too much mana.

[card]Ophiomancer[/card] [B-]/[B+]

Literally and figuratively a rattlesnake card, Ophiomancer functions much like a black [card]Ghostly Prison[/card] in the early game and as a combo enabler in sacrifice decks.  The card is much worse if you don’t want both applications as the effect is not always big enough.  In cube, Ophiomancer is being adopted in lists supporting [card]Pox[/card]/[card]Braids, Cabal Minion[/card] strategies, though it can also be slotted into control or equipment-based aggro decks as three power spread across twp guys. As a black three-drop that comes with value and synergy, expect him to stay in lists for quite a while.

[card]Primal Vigor[/card] [A]/[D]

This card is getting played in EDH and some players want it in multiple decks, indicating strong demand for the card even if it compares poorly to [card]Doubling Season[/card].  The symmetrical nature of the card, as well as limiting it to tokens and +1/+1 counters, may make Primal Vigor seem more innocuous than it’s older brother. But the fact is, it enables most of the combos Doubling Season does while making you less of a target.  This, [card]Marath, Will of the Wild[/card], and all ramp seems like a good deck, which demonstrates the scope of applications outside the Jund deck it comes in.

In Cube, this could find its way into lists that really want to support tokens, though the symmetry comes with additional risks.  I run Doubling Season on power level and synergy with planeswalkers, two ways in which Primal Vigor fails.

[card]Widespread Panic[/card] [D]/[F]

Some players are down on this card because you don’t shuffle in the card that goes on the library, but this shouldn’t really influence whether or not this card is good since losing the worst card in your hand versus drawing it again but losing a random card from your library aren’t very different outcomes.  This is decent disruption against a ramp deck, but does so little so late without furthering your game plan, so it’s not seeing play.  This card is even worse in cube as there aren’t enough shuffle effects to make it good.

[card]Tempt with Vengeance[/card] [C]/[A]

Tempting offer is an interesting political mechanic in that it models a turn-based prisoner’s dilemma.  Usually the correct choice is to never take the offer, though for a table there has to be some implicit trust since to be the only opponent to take an offer gains that player an advantage over everyone but the offering player.  If the first player takes the offer then everyone who follows is pressured to take the offer to keep up, but if the first players decline the offer then the player in the final seat has an opportunity to take that advantage at no risk.  What neuters the mechanic somewhat is that the boost gained by being even the only player at a large table to take the offer is negated by the greater advantage gained by the offerer, an advantage gap which widens the more people take the offer.  I am looking forward to seeing these cards played, but with the exception of [card]Tempt with Discovery[/card], they have not yet caught on in my groups.  The value and enjoyment to be had from these can vary widely depending on how your group solves the subgame and if there can ever be any expectation of accepted offers.

All of this basically asks the question: “Do you want this card even if no one ever takes the offer?”  For [card]Tempt with Vengeance[/card], this is a yes if you are playing a token theme or especially a Purphoros deck.  There are opportunities for abuse, making this is one of the better tempting offer cards in my book.

In Cube, this card is excellent.  In one-on-one duels, there is almost no consequence as to whether the offer is taken or not so the card becomes predictable yet still excellent, functioning as a burn spell that has the potential to do more than X damage over multiple turns while synergizing with many tier one red cards like [card]Purphoros, God of the Forge[/card], [card]Hellrider[/card], and [card]Hero of Oxid Ridge[/card].  I cut [card]Red Sun’s Zenith[/card] for it and have been very happy, since X-burn spells feel like a necessary evil but are underpowered compared to [card]Lightning Bolt[/card] variants at almost every point in the game.

[card]Endless Cockroaches[/card] [C-]/[D-]

This recursive effect is something that both graveyard-centric EDH decks and cube lists would want, but this card compares so unfavourably on mana cost with the available options that I don’t see it being run for very long once those options are discovered.  Interestingly, if this card cost 1B, it would get included right alongside [card]Reassembling Skeleton[/card], as coming into play untapped offsets only returning on death.

[card]Hooded Horror[/card] [D-]/[F]

As a pseudo-unblockable creature, this card could represent four damage a turn to a player who has the board gummed up.  This, however, is the best case scenario and the other scenarios are pretty bad.  In cube, the mana cost is too high for the effect, even though the clause is more controllable and many decks would want an unblockable 4/4.

[card]Curse of Predation[/card] [C]/[A]

In Commander, these curses really want four or more players at the table to do their thing. l think they will slowly make their way out of players’ decks unless large games are routine.  This curse is good enough in a weenie/token deck that it can be taken advantage of without the political angle, though the incentive is significant.

Curse of Predation is excellent in Cube as it’s a superior anthem effect to the alternatives and in a colour that loves to get use out of its mana dorks once they’re off ramp duty.  Green aggro is becoming an unsupported archetype and what makes this card so great is that it enables that strategy all by itself by giving all the mana dorks legitimate P/T.  That it’s uncommon is nice since now C/Ubes have access to an anthem.

[card]Curse of Shallow Graves[/card] [C]/[A-]

Politically, this curse is probably worse than Curse of Predation since most decks can leverage larger creatures more than they can a random 2/2. But both cards should play similarly since the incentive is tangible and the deck running the curse can be built to best use the token.

In Cube, this curse is another great inclusion since it supports both aggro and sacrifice themes.  It’s sweet in B/R or B/W all-sideways, all-the-time decks since your dudes are all the same size and the token just replaces whatever gets blocked.  This card also shines in graveyard strategies, allowing you to grind value off [card]Bloodghast[/card] and [card]Gravecrawler[/card].

[card]Curse of Chaos[/card] [D]/[F]

Unlike the previous two curses, where the incentive is worth approximately a card, looting is not worth a card. This may be useful in a Grixis reanimator deck but  will generally be tough to leverage. It will incentivize your opponents only when they have dead cards to get rid of.  In cube, this effect needs to be on a two-mana creature to compete.

[card]Restore[/card] [C+]/[F]

In a multiplayer game, this can reliably get you a [card]Terramorphic Expanse[/card] or panorama and should be thought of as another [card]Rampant Growth[/card].  In a higher-powered meta, you can expect to get fetches and [card]Strip Mine[/card]s.  In Cube, there just aren’t enough reliable ways to get lands into the graveyard by turn two, or enough ways take advantage of them once they get there.

Notable Reprints

[card]Mass Mutiny[/card] [B]/[F]

Fixed [card]Insurrection[/card] is still great against most decks and won’t lose you the friends needed to make this card good.  Instead of killing the whole table, you get to take out one person, actually have the chance to play with their toys and benefit from attack and damage triggers, making this a more fun card.  In one-on-one duels, including Cube matches, this is a bad [card]Threaten[/card], and Threaten doesn’t make the cut.

[card]Hua Tuo, Honored Physician[/card] [C]/[F]

Since Hua Tuo doesn’t cheat on mana or cards, what you’re recurring with him has to be so good that you don’t care.  While [card]Genesis[/card] is better at grinding value, Hua Tuo is better at protecting a game plan revolving around oppressive and expensive creatures.  However, being fragile, expect him to die once it’s clear that his next activation will be the broken one.  Since the Cube deck that might want this effect is black, the 1GG casting cost hurts him too much to give him a real chance.

[card]Goblin Sharpshooter[/card] [A]/[C]

Goblin Sharpshooter plays so many ways for a little 2R 1/1.  He shuts down token strategies, can combo the table, acts as a rattlesnake card, and can clear out a large swath of creatures with surprisingly few death triggers.  Suit him up with a [card]Basilisk Collar[/card] and watch the carnage.  This is a super reprint that will likely climb in value as more people get the chance to play with him and want additional copies, potentially even preferring the C2013 version for the sweet art.

Most Cube lists have one or two pingers, but this guy is usually beat out by [card]Grim Lavamancer[/card] and [card]Cunning Sparkmage[/card].  The non-untapping clause hurts him more in Cube, as you can’t always draft a way for him to go off, but I could see him being the second pinger with proper support, like [card]Goblin Bombardment[/card].

[card]Goblin Bombardment[/card] [C]/[C+]

This card is bad if you’re playing fair and will win the game if you’re cheating with it.  Zero mana for the sacrifice is what makes Bombardment tick, and if you have ways to load up on tokens or recur cheap creatures, this becomes a great addition.

Many cubes run [card]Mortarpod[/card] and/or graveyard recursion so there is clearly a demand for this type of effect.  Being black would make it more desirable, as a straight red deck would have a tough time taking advantage of the card beyond [card]Squee, Goblin Nabob[/card] or a token theme.

[card]Endrek Sahr, Master Breeder[/card] [B]/[D-]

Though Endrek’s body is fragile, his ability has lots of potential as can be seen from its inclusion here. Endrek Sahr into Prossh threatens at least 18 commander damage.  Being legendary is also nice, as he can act as a commander, though needing to untap for value makes him weaker.  This together with the mana cost hurts this card for Cube. Playing it alongside [card]Braids, Cabal Minion[/card] or [card]Smokestack[/card] seems great, but coming out after those prison cards could be bad.

[card]Fecundity[/card] [C+]/[D]

Sharing this effect with the table is fine if you’re set up to draw the most, a task made easier with the new commanders.  [card]Howling Mine[/card] sees significant play in EDH, and this card is lots better when you want it to be.  Be careful not to run it out blind, since if an opponent can abuse it then remove it, he will likely be much further ahead than the one card doled out by the Mine.  For Cube, we see another card with a desirable effect for a black recursion deck but in a color that doesn’t fit the theme.  If you can get this card to support a second archetype, it may be worth the slot in a larger list. After all, it is splashable and drawing lots of cards is fun.

[card]Inferno Titan[/card] [B+]/[B]

Titans are the defacto value creatures in EDH games and this one comes in a color that doesn’t usually get card advantage.  Inferno Titan doesn’t synergize with what most red decks are trying to do, but it can get a spot on power level alone.  Titan would probably be an A if it had “Creature Type – Dragon” printed on the card.  All the titans have been included in rare cubes since their printing and a reprint here makes obtaining one even easier for a cube builder.  Inferno Titan can be the top of a midrange/aggro deck that can get to six mana and is also a high pick for [card]Wildfire[/card] decks.  Again, it is sad that the best (and often only) red six-drop in cube isn’t a dragon.

Overall – Value: [B+] / Playability: [A]

Power Hungry comes with a tier-one Commander, the best P3K reprint, the best tempting offer card, [card]Restore[/card], [card]Goblin Sharpshooter[/card] (with sick new art), a casual staple in [card]Primal Vigor[/card], and the two best curses.  It also has a Cube staple in [card]Ophiomancer[/card] and is said to be the deck that plays the best right out the box.  Of all five precons, I believe this to be the one with the most casual appeal. It could be the slow gainer once all the hype surrounding [card]True-Name Nemesis[/card] and Mind Seize has died down.

 

Join me next time when I review Mind Seize!

Contact:

email: djkensai at gmail dot com

twitter: @djkensai