Episode Archives

Best Laid Plans #7 – Tulle Fans Are The Worst

Are we listening yet?

 

  • Kudos to WotC about pushing optics.
  • Supervillain Trump.
  • Live reading from TMZ.
  • Streaming is harder than it looks.
  • Don’t lose your keys.

 

Love you, boo.

 

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Brainstorm Brewery #169- 2nd Place Best Place

Personally, I thought Josh Lee Kwai (@JoshLeeKwai) from the Command Zone podcast was a great idea for a guest. He sent us an e-mail asking a great question about finance and we invited him on the cast to talk about it. Simple. Then GP Indianapolis happened and Ray Perez Jr got second place. Second. Not first, but second. Even Josh e-mailed us to say “You should absolutely bump me to talk to Ray” but that’s not how we roll. Am I the only one who doesn’t think you bounce a great finance guest to talk to a guy who got second place at a GP? We could have gotten Brent Clawson (@brentpk) the winner of the event if we wanted to talk about the GP.

 

Don’t get me wrong, we’ll likely talk to Ray very soon and it’s cool that the second place finish gets him back on the Pro Tour. Esper tokens looks like a sweet deck and Ray’s our boy. We don’t bump guests on Brainstorm Brewery. We had a great conversation with Josh about all kinds of topics. This is a good episode. Ray’s not on it but it’s still a good episode. Would we have bumped Josh if Ray had won the GP? I think it’s more fun if I don’t answer that.

 

  • Josh Lee Kwai (@JoshLeeKwai) from The Command Zone joins us
  • Shadows over Innistrad?
  • GP Indianapolis is discussed at length, but not how you think
  • Josh had a question and we answer
  • Commander 2015 spoilers!
  • Pick of the Week is back!
  • Support our Patreon! DO IT. You know this cast makes you more than $1 a week
  • Need to contact us? Hit up [email protected]

 

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Miracles with Mr Miyagi: A Look Towards GP Seattle

Well it’s been quite an interesting couple of weeks. The banlist update really did give Legacy a new breath of life, not that it needed one but it’s certainly a great time to be playing the format. In the past two weeks alone, we’ve had an MKM Series in Prague and an SCG Open in St Louise and both have yielded some interesting results. We now have two large sets of data to analyse the format with, which is going to give us a great idea as to what it’s going to be like in Seattles in a week’s time, as well as how the format could adapt to this new change.

But let’s begin with me,and the changes that I’ve made to my deck, Miracles.

Losing [card]Dig Through Time[/card] didn’t send any fears or worries through Miracle players. In fact, some of us were a little happy because it meant we were once again, one of, if not the, best late game deck in the format, now that Delver decks couldn’t just reload when things got grindy. After Dig got banned, I started wondering what I could play in those two slots. I had though about adding a second [card]Counterspell[/card] or throw in some more permission in the form of [card]Spell Pierce[/card] but I decided that I was already well equipped with permission that I didn’t really need it. Someone suggested trying [card]Jace, Vryn’s Prodigy[/card] but I don’t believe it’s as good, or better than the man himself, [card]Jace, the Mind Sculptor[/card]. Though we’ll be talking about the Wallet Sculptor in the not too distant future.

And then it hit me. Reading through the Legacy subreddit I found my answer.

[card]Fact or Fiction[/card].

Bear with me guys. This is legit. I tried putting in one and a second Counterspell and every time I drew the FoF, it was just insane. It gives the deck a potential source of card advantage, something Miracles isn’t particularly good at, outside of [card]Counterbalance[/card] and Jace. Even just using it as a way of clearing the top three cards, while not ideal, can certainly be beneficial. And boy oh boy, was it good in the mirror. It helped when the game got stagnant and it was often times, a pseudo-win condition. I added a second, as a replacement to the second Counterspell.

Another big change that happened was something that many found very controversial. I hadn’t made the decision to include [card]Monastery Mentor[/card] in the seventy-five up until this week. I wasn’t wholly convinced on it, and I certainly wasn’t convinced on the versions that ran four as well as cards like [card]Daze[/card] and even [card]Cavern of Souls[/card]. I didn’t like turning on removal in my opponent’s deck and I just didn’t believe that it did a better job than [card]Entreat the Angels[/card] by providing an efficient, consistently powerful win condition that could play a defensive role.

td191_5jw106l9i

However this week I decided I would try two in the sideboard for the combo and mirror matches and I ate my words faster than I could breath. The card is insane. I wanted to sideboard it in nearly ever match. Despite how much I love Entreat, Mentor is just so much more powerful and isn’t a dead draw. It’s easier to cast and actually synergises with what you’re already trying to do. Fair enough, you can’t use it to take down an [card]Insectile Aberration[/card] or [card]Vendilion Clique[/card] but you can still chump [card]Tarmogoyf[/card] for days and it’s just a counter to [card]Young Pyromancer[/card]. After a day of testing online, I moved the two to the mainboard and have arrived at this list.

 

[deck title=Miracles]
[Creatures]
*2 Snapcaster Mage
*2 Monastery Mentor
[/Creatures]
[Spells]
*4 Sensei’s Divining Top
*4 Counterbalance
*4 Ponder
*4 Brainstorm
*4 Force of Will
*4 Swords to Plowshares
*3 Terminus
*2 Jace, the Mind Sculptor
*2 Fact or Fiction
*1 Supreme Verdict
*1 Council’s Judgment
*1 Counterspell
*1 Entreat the Angels
[/Spells]
[Lands]
*4 Flooded Strand
*3 Scalding Tarn
*2 Arid Mesa
*1 Polluted Delta
*3 Tundra
*2 Volcanic Island
*3 Island
*2 Plains
*1 Mystic Gate
[/Lands]
[Sideboard]
*2 Pyroblast
*1 Red Elemental Blast
*2 Vendilion Clique
*1 Rest in Peace
*1 Baneslayer Angel
*1 Mountain
*1 Surgical Extraction
*1 Containment Priest
*1 Flusterstorm
*1 Izzet Staticaster
*1 Council’s Judgment
*1 Wear // Tear
*1 Engineered Explosives
[/Sideboard]
[/Deck]

 

For the most part, this is effectively what the Miracle Dude himself, Phillipp Schonegger, has recommended for going to GP Seattle but I’ve made a few personal tweaks. I’ve mentioned my love of FoF in this deck and I think two is a good number, though I understand playing none at all as it does cast four mana and can brick entirely, and believe me, it does. Though I think if Shardless BUG is going to be the next best deck (which it certainly looks like it could be) then I think it provides a good shot at taking that on, as well as the mirror, as I’ve mentioned.

I’ve been playing with [card]Supreme Verdict[/card] in Miracles for a long time and I think it’s a very underplayed card in Legacy. Originally that slot was a second [card]Council’s Judgement[/card] but I found that Verdict did the same thing most of the time, but couldn’t be countered and could be pitched to [card]Force of Will[/card], which is a merit on its own. Four mana is a lot and sometimes you can’t afford or simply can’t get two white on turn four but I believe as a one-of, it provides a clean, effective way of resetting the board if you’re beginning to feel the heat.

The manabase as well has some funk in it in the form of [card]Mystic Gate[/card] which I’ve borrowed from Joe Losset and have borrowed since I started playing the deck over a year ago. It allows me to play cards like Verdict and originally, the second Judgement, and also has a benefit of protecting me from [card]Choke[/card], which was a bit of a local meta call but I still think that it’s a very viable way of going about things. The fetchlands as well are up to you, but I think that [card]Flooded Strand[/card] is an automatic playset in whatever configuration you go for. All you need your lands to really do is fetch Islands, hence why I’ve cut one of the Islands for a single [card]Polluted Delta[/card], simply as another shuffle effect and some small defense against an aggressive [card]Pithing Needle[/card].

Most of the sideboard is stock as well with a few exceptions. The single basic Mountain has been a favourite of mine for a while and helps me bring in the heavy amount of red without needing to fear [card]Wasteland[/card]. The [card]Izzet Staticaster[/card] was originally a [card]Sulfur Elemental[/card] but now that I’ve made the switch to Mentor, Staticaster does effectively the same job, pitches to Force, and has a lot more versatility than just being a complete sledgehammer to Death and Taxes, which it is still excellent against, as it can take out [card]Phyrexian Revoker[/card], something Sulfur Elemental can’t. The [card]Baneslayer Angel[/card] is another personal love of mine. It gives me an alternative win condition that, against some decks, just can’t be answered profitably without countermagic. When Canadian Threshold was riding high, Baneslayer was often what brought me back into the game after having a Miracles or two [card]Stifle[/card]’d or a Counterbalance [card]Daze[/card]’d. I’ve even brought it in against midrange-y decks as a way of closing out the game relatively quickly and it makes the 12-Post matchup a lot more bearable.

So with that out of the way, let’s gaze into our [card]Crystal Ball[/card] and see what will the world be like in GP Seattle.

From what we’ve seen in the past two large events in Europe and America, Miracles is still king however it is not dominant at all. There were two copies in the Top 8 of MKM Prague and only one in the Top 8 at the open in St Louis. And that I would attribute to the fact that the MKM Series is smaller and Miracles is a more popular deck in Europe than it is in America. In Prague, Storm took down the tournament (though the Top 4 decided to split and Storm came first based off of Swiss standings) and Infect won in St Louis, in the hands of known Infect pilot, Tom Ross. In fact, outside of Miracles, the only overlap was Storm, which wasn’t particularly surprising considering Storm has a great Shardless BUG matchup.

I’m going to expect a lot of Shardless at GP Seattle. Possibly more than Miracles. I foresee a lot of the Pros who don’t play a lot of Legacy picking up Shardless for the weekend as it’s the deck that can beat the best deck reliably and has great game in a very slow field, which is what this format is certainly shaping up to be. There’s also going to be a hefty amount of combo but I don’t think Sneak and Show will be prevalent. It’s generally a very popular deck in America but I don’t think it’s as good as it was a few months ago. Miracles has a great game against it, I find, and it’s a very easy deck to attack. I could possibly see the BGx decks making an appearance, like Jund, Maverick and Punishing Blue though I doubt the [card]Mox Diamond[/card] strategy will be out in force. Again, I think it will depend on if the European players make a big showing.

If I were to make a prediction, I would say that this is what the Top 8 would contain:

2 Shardless BUG
1 Miracles
1 Death and Taxes
1 Storm
1 Infect
1 4C Delver
1 “Flex slot”

Though I could be entirely wrong, this is what I think is going to be in the Top 8. The “flex sot” is basically a wild card, an anything goes type of outcome. Perhaps someone gets fantastically lucky or a Pro makes a great run in the tournament. And I honestly think this is a very fine Top 8. All the decks have a fighting chance against one another, with some matches a little bit lopsided, but if this is what was produced on Sunday, I would feel very happy about where Legacy is.

So those are my thoughts on the upcoming GP. I hope that those of you who will be going have a blast as it looks to set to end the Legacy year with a bang. A GP only a month after a banning and with only two tournaments of data? These are the times in Legacy when anything can go and the meta is in a state of flux. Perhaps we may even see some new tech from Battle for Zendikar (come on Brave Sir Robin, I believe in you).

Next week I’ll be taking a look at the Littlest Jace that Could and if he possibly has a home in this format alongside his big daddy, Mr Mind Sculptor. Until then, don’t forget your Tabernacle costs!

Money Draught #46 – “Halloween Episode”

Topics include: if you need to know anything about Hasbro’s earnings call, Twitter’s growth, whether Ingest is less fun as a mechanic than Annihilator, The Dust Bowl, Love Canal, the “Dog Suicide Bridge” of Scotland, The Changeling and Yale alumni obituaries from 1923, investing in “haunted houses”, and Commander 2015 anticipation.

 

** This cast is for mature listeners **

 

Your Hosts:
Jason Alt — @JasonEAlt
Slick Jagger — @slickJagger
JR — @time_elemental

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Brainstorm Brewery #168 – A Bird in the Bushard

Jason’s back and you know that that means? The snoozefest from last week? A thing of the past. Just kidding, not only does the gang get sucked into spending like 5 minutes on one of the same arguments from last week, unless it gets edited out, Corbin starts to read an e-mail that was read last week as well. So this is last week’s episode the way it would have sounded if Jason had been on it and it was interesting. So strap on your headphones, mute your phone and ignore the sounds of your hungry baby crying or your boss asking for his expense report for an hour or so and take your brain on a vacation down ol’ Brainstorm Brewery way.

 

Someone wanted Ryan’s Seance list, so here it is.

 

 

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Enchanted – A Shot at Standard Enchantress

It became a necessity to find something else to play after losing eight straight rounds with Atarka Landfall, and another 4 with Atarka Red. I was determined to stop losing to the various Jeskai and Abzan decks that were flooding the format. Suddenly something clicked in my head while watching the coverage of Pro Tour Battle for Zendikar on Friday. [card]Silkwrap[/card] they had said again and again on coverage. They kept talking about [card]Silkwrap[/card], and then I remembered how many cards there were that exiled creatures and permanents and went to work.

After about twenty minutes I had a rough list for the deck and picked up the cards on Magic Online. And then my wife started looking at me like I’m an idiot as I sat at my computer laughing my ass off while playing the deck. She finally looked over in time to see me land a [card]Starfield of Nyx[/card] and swing for lethal. “How much was that?” she asked as I was laughing hysterically “All of the damages.” I relied. This went on for about two hours until I realized Atarka Red was still a deck and that I needed sweepers.

I went to work trying to figure out what I was going to use to help keep the early threats away. I finally decided that [card]Radiant Flames[/card] was exactly the early sweeper I needed and Immediately put some [card]Outpost Siege[/card] in the sideboard to help in the controlling matchups. After a few more matches I realized I wanted to play this at the PPTQ the next day if I didn’t qualify for the Magic Online PTQ that night with it, so we ended up making a round to the local shops and picking everything I didn’t have up for about $80.00.

I played quite a few more matches trying to ensure that I had the right configuration of cards at my disposal while preparing for the Magic Online PPTQ. I felt like I had it right, so I brought up the window to join. I must have gotten distracted by something, because as I watched the timer count down to begin the event I was doing various things. Suddenly the event began, but my match didn’t pop up. I looked all over for my name, thinking I had gotten the bye. Suddenly it hit me that I had somehow not joined the event. Oops. Well I guess I am playing that PPTQ tomorrow after all.

I showed up to the PPTQ with plenty of time to spare, and waited and waited. We eventually had the event start with eight players. That meant single elimination. I was paired against a Dark Jeskai deck. I was able to maintain the board, but he kept getting in with [card]Mantis Rider[/card]s the turn he would cast them and chipping away with a couple points of burn here and there to take me down a game. Game two I was able to land some win conditions and slowly take the game. Game three didn’t go so well as he had a [card]Disdainful Stroke[/card] waiting for my only win condition of [card]Sigil of the Empty Throne[/card] while I drew nothing relevant.

Do I have enough time to make it to states? I think I do! As I ran off to my car. I made it with about five minutes to spare before the tournament was supposed to start. I quickly got registered and my deck list written out, and then waited about a half an hour for the tournament to start. So much for rushing.

Here is the list that I played for the tournament.

[deck title= States Enchantress]
[Creatures]
4 Herald of the Pantheon
[/Creatures]
[Spells]
4 Myth Realized
4 Silkwrap
4 Suspension Field
4 Stasis Snare
3 Elemental Bond
4 Starfield of Nyx
4 Sigil of the Empty Throne
4 Quarantine Field
[/Spells]
[Land]
4 Canopy Vista
1 Cinder Glade
4 Windswept Heath
4 Wooded Foothills
2 Forest
10 Plains
[/Land]
[Sideboard]
2 Celestial Flare
4 Surge of Righteousness
3 Radiant Flames
2 Outpost Siege
2 Suppression Bonds
2 Planar Outburst
[/Sideboard]
[/deck]

2060412_orig

Round 1- 4 Color Abzan 2-0

Game 1- I started off quite slow this game being down a card on the play, while he was able to put on a lot of pressure. Some timely draws an a [card]Starfield of Nyx[/card] were able to put my opponent on the defensive and then out of the game after being active for a couple of turns.

Game 2- I was able to just dominate this game with some anemic beats from a [card]Myth Realized[/card] backed by all the removal ever.

Round 2- Esper Dragons 2-0

Game 1- I was able to play super tight getting into a battle over a [card]Dragonlord Ojutai[/card] at the end of his turn allowing me to resolve a [card]Starfield of Nyx[/card] on my turn and take over the game.

Game 2- Was super super long, so just some of the cool plays. I was able to resolve a [card]Starfield of Nyx[/card] as some point with active [card]Outpost Siege[/card]. He countered a [card]Suppression Bonds[/card] earlier in the game which I was able to bring back into play on his [card]Dragonlord Ojutai[/card], which would force him to find a 2nd one if he wants to attack with one. He did play another and I brought the [card]Suspension Bonds[/card] back into play on it. [card]Celestial Flare[/card] was also very good as another way to get his dragons off the board, and I did draw both of them.

Round 3- Mono Green Eldrazi 1-2

Game 1- He drew all of his [card]Nissa’s Pilrimage[/card]s and a [card]Nissa’s Renewal[/card]to ramp while I sat on all of my [card]Silkwrap[/card]s not being able to remove all his gigantic creatures.

Game 2- I ran out an early [card]Herald of the Pantheon[/card] and an early [card]Sigil of the Empty Throne[/card], and just ran him down through him drawing both of his [card]Windstorm[/card].

Game 3- I drew all of my [card]Suspension Field[/card]s while he drew all of his mana dorks this time, I started to put myself in the game when he nailed me with an [card]Ugin, the Spirit Dragon[/card] to essentially end the game on the spot.

Round 4- Mono Green Eldrazi 2-1

Game 1- I had the early aggro game again with a [card]Herald of the Pantheon[/card] into turn four [card]Sigil of the Empty Throne[/card] and turn five [card]Sigil of the Empty Throne[/card] to easily close out game one.

Game 2- I started off pretty great until he cast [card]Ugin, the Spirit Dragon[/card] on turn six or seven to get everything back. I was unable to draw and answer in the few turns I had left to me.

Game 3- I went super aggressive with a [card]Herald of the Pantheon[/card] into [card]Sigil of the Empty Throne[/card], and was able to fade his good draws for long enough to win

Round 5- 4 Color Control 0-2

Game 1- I resolved a [card]Myth Realized[/card] early, but nothing else relevant. He was able to counter every relevant spell I drew and ended the game with an end of turn [card]Secure the Wastes[/card] for something like eight.

Game 2- I was only able to resolved [card]Myth Realized[/card] again this game losing to a flurry of counterspells and a [card]Secure the Wastes[/card].

At this point I was super bummed that I had lost a second match, and very pissed at how few spells I had resolved that match. Fortunately my friends were able to help me calm down and get my head back in the game.

Round 6 Bant Megamorph 2-1

Game 1- I mulliganed to six and flooded super hard while he was able to get an emsemble cast of planeswalkers active.

Game 2- I exiled about ten creatures/planeswalkers while beating down with a [card]Herald of the Pantheon[/card] to end the game.

Game 3- I started super strong with the turn four [card]Sigil of the Empty Throne[/card] plan, and ate three of his creatures in a turn to end the game.

I didn’t think I would make top eight, but was hopeful that I could somehow slide in. But when the standings went up I was in ninth. No prize, no glory, but the deck was great.

Over the course of the tournament I realized just how bad [card]Elemental Bond[/card] was and how often I stalled on mana and changed the deck a bit.

[deck title= Enchantress]
[Creatures]
4 Herald of the Pantheon
[/Creatures]
[Spells]
4 Myth Realized
4 Silkwrap
4 Suspension Field
4 Stasis Snare
2 Outpost Siege
4 Starfield of Nyx
4 Sigil of the Empty Throne
4 Quarantine Field
[/Spells]
[Land]
4 Canopy Vista
2 Cinder Glade
4 Windswept Heath
4 Wooded Foothills
2 Forest
10 Plains
[/Land]
[Sideboard]
3 Celestial Flare
4 Surge of Righteousness
3 Radiant Flames
1 Outpost Siege
2 Suppression Bonds
2 Planar Outburst
[/Sideboard]
[/deck]

The deck is super hard to sideboard with, as most of the cards do roughly the same thing. But one thing I have been doing is cutting a [card]Plains[/card] on the draw.

That’s all I have for now. If you have any questions or comments, please feel free to leave them below and I will do my best to answer them.

Thanks for reading,

Josh Milliken

@joshuamilliken on Twitter

Brainstorm Brewery #167 – Four Amigos

Hypothetically, say a member of the podcast wasn’t on the episode. Say he said “Literally the only time Tuesday I can’t record is between 9 PM and 11 PM, so if you record literally any time other than that two hour window, I can do it.” and then the group recorded the podcast without him. Say another member of the podcast did one of the worst impressions imaginable of that person. Would it or would it not be the douchiest move ever to expect that person to make the show notes and upload the episode he could easily have been a part of if the group had made the smallest possible concession and avoided the 2 hours in a 24 hour period he was busy? Is it weird that this isn’t new, but that person had something going on at that exact time nearly every night for the last year and all of a sudden it’s a conflict now?

You probably want to know what happened on the episode. I don’t know. I wasn’t there.

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Organizing Your Collection #2 – Boxes of Cards

In my last article, I talked about what kind of things to take into account when you’re choosing how to store & organize your Magic collection. This time, I’m going to talk about a few of the most common methods people use to store their cards and how well they work for different purposes.

Massive pile of cards in a cupboard/under your bed

Courtesy of Casper Orluff

Classic pile of cards. Courtesy of Casper Orluff

I know some players who use this method, I think because it takes no time or effort at all. Simply throw your cards on top of last week’s, and you’re sorted. It’s easy to expand this method as your collection grows, however your housemates/significant other/neighbours may object.
However, it’s not that great when it comes to keeping them in good condition. Cards get easily scratched or bent when they’re in a heap, and people are less likely to trade with you if your cards are in bad condition. It’s also difficult to find a card when you want one for a trade or a deck, and you may end up buying or trading for cards you already own and just can’t find.

Shoebox

A shoebox is a fine place to start storing a small collection. Our collection lived in a shoebox until we both started drafting a lot and it outgrew the box.
Firstly, it’s super cheap – assuming you bought some shoes at some point, the box comes free. Also, it’s easy enough to carry a shoebox around if you need to – as long as the lid doesn’t fall off during transport.
It’s pretty easy to use a few bits of cardboard to divide up the box into sections so that you can begin to sort your cards to easily find what you’re looking for. You don’t even need to sort too much as your collection will be pretty small so just splitting by colour or set would be fine.
A shoebox is fairly robust so can hold as many cards as you can pack into it without falling apart, and it will keep the cards in decent condition – one thing to watch out for though is that you may not be able to completely fill the box as it might not be the right shape to hold rows of cards, and if your cards are rattling round then they might get damaged as you carry the box around.

Fat pack boxes/holiday boxes

Fat pack boxes come in different designs for each new set.

Fat pack boxes come in different designs for each new set.

These are the main kinds of boxes sold by Wizards of the Coast, they’re pretty easy to get hold of as most shops that stock MTG will have these for sale at some point – fat packs when each set is released, and holiday boxes in November or December. Fat packs generally don’t cost very much more than the price of the nine boosters that come with it, so the box itself isn’t a huge cost if you were planning to buy some boosters anyway, the holiday boxes are a bit more expensive for what you get but the box is a more useful size.
They’re about as easy to transport as a shoebox, and the lid is a bit less likely to fall off in transit – holiday boxes get quite heavy when they’re full, though.
The holiday box is divided into three rows and comes with a few dividers, which makes it quite easy to organise cards and split them into sections. Additionally, you can fit a plastic deck box inside a fat pack or holiday box to separate out some particular cards, or so that you can fit your deck inside the box as well as loose cards.
These boxes are fairly robust, and they’re the correct size to fit an even row of cards in, so they keep your cards in fairly good condition. If you pack the box very full though, the cards at the front and back can get caught by the lid so I tend to put a bit of cardboard or a sleeve at each end to protect the end cards. You can also sleeve all your cards if you want to protect them from scratching against each other inside the box, but I don’t bother with that except for rares.
It’s fairly easy to expand your collection (unless Wizards discontinue these products) as you can just buy a new box each set or each year. A fat pack box will hold a playset (four) of all the commons and uncommons from a small set, and one row of a holiday box will hold a playset of all the commons and uncommons from a large set. As these boxes are all the same size, you can pile them up in a corner and keep all your cards in one place.

Bigger boxes/long boxes

This long box can hold several thousand cards, so it's good to use card dividers to split up the rows.

This long box can hold several thousand cards, so it’s good to use card dividers to split up the rows.

As I mentioned, the holiday boxes and fat packs are pretty expensive if you only want a box, and there are several manufacturers that make bigger boxes to store cards in. These can be single row or multiple rows (typically three or four), mostly they are corrugated cardboard but you can get single row metal or plastic tins also. Unfortunately they don’t tend to be stocked by the smaller gaming shops as they don’t sell very fast, so often the best place to get these is either at a large event with traders such as a Grand Prix, or buying online (and often the shipping can be more than the product).
These boxes (especially the multiple row boxes) are generally for long term storage as they’re quite difficult to transport without a car, and they get very heavy as they can hold a few thousand cards ie several sets worth. We use these for storing cards that have rotated out of the standard format as we don’t need to access those cards so often.
These boxes are a bit more robust than the fat packs and holiday boxes as they’re corrugated card not just thick cardboard. They generally come flat packed so you can order a bunch, and then assemble them as and when you need. They’re plain so you can write on them which cards/sets/colors are in which box for easy reference, but they don’t look very attractive.

Binders

Most players have at least a couple of binders to keep relevant trades in (this is a trading card game after all), and they can be split into two kinds – firstly the ‘book’ types which have pages of plastic pockets bound in – these come in different sizes but generally there are the small ones with four to a page, the A4 sized ones with nine to a page, and there’s also some new wider ones with three rows of four so you can keep playsets together. Secondly you can get ring binders and buy the loose pages of plastic pockets separately (these are all generally A4 sized with nine to a page). You can use any kind of ring binder really for these, and they’re easier to expand by just buying more sheets, but they also get pretty heavy.
Binders are generally more expensive than boxes for the amount of cards you can store, so most players use a combination of the two – binders for the higher value cards or easily traded cards, and boxes for storing at home.
Binders make it fairly easy to find what you’re looking for as you just flick through the pages. They also protect the cards quite well. One pitfall is that the cards can all slide out if your binder is accidentally turned upside down, so you need to be aware of that when it’s in your bag. There are book-type binders with pockets that open to the side rather than the top to avoid this problem.
The main reason why most players don’t use binders for all their cards is the expense vs how many cards you can store, binders also take up more space than boxes due to all the plastic pockets. If you have multiple binders be sure to label what’s in them to save time finding cards in the right binder. It can also take more time to organize your cards as when you want to add one card at the beginning, you then need to move every other card along one.

Card index drawers/custom built storage

I don’t know any players myself that go to the trouble of getting furniture for the express purpose of storing cards, but I’ve seen a few examples online. If you can get hold of one of the old card index drawers that libraries used to use for library tickets, they tend to be the right size for storing cards too. These days most libraries will already have got rid of these as they’ve all switched to electronic databases but there’s a few around. Other people may also commission their own storage system that suits their collection. Obviously this is an investment, and it may not be that easy to expand once it’s filled. It looks a lot better than ratty cardboard boxes, though!

In the end, most players use a combination of methods to store their cards due to the different ways they want to use them. Hopefully you can now judge which ones are best for your collection.

Our Standard collection: Khans block, Origins, Battle for Zendikar plus trade binders

Our Standard collection: Khans block, Origins, Battle for Zendikar plus trade binders

 

Best Laid Plans #6 – 3 Lennys

When Em is away, the Lennys will play. This week the guys discuss:

 

  • Their Battle for Zendikar pre-release & release weekends.
  • Shane & Ken give Tommy a crash course in BFZ limited cuz Tommy is lame and can’t get out to play as much because school.
  • Value trading and people getting screwed over with the expeditions.
  • Fat pack price gouging & the changes to sealed mtg tournaments.

 

And we talk entirely too long about the 3fap device.

 

Contact Us!

Best Laid Plans – @BestLaid_Plans

Ken – @Load3r

Tommy – @T_Moles

Em – @sheMehay

Shane  – @CreatureMystery

Money Draught #45 — Friendstown

Topics include: possible seasonalities in violence, whether Walmart could be boycotted, PT anticipation, daily fantasy sports legal developments, and JR’s combo-oriented cube changes.

** This cast is for mature listeners **

Your Hosts:
Jason Alt — @JasonEAlt
Slick Jagger — @slickJagger
JR — @time_elemental

Money Draught RSS

 

Brewing With Battle for Zendikar

Welcome back for Brewing With Battle for Zendikar. First off let me apologize for the delay in this article, my computer died the day I was going to start and was down for a week. On the plus side it did give me some extra time to make even more decks.

This time I brought thirty decks to check out. I have not built fully formed sideboards, as the amount of testing to figure those out on so many decks would take months. Instead I’m providing four “Sideboard Suggestions” as cards to start with when building a sideboard. Let’s get to this wall of text…

I did get to test this Atarka Red list out this past weekend at a local PPTQ, not making Top 8 because I punted my win and in. I am providing the sideboard I used for the tournament.

[deck title= Atarka Red]
[Creatures]
4 Monastery Swiftspear
2 Lightning Berserker
2 Zurgo Bellstriker
4 Dragon Whisperer
4 Abbot of Keral Keep
2 Flamewake Phoenix
2 Yasova Dragonclaw
2 Shaman of the Great Hunt
[/Creatures]
[Spells]
4 Wild Slash
4 Atarka’s Command
4 Dragon Fodder
4 Hordeling Outburst
1 Become Immense
[/Spells]
[Land]
4 Cinder Glade
4 Bloodstained Mire
4 Wooded Foothills
9 Mountain
[/Land]
[Sideboard Suggestions]
3 Fiery Impulse
3 Roast
3 Barrage of Boulders
3 Retreat to Kazandu
2 Return to the Earth
1 Shaman of the Great Hunt
[/Sideboard Suggestions]
[/deck]

[deck title= Atarka Landfall]
[Creatures]
4 Monastery Swifrspear
4 Scythe Leopard
1 Zurgo Bellstriker
4 Abbot of Keral Keep
4 Makindi Sliderunner
4 Snapping Gnarlid
2 Hooting Mandrils
[/Creatures]
[Spells]
4 Wild Slash
3 Titan’s Strength
4 Atarka’s Command
2 Become Immense
[/Spells]
[Land]
4 Cinder Glade
4 Bloodstained Mire
4 Windswept Heath
4 Wooded Foothills
4 Forest
4 Mountain
[/Land]
[Sideboard Suggestions]
1 Boiling Earth
2 Outpost Siege
3 Return to Valakut
4 Roast
[/Sideboard Suggestions]
[/deck]

[deck title= Mardu Aggro]
[Creatures]
3 Kytheon, Hero of Akros
4 Monastery Swiftspear
3 Zurgo Bellstriker
4 Abbot of Keral Keep
4 Seeker of the Way
4 Soulfire Grand Master
4 Monastery Mentor
[/Creatures]
[Spells]
4 Wild Slash
4 Crackling Doom
4 Kolaghan’s Command
[/Spells]
[Land]
2 Smoldering Marsh
1 Shambling Vent
2 Nomad Outpost
2 Caves of Koilos
4 Battlefield Forge
4 Bloodstained Mire
3 Mountain
3 Plains
1 Swamp
[/Land]
[Sideboard Suggestions]
1 Rising Miasma
2 Ruinous Path
3 Self-Inflicted Wound
4 Surge of Righteousness
[/Sideboard Suggestions]
[/deck]

[deck title= Red Deck Wins]
[Creatures]
4 Monastery Swiftspear
4 Lightning Berserker
2 Zurgo Bellstriker
4 Abbot of Keral Keep
4 Flamewake Phoenix
4 Shaman of the Great Hunt
[/Creatures]
[Spells]
4 Wild Slash
4 Dragon Fodder
4 Hordeling Outburst
4 Exquisite Firecraft
[/Spells]
[Land]
19 Mountain
3 Blighted Gorge
[/Land]
[Sideboard Suggestions]
1 Barrage of Boulders
2 Fiery Impulse
3 Roast
4 Scab-Clan Berserker
[/Sideboard Suggestions]
[/deck]

[deck title= Abzan Midrange]
[Creatures]
4 Hangarback Walker
4 Rakshasha Deathdealer
4 Den Protector
3 Deathmist Raptor
3 Nissa, Vastwood Seer
3 Anafenza the Foremost
4 Siege Rhino
1 Tasigue, the Golden Fang
[/Creatures]
[Spells]
4 Abzan Charm
4 Ruinous Path
2 Sorin, Solemn Visitor
[/Spells]
[Land]
4 Sandsteppe Citadel
4 Shambling Vent
2 Canopy Vista
4 Llanowar Wastes
4 Windswept Heath
3 Forest
1 Plains
2 Swamp
[/Land]
[Sideboard Suggestions]
1 Arashin Cleric
2 Duress
3 Self-Inflicted Wound
4 Surge of Righteousness
[/Sideboard Suggestions]
[/deck]

[deck title= Mono Green Ramp]
[Creatures]
4 Rattleclaw Mystic
4 Whisperer of the Wilds
3 Nissa, Vastwood Seer
4 Whisperwood Elemental
4 Oblivion Sower
2 Desolation Twin
2 Ulamog, the Ceaseless Hunger
[/Creatures]
[Spells]
4 Hedron Archive
4 From Beyond
2 See the Unwritten
3 Ugin, the Spirit Dragon
[/Spells]
[Land]
16 Forest
4 Spawning Bed
4 Foundry of the Consuls
[/Land]
[Sideboard Suggestions]
1 Gaea’s Revenge
2 Restreat to Kazandu
3 Scour from Existence
4 Undergrowth Champion
[/Sideboard Suggestions]
[/deck]

[deck title= White Weenie]
[Creatures]
4 Expedition Envoy
4 Kytheon, Hero of Akros
4 Dragon Hunter
4 Mardu Woe-Reaper
4 Bonded Construct
4 Knight of the White Orchid
3 Anafenza, Kin-Tree Spirit
4 Hidden Dragonslayer
[/Creatures]
[Spells]
3 Stasis Snare
4 Gideon, Ally of Zendikar
[/Spells]
[Land]
12 Plains
4 Flooded Strand
4 Windswept Heath
2 Sandstone Bridge
[/Land]
[Sideboard Suggestions]
1 Blighted Steppe
2 Lantern Scout
3 Surge of Righteousness
4 Vryn Wingmare
[/Sideboard Suggestions]
[/deck]

[deck title= Mono Black Aggro]
[Creatures]
4 Hangarback Walker
4 Bloodsoaked Champion
4 Despoiler of Souls
4 Silumgar Assassin
3 Drana, Liberator of Malakir
3 Liliana, Heretical Healer
4 Mardu Strike Leader
[/Creatures]
[Spells]
4 Ultimate Price
4 Ruinous Path
2 Ob Nixilis Reignited
[/Spells]
[Land]
18 Swamp
4 Blighted Fen
2 Mortuary Mire
[/Land]
[Sideboard Suggestions]
1 Altar’s Reap
2 Duress
3 Languish
4 Self-Inflicted Wound
[/Sideboard Suggestions]
[/deck]

[deck title= Mono Green Aggro]
[Creatures]
4 Hangarback Walker
4 Servant of the Scale
4 Honored Hierarch
4 Avatar of the Resolute
4 Den Protector
3 Rattleclaw Mystic
4 Deathmist Raptor
4 Undergrowth Champion
3 Nissa, Vastwood Seer
[/Creatures]
[Spells]
4 Collected Company
[/Spells]
[Land]
22 Forest
[/Land]
[Sideboard Suggestions]
1 Ainok Shaman
2 Inspiring Call
3 Plummet
4 Retreat to Kazandu
[/Sideboard Suggestions]
[/deck]

[deck title= Jund Devoid]
[Creatures]
4 Hangarback Walker
4 Forerunner of Slaughter
4 Rattleclaw Mystic
4 Catacomb Sifter
4 Smothering Abomination
4 Dust Stalker
2 Brood Butcher
[/Creatures]
[Spells]
3 Ghostfire Blade
4 Ultimate Price
4 From Beyond
[/Spells]
[Land]
2 Cinder Glade
2 Smoldering Marsh
4 Bloodstained Mire
3 Wooded Foothills
4 Llanowar Wastes
4 Swamp
3 Forest
1 Mountain
[/Land]
[Sideboard Suggestions]
1 Duress
2 Naturalize
3 Retreat to Kazandu
4 Ruinous Path
[/Sideboard Suggestions]
[/deck]

[deck title= Boros Tokens]
[Creatures]
4 Hangarback Walker
4 Abbot of Keral Keep
4 Monastery Mentor
3 Pia and Kiran Nalaar
2 Shaman of the Great Hunt
[/Creatures]
[Spells]
4 Wild Slash
4 Dragon Fodder
4 Hordeling Outburst
4 Gideron, Ally of Zendikar
4 Secure the Wastes
[/Spells]
[Land]
4 Battlefield Forge
4 Wind-Scarred Crag
9 Mountain
6 Plains
[/Land]
[Sideboard Suggestions]
1 Arashin Ceric
2 Boiling Earth
3 Stasis Snare
4 Surge of Righteousness
[/Sideboard Suggestions]
[/deck]

[deck title= Izzet Tutelage]
[Creatures]
4 Jace, Vryn’s Prodigy
[/Creatures]
[Spells]
4 Magmatic Insight
4 Tormenting Voice
4 Send to Sleep
4 Sphinx’s Tutelage
4 Seismic Rupture
4 Monastery Siege
2 Alhammarret’s Archive
2 Dig Through Time
4 Teasure Cruise
[/Spells]
[Land]
4 Swiftwater Cliffs
4 Shivan Reef
2 Blighted Cataract
2 Bloodstained Mire
2 Polluted Delta
2 Spawning Bed
4 Island
4 Mountain
[/Land]
[Sideboard Suggestions]
1 Disperse
2 Fiery Impulse
3 Negate
4 Scatter to the Winds
[/Sideboard Suggestions]
[/deck]

[deck title= Rakdos Aggro]
[Creatures]
4 Monastery Swiftspear
4 Bloodsoaked Champion
2 Zurgo Bellstriker
4 Forerunner of Slaughter
4 Abbot of Keral Keep
4 Flamewake Phoenix
4 Brutal Hordechief
1 Gurmag Angler
[/Creatures]
[Spells]
4 Wild Slash
4 Exquisite Firecraft
3 Kolaghan’s Command
[/Spells]
[Land]
4 Smoldering Mire
4 Bloodstained Mire
4 Wooded Foothills
8 Mountain
2 Swamp
[/Land]
[Sideboard Suggestions]
1 Barrage of Boulders
2 Duress
3 Ruinous Path
4 Virulent Plague
[/Sideboard Suggestions]
[/deck]

[deck title= Bant Superfriends]
[Creatures]
4 Jace, Vyn’s Prodigy
4 Rattleclaw Mystic
3 Nissa, Vastwood Seer
[/Creatures]
[Spells]
2 Clash of Wills
4 Scatter to the Winds
3 Stasis Snare
2 Gideon, Ally of Zendikar
2 Kiora, Master of the Depths
2 Narset Transcendant
4 Planar Outburst
1 Ugin’s Insight
1 Ugin, the Spirit Dragon
2 Dig Through Time
[/Spells]
[Land]
4 Lumbering Falls
2 Canopy Vista
4 Prairie Stream
2 Flooded Strand
4 Windswept Heath
3 Forest
4 Island
3 Plains
[/Land]
[Sideboard Suggestions]
1 Arashin’s Cleric
2 Monastery Siege
3 Negate
4 Silkwrap
[/Sideboard Suggestions]
[/deck]

[deck title= Grixis Dragons]
[Creatures]
3 Jace, Vryn’s Prodigy
2 Icefall Regent
1 Dragonlord Silumgar
1 Silumgar, the Drifting Death
[/Creatures]
[Spells]
4 Silumgar’s Scorn
4 Draconic Roar
4 Foul-Toungue Invocation
4 Scatter to the Winds
3 Ruinous Path
3 Crux of Fate
1 Ugin, the Spirit Dragon
4 Dig Through Time
[/Spells]
[Land]
4 Haven of the Spirit Dragon
4 Shivan Reef
4 Sunken Hollow
2 Smoldering Marsh
4 Polluted Delta
5 Island
3 Swamp
[/Land]
[Sideboard Suggestions]
1 Duress
2 Fiery Impulse
3 Radiant Flames
4 Thunderbreak Regent
[/Sideboard Suggestions]
[/deck]

[deck title= Jeskai Dragons]
[Creatures]
3 Jace, Vryn’s Prodigy
4 Soulfire Grandmaster
2 Thunderbreak Regent
3 Dragonlord Ojutai
[/Creatures]
[Spells]
2 Firey Impulse
4 Silumgar’s Scorn
4 Draconic Roar
4 Scatter to the Winds
3 Stasis Snare
2 Ojutai’s Command
4 Dig Through Time
[/Spells]
[Land]
4 Mystic Monastery
4 Haven of the Spirit Dragon
4 Shivan Reef
4 Prairie Stream
4 Flooded Strand
4 Island
1 Plains
[/Land]
[Sideboard Suggestions]
1 Fiery Impulse
2 Negate
3 Quarantine Field
4 Radiant Flames
[/Sideboard Suggestions]
[/deck]

[deck title= Temur Megamorph Aggro]
[Creatures]
4 Stratus Dancer
4 Den Protector
4 Rattlecaw Mystic
4 Harbinger of Tides
2 Nissa, Vastwood Seer
4 Undergrowth Champion
4 Deathmist Raptor
4 Savage Knuckleblade
4 Whisperwood Elemental
[/Creatures]
[Spells]
3 Wild Slash
[/Spells]
[Land]
4 Frontier Bivouac
4 Cinder Glade
4 Yavimaya Coast
4 Wooded Foothills
3 Forest
3 Island
1 Mountain
[/Land]
[Sideboard Suggestions]
1 Jaddi Offshoot
2 Radiant Flames
3 Roast
4 Temur Charm
[/Sideboard Suggestions]
[/deck]

[deck title= Esper Dragons]
[Creatures]
4 Jace, Vryn’s Prodigy
3 Dragonlord Ojutai
1 Dragonlord Silumgar
1 Silumgar, the Drifting Death
[/Creatures]
[Spells]
3 Ultimate Price
4 Silumgar’s Scorn
3 Foul-Tongue Invocation
2 Ruinous Path
4 Scatter to the Winds
1 Stasis Snare
3 Crux of Fate
1 Ugin, the Spirit Dragon
4 Dig Through Time
[/Spells]
[Land]
3 Sunken Hollow
2 Prairie Stream
3 Shambling Vent
4 Flooded Strand
4 Polluted Delta
3 Haven of the Spirit Dragon
4 Island
1 Plains
2 Swamp
[/Land]
[Sideboard Suggestions]
1 Duress
2 Languish
3 Negate
4 Surge of Righteousness
[/Sideboard Suggestions]
[/deck]

[deck title= Mardu Dragons]
[Creatures]
4 Hangarback Walker
4 Soulfire Grand Master
4 Thunderbreak Regent
1 Kolaghan, the Storm’s Fury
1 Dragonlord Kolaghan
[/Creatures]
[Spells]
3 Fiery Impulse
4 Draconic Roar
2 Kolaghan’s Command
2 Mardu Charm
3 Crackling Doom
2 Radiant Flames
3 Ruinous Path
1 Crux of Fate
1 Sarkhan, the Dragonspeaker
[/Spells]
[Land]
4 Nomad Outpost
3 Smoldering Marsh
3 Shambling Vent
4 Battlefield Forge
2 Haven of the Spirit Dragon
4 Bloodstained Mire
3 Mountain
2 Swamp
[/Land]
[Sideboard Suggestions]
1 Crux of Fate
2 Duress
3 Foul-Tongue Invication
4 Outpost Siege
[/Sideboard Suggestions]
[/deck]

[deck title= Golgari Aggro]
[Creatures]
4 Warden of the First Tree
4 Den Protector
4 Rakshasa Deathdealer
4 Deathmist Raptor
3 Liliana, Heretical Healer
2 Nissa, Vastwood Seer
4 Undergrowth Champion
3 Whisperwood Elemental
2 Tasigue, the Golden Fang
[/Creatures]
[Spells]
3 Ultimate Price
4 Ruinous Path
[/Spells]
[Land]
4 Jungle Hollow
4 Llanowar Wastes
4 Sandsteppe Citadel
8 Forest
3 Swamp
[/Land]
[Sideboard Suggestions]
1 Ainok Survivalist
2 Duress
3 Feed the Clan
4 Virulent Plague
[/Sideboard Suggestions]
[/deck]

[deck title= Selenya Aggro]
[Creatures]
4 Hangarback Walker
2 Honored Hierarch
4 Warden of the First Tree
4 Servant of the Scale
4 Den Protector
4 Avatar of the Resolute
4 Deathmist Raptor
4 Hidden Dragonslayer
4 Undergrowth Champion
[/Creatures]
[Spells]
4 Dromoka’s Command
[/Spells]
[Land]
4 Canopy Vista
4 Windswept Heath
4 Blossoming Sands
9 Forest
1 Plains
[/Land]
[Sideboard Suggestions]
1 Arashin Cleric
2 Inspiring Call
3 Surge of Righteousness
4 Valorous Stance
[/Sideboard Suggestions]
[/deck]

[deck title= Orzhov Warriors]
[Creatures]
4 Dragon Hunter
4 Bloodsoaked Champion
3 Kytheon, Hero of Akros
4 Mardu Woe-Reaper
4 Blood-Chin Rager
4 Chied of the Edge
3 Chief of the Scale
3 Drana, Liberator of Malakir
[/Creatures]
[Spells]
2 Ultimate Price
4 Harsh Sustinance
3 Sorin, Solemn Visitor
[/Spells]
[Land]
4 Shambling Vent
4 Scoured Barrens
4 Caves of Koilos
6 Plains
5 Swamp
[/Land]
[Sideboard Suggestions]
1 Arashin Cleric
2 Duress
3 Fleshbag Marauder
4 Ruinous Path
[/Sideboard Suggestions]
[/deck]

[deck title= Izzet Dragons]
[Creatures]
3 Jace, Vryn’s Prodigy
4 Thunderbreak Regent
2 Icefall Regent
[/Creatures]
[Spells]
3 Clash of Wills
3 Fiery Impulse
4 Silumgar’s Scorn
4 Draconic Roar
4 Scatter to the Winds
2 Radiant Flames
1 Brutal Expulsion
4 Dig Through Time
[/Spells]
[Land]
2 Haven of the Spirit Dragon
4 Swiftwater Cliffs
4 Shivan Reef
2 Blighted Cataract
1 Sunken Hollow
3 Flooded Strand
2 Bloodstained Mire
5 Island
3 Mountain
[/Land]
[Sideboard Suggestions]
1 Harbinger of Tides
2 Negate
3 Radiant Flames
4 Stratus Dancer
[/Sideboard Suggestions]
[/deck]

[deck title= Jeskai Aggro]
[Creatures]
4 Hangarback Walker
4 Soulfire Grand Master
4 Seeker of the Way
3 Jace, Vryn’s Prodigy
4 Mantis Rider
[/Creatures]
[Spells]
3 Fiery Impulse
2 Jeskai Charm
4 Scatter to the Winds
3 Ojutai’s Command
4 Dig Through Time
[/Spells]
[Land]
4 Mystic Monastery
4 Prairie Stream
4 Flooded Strand
4 Shivan Reef
2 Battlefield Forge
3 Island
3 Plains
[/Land]
[Sideboard Suggestions]
1 Negate
2 Roast
3 Surge of Righteousness
4 Valorous Stance
[/Sideboard Suggestions]
[/deck]

[deck title= Dimir Dragons]
[Creatures]
3 Jace, Vryn’s Prodigy
3 Silumgar, the Drifting Death
2 Dragonlord Silumgar
[/Creatures]
[Spells]
2 Clash of Wills
4 Silumgar’s Scorn
3 Ulitmate Price
3 Ruinous Path
2 Foul-Tongue Invocation
4 Scatter to the Winds
3 Crux of Fate
1 Ob Nixilis Reignited
1 Ugin, the Spirit Dragon
4 Dig Through Time
[/Spells]
[Land]
4 Dismal Backwater
4 Sunken Hollow
4 Polluted Delta
2 Flooded Strand
2 Haven of the Spirit Dragon
2 Blighted Cataract
1 Blighted Fen
4 Island
2 Swamp
[/Land]
[Sideboard Suggestions]
1 Duress
2 Foul-Tongue Invocation
3 Stratus Dancer
4 Virulent Plague
[/Sideboard Suggestions]
[/deck]

[deck title= Azorius Control]
[Creatures]
3 Jace, Vryn’s Prodigy
3 Dragonlord Ojutai
[/Creatures]
[Spells]
2 Clash of Wills
4 Silumgar’s Scorn
2 Celestial Flare
4 Scatter to the Winds
2 Stasis Snare
2 Narset Transcendent
2 Gideon, Ally of Zendikar
3 Ojutai’s Command
3 Planar Outburst
1 Ugin, the Spirit Dragon
4 Dig Through Time
[/Spells]
[Land]
4 Prairie Stream
4 Flooded Strand
4 Polluted Delta
3 Tranquil Cove
2 Haven of the Spirit Dragon
4 Island
4 Plains
[/Land]
[Sideboard Suggestions]
1 Arashin Cleric
2 Encase in Ice
3 Stratus Dancer
4 Surge of Righteousness
[/Sideboard Suggestions]
[/deck]

[deck title= Sultai Midrange]
[Creatures]
3 Jace, Vryn’s Prodigy
4 Rattleclaw Mystic
4 Den Protector
4 Fathom Feeder
4 catacomb Sifter
4 Deathmist Raptor
3 Whisperwood Elemental
2 Tasigue, the Golden Fang
[/Creatures]
[Spells]
2 Ultimate Price
2 Ruinous Path
2 Sultai Charm
2 Dig Through Time
[/Spells]
[Land]
4 opulent Palace
4 Lumbering Falls
4 Llanowar Wastes
2 Sunken Hollow
4 Polluted Delta
3 Forest
1 Island
2 Swamp
[/Land]
[Sideboard Suggestions]
1 Duress
2 Feed the Clan
3 Languish
4 Stratus Dancer
[/Sideboard Suggestions]
[/deck]

[deck title= Naya Allies]
[Creatures]
4 Expedition Envoy
4 Cliffside Lookout
4 kor Bladewhirl
4 Beastcaller Savant
4 Veterant Warleader
4 Lantern Scout
2 Grovetender Druids
2 Munda, Ambush Leader
3 tajuru Warcaller
2 Resolute Blademaster
[/Creatures]
[Spells]
4 Gideon, Ally of Zendikar
[/Spells]
[Land]
4 Ally Encampment
1 Cinder Glade
2 canopy Vista
4 Windswept Heath
4 Wooded Foothills
2 Forest
1 Mountain
5 Plains
[/Land]
[Sideboard Suggestions]
1 Boiling Earth
2 Retreat to Emeria
3 Stasis Snare
4 Wild Slash
[/Sideboard Suggestions]
[/deck]

[deck title= Simic Megamorph]
[Creatures]
3 Jace, Vryn’s Prodigy
4 Harbinger of Tides
4 Rattleclaw Mystic
4 Icefeather Aven
4 Stratus Dancer
4 Den Protector
4 Deathmist Raptor
3 Nissa, Vastwood Seer
4 Whisperwood Elemental
2 Icefall Regent
[/Creatures]
[Spells]
[/Spells]
[Land]
4 Lumbering Falls
4 Thornwood Falls
4 Yavimaya Coast
8 Forest
4 Island
[/Land]
[Sideboard Suggestions]
1 Encase in Ice
2 Jaddi Offshoot
3 Monastery Siege
4 Reality Shift
[/Sideboard Suggestions]
[/deck]

[deck title= Four Color Rally]
[Creatures]
4 Blisterpod
4 Zulaport Cutthroat
4 Jace, Vryn’s Prodigy
2 Den Protector
4 catacomb Sifter
4 Nantuko Husk
3 Grim Haruspex
2 Deathmist Raptor
3 Liliana, Hertical Healer
3 Sidisi, Brood Tyrant
[/Creatures]
[Spells]
4 Rally the Ancestors
[/Spells]
[Land]
3 Opulent Palace
2 Sandsteppe Citadel
1 Canopy Vista
1 Prairie Stream
1 Sunken Hollow
4 Flooded Strand
2 Windswept Heath
2 Polluted Delta
3 Forest
1 Island
1 Plains
2 Swamp
[/Land]
[Sideboard Suggestions]
1 Anafensa, the Foremost
2 Arashin Cleric
3 Bone Splinters
4 Duress
[/Sideboard Suggestions]
[/deck]

That’s all I have for now. I’ll see you again for Brewing With Oath of the Gatewatch. If you have any questions or comments, please feel free to leave them below and I will do my best to answer them.

Thanks for reading,

Josh Milliken

@joshuamilliken on Twitter

Brainstorm Brewery #166- Absence Makes the Heart Grow Indifferent

Hey, guys, my name is Eric. Look, this is a little bit awkward. I got a Skype call from Ryan, Marcel and Jason this week and they said “Don’t do regular show notes, instead tell everyone we’re doing a vote to see if Corbin is getting kicked off of the podcast.” They insisted they were serious but it sounded like they had all been drinking. I heard what I assume was Ryan and Jason high-fiving each other. I tried calling them back to see if they were really serious and they’re not picking up. I have like 10 minutes for them to get back to me before I have to submit the shownotes and if I don’t hear different, they’re going out like this. Anyway, if this was a prank and the guys get a lot of e-mails saying to kick Corbin off the cast, this wasn’t my fault. I’m just a guy helping out for a chunk of the Patreon money. If you’re reading this, they never got back to me, or I guess they were serious when they said to do the show notes like this. Either way, I really hope I don’t get fired, this wasn’t my fault. – Eric, the show notes guy

 

Are you sick of Corbin Hosler? Here’s your chance! If you don’t want him on the cast anymore, e-mail [email protected]. If you say something that is funny, not mean-spirited and is readable on the cast, we may read a few.

 

I don’t feel good about this, but I bet no one reads shownotes anyway and we’ll be fine. – Eric

 

  • Corbin is missing. We assume an old country road, a dog and a pikcup truck is involved.
  • New set, new cards! Taste it!
  • E-mails are read. E-mail? I don’t remember if it was one or two. Give me a break.
  • Pick of the Week is back!
  • Support our Patreon! DO IT. You know this cast makes you more than $1 a week
  • Need to contact us? Hit up [email protected]

 

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I Have Been, and Always Shall Be, Your Friend: The Dig Through Time Banning

I woke up on Monday the 28th of September feeling good. The weekend had been great, I was recently employed, everything was well. And then it came to four o’clock, and my heart sank as I logged onto The Source and I read these words:

“[card]Dig Through Time[/card] banned in Legacy.”

I couldn’t believe it. It had survived three BnR update announcements. I thought that it was going to become a format mainstay. But sadly, my blue delve spell of choice (Sorry [card]Logic Knot[/card]) was gone. I’m gonna miss you buddy. It’s been great playing with mini Demonic Tutor in Legacy but I suppose it was time for you to go.

But it’s time to move on and tackle the Banned and Restricted List update for Battle for Zendikar.

Yes, Dig Through Time is gone. What was a card that pushed non-blue decks out of the format is now a relic of a time gone by, sent to serve time alongside [card]Survival of the Fittest[/card] and its big brother, [card]Treasure Cruise[/card]. Now despite the fact I loved the card ever since it entered the format, I do believe that Wizards were right in banning it. I played with two copies in Miracles since Khans of Tarkir came out and loved the inclusion but it changed the format in a big way. I don’t think it warped the format to the same degree Treasure Cruise did but it had an impact that a lot of people hated.

It was no surprise that decks that didn’t have Islands were at a disadvantage in Legacy but it didn’t stop them from putting up a good fight, and sometimes, punishing those blue decks. Death and Taxes and Elves are decks that immediately spring to mind, but you could go further with things like Jund, Maverick, the various [card]Life from the Loam[/card] strategies, and so much more. But when Dig was in the format, you just couldn’t beat the card advantage and long game power the card had. Before, BGx decks would often attack blue decks with cards like [card]Hymn to Tourach[/card] and [card]Liliana of the Veil[/card], but it was useless when those decks could run these powerful delve draw spells and refill their hand as quickly as they were attacked, leaving the attrition player with nothing and the other with a fresh belt of ammo. While it was less so when Treasure Cruise was banned, blue decks could, and would, keep in Force of Will against these attrition based decks because the card disadvantage didn’t matter anymore because of how easy it was to reload.

I am sad that Dig Through Time is gone. I was a big fan and I don’t think it was as toxic as Treasure Cruise was. Though I will admit, towards the end of its life, people were beginning to maindeck [card]Pyroblast[/card] and that is always a poor sign. So while I am sad to see it leave, I am not surprised.

So now that it’s gone, what will happen to Legacy?

For a start, the Omnitell deck that ran rampant is gone. Even though it was a deck that existed before, it gained so much with Dig Through Time. It was streamlined and much more efficient. It could set up the combo of [card]Show and Tell[/card] plus [card]Omniscience[/card] faster and with more resiliency. The deck was also 90 percent redundancy in the form of cantrips like [card]Ponder[card], [card]Preordain[/card] and [card]Gitaxian Probe[/card]. All of these cards were there just to fuel Dig and sculpt a hand of the combo and enough counterspells to win the fight. Without Dig though, the deck has lost the card that made it so resilient and fast. It will stick around but it will be back to running the [card]Dream Halls[/card] version with [card]Enter the Infinite[/card] and [card]Release the Ants[/card].

Because of this change, I expect to see Sneak and Show come back. The deck was pushed out by Omnitell as the former was a much more resilient version of the combo deck and wasn’t vulnerable to the same hate the other version was. Before, one could [card]Karakas[/card] the big fattie the deck cheated in to play or [card]Pithing Needle[/card] naming [card]Sneak Attack[/card], or even playing a card like [card]Containment Priest[/card]. But when the Omnitell was Showing in an enchantment that allowed them to just cast Emrakul, these cards were gone. The deck was also able to load up on counterspells that it could unleash for free.

The other impact of Dig leaving the format is that non-blue decks are going to come back. We’re going to see Maverick come back, even though it may not be the best time to play it what with Miracles having such a strong position in the metagame. Death and Taxes, a deck that was already going strong in a world of Dig Through Time, is going to come back as well. Elves as well I think gains a lot out of this banning. Elves has been punished heavily since KTK was released. The Treasure Cruise Delver decks were able to race Elves and packed cards like [card]Forked Bolt[/card] and [card]Young Pyromancer[/card] that attacked the tribe so well, and even when Cruise was banned, it was still hard for the forest dwellers to keep up against the decks that abused Dig Through Time, so now I think it’s time for it to make a resurgence.

cardart_digthroughtime

Delver decks are going to stay, by-and-large, the same however they won’t have the late game strength as they had with Dig. I believe that Grixis/4 Colour Delver will be the Delver deck of choice as it has access to cards like Young Pyromancer, [card]Cabal Therapy[/card] and [card]Gurmag Angler[/card], as well as having the green splash for [card]Deathrite Shaman[/card] and [card]Abrupt Decay[/card]. It’s also got access to a lot of cheap countermagic. These decks normally played two copies of Dig so those slots easily get filled in with something like [card]Spell Pierce[/card] or [card]Flusterstorm[/card].

I predict as well that Canadian Threshold is going to come back. This deck was at one point the best deck in Legacy and would be a monster against nearly all of the field. However the printing of Treasure Cruise pushed it out as its mana denial plan of [card]Stifle[/card] and [card]Wasteland[/card] were useless against decks that could refill with Cruise and Dig, but the deck couldn’t play these cards because of the anti-synergy with [card]Nimble Mongoose[/card] and to a lesser extent, [card]Tarmogoyf[/card]. Now though, the deck is able to breath once more and while I think it has been outclassed by other Delver decks, I think it’s going to come back now that Stifle and Wasteland have room to play around in.

Another deck that we haven’t seen since KTK is Shardless BUG. Shardless BUG I believe is one of the best decks to play right now, now that Dig is gone. Card advantage was very rare in Legacy up until the blue delve spells came into the equation and the only deck that really got card advantage was Shardless. The deck gave up counterspells other than [card]Force of Will[/card] so that it could use [card]Shardless Agent[/card] to the best of its ability, normally abusing the interaction with [card]Ancestral Visions[/card]. But when other decks could easily keep up with the advantage Shardless generated, the deck fell a little bit out of favour. That and it fell into the attrition decks that were relegated to a subpar status when delve became the monster that it was, and still is to some degree. But now, not only does it produce some incredible card advantage, but it also has a fantastic matchup against Miracles. It can attack the deck in a variety of ways and I believe is the choice of deck to play if you’re playing in a large Legacy tournament.

I’ve talked a lot about Dig Through Time’s banning but have neglected to talk about the unbanning of [card]Black Vise[/card]. When Legacy was created, Black Vise was one of the cards on the original banlist that was put there because of the way the format looked at the time. Legacy no longer is dominated by hyper efficient blue draw spells and Black Vise no longer punishes decks the way it used to. The only strategies that it fits into that I can think of are Burn, which would rather play a [card]Goblin Guide[/card] or [card]Monastery Swiftspear[/card] on turn one, or MUD, which is an unpopular and underplayed deck. There are also plenty of cards that get rid of it that are played in the mainboard of decks: Abrupt Decay, [card]Council’s Judgement[/card] and [card]Vindicate[/card] are all cards that see play in the main of Legacy decks.

Dig Through Time had a great run, a better run than I’d say Treasure Cruise did, but all dogs must have their day and now it is gone. But it’s time for us to move on and embrace this world of non-blue fair decks, with their [card]Stoneforge Mystic[/card]s [card]Knight of the Reliquary[/card] and [card]Bloodbraid Elf[/card]s. And with the last Legacy GP of the year in just over a month’s time, you can be sure that this change is going to get people gearing up for one heck of showdown.

Until next time!

Money Draught #44 — Every Ship at the Bottom of the Sea had a Bunch of Charts

Topics include: Legacy Cube, “reverse power creep”, the banned and restricted announcement, and proper Pucatrade use.

** This cast is for mature listeners **

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Organizing Your Collection #1 – Piles of Cards

This picture was not staged. Courtesy of Casper Orluff

“There’s a Jace in there somewhere…” (This picture was not staged.) Courtesy of Casper Orluff

When we moved house a few months ago, Himself wanted to call our new house ‘the house of cards’ as we own so many. Often we have piles of cards all over the house, until I get around to sorting them all out again. Himself has been playing Magic off and on since he was at school, and I started playing about four years ago, our collection has since grown from one shoebox full to several thousand cards.

It’s quite possible to play Magic without owning a large collection. One advantage is that you have a lot more space in your house for other hobbies! Some players only play Eternal formats and have one deck they always play – so they may only need to own about a hundred cards (one deck plus sideboard options).
You can also buy cards you want for a deck as singles and then sell them on when you change decks. Other players own no cards and simply borrow or rent entire decks for a particular tournament.
If you really don’t want to ever have to organize any cards, you can play online and the computer will keep all your cards in order for you. However this article assumes that you own at least some amount of paper magic cards, and you’re trying to store them and organize them in some fashion.

Our local Magic events are mainly Limited format, as that is more popular locally than competitive Constructed. I like playing Limited, but one of the problems is that if we’re not careful we end up with piles of cards all over the place which are old draft pools. This is the main reason why we have a lot of cards, it’s simply that we play a lot of limited Magic.
Other players may have different reasons to keep a large collection of cards, for instance I know a player who tries to collect one of every card that’s printed including one of every promo card. Some players like to speculate on card prices, so they may buy lots of a particular card when it is relatively cheap and hope to sell off at a profit later on.
In some areas, it’s necessary to keep a large collection because there isn’t anywhere locally that sells a lot of singles – this is the case where I live, so we tend to keep hold of four of all our commons and uncommons so so that we can change Standard decks without having to buy a lot of cards online.
As there are different reasons for players to own their collections, so there are also different methods to store your cards. Here’s some things that would be good to consider when you’re deciding how to store and organize your cards.

Cost

Whatever method you choose, as your collection grows you’ll probably need to expand your storage to accommodate it, so consider the expense of both initial set up and then expanding it.

Ease of expansion

It’s great to have a cool box that fits all your cards in, but what about when you “accidentally” acquire a bunch more and now your box is overflowing? Generally as time goes on your collection will grow, so consider when you start how you can keep your cards organised as your collection grows.

Time

Aside from the classic ‘throw all your cards in a pile’ method, it will take time to organise cards so that you can easily find them again. Consider how much time you want to spend on this – not just the initial time, but also how long it takes to maintain and keep it organised.

Easily find your cards

This depends on your collection size. It’s mostly due to how you choose to sort your cards rather than the storage method, so I’ll go into this a bit more later.

Ease of transport

As well a storing your cards safely, you may also want to carry some of them around to trade with other players, so it’s common for players to keep certain cards separately to their main collection for ease of transport. If all you want to do is keep ALL THE CARDS like some kind of [card]Hoarding Dragon[/card] then you don’t need to worry about this.

Card condition

One important thing to consider is how good a condition you want your cards to stay in? It’s all very well to throw basic lands in a box where they may get rattled around and a bit scratched, but this kind of treatment can devalue your high end cards significantly, so bear in mind how to protect your high value cards from damage.
Please – whatever your cards, never store them in a bundle wrapped in a rubber band as it makes baby Jace cry.

Our Standard collection: Khans block, Origins, Battle for Zendikar plus trade binders

Our Standard collection: Khans block, Origins, Battle for Zendikar plus trade binders

However you store your collection, you still need to make sure your cards are organised so that you can find what you’re looking for though – this can take quite a bit of time to set up and maintain but it means that you can find last minute sideboard cards on the morning of a tournament or find cards for your new cool commander deck easily.
There’s probably a few different ways to organize cards, but this is the one I use, as it seems fairly logical and it is easy to expand as new sets are released.
Sort by set, then color, then alphabetically.
If you’re not sure what set a card is from, look at the symbol on the type line. Cards from some preconstructed decks like the duel decks or the modern event deck have their own set symbol, as there’s not normally enough of those to split into their own set I generally keep those cards with the most recent normal printing.
Color is obvious – you can order the colors however you like (I tend to use WUBRG just because that’s how Wizards sort them on their lists of cards). Just keep to the same system for each set rather than swapping them around, so that you don’t get mixed up later.
You can also divide up by rarity – I tend to separate out the rares and mythic rares from the commons and uncommons, but I don’t split otherwise.
If you don’t have many cards from each set, that might be enough sorting for you, but I also sort alphabetically by English name (as the majority of my cards are English). This just means that I can flick through the cards in the box instead of lifting loads out of the box at a time and then the rest of the cards fall over.
All this can take a while especially at the start, but it’s quite satisfying to see all the organised cards at the end all neat and organised. I also keep a list of what cards we’re missing (we never quite manage to get a playset of everything) so that it’s easy to check what we’ve got at a glance.

In my next article, I’ll talk about a few of the most common methods people use to store their cards, and see how they relate to the considerations I mentioned above.

Magic Online Standard – Down with Atarka Red!

Last weekend, with the StarCityGames Open at Indianapolis, we saw our first glimpse into what the new Standard format looks like.  There were a lot of really interesting decks that performed well and we saw some card choices I hadn’t anticipated.  I thought Brian DeMars did an incredible job of tuning his Atarka Red list and it’s the deck I could never in a million years think about being ill-prepared for when Battle for Zendikar cards are available on Magic Online.  Quite a few articles released during the week that preceded the event were starting to write the deck off because of the lack of good burn options.  However, DeMars found the reach he needed in [card]Titan’s Strength[/card], [card]Temur Battle Rage[/card], and [card]Become Immense[/card].  [card]Arashin Cleric[/card]s collapsed in vain, unable to save their Abzan pilots from the ridiculous 15-20 points of damage they were dealt in a single combat step.  I play Magic: the Gathering online exclusively.  I don’t have a paper collection, so I have to be ready to weather the storm.  This deck will be everywhere online.  Droves of angry spikes are going to be spamming every bot to get their hands on [card]Cinder Glade[/card]s and submit their, in the words of Shaheen Soorani, knucklehead [Atarka] red decks for 8-man queues.  So, how do we beat it?

It’s easy to say that red always wins week one of a new Standard format and that it’s easy to hate it out of a metagame.  This new list feels different, more explosive and potentially more resilient.  It only needs one threat and the right mix of combat tricks to deal 20 points of damage.  I don’t like [card]Arashin Cleric[/card] AT ALL in the face of a 9/10, double striking, trampling [card]Monastery Swiftpear[/card].  I want an instant speed answer that 3-for-1s my opponent.  These are some of the tools I’m most interested in exploring for the Magic Online Standard metagame.

archangeloftitheskolaghanscommandsurgeofrighteousness

Now, I’m not necessarily saying to throw them all into one deck.  But I think that [card]Archangel of Tithes[/card] is incredible against Atarka Red.  I’ve covered the reasons why in my first article, but let’s review just why this card is so good against red decks.  First of all, it doesn’t die to [card]Roast[/card] or any of their other removal spells.  Second, Atarka Red requires mana to execute its gameplan.  Prowess requires casting additional spells to increase the damage output of [card]Monastery Swiftspear[/card] and [card]Abbot of Keral Keep[/card].  Dash is a powerful mechanic that really pushes tempo to allow Atarka Red to force additional damage points through, but again, it requires a mana investment every turn or the Atarka Red player has to take a turn off attacking to simply cast the creature.  The combat tricks that Atarka Red relies on, though cheap, are most effective when used in unison.  Having the mana to cast them AND being able to pay for the angel’s tithe is not frequently feasible.  It’s very hard for DeMars’s tournament-winning list to win once an Archangel of Tithes has resolved.  In the previous Standard format, [card]Stoke the Flames[/card] and [card]Exquisite Firecraft[/card] allowed the red decks to at least burn out mono white if the red player was able to get in early damage and then procede to topdeck enough burn spells to close out the game.  Those burn spells have either rotated or are not making the cut.  The downside to Archangel of Tithes, of course, is that it costs 4 mana and is a key card against a deck that can kill on. . . you guessed it! Turn 4.  That said, the shell Archangel fits in is the fairly aggressive mono white deck designed by Justin Heilig at the end of the last Standard season.  With 6 one-drops and a fairly low, interactive curve, it should reliably get to turn four with a healthy life total.

[card]Surge of Righteousness[/card] seems criminally underplayed right now.  Outside of just being a great way to intervene in your potential demise when your opponent casts a [card]Become Immense[/card] on an [card]Abbot of Keral Keep[/card], Surge can also kill [card]Mantis Rider[/card], [card]Siege Rhino[/card], [card]Anafenza, the Foremost[/card]. [card]Drana, Liberator of Malakir[/card], [card]Savage Knuckleblade[/card], [card]Dragonlord Atarka[/card], [card]Thunderbreak Regent[/card] and MANY more.  The more I play with this card, the closer and closer it gets to being considered for maindeck inclusion.

 

[deck title=Monowhite]

[Creatures]

*4 Dragon Hunter

*2 Kytheon, Hero of Akros

*4 Knight of the White Orchid

*4 Consul’s Lieutenant

*2 Anafenza, Kin-Tree Spirit

*3 Hangarback Walker

*4 Archangel of Tithes

*3 Wingmate Roc

[/Creatures]

[Spells]

*2 Silkwrap

*4 Stasis Snare

*3 Gideon, Ally of Zendikar

[/Spells]

[Land]

*2 Foundry of the Consuls

*3 Sandstone Bridge

*20 Plains

[/Land]

[Sideboard]

*3 Surge of Righteousness

*2 Planar Outburst

*2 Felidar Cub

*2 Radiant Purge

*1 Quarantine Field

*3 Mastery of the Unseen

*1 Valorous Stance

*1 Emeria Shepherd

[/Sideboard]

[/deck]

This deck has changed a bit since the previous Standard format.  [card]Mastery of the Unseen[/card] just isn’t as good as it was in the dark, so it’s relegated to the sideboard.  Don’t get me wrong, it’s the most powerful card in the sideboard.  Justin and I once joked about whether it was right or wrong to keep six lands and a Mastery on the play against Esper Dragons and we actually think it’s correct to do so.  Let’s go over some of the other changes/additions.

Dragon Hunter:  Basically as close a replacement to [card]Soldier of the Pantheon[/card] as you can get.  It has a relevant protection ability, allowing it to attack past or hold off either [card]Dragonlord Ojutai[/card] or [card]Thunderbreak Regent[/card].

Consul’s Lieutenant:  This card has improved A TON in the new format.  [card]Sandstone Bridge[/card] is a great way to force it through on turn three and there are fewer nuisances like [card]Courser of Kruphix[/card] and [card]Fleecemane Lion[/card] to get in its way.  Once renowned, having the ability to attack through [card]Deathmist Raptor[/card] is great.

Gideon, Ally of Zendikar: 

Silkwrap: With [card]Jace, Vryn’s Prodigy[/card] and [card]Hangarback Walker[/card] seeing as much play as they currently are, it’s a safe bet that [card]Silkwrap[/card] is VERY seldom dead in any given match-up.  This is just an incredibly efficient removal spell and a more important tool in the maindeck than [card]Valorous Stance[/card].

Stasis Snare: This piece of removal is fantastic and is part of the reason why this deck could still be viable.  Just hope [card]Silkwrap[/card] hits [card]Hangarback Walker[/card] before you cast a [card]Stasis Snare[/card] on a [card]Deathmist Raptor[/card] against Green White Aggro ([card]Dromoka’s Command[/card] continues to be one of the best cards against this deck).

Sandstone Bridge: Really solid value land.  Since [card]Knight of the White Orchid[/card] really doesn’t play as well with three mana spells, this card is your ideal turn three land drop in a lot of situations.  It also has great synergy with Consul’s Lieutenant, Hangarback Walker (you mean I can attack AND pump?!), and Archangel of Tithes (pay her mana!).

This deck is still just really solid and consistent.  Ironically, I consider this deck high variance because it has a slightly lower power level but heavily punishes any opponent stumbling with his or her fancy manabase.  Because Atarka Red variants will likely be the most played deck on Magic Online, this deck is a solid approach to tackling that metagame, though it may have less success in a large tournament.

 

The other card I expect to punish Atarka Red is [card]Kolaghan’s Command[/card].  There seem to be many more relevant targets running around with two or less toughness in this new format than there were a couple of weeks ago.  This card has proven itself to be a powerhouse in Modern and if Standard is ANY more hospitable to it, it’s popularity should rise drastically. Against Atarka Red, if you’re able to cast a removal spell on either turn one or two and follow up with a Kolaghan’s Command on turn three, you’re able to continue to attack your opponent’s board while also draining resources in his or her hand (often the powerful combat tricks that make the deck so explosive).  The shell I most want to tune with it is an archetype that’s taken a backseat for the last couple of years – Jund.

 

[deck title= Kolaghan Jund]

[Creatures]

*3 Den Protector

*3 Hangarback Walker

*2 Nissa, Vastwood Seer

*4 Woodland Wanderer

*2 Tasigur, the Golden Fang

*1 Dragonlord Kolaghan

[/Creatures]

[Spells]

*4 Wild Slash

*2 Reave Soul

*3 Ruinous Path

*3 Kolaghan’s Command

*2 Languish

*2 Outpost Siege

*2 Murderous Cut

*2 Sarkhan, the Dragonspeaker

[/Spells]

[Land]

*4 Wooded Foothills

*4 Bloodstained Mire

*2 Polluted Delta

*3 Cinder Glade

*2 Smoldering Marsh

*1 Sunken Hollow

*2 Evolving Wilds

*3 Forest

*2 Mountain

*2 Swamp

[/Land]

[Sideboard]

*3 Deathmist Raptor

*1 Greenwarden of Murasa

*2 Boiling Earth

*2 Radiant Flame

*2 Despise

*2 Duress

*2 Rending Volley

*1 Outpost Siege

[/Sideboard]

[/deck]

This deck is all about value.  Casting [card]Den Protector[/card] to get back a [card]Kolaghan’s Command[/card] to get back a [card]Den Protector[/card] and make my opponent discard feels great.  [card]Tasigur, the Golden Fang[/card] doesn’t seem to be in any lists I’ve seen and I think he’s still a great option alongside [card]Languish[/card]. And, if you can start activating his ability each turn, it’s hard to lose from there.  [card]Sarkhan, the Dragonspeaker[/card] never had his time to shine, spending his last year hiding in the shadows of [card]Stormbreath Dragon[/card].  He also didn’t have a bodyguard like [card]Woodland Wanderer[/card] to come down a turn earlier and protect him.  I love the concept of Sarkhan in Jund.  This is an archetype that plays a lot of removal, and Sarkhan’s -3 gives the deck additional answers while also providing a reasonable clock to close the game out.  [card]Woodland Wanderer[/card], when cast with four colors of mana, is a 6/6 with vigilance and trample.  This elemental is swinging in every turn, combining with Sarkhan for 10 points per turn, while also protecting his dragon-obsessed pal.

I hope all of you online grinders that aren’t looking to cast as many [card]Atarka’s Command[/card]s as possible are ready for what awaits you.  Mono white and Jund are both decks that I’m looking to continue tuning for the online metagame and are reasonable archetypes for bigger tournaments as well.  I’m excited to see this Standard format evolve in the upcoming weeks and will continue brewing up a storm.  Best of luck to all of you in the new format!

 

Brainstorm Brewery #156 – Magic: the Fathering

Brainstorm Brewery #165- Magic: the Fathering

 

It wasn’t planned. If it had been planned, it would be extraordinarily uncool of the gang to not let everyone in on the gag. No, it wasn’t planned, but the cast is becoming fathers. Did any of the pregnancy talk make it into the episode? Will we have a sweet After Hours soon? Who got their significant other pregnant and who didn’t? Who picked the most basic Magic name for their kid? What does any of that have to do with the price of Jace in China? I don’t know – I just write the show notes.

 

  • Want to talk tourney results? We talk them.
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You Can Counter on Ephara

Some people hate fun. Whether they’re the dickhead boss that refuses employees nap time and Rock Band in the break room, or are simply an avid fan of TV’s Gotham, having a good time simply doesn’t appeal to some people. The same is often said for those who run a lot of counterspells in EDH.

I’m here to tell you that our dissipate and dissolve-loving brothers and sisters are simply misunderstood. They love fun – in fact, they have a lot of it – they just happen to have it at the personal expense of others.

So as the classic loser-saying goes, “If you can’t beat ’em, join ’em.” In other words, I’m going to show you how to get back at your counter loving friends by having your own counter-based fun and not letting them play magic. They’ve held you down long enough, the time is now to strike back and we’ll definitely be fighting fire with fire. So to start off, let’s take a quick look at 5 commanders who absolutely adore counterspells in their 99.

[card]Talrand, Sky Summoner[/card]

Talrand falls into the category, “Get MORE from your counterspells!” There are tons of Talrand decks out there stacked to the gills with counters in order to stop your opponents’ plans dead in their tracks and churn out a bunch of drakes. Once you’ve got a million flying Drizzy’s out there it’s pretty much over for the Meek Mills of the world, aka: whoever you’re about to full-on steamroll.

[card]Dralnu, Lich Lord[/card]

Dralnu seems like a dangerous commander to run if you’re not building around his drawback ability, but let’s be honest how many damage-based spells are we really seeing flying around our EDH games? Some for sure, but not enough to have me worried about basically running a slower yet repeatable [card]Snapcaster Mage[/card] as my general. Dralnu gives your old counterspells flashback and if there’s one thing that opponents hate only slightly less than the counterspells they don’t know about, it’s the ones they can clearly see coming.

[card]Roon of the Hidden Realm[/card]

There are 3 reasons why Roon loves counterspells. 1) It’s easy (and to your benefit) to leave mana up in order to activate his ability/counter a spell. 2) [card]Archaeomancer[/card] and finally, 3) [card]Mnemonic Wall[/card]. With either of these guys in play and with Roon at the helm, recurring your counterspells is so easy it’s basically a joke – a terrible, cruel joke that everyone hates while you laugh so hard you’ll swear you’re your own dad watching old episodes of Three’s Company.

[card]Grand Arbiter Augustin IV[/card]

What is more annoying than having your must-have, 7 mana bomb/win condition countered? Having your must-have, 7 mana bomb/win condition that you payed 8 mana for, countered by a UU [card]Cancel[/card]. Also is there anything worse than having a guy named Augustin counter your spell? I can just picture the smug look on his stupid weird powdered face.

[card]Ephara, God of the Polis[/card]

Ephara cares so little about her opponents spells, she just spends all day pouring a jug of space water on some building. Why does she seem to care so little when her opponent is casting a huge spell? Maybe it’s because her posters and floating hat and that jug of space water are secretly hiding her favourite thing in the world: a million counterspells.

Ephara can you quit pouring that on my house, my kids are in there!

Ephara can you quit pouring that on my house, my kids are in there!

However you choose to activate Ephara’s ability and draw cards, you’re leaving mana open on your opponents turns and while you may prefer to use it on your creatures in order to draw, you might as well jam a healthy number of counters (or even creatures that counter) to keep your opponents from disrupting your carefully laid plans, which may or may not include pouring a starry liquid on someone’s house.

The 5 commanders listed above make great use of counterspells in a format where focusing on countering spells isn’t necessarily a solid winning strategy on it’s own. However, for this article I’ll focus in on Ephara because her’s is a strategy not built around counterspells, but one that fits them seamlessly and beneficially into her gameplan.

Before we get to the deck, a word of warning about running more than a few counterspells: people can get salty when their spells get countered. I touched on this earlier, but sometimes a harsh counter-based control strategy can be a bit much to bring to a casual EDH game. Especially if the game contains any players new to the format. Of course you can build this deck 75 percent and I believe that I have, but depending on the number of counters you include, your 75 percent may seem more like an 80 or 85 percent deck. Be aware, people like playing magic. That being said, if you can’t take the UU heat, get out of the Magic kitchen, right? Unless the Magic kitchen is a restaurant you’re at, in which case, by all means finish your meal and pay your bill before getting out.

Deck Components

Let’s start out with building the strategy that will actually win us the game. This includes making sure we trigger Ephara’s ability on our opponents turns by having creatures enter the battlefield at instant speed. Instead of focusing on just one of the ways we can do this, I like to employ all three, mostly because it’s just more fun but also a little variance never hurt anyone. We’ve got a few flash creatures like [card]Jeskai Barracade[/card] and [card]Deputy of Aquittals[/card] so we can bounce and recast these same flash creatures and I’ve included. One of the pricier cards in the deck, [card]Vedalken Orrery[/card] also turns the flash strategy on for every other spell you cast, so that seems half decent right?

We’ve also added a few instant speed token producers like [card]Mimic Vat[/card] and [card]Sacred Mesa[/card]. Mimic Vat has the upside of producing big, real creatures with ETB abilities but the downside of only working once per turn, while the Mesa can activate on each of your opponents’ turns (for 1W) but only producing 1/1s. Both are excellent ways to get creatures out and draw cards, which is what we need to do to win.

Finally we’ve gone ahead and included some ways to repeatably blink creatures in and out of the battlefield. [card]Mistmeadow Witch[/card], [card]Nephalia Smuggler[/card] and [/card]Brago, King Eternal[/card] are all excellent ways to achieve this, and the idea gets even better when we include some great ETB creatures like [card]Clone[/card], [card]Angel of Serenity[/card] and [card]Frost Titan[/card].

Finally let’s discuss the reason for all these words you’re looking at: counter magic. You know the ones I’m talking about, [card]Counterspell[/card], [card]Swan Song[/card], [card]Dissipate[/card] – no surprises here, these are staple counterspells that are in a ton of EDH decks. The counters that really shine in this deck however, are the ones where we not only stop our opponents, but steal whatever it was they were trying to play. Hopefully we get some creatures but really whatever they got, we’ll take. [card]Spelljack[/card] and [card]Kheru Spellsnatcher[/card] allow you to take any spell that was countered this way while [card]Gather Specimens[/card] doesn’t technically counter spells, but instead lets you swipe away a creature that was about to enter the battlefield for your opponents. This has the added ability of stopping cheat into play effects while giving you whatever monster they were about to get. Make no mistake, his card is one of your win conditions. [card]Guile[/card] is also a serious force to be reckoned with in this deck, turning all your regular counterspells into Spelljacks and also occasionally sonic booming your enemies to death and then combing his weird hair when you win.

Dissipate-MtG-Art

Sounds like we’ve gone through our counterspells category right? Wrong – we’re not just adding counters or counters that steal, we’ve got counters that are flash creatures ([card]Draining Whelk[/card]), we’ve got counters that untap your lands ([card]Rewind[/card]) we’ve got ways to counter your opponents activated abilities ([card]Voidmage Husher[/card] and [card]Azorius Guildmage[/card]). The only thing we’re missing here is a card that says Counter Target Spell, Win the Game, and sometimes Spelljack does just say that.

You may be thinking, counters are all well and good, but they’re one time use and in a game with multiple players, they are often card disadvantage. Well, ignoring the fact that Ephara will draw us a million cards (especially if you get [card]Saltskitter[/card] out) any way to recur those counterspells really helps us get multple uses out of them. Hey remember when I mentioned we’ll blink creatures in and out of play? Sounds like [card]Archaeomancer[/card] and [card]Mnemonic Wall[/card] might be good with that strategy – and by “might be good,” I mean “are the best cards in the deck and your opponents will wish you were literally dead when they see them.” Think of Spelljacking your opponents Ulamog then flashing in Archaeomancer with Vedalken Orrery before the end step to potentially do it all again next turn. That’s not even magical Christmas land, you dont really need the Orrery, maybe you have a [card]Conjurer’s Closet[/card] instead? Either way, your friends will likely call you Than Shwe (Military Junta leader of Myanmar) because that’s how oppressive you’ll be.

When you recur and play a ton of counterspells, your opponents make the saddest faces while you are having a full-on classic laugh, and that’s what EDH is all about isn’t it? (See what I meant by the “your friends will hate you” speech?) Play decks like these with caution and perhaps sparingly, but don’t let your opponents frowning faces deter you forever. EDH is still a game where someone has to win and if winning is how you have fun, no reasonable person is going to be upset with you for pulling out Ephara and her jug of counterspells once in a while.

Best Laid Plans #5 – Miraculous Insecticide Talk

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Legacy’s Allure

This weekend, my LGS is having its first Legacy FNM. For people who don’t play Legacy, this is just a chance for people to show off their dual lands, Force of Wills and Wastelands. I guarantee there will be some people who’ll show up just to see cards they may never see again. I mean, the words “Jace, the Mind Sculptor” are said in hushed tones amongst casual players, imagine the chance to see this legendary card of mythical power, pun intended. But for those playing in the tournament, it’s a whole lot more than a showcase of Magic’s greatest hits. It’s exposure to what many call the best format in the game, the Magic player’s paradise, or Type 1.5.

For those that aren’t aware of this format, Legacy is an eternal format, meaning that the format doesn’t rotate and you can play any card that was printed in the game’s history, provided it isn’t on the format’s banlist. It’s a format where you get to experience the power that was Magic’s history and where you get to see some of the most skill intensive games of Magic you may ever see. It has a huge community online on The Source and on the subreddit, /r/MTGLegacy, yet despite this, people are often turned away or are afraid to approach Legacy. Legacy is my favourite format, hands down, so I’m going to take some myths about Legacy and toss them aside and show you why you would be a fool to turn away from a format where you can put an Emrakul into play on turn 2 or 3.

legacys-allure

Magic the Gathering’s Greatest Hits

In recent years, Wizards RnD have done a great job of perfecting power levels. Sure cards like [card]Siege Rhino[/card] and [card]Hangarback Walker[/card] slip through onto the print sheet but on the whole, the game’s power is at a much lower rate than it was fifteen years ago. Which is healthy for the game going forward but come on, would you rather be playing a turn two [card]Sylvan Caryatid[/card] or [card]Sylvan Library[/card]? In Legacy, you get to play with cards that no other format lets you play with. When you cast your [card]Stoneforge Mystic[/card] or your [card]Dig Through Time[/card], this is the only place where you’re going to find those cards. You get to play with these powerhouses of recent memory that have been banned in Modern and sometimes Standard. And that’s just looking at cards that have been printed in the past few years. Just you wait until you see what RnD thought was okay to print twelve or thirteen years ago!

I love being able to see these cards shine. It feels like you get to play with ancient relics that used to be wielded by gods. Imagine getting the chance to lift Thor’s hammer or pull the sword from the stone. That’s what it’s like to cast [card]Force of Will[/card] and [card]Hymn to Tourach[/card]. These cards that won’t see the light of day ever again because they’re too strong have a home in formats that aren’t Legacy. It’s kind of like that moment in action movies when you get the old, retired action hero to come out of retirement and get back into it again, and then you see them kick serious booty as the other heroes watch in awe. Legacy is getting to fight alongside Yoda and Gandalf! How cool is that?

A Thrill for Skill

Pauper, another format dearly close to my heart, is widely considered to be a brewer’s format. People that love to come up with deck ideas and tinker and brew are drawn to Pauper and it’s brewing capabilities. Legacy, on the other hand, is a player’s format. What I mean by that is, Legacy rewards those who really know the game and their deck. This isn’t to say that other big constructed formats like Modern or Standard aren’t skill intensive. You just need to look at the finals of this years World Championships to see how much skill is present in these formats. But this skill and all of the various lines of play are multiplied hundredfold in Legacy. Legacy matches can be decided on how one orders their [card]Ponder[/card] or [card]Brainstorm[/card]. Similarly, there can be multiple paths to victory and its a matter of trying to isolate the path that is quickest and easiest on the resources.

And this isn’t to say you have to be a “good” player to enjoy Legacy. Instead, if you are a “good” player you will be heavily rewarded in this format and it’s a real test to your skill level. Even if you aren’t a PTQ grinder or the person who regularly goes undefeated FNM, playing Legacy will test you and after even a couple of games, you’ll begin to get better. Games will almost always come down to the player who picks the best plays and utilise their cards in the right manner. I refuse to believe that there are “bad matchups” in Legacy. There are decks that have an upper hand against some decks but I refuse to believe that there are decks that just steamroll other decks. There are decks in Modern that just can’t beat certain decks like Merfolk vs Affinity, or B/G Midrange vs Zoo wheras in Legacy, sure Infect has strong game against Miracles but all it takes is a good Miracles player and they can claw back those percentage points like nothing. If you love trying to figure out the right play or the most mana efficient way of stabilising the board, then Legacy is the format for you.

forceofwill

There’s a Deck for That

There’s a really strong brewing community within Legacy and with the entire history of Magic at your fingertips, you can go nuts with what you have available. And the great thing is all of these decks can be played to great success and have been played to great success. Which means that no matter what you want to play, you can find a deck for you.

Do you like playing control and locking out the game before grinding out a win? Miracles.

Do you want to do loads of maths and thinking over how to sequence your cantrips before picking up speed all in one turn? Storm.

Wanna play a deck that wins by not casting spells? Just look at any of the flavours of Dredge.

Even if you just wanna play ball and hit with creatures, you’ve got a deck for you, Maverick and Death and Taxes. Legacy has something for everyone, regardless of what your preferred playstyle is. It’s hard to find something for everyone in formats like Standard. Combo players often don’t get the love in Standard and even in Modern, combo decks don’t get the care and attention from Wizards. Yet in Legacy, there’s a slew of combo decks you can play from Storm, to Reanimator, to Omnitell, to Dredge, to… you get the point.

All too Good to be True?

This all seems like it’s a paradise for every kind of Magic player but you’re probably asking about a couple of niggles. A few bits you’ve probably heard about Legacy that immediately put you off. No doubt the first one is the price and I wanna get this one out of the way.

Legacy is an expensive format, if you want it to be. Yes, you can splurge all out on a deck like Lands that plays cards like [card]Rishadan Port[/card], [card]Wasteland[/card] and [card]The Tabernacle at Pendrell Vale[/card] and yeah, that’s gonna set you back a hefty chunk of cash. Alternatively, you can play something cheaper, something that’s still got great game and isn’t going to break the bank. There’s a whole variety of affordable decks out there that are probably the same as a Standard or Modern deck. Something like Burn, Merfolk, Dredge, even something like UR Delver only really has expenses in the 4 Volcanic Island which is a card that will let you play loads of Legacy decks, and 4 Force of Will which similarly, lets you transition to another deck with little to no difficulty. And in case you’re thinking, “but budget decks are always going to be inferior to decks that are expensive and cost lots of money”, you couldn’t be more wrong. I recommend you check out the Top 8 of SCG Worcester from last July. In that Top 8 you will find Charlie Mitchell playing Burn against Loam Pox and Jeskai Delver, two decks that are both expensive on their own but were fully pimped out, all foils, Alpha and Beta duals and so on. Charlie beat the Loam Pox deck to make it to the Top 4 where he lost to Jeskai Delver. A two hundred dollar Burn deck trounced an easily four thousand dollar Pox deck.

Oh, and Charlie Mitchell was 13 years old when he did that. So you can’t say money buys you victory when those kinds of results and players are out there.

You may also think that Legacy is full of turn one kills and combo deck after combo deck but that is equally untrue. Sure, in Vintage turn one kills or relatively uncommon but in Legacy, yeah there’s fast combo decks and alright, pretty much all of them have the capacity to win on turn one but the chances of that happening are so unbelievably slim. I’ve been playing and watching Legacy for over a year and in all that time I’ve seen Storm combo off on turn one once. And they were able to do that because they cast [card]Gitaxian Probe[/card] to reveal a five card hand with no disruption so they knew the coast was clear. Show and Tell, the most popular combo deck in the format right now, can’t go off on turn one. The mono blue Omnitell deck (another relatively unexpensive deck, I might add) has given up [card]Lotus Petals[/card] meaning it can’t cast [card]Show and Tell[/card] on turn one. Legacy is in fact, a slower format than people think. The Modern Affinity deck is faster than the Legacy Affinity deck, which has access to all of the Artifact Lands, a luxury the Modern deck doesn’t get to capitalise on.

I Now Pronounce You, a Community

I think after all of the crazy stack shenanigans and getting to say, “I equip Umezawa’s Jitte to True-Name Nemesis”, the part of Legacy that has me coming back every time is the community. Whether you frequent The Source or r/MTGLegacy, the Legacy community is always welcoming and is great fun to be around. Possibly this is because we know we’re a small bunch and we have to stick together. When I started getting into Legacy, the local Legacy players were delighted to help out and showed me a couple of their decks. There’s even a guy in my LGS who lets new players play his Death and Taxes deck at Legacy events.

Legacy players have invested into the format. They’ve spent time tuning and learning their decks, and spending large amounts of money on them in a fair few cases. They care about the format and when they see new people coming in, they are always happy to help them out. Even now, a friend of mine has bitten the bullet and is going to Legacy this Friday with his Modern Burn deck, with a few modifications. And I’m delighted. The Legacy community has gotten hit hard by WOTC a lot over history. The Reserved List, not reprinting expensive staples in an easily obtainable manner like a Commander deck, the lack of GPs, it’s pretty obvious we’re not WOTC’s favourite child. So when we see new players coming in, we welcome them in with open arms. The format is constantly growing as more and more people move to the format and most of them are sticking around because there’s a great bunch of people within the community. Guys in America like Bryant Cook, Joe Losset and Eli Kassis are known Legacy players that are great spokespersons for the format, and the same can be said over here with people like Phillipp Schoenegger, Julian Knab and even our own Susann Heidemueller, who became our World Cup Team Captain because she landed a great finish at GP Lille, which was Legacy!

I could go on about this wonderful format for paragraphs but I won’t. Because then you won’t have enough time to start playing this incredible format. Log on to Magic Online or Cockatrice or whatever platform you play on, or even head down to your LGS and ask about Legacy events. Start a proxy league in your shop. Make an account over at The Source and look at what some of the guys over there are posting. There’s tons of ways to get into Legacy and I encourage you choose one or multiple of them and start exploring. I can’t recommend the SCG Open Series enough as a way to get into the format. The commentators do a great job at explaining even the most complicated of combo decks and showcase a variety of decks, not just Delver deck after Delver deck.

I hope that you enjoyed this ramble of a madman and I hope to see you flipping Delvers and spinning Tops at the next Legacy GP!

Brainstorm Brewery #164- Into Demon Cats

Craig Wescoe is a pretty good guest. He’s a deck brewer and a member of Team Ultra Pro. He is the foremost white player (white deck player; don’t bring race into this) and he’s a financier to boot, writing financial review articles for each set on TCG Player. You want to hear what he has to say about stuff? Of course you do. He’s not into Demon Cats, by the way. I don’t think I am, but I can’t rule it out. How do you really know? You have to look at a bunch of pictures of Demon Cats and maybe you’re like “Huh, that’s my thing now, I guess. Awkward.” I’d say “awkward” is a bit of an understatement, but that’s me. Why don’t you listen to Craig’s interview rather than looking at weird Demon Cat pictures on the internet, you sicko?

Craig Wescoe joins us as a guest (@Nacatls4Life)
How do you evaluate a new set?
What are Craig’s favorite cards?
Craig likes this set. You’re WRONG if you don’t
What are Craig’s goals for next year?

 

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Updating Esper Dragons for BFZ

I have been playing Esper Dragons since Dragons of Tarkir arrived with [card]Dragonlord Ojutai[/card]. The deck has been fun to play, and I’ve had success with it, but now that Theros is on it’s way out, is Esper Dragons going to survive? If so, will it be weaker or stronger? Will it even be the same deck?

Here is my pre-Battle for Zendikar list. Notice there are no [card]Thoughtseize[/card]s. I am cheap! I preordered the Ojutai’s (luckily!) and opened Jace at the Origin’s prerelease. [card]Despise[/card] and [card]Duress[/card] work for me, save me a few bucks, and aren’t rotating out. True, you can’t take away their draw step, but I don’t find myself in that position enough times to make it relevant. Also, the two life really does matter. I’ve won games with one or two life multiple times, and that is just one [card]Thoughtseize[/card] from death.

cardart_q0eypOqIlF

[Deck Title=Standard Esper Dragons, Pre-BFZ ]
[Creatures]

*3 Dragonlord Ojutai
*1 Jace, Vryn’s Prodigy
*1 Silumgar, the Drifting Death

[/Creatures]
[Spells]

*3 Bile Blight
*4 Dig Through Time
*2 Dissolve
*2 Foul-Tongue Invocation
*3 Hero’s Downfall
*4 Silumgar’s Scorn
*2 Ultimate Price
*2 Crux of Fate
*1 Despise
*2 Duress
*1 Languish
*2 Ashiok, Nightmare Weaver

[/Spells]
[Land]

*3 Island
*3 Swamp
*3 Caves of Koilos
*4 Dismal Backwater
*1 Flooded Strand
*2 Haven of the Spirit Dragon
*4 Polluted Delta
*4 Temple of Deceit
*2 Temple of Enlightenment
*1 Urborg, Tomb of Yawgmoth
[/Land]
[Sideboard]

*1 Orbs of Warding
*1 Bile Blight
*2 Dragonlord’s Prerogative
*1 Foul-Tongue Invocation
*1 Negate
*1 Ultimate Price
*1 Silumgar, the Drifting Death
*1 Dragonlord Ojutai
*2 Tasigur, the Golden Fang
*1 Ugin, the Spirit Dragon
*1 Despise
*2 Drown in Sorrow
[/Sideboard]
[/deck]

Rotating Out

Let’s look at the cards in my Esper Dragons deck that are rotating out of Standard with Theros block.

[Deck Title= Rotating Out]
[Spells]

*3 Bile Blight
*2 Dissolve
*3 Hero’s Downfall
*2 Ashiok, Nightmare Weaver

[/Spells]
[Land]
*4 Temple of Deceit
*2 Temple of Enlightenment
*1 Urborg, Tomb of Yawgmoth
[/Land]
[Sideboard]
*1 Bile Blight
*2 Drown in Sorrow
[/Sideboard]
[/deck]

Overall, we lose six weenie wipers, two three-mana counterspells, three targeted creature and planeswalker removal spells, two value-train planeswalkers. and eight scries through our counters and temples. The Urborg was also helpful and we will have to adjust our manabase at it’s loss.

Weenie Wipers

Does the new Standard have any efficient two-or-three-for-one removal spells? Weenie wipers effectively clear the board when a handful of tiny monsters appear, especially tokens from red spells like [card]Dragon Fodder[/card] and [card]Hordeling Outburst[/card]. We will need a way to kill a bunch of small creatures.

[card]Rising Miasma[/card] is an interesting choice, but feels strictly worse than [card]Languish[/card] and [card]Drown in Sorrow[/card]. Sure, in the mid to late game, it can clear some creatures and give you a 3/3, but the deck has better creatures, and while the 3/3 isn’t nothing, it’s not hugely impactful either.

We may just have to rely more on our friend [card]Languish[/card] on turn four, five, or six. I can see putting a full playset of these in the deck. As we will see later in the article, there are also some new ways to put your own little creatures onto the battlefield in addition to doing some of the things you need to be doing. We may be less needy when it comes to those little threats from our opponent.

Counterspells

Losing [card]Dissolve[/card] isn’t so bad when you have another three-mana spell to replace it that arguably has more utility, giving you a creature late-game if you want. [card]Scatter to the Winds[/card] is a great two-for-one, putting a 3/3 into play after blanking something important from your opponent. That 3/3 can blank your opponents’ whole team of 2/2s and 1/1s.

[card]Dispel[/card] is a cheap way to prevent your opponent’s instants. It might be a good card to side in against the mirror match and [card]Collected Company[/card] decks. Your opponent will have to respect a single untapped blue mana source, and that puts you in a very good position. I wouldn’t main deck these, yet.

I am pretty sure that [card]Horribly Awry[/card] will not be going in the deck unless Eldrazi take over the format. Even if that happens, we still have [card]Disdainful Stroke[/card], which blanks more big spells than Awry.

Targeted Creature and Planeswalker Removal

We lose [card]Hero’s Downfall[/card], and that is going to be trouble. [card]Ruinous Path[/card] appears to be a strictly better version, until one notices the type line, “Sorcery.”  [card]Bile Blight[/card] and [card]Hero’s Downfall[/card] both had the benefit of waiting in your hand to see what your opponent chose to do during their turn. We are losing all of those. [card]Ultimate Price[/card] will have to pick up a lot of the slack here, but I am nervous because many of the best creatures in the format are multicolored or, now, colorless. I think a couple copies of [card]Ruinous Path[/card] are necessary to deal with planeswalkers and multicolored and colorless creatures that our [card]Languish[/card] can’t reach.

I don’t think [card]Bone Splinters[/card] will be an option because we just won’t have expendable creatures to sacrifice to it, however, a one cost kill spell is very enticing and may be an answer to a kill spell on a tapped [card]Dragonlord Ojutai[/card]. Cycling dragons out of the graveyard with [card]Haven of the Spirit Dragon[/card] can bring those sacrificed Ojutais and Silumgars back to your hand. In the end, Splinters is a two-for-one, but in favor of your opponent. That is just not something this deck can afford to do.

EN_Ashiok_Header

Planeswalkers

Our good friend Ashiok is leaving us. What can I say about Ashiok, but that he was a huge target with a small casting cost. He would save me from taking early damage. He put creatures into play that my opponents wanted to play, so typically they were good for me too. In the mirror, an unanswered Ashiok (only counters and Downfalls could do it) won the game. I don’t see [card]Ob Nixilis, Reignited[/card] taking on Ashiok’s role. Baby Jace might be the new format’s Ashiok. We will have to wait and see.

Lands

We get one-drop dual lands to replace our temples in [card]Prairie Stream[/card] and [card]Sunken Hollow[/card], so we can sleep easy knowing that our mana base should continue to be stable. As benefits, these lands come into play untapped in the late game and can be fetched. The downside is that we are losing a total of eight sources of scrying in the rotation between [card]Dissolve[/card] and the temples. Those scry triggers are so useful for smoothing out our draws, especially in the early game. I am pretty worried about this change, and I think it will lead to more variance in the play of the deck. This is probably a good thing for the format, as oppressive control strategies are quite boring to play against.

We straight up lose Urborg, which was great for turning fetches into swamps when paying life wasn’t an option or was less desirable. There isn’t much to be swapped in or out here. We could put in a colorless source with upside like [card]Blighted Fen[/card], [card]Blighted Cataract[/card], or [card]Blighted Steppe[/card]. We could put in a black source with a pretty useful ability like [card]Mortuary Mire[/card]. I think all of these are interesting choices. I am most intrigued with the magical Christmasland thought of playing a [card]Sandstone Bridge[/card] targeting Ojutai, swinging for six in the air, getting the Anticipate trigger, and my opponent never having the opportunity to target him! I don’t really want a white-only source of mana in the deck, but I am going to have to try it, because I want to make pull this off at least once!

Most likely, we are going to see [card]Shambling Vent[/card] take Urborg’s place, because a land that can gain you life and block small creatures is going to be very relevant in this kind of deck. It also taps for the right mana, which doesn’t hurt.

Final Post-BFZ Standard Deck

When I put it all together, here is where I end up for post-BFZ Standard Esper Dragons. What does your list look like? What changes would you make to adjust for the new format?

[Deck Title=Esper Dragons Post-BFZ Standard]
[Creatures]

*3 Dragonlord Ojutai
*1 Jace, Vryn’s Prodigy
*1 Silumgar, the Drifting Death

[/Creatures]
[Spells]
*4 Dig Through Time
*2 Foul-Tongue Invocation
*2 Scatter to the Winds
*4 Silumgar’s Scorn
*3 Ultimate Price
*3 Crux of Fate
*1 Despise
*2 Duress
*4 Languish
*3 Ruinous Path

[/Spells]
[Land]

*3 Island
*3 Swamp
*1 Caves of Koilos
*4 Dismal Backwater
*1 Flooded Strand
*2 Haven of the Spirit Dragon
*4 Polluted Delta
*1 Shambling Vent
*1 Sandstone Bridge
*3 Prairie Stream
*4 Sunken Hollow
[/Land]
[Sideboard]

*1 Orbs of Warding
*2 Dragonlord’s Prerogative
*1 Foul-Tongue Invocation
*1 Negate
*2 Jace, Vryn’s Prodigy
*1 Silumgar, the Drifting Death
*1 Dragonlord Ojutai
*2 Tasigur, the Golden Fang
*1 Ugin, the Spirit Dragon
*1 Despise
*2 Ugin’s Insight

[/Sideboard]
[/deck]

Money Draught #43 — Seven Six Two Millimeter

Topics include: Battle for Zendikar design, new Standard, new limited, JR’s relic collection and 100-year-old postcard readings, Volkswagon and other recent scandals.

** This cast is for mature listeners **

Your Hosts:
Jason Alt — @JasonEAlt
Slick Jagger — @slickJagger
JR — @time_elemental

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A Magic: The Gathering Gameshow

Some of you may know that I run a YouTube channel called Windmill Slam where I do silly drafts every week with a friend. One day I thought it would be fun to attempt to make up flavor text for cards and see if my buddy could distinguish between real flavor text and the false ones that I could come up with. We played the game and had a lot of fun with it, but this got me thinking; Why isn’t there a Magic: The Gathering gameshow like Jeopardy or Who Wants to be A Millionaire? There had been stuff in that sort of vein in the past, like Rich Hagon’s “Downtime,” but I wanted a more laid back, more fun experience. And most of all, I wanted to host a live-action one at my LGS. So that’s what I did.

The game, called Windmillionaire, pits players against each other in a setup similar to a game of Magic, but with decks of cards that I have pre-decided and special rules for most of the cards. The intricacies are outlined in the video below, so please check out the first episode, and let me know what you think!

 

Brainstorm Brewery #163- Battle for Zendikar Set Review

Battle for Zendikar set review.

 

 

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