Episode Archives

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]

 

Contact Us!

Brainstorm Brewery Website – E-mail – Twitter Facebook RSS iTunes Stitcher

Ryan Bushard – E-mail – Twitter Facebook

Corbin Hosler – E-mail – Twitter FacebookMTGPrice

Jason E Alt – E-mail – Twitter FacebookMTGPrice

Marcel White – E-mail – Twitter

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 **

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

Money Draught RSS

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.

 

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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

Hot New Miraculous Insecticide Talk!

Apply To Every Corner To Kill Roach Flea Louse!

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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?

 

Contact Us!

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Ryan Bushard – E-mail – Twitter Facebook

Corbin Hosler – E-mail – Twitter FacebookMTGPrice

Jason E Alt – E-mail – Twitter FacebookMTGPrice

Marcel White – E-mail – Twitter

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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Will the Aristocrats Join The Battle?

We finally have the full spoiler for Battle for Zendikar and, despite a lot of community dissent about the power level of the set and its mechanics, I am thrilled with a lot of the cards about to enter the Standard format.  I’ve been brewing and looking over cards constantly. That said, there is one card in particular that has completely captivated my attention:

bloodartist

Well, not exactly Blood Artist, but close:

zulaportcutthroat

[card]Blood Artist[/card], combined with sacrifice outlets and creatures that leave behind tokens after dying, is the centerpiece of an archetype known as The Aristocrats, regardless of the format (and regardless of if there are any cards with the word “aristocrat” in the deck).

The original Aristocrats deck was a human-based sacrifice-for-value deck in the Innistrad and Return to Ravnica Standard format.  Sam Black created the archetype in preparation for Pro Tour Gatecrash, and it took down the tournament in the hands of his teammate Tom Martell.

[deck title=The Aristocrats piloted by Tom Martell]

[Creatures]

*4 Champion of the Parish

*4 Doomed Traveler

*4 Cartel Aristocrat

*3 Knight of Infamy

*2 Skirsdag High Priest

*4 Boros Reckoner

*2 Silverblade Paladin

*4 Falkenrath Aristocrat

*1 Restoration Angel

*2 Zealous Conscripts

[/Creatures]

[Spells]

*4 Orzhov Charm

*2 Lingering Souls

[/Spells]

[Land]

*3 Plains

*4 Blood Crypt

*3 Cavern of Souls

*1 Clifftop Retreat

*4 Godless Shrine

*4 Isolated Chapel

*4 Sacred Foundry

*1 Vault of the Archangel

[/Land]

[/deck]

The deck’s name came from two of the sacrifice outlets in the deck that fueled its synergy, [card]Cartel Aristocrat[/card] and [card]Falkenrath Aristocrat[/card].  The value gained by sacrificing disposable creatures like [card]Doomed Traveler[/card] to enable Morbid on [card]Skirsdag High Priest[/card] or protect [card]Cartel Aristocrat[/card] and [card]Falkenrath Aristocrat[/card] with their activated abilities was the synergy that drove the archetype.  [card]Doomed Traveler[/card] is perfect in the shell, because it is not only a human to power up [card]Champion of the Parish[/card], but also left behind a spirit token.  Though the deck didn’t dominate subsequent tournaments for the release of Dragon’s Maze, it did shine a spotlight on some powerful synergies in the deck and had the community’s attention.  Several people continued to brew varying version of the deck that included [card]Blood Artist[/card] and the deck did have some success.

The deck’s next incarnation, following the release of Dragon’s Maze, was brought to prominence and was the weapon of choice for Standard master Brad Nelson.  He tweaked and popularized the deck that we knew as Junk Aristocrats.

[deck title=Junk Aristocrats by Brad Nelson]

[Creatures]

*4 Doomed Traveler

*2 Young Wolf

*4 Cartel Aristocrat

*4 Voice of Resurgence

*4 Blood Artist

*3 Skirsdag High Priest

*3 Varolz, the Scar-Striped

[/Creatures]

[Spells]

*4 Tragic Slip

*4 Lingering Souls

*3 Sorin, Lord of Innistrad

[/Spells]

[Land]

*1 Swamp

*2 Gavony Township

*4 Godless Shrine

*4 Isolated Chapel

*4 Overgrown Tomb

*2 Sunpetal Grove

*4 Temple Garden

*4 Woodland Cemetary

[/Land]

[/deck]

There were various different viable builds of the deck in this format prior to Magic 2014 that saw success.  Some lists pushed the human subtheme, playing [card]Champion the Parish[/card] alongside [card]Gather the Townsfolk[/card].  Regardless of what cards were added in the “flex slots”, the deck won by playing out a massive number of creatures, attacking with them, and then sacrificing them to drain out their opponents with [card]Blood Artist[/card] triggers, amass an army of flying demons courtesy of [card]Skirsdag High Priest[/card], or just create a giant [card]Voice of Resurgence[/card] token to bash their opponent to death with.  Despite playing a large number of “bad cards”, the deck was resilient and a contender in the metagame.

When Innistrad and company rotated out with the introduction of Theros, the deck died.  Various versions of the deck popped up in Modern.  Most recently, Steve Rubin played an Abzan version of this shell to a 14th place finish at Grand Prix Oklahoma City this month.

[deck title=Modern Abzan Aristocrats by Steve Rubin]

[Creatures]

*4 Doomed Traveler

*2 Tukatongue Thallid

*4 Viscera Seer

*4 Voice of Resurgence

*4 Blood Artist

*4 Tidehollow Sculler

*4 Satyr Wayfinder

*1 Cartel Aristocrat

*1 Teysa, Orzhov Scion

*1 Eternal Witness

[/Creatures]

[Spells]

*3 Abzan Ascendancy

*3 Collected Company

*4 Return to the Ranks

[/Spells]

[Land]

*1 Dryad Arbor

*2 Godless Shrine

*1 Isolated Chapel

*3 Marsh Flats

*1 Overgrown Tomb

*2 Razorverge Thicket

*1 Snow-Covered Swamp

*1 Snow-Covered Plains

*1 Snow-Covered Forest

*1 Temple Garden

*3 Verdant Catacombs

*4 Windswept Heath

[/Land]

[/deck]

 

What is most interesting about this modern deck is that key components of the deck came from the Standard-legal Khans of Tarkir block. [card]Collected Company[/card] and [card]Abzan Ascendancy[/card] are important role-players in the deck and may enable a similar deck to come to light when Battle for Zendikar is legal in Standard.

So let’s start the brewing process.  Looking at the Aristocrats deck lists, I would divide the card choices into four categories:

  • Cheap resilient threats/two-for-one creatures
  • Sacrifice outlets
  • Payoff cards
  • Interaction/disruption

The best way to go about building a deck that fits into the Aristocrats archetype, in my opinion, is identifying the options in each of those categories and then finding the most powerful, synergistic, and powerful 60-card combination.

One card every Aristocrats deck has in common is [card]Doomed Traveler[/card].  It’s integral to the archetype.  One mana for two bodies.  That’s two creatures to trade in combat or two triggers off of [card]Zulaport Cutthroat[/card] when those creatures die.  Well, we don’t have a single casting cost creature that produces a flying token on its way to the graveyard, but we do have [card]Blisterpod[/card], which leaves behind an Eldrazi Scion token that can ramp us to casting [card]Collected Company[/card].  We also have [card]Carrier Thrall[/card] and [card]Sultai Emissary[/card] that have similar characteristics to [card]Doomed Traveler[/card] and [card]Voice of Resurgence[/card].  Though there is no card in the Standard format capable of doing what [card]Voice of Resurgence[/card] does in this strategy, having creatures that leave behind tokens after they die is incredibly important.  Another creature that is worth considering is Standard all-star [card]Hangarback Walker[/card].  Though it is awkward with [card]Collected Company[/card], it is resilient, can leave us with multiple flying tokens, and has a high power level on its own.  I would say that, no matter how we build a deck around [card]Zulaport Cutthroat[/card], it’s safe to say that we will be starting with four [card]Blisterpod[/card] and can add up to four each of Carrier Thrall, Sultai Emissary, and Hangarback Walker.  Though [card]Collected Company[/card] is an instant, it does provide us with multiple bodies, and would place it in this category.

Cheap Resilient Creatures/Two-for-Ones:

  • [card]Blisterpod[/card]
  • [card]Sultai Emissary[/card]
  • [card]Carrier Thrall[/card]
  • [card]Collected Company[/card]
  • [card]Sandsteppe Outcast[/card]
  • [card]Catacomb Sifter[/card]
  • [card]Hangarback Walker[/card]
  • [card]Hordeling Outburst[/card]
  • [card]From Beyond[/card]
  • [card]Bloodsoaked Champion[/card]
  • [card]Gideon, Ally of Zendikar[/card]

As for sacrifice outlets, there are a few in Standard worth considering.  The most obvious, in my opinion, is [card]Nantuko Husk[/card].  At three mana, it’s perfect for curve considerations.  Turn one, play Blisterpod.  On turn two, play Zulaport Cutthroat.  Turn three, play Nantuko Husk.  You have your board state set up to be competitive in combat and start getting value off of [card]Zulaport Cutthroat[/card].   The best part is that you’re also set up to follow up on turn four with either a Collected Company or by casting two additional Carrier Thrall, Hangarback Walker, and/or Sultai Emissary.  There are additional ways to get value off of sacrificing creatures.  Evolutionary Leap is incredible at gaining card advantage with [card]Blisterpod[/card].  Or, you can get aggressive and producing a powerful individual threat like [card]Butcher of the Horde[/card].  Later, we can look at some overlap between sacrifice outlets and interactive cards.

Sacrifice Outlets

  • [card]Nantuko Husk[/card]
  • [card]Evolutionary Leap[/card]
  • [card]Butcher of the Horde[/card]
  • [card]Smothering Abomination[/card]
  • [card]Altar’s Reap[/card]
  • [card]Sidisi, Undead Vizier[/card]

So, now we have to figure out what higher purpose these poor creatures being sacrificed for.  The sacrifice outlets give us value, our reward for making such a [card]dark deal[/card] to begin with.  That said, we still need to extract additional value out of our dying creatures.  The premier payoff card is the reason for building this style of deck, [card]Zulaport Cutthroat[/card].  It’s one of our most promising win conditions and makes cluttered battlefields insurmountable for our opponents.  [card]Grim Haruspex[/card] would also be a great way to generate incredible card advantage.  If we aren’t generating value out of the sacrifice itself, we need to get value out of having multiple creatures on the battlefield.  [card]Abzan Ascendancy[/card] buffs our creatures and also provides evasive threats or sacrifice fodder as well.  [card]Liliana, Heretical Healer[/card] is also a versatile, powerful option that is can easily be flipped.  She is good against red decks, gains value over the course of the game when flipped in the midrange match-ups, and can threaten the hand of control players or recur threats in the late game.  There are several options to consider.

Payoff Cards

  • [card]Zulaport Cutthroat[/card]
  • [card]Grim Haruspex[/card]
  • [card]Liliana, Heretical Healer[/card]
  • [card]Abzan Ascendancy[/card]
  • [card]Sorin, Solemn Visitor[/card]
  • [card]Rally the Ancestors[/card]
  • [card]Drana, Liberator of Malakir[/card]

Now we need to figure out what kind of interaction or disruption we need.  If we want a catch-all removal spell, we would look to play the slow, but effective [card]Utter End[/card].  If the shell we end up building has an aggressive slant, we may consider [card]Crackling Doom[/card].  Other good removal spells in the four colors we have touched on thus far include [card]Ruinous Path[/card], [card]Murderous Cut[/card], [card]Mardu Charm[/card](versatile and can create additional creatures when advantageous[/card], and [card]Abzan Charm[/card].  Any of those could be fine options.  As far as other disruption goes, without [card]Thoughtseize[/card] in the format, I think the available discard spells are too narrow.  If we want to continue looking at flexible forms of interaction, [card]Kolaghan’s Command[/card] could also be a viable and synergistic option, as it does allow us rebuy a [card]Zulaport Cutthroat[/card] or [card]Carrier Thrall[/card].  Continuing down the path of looking at synergistic interactive spells, we should definitely consider cards that work with the sacrifice theme of the deck.  [card]Fleshbag Marauder[/card]/[card]Merciless Executioner[/card] have a symmetrical effect that our deck is well-suited to abuse, and, if [card]Collected Company[/card] is in the deck, the 3/1s are additional targets for the powerful instant.  Last but not least, the recently spoiled reprint [card]Bone Splinters[/card] would also serve as a way to sacrifice creatures.

Interation/Disruption

  • [card]Ruinous Path[/card]
  • [card]Utter End[/card]
  • [card]Ultimate Price[/card]
  • [card]Silkwrap[/card]
  • [card]Mardu Charm[/card]
  • [card]Abzan Charm[/card]
  • [card]Murderous Cut[/card]
  • [card]Kolaghan’s Command[/card]
  • [card]Duress[/card]
  • [card]Crackling Doom[/card]
  • [card]Transgress the Mind[/card]
  • [card]Deadbridge Shaman[/card]

At this point all that’s left is building a shell and testing.  There are tons of options available, and many of them could be viable or competitive.  An aggressive Mardu shell featuring [card]Butcher of the Horde[/card] and [card]Bloodsoaked Champion[/card] with lots of removal spells could be one direction to go.  If you wanted [card]Zulaport Cutthroat[/card] to be reach to close out a game, perhaps a Black-White weenie strategy with a multitude of 2/1s for one, including [card]Kytheon, Hero of Akros[/card],  along with [card]Drana, Liberator of Malakir[/card] and [card]Sorin, Solemn Visitor[/card] could be fast enough to punish midrange decks.  From initial testing and deckbuilding with Justin Heilig (who designed the White Devotion deck played by Craig Wescoe at a WMCQ to a top eight finish and by Sam Black to 4-0 the Standard Swiss rounds at Worlds) we’ve wanted to capture the feel of the Aristocrats predecessors.  We wanted to balance raw power level of card selections with synergy and thus far, though it’s early in testing, our favorite build is a base green and black shell splashing red and white.  [card]Blisterpod[/card] seems like it is one of the most important role-players and the best thing to do on turn one when playing [card]Zulaport Cutthroat[/card].

[deck title=4c Aristocrats]

[Creatures]

*4 Blisterpod

*4 Zulaport Cutthroat

*3 Carrier Thrall

*2 Sultai Emissary

*4 Hangarback Walker

*3 Liliana, Heretical Healer

*4 Nantuko Husk

*2 Fleshbag Marauder

*3 Butcher of the Horde

[/Creatures]

[Spells]

*3 Abzan Ascendancy

*3 Collected Company

*2 Bone Splinters

[/Spells]

[Land]

*4 Sandsteppe Citadel

*2 Llanowar Waste

*2 Windswept Heath

*3 Wooded Foothills

*2 BloodStained Mire

*2 Smoldering Marsh

*1 Canopy Vista

*1 Cinder Glade

*2 Forest

*3 Swamp

*1 Plains

[/Land]

[Sideboard]

*4 Arashin Cleric

*4 Bloodsoaked Champion

*1 Sorin, Solemn Visitor

*2 Utter End

*3 Evolutionary Leap

*1 Fleshbag Marauder

[/Sideboard]

[/deck]

We had input from several friends including Zach Byrd, Robbie Mitchell, and Allen Wiggs in developing this list.  The deck has several resilient creatures, making [card]Abzan Ascendancy[/card] powerful as an anthem effect and as a way to generate additional creatures.  One synergy I particularly like in grindy match-ups is [card]Sultai Emissary[/card] and [card]Abzan Ascendancy[/card].  With 29 creatures in the list, the manifest created when [card]Sultai Emissary[/card] dies can often turn into a more powerful creature and, if the manifests die, you generate a spirit token off the Ascendancy (unlike the tokens created by [card]Carrier Thrall[/card] or [card]Hangarback Walker[/card].  That continuous stream of creatures allows you to start alpha striking when your opponent is at a fairly high life total and then drain them out with [card]Zulaport Cutthroat[/card].  [card]Collected Company[/card] is incredibly powerful but puts a substantial constraint on deckbuilding.  This list has 26 targets, which is enough to hit two creatures with a fair degree of consistency.  It can be awkward with [card]Hangarback Walker[/card], but having to choose it as one of the targets for Collected Company isn’t the absolute worst.  With Zulaport Cutthroat, you get a drain trigger, and with Abzan Ascendancy, the Hangarback Walker generates a spirit token.  The Hangarback dying immediately will also flip a [card]Liliana, Heretical Healer[/card].

The sideboard has some some powerful tools.  Against red decks, you can simply sideboard out Abzan Ascendancy and two Butcher of the Horde for Sorin, Solemn Visitor and Arashin Cleric.  The deck has blockers for days and has more attrition tools in the match-up.  Against control, [card]Bloodsoaked Champion[/card] allows for fast starts and is great against sweepers.  [card]Evolutionary Leap[/card] comes in to ensure there’s a constant stream of threats to combat their removal spells. [Card] Shadows of the Past [/Card] may also have a role in the board for slower, grindier match-ups. The remaining cards are catch-all answers to nearly anything problematic your opponent presents.

Darien and the EMO-tional Commanders of EDH

If any of you are like me, you love EDH. If you are even more like me, you don’t have a whole lot of money and you love EDH. If you’re disturbingly similar to me you love EDH, like to play on a budget and your downstairs neighbor only listens to early 2000’s Emo music.

Normally I’d say those first two are an ideal combination of things to write about when thinking of Magic, but just this once I’m going to go out on a limb and include that questionable – and much harder to relate to for the average person – third category. So let’s drape ourselves in darkness, comb our dyed-black hair well into our eyes and turn up the Getup Kids – here comes your 5 most EMO-tional Commanders in Magic.

[card]King Macar, the Gold-Cursed[/card]
King Macar is entirely too sad for what’s actually happening here. He has the ability to not only vanquish his enemies but once he does, his enemies TURN INTO MONEY. I mean, it’s a may ability, why is this guy so depressed? It’s like finding out you can barf quarters and then not inviting your friends to the casino with you when you get food poisoning.
[card]Ghoulcaller Gisa[/card]
For my money it doesn’t get more emo than hanging out in a graveyard while wearing a black wedding dress. I’m sorry, maybe I’ve just seen that one episode of X-Files too much where the teachers are worshipping the devil (remember?) but Gisa really stands out to me as someone who clearly has some emotional issues and is expressing them through regrettable music choices.

[card]Heartless Hidetsugu[/card]
What a terrible life Heartless Hidetsugu must have had before this. I can just picture his mother looking through The Big Book of Baby Names and then just throwing it in the garbage and saying “you know what, I’m going with ‘Heartless.’” That’s the harshest naming convention since they decided “Aiden” was something ok to call a kid. Heartless Hidetsugu may be an ogre but we all know who the true monster is here.

[card]Feldon of the Third Path[/card]
Yikes, poor Feldon. This has to be the saddest Magic card in the world, right? The guy is holding the skull of a robot replica of his dead wife. It’s like someone saw I, Robot and was like, “This needs to be more like Liam Neeson’s real life.”

 

[card]Darien, King of Kjeldor[/card]
Can we get a better name for the lead singer of an emo band than Darien? “Yeah I’m Darien, and we’re This Beautiful Heartbreak.” Or maybe “Ice Age of the Soul”? Darien is so emo, his actual card mechanics want you to hurt yourself. Darien may be the King of Kjeldor, but he’s the Emperor of Emo in my books.
Of all these EMO-tional commanders, Darien really stands out to me as the one that screams “I hate you DAD!” Luckily, Darien also screams “build around me!” so let’s figure out howto use his wild mood swings and the need for us to hurt ourselves to make a killer deck.

Sure he looks ok here, but this guy is an emotional mess.

Sure he looks ok here, but this guy is an emotional mess.

[Deck title= Darien, King of Kjeldor]
[Creatures]
1x Archetype of Courage
1x Ballyrush Banneret
1x Benalish Commander
1x Captain of the Watch
1x Catapult Master
1x Court Street Denizen
1x Crovax, Ascendant Hero
1x Daru Warchief
1x Devout Chaplain
1x Enlistment Officer
1x Evangel of Heliod
1x Gempalm Avenger
1x Goldnight Commander
1x Intrepid Hero
1x Knight-Captain of Eos
1x Kytheon’s Irregulars
1x Loxodon Gatekeeper
1x Mentor of the Meek
1x Mirror Entity
1x Odric, Master Tactician
1x Precinct Captain
1x Relic Seeker
1x Rhox Pikemaster
1x Soul Warden
1x Soul’s Attendant
1x Suture Priest
1x Veteran Swordsmith
[/creatures]
[Spells]
1x Ajani’s Presence
1x Angel’s Trumpet
1x Angelheart Vial
1x Caged Sun
1x Cathars’ Crusade
1x Conqueror’s Pledge1x Decree of Justice
1x Deploy to the Front
1x Dictate of Heliod
1x Everflowing Chalice
1x General’s Kabuto
1x Gift of Estates
1x Gods Willing
1x Illuminated Folio
1x Inheritance
1x Jade Monolith
1x Kirtar’s Wrath
1x Marble Diamond
1x Marshal’s Anthem
1x Martial Coup
1x Mask of Avacyn
1x Mind Stone
1x Mobilization
1x Nomads’ Assembly
1x Pearl Medallion
1x Return to Dust
1x Rootborn Defenses
1x Skullclamp
1x Sol Ring
1x Staff of Nin
1x Swiftfoot Boots
1x Torture Chamber
1x Valor in Akros
1x Whispersilk Cloak
1x Worn Powerstone
[/spells]
[Land]
1x Drifting Meadow
1x Emeria, The Sky Ruin
1x Grand Coliseum
1x Karoo
1x Mage-Ring Network
1x Myriad Landscape
1x New Benalia
1x Nomad Stadium
27x Plains
1x Secluded Steppe
1x Tarnished Citadel
[/land]

[/deck]
In a lot of ways Darien is a classic token deck with the obvious limitations of being mono white in a format where that may be the worst mono-color to be in. As a result, the first category we need to talk about is overcoming the shortcomings of our colour choice, namely card draw and ramp.

Ramp in mono white looks suspiciously more of a light grey colour (or brown if you’re a bit older) and you may recognize a lot of these cards from some of your existing EDH decks. If so, it’s the same drill here, we need artifact ramp – except this time we need all of it. [card]Sol Ring[/card], [card]Everflowing Chalice[/card], [card]Worn Powerstone[/card], you know, the cheap ones.

There are of course some other actual white “ramp” spells but I decided to only run the deceptively good [card]Gift of Estates[/card] that was recently reprinted in the 2014 Commander product mostly because it’s very cheap and putting plains in your hand on a budget can be difficult. Along with your artifact sources, those 3 plains go a long way to casting Darien a few times and ramping into a huge X-soldier spell. Disclaimer: Gift of Estates is not actual ramp, but you know what I mean.

If ramp in mono-W is difficult to get, card draw is damn near impossible. After absolutely scouring Gatherer for budget sources of card draw I came to the conclusion that I need to reevaluate my time management skills. I also came to the conclusion that there are not very many spells we can use. Obviously we’ll employ things like [card]Mentor of the Meek[/card] and [card]Skullclamp[/card] and while it’ll come much later in the game, [card]Staff of Nin[/card] does double duty when you have Darien on the battlefield.

Here’s where I had to start stretching a bit – [card]Angelheart Vial[/card] is another artifact source of draw we’ll see a little later in the game and will synergize nicely with our strategy of taking damage (to our hearts) and gaining life (to our… souls?). Otherwise I chose to rely on the somewhat situational [card]Inheritance[/card] and an [card]Illuminated Folio[/card]. I’ll admit I’ve never used either of these cards before but they both look like half-decent sources of card draw and at this point, beggars can’t be choosers.

We have some token makers in the deck, but when you have Darien on your side there’s a more interesting and fun way to get those soldiers. Since Darien says for every point of damage we take we get a 1/1 soldier, we will focus on doing the unthinkable and damaging ourselves.

Before we get to the various weird ways we’ll be hurting (and helping) ourselves, I have to stress one thing: you will get hated on very hard when Darien hits the battlefield. The reason behind this is people don’t like it when your commander basically has the text “You can’t attack me or I’ll win for sure, sucker!” Since our general is absolutely central to our gameplan, we have to treat it like Kevin Mcallister treats his suburban Chicago home – we HAVE to protect it. The usual budget sources of protection like [card]Swiftfoot Boots[/card] and [card]Whispersilk Cloak[/card] do the trick but I’ve also added in a [card]General’s Kabuto[/card], a [card]Gods Willing[/card] and one of my favourite white cards in EDH, [card]Rootborn Defenses[/card]. We have some great utility soldiers like [card]Catapult Master[/card] and [card]Intrepid Hero[/card] in the deck, so all this protection stays relevant for the times you don’t have Darien or happen to draw a boots and a cloak at the same time.

The field has been prepared and now it’s time to roll up our sleeves and start building some hurtin’ (ourselves) bombs – and speaking of bombs, our first is [card]Jade Monolith[/card]. That’s right, the dusty old crappy looking statue in every Goodwill I’ve ever seen is an absolute bomb in this deck. Not only can your opponents not attack you, but now they can’t block your creatures either. This all comes at the low-cost of 1 colorless mana per source which is kind of insane.

[card]Torture Chamber[/card] is a card I discovered putting this deck together and in a Darien EDH list, it does amazing work by hitting you and giving you soldiers on every end step and serving as occasional spot removal for creatures. Plus if you’re really into MTG-based S&M it has a picture of Karn and a Minotaur chained to a wall. Fetish bonus round?

I don’t blame anyone for getting frustrated when I play out an [card]Angel’s Trumpet[/card]. There is so much text on this card and even I get annoyed by it. Basically it says, everyone has vigilance – then if any creatures don’t attack, they tap at your end step and each deal one damage to you. Wow that was easy! Look at me I could totally work at Wizards in the rarely lauded “errata and oracle text” department. Look out whoever actually does that job, I’m coming for you.

Once you understand what the trumpet does, you see why it’s essential in Darien, not only does it allow you to leave your soldiers up to make more, but it forces your enemies to either attack each other or you, and either way, you’re so happy you’re thinking about starting up your own ska band just so you can use the Angel’s Trumpet in that, too.

Finally there are some sweet lands that tap and deal damage while producing white mana for us and are all excellent in this deck: [card]Grand Coliseum[/card], [card]Nomad Stadium[/card] & [card]Tarnished Citadel[/card]. All budget, and if you’re a sports fan, almost all are arena-based.

 

You may be thinking at this point, “Well sure, if I survive my enemies attacking me, who’s to say I’ll then survive myself?” and this is where I tell you about our beloved sisters, the clerics. Any good D&D player knows the fighters need healers so we went out and got ourselves 3 of the best: [card]Soul’s Attendant[/card], [card]Soul Warden[/card] and what I’m assuming is the sister they adopted from a family of terrifying monsters, [card]Suture Priest[/card]. Any of these lovely ladies will allow you to deal any and all damage to your own face with impunity. When you gain a life for every creature (not only your own for the human sisters) that enters the battlefield, Darien basically goes from being an emotional mess into Lando Calrissian – aka, surrounded by beautiful ladies and expendable soldier dudes dressed like plumbers.


Once you have your soldiers out you need to pump your team and swing for a crazy win but that’s token strategy 101. You don’t need me to tell you [card]Dictate of Heliod[/card], [card]Cathars’ Crusade[/card] and [card]Marshal’s Anthem[/card] are good cards in a token swarm strategy, but in this deck with the ability to produce soldiers at instant speed, I really like [card]Goldnight Commander[/card] and the new [card]Valor in Akros[/card] from Origins. Any one of these can result in the pump up we need for our group of well-trained military men to run roughshod over our opponents.

So there you have it, a journey through the more emotionally unstable side of Commander, along with a sweet budget build you can bring to your next game and make all your opponents (and doves) cry.

Splinter Twin in Legacy

This year’s Legacy Champs took place a few weeks ago, and was taken down by none other than Bob Huang, this time piloting a Grixis Delver deck. Grixis is very well positioned in today’s metagame, and it’s no surprise to me that it managed to put up a great finish, especially in the hands of an excellent pilot.

What did take me by surprise however was seeing a Splinter Twin deck, not just in the event, but in the top 8! Max Ansbro piloted a Blue Red Splinter Twin list splashing white all the way to the elimination rounds.

 

[deck title= Jeskai Splinter Twin by Max Ansbro]

 

[Creatures]

*3 Deciever Exarch

*3 Pestermite

*2 Snapcaster Mage

*2 Vendilion Clique

[/Creatures]splintertwin

 

[Spells]

*2 Jace, the Mind Sculptor

*4 Brainstorm

*4 Ponder

*4 Force of Will

*2 Counterspell

*1 Spell Snare

*1 Engineered Explosives

*4 Lightning Bolt

*4 Splinter Twin

*3 Dig Through Time

*1 Pyroblast

[/Spells]

 

[Lands]

*4 Island

*1 Mountain

*4 Scalding Tarn

*4 Flooded Strand

*1 Arid Mesa

*4 Volcanic Island

*1 Tundra

*1 Plateau

[/Lands]

 

[Sideboard]

*2 Relic of Progenitus

*2 Wear // Tear

*2 Ethersworn Canonist

*2 Sulfur Elemental

*2 Misdirection

*2 Pyroblast

*2 Flusterstorm

*1 Izzet Staticaster

[/Sideboard]

[/Deck]

 

I saw the list, and my interest was immediately piqued. I called some of my friends to tell them about it, and while none of them seemed as excited as I was, it wasn’t long before I was able to put the deck together. My friends were quick to lend me whatever cards I needed, and I took the deck for a spin at one of our local weekly Legacy tournaments.

 

Round 1 I sat down across a friend and excellent Shardless BUG player. My hand was a bit slow game 1, but an end of turn Pestermite took him by surprise and I proceeded to combo him out on the following turn. He evened things out in game 2, and we were off to a final game. Time was called and I conceded to his one copy of Night of Soul’s Betrayal. This was the first example of my inexperience with the deck punishing me. Had I been more skilled with it we wouldn’t have gone to time. I don’t know if I should have shaved on the combo during sideboarding to make such hate less devastating, or simply bring in some enchantment removal as protection, but I’m certain my chances would have been much higher, had I come prepared.

I lost the second round, and then got an unintentional draw in the third, once more showcasing my lack of experience piloting the deck. The fourth round I was paired against a friend on Burn. We played a couple more games after we had finished our match, and wow, did the matchup seem great for Splinter Twin! Nearly every game consisted of me having some way to deal with his creatures, and then killing him with the combo with countermagic still in hand. His inability to interact well with what I was doing, and the ease at which the Splinter Twin deck could answer his plays made the matchup a very favorable one for the blue deck.

 

I wasn’t too happy with my poor finish, but I still felt the deck had potential and that I myself had a lot to improve upon as a pilot. I found that knowing what type of game I was supposed to be playing was very difficult with this deck, and I’m certain I made at least a dozen terrible decisions.

It was for this reason that I decided not to give up on the deck just yet, and a few days later I found myself at home testing against a friend on Miracles. We played a lot of games and the matchup felt super tight and pretty even. My red cards were better than his white ones, but Counterbalance was just such a beating that I had trouble winning the games where he got it into play on turn two.

We talked a lot about the deck between games, trying to find a configuration of the deck that we were happy with. I wanted to add more snapcasters, but we came to the conclusion that the maindeck was fairly well tuned already, and it was tough to make room for it. The white splash had also felt pretty lackluster, and my friend recommended the card Desolate Lighthouse. Blue and red are both great colors in Legacy at the moment, and Desolate Lighthouse was the reward for staying nearly two colors. My opponent would be reluctant to tap out on his turn due to fearing the combo, and every turn I got to sculpt my hand a little bit more, giving me inevitability.desolatelighthouse

 

Two copies of Desolate Lighthouse felt like a great addition to the deck, and I’m definitely keeping them around. The combo won me a few games, but I was never happy to see any of the pieces in my opening hand, and felt much more comfortable just playing as a blue red control deck. Counterbalance was the problematic card, and I think if I could reliably deal with it the matchup would be strongly in Twin’s favor. Right now I am considering trying the green splash instead, playing three copies of Krosan Grip in the sideboard. It’s worse than Wear // Tear against Death and Taxes, but much better against Counterbalance. I think it’s worth a shot.

A lot of the time I wanted to shave on the combo going into game two, and play more of a fair game instead. The fear of the combo alone is often enough to put you in the driver’s seat, and I would much rather play to that advantage than cross my fingers and hope. This however leads to us being a bit short on win conditions (one of the reasons I wanted more Snapcaster Mages), and so I would like to fit another card that can win me the game somewhere in the 75.

 

Tips & Tricks

 

Splinter Twin isn’t just a combo piece. You can put it on a Snapcaster Mage as a ‘make-your-own’ Isochron Scepter. The 2/1 body isn’t always too impressive, so turning it into a swiss army knife of instants and sorceries is a great upgrade.

 

Pestermite and Deceiver Exarch can be used on your opponent’s upkeep to Rishadan Port them and hopefully buy a turn, allowing you to catch up or land a Jace, the Mind Sculptor.

 

The Miracles matchup is very tight and requires you to spend your resources carefully. You can gain an advantage from getting good use out of your weaker cards. Lightning Bolt can take out a Jace, and so can an end of turn Pestermite (with a little help).

 

Izzet Staticaster + Pestermite go very well together as you can untap the Staticaster to deal even more damage in a turn.

 

[deck title=Splinter Twin by Sandro Rajalin]

 

[Creatures]

*2 Pestermite

*3 Deceiver Exarch

*3 Snapcaster Mage

*2 Vendilion Clique

[/Creatures]

 

[Spells]

*4 Brainstorm

*4 Ponder

*4 Force of Will

*4 Lightning Bolt

*3 Dig Through Time

*2 Counterspell

*1 Pyroblast

*4 Splinter Twin

*3 Jace, the Mind Sculptor

[/Spells]

 

[Lands]

*2 Desolate Lighthouse

*4 Volcanic Island

*2 Tropical Island

*3 Island

*1 Mountain

*4 Scalding Tarn

*4 Flooded Strand

*1 Polluted Delta

[/Lands]

 

[Sideboard]

*3 Krosan Grip

*1 Null Rod

*2 Sulfur Elemental

*1 Izzet Staticaster

*2 Flusterstorm

*2 Pyroblast

*2 Relic of Progenitus

*1 Blood Moon

[/Sideboard]

[/Deck]

This is the list I will be trying next. The original version felt a bit tight on mana at times, so I’ve added an additional land to bring the total to 21. With the addition of another land I decided to add a third Jace and two copies of Desolate Lighthouse in order to mitigate the chances of flooding.

Null Rod does some work against Miracles in addition to replacing the Ethersworn Canonist as combo hate against Storm. It also deals with the equipment in Death and Taxes, something I think will be necessary now that I’ve cut the Wear // Tear for Krosan Grip.

Blood Moon is a card that just straight up wins against some decks, and a single copy can go a long way in a deck where Dig Through Time can help find it.

 

I still haven’t quite figured out this deck. Blue and red are both very strong colors in the format at the moment, and I’m not sure as to whether the Splinter Twin aspect is actually good or just cute. What I do know is that the deck is very challenging and fun to play, and I want to take it for at least another spin or two before I make up my mind. 

Until next time,

Sandro Rajalin.

Teaching People to Play Magic

I believe that Magic is a great game, and if you’re reading this there is a good chance that you agree with me. It’s normal human nature to want to share things that we enjoy with our friends, but introducing Magic to people not familiar with a similar game can be a daunting task. If their initial impression of Magic is poor, it is much less likely that they’ll come back to the game and keep enjoying it. As such, if you want to share Magic with your friends there are a few things to consider first.

  • Where should I start?

One of the core concepts of Magic is the color pie; what each color represents (loosely). Being order and justice for white, knowledge and control for blue, ruthlessness for black, passion for red and nature/growth for green. As experienced Magic players we know that the color pie can be bent at the best of times and outright broken at the worst (looking at you [Card]Hornet Sting[/Card]), but to new players this is an interesting and easily identifiable starting point. It’s not a bad idea to ask the “student” which color most appeals to them based on these traits.

  • What cards should I use?

Wizards of the Coast offers 30 card introductory decks for this very purpose and  decklists of the current ones are available here. However, if you have your own cards lying around it’s possible, and maybe even preferable, to create your own version. Below is a sample deck using recent cards that exemplify Green.

[deck title= Green Sample Deck]

[Creatures]

*2 Elvish Mystic

*2 Centaur Courser

*2 Kalonian Tusker

*1 Garruk’s Packleader

*1 Terra Stomper

*1 Charging Rhino

*2 Grizzly Bears

*2 Giant Spider

[/Creatures]

 

[Spells]

*2 Giant Growth

*2 Prey Upon

[/Spells]

[Land] *13 Forest [/Land]

[/deck]

 

tumblr_nbjfm3gsbE1thxsmlo1_1280

Cards like [Card]Garruk’s Packleader[/Card] and [Card]Prey Upon[/Card] reward the player for taking advantage of Green’s big creatures and [Card]Elvish Mystic[/Card] highlights ramp’s place in the color. The deck is very largely creature based and has poor, conditional removal (like Green should), and has an unconventional way of answering Blue and White’s flying creatures with the [Card]Giant Spider[/Card]s. The creatures in the deck are mostly simple creatures with no keyword mechanics other than Trample or Reach and should be simple enough for a new player to understand with ease. The cards can obviously be substituted with what you happen to have in your collection, but be sure to keep the key principles the same.

Creating similar decks in the other colors should be easy. For blue, focus on countermagic, bounce spells and fliers. For red, creatures with haste and burn spells. For white, vigilance and lifegain are key. For black, cards like [Card]Sign in Blood[/Card] or [Card]Bone Splinters[/Card] are perfect examples of the “greatness at any cost” attitude that the color embodies. Your student is likely to appeal to one or more of the colors upon hearing their “philosophies,” so be prepared to let them play with whatever appeals to them.

  • What about the rules?

The rules that you teach a new player should be kept to a minimum. They don’t need to know about the stack, priority or layers; they barely even need to know the phases of each turn. Explain that the players start at 20 life and the object is to reduce your opponent’s life total by attacking them with creatures. Explain summoning sickness and attacking and blocking, as well as noting that you can play spells both before and after combat. After that, tackle each card as it comes up. Your student is likely to have a lot of questions about Trample or First Strike etc. but it’s best to deal with those as they arise during normal play. Overloading your student with information is a very common mistake.

  • Let the game do the talking.

Just play Magic. The game is so well designed and so fun that it will do most of the convincing for you. Don’t worry about letting the student win when you first play; if you’ve taught them correctly they should have fun regardless of the result. If they get mana-screwed or flooded or something like that, explain to them that that’s quite a rare occurrence, but totally a normal part of the game.

What should I watch out for?

There are many traps and pitfalls that people run into when teaching their friends to play, but if you’re aware of them they can be pretty easy to avoid and can dramatically increase the likelihood that your friend will want to come back for more.

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  • Don’t teach at your level

You’ve likely been playing Magic for years and have accumulated both knowledge of the game and a vast collection. If you’re teaching someone new though, try to pull most of this back. Teach them with a basic intro deck like the one outlined above, don’t explain to them that Magic is awesome because of your Scapeshift Modern deck and launch into how that works; you’ll overwhelm them quickly and they’ll lose interest. Mentioning archetypes of the game in general is fine, but you shouldn’t go beyond Aggro/Control/Midrange/Combo in terms of detail.

  • Don’t get bogged down in rules

Many people who play Magic for years still don’t fully understand how some deeper rules, like layers, work in niche situations. The friend you’re teaching only needs to know about mana costs, combat and when they can cast instants, sorceries or creatures. They don’t need to know about the legendary rule, poison counters or that artifacts and lands technically have summoning sickness but “ignore” it – that can all come much later.

  • Keep the mechanics simple

If you’ve built your intro deck properly this shouldn’t be an issue, but some mechanics can be very confusing for someone just learning the game. Things like Morph or Bestow from recent sets come with a ton of rules baggage that we’ve come to accept, but isn’t necessary for a new player learning the game.

  • Don’t use slang

Magic is one of the most slang intensive hobbies in the world – almost everything in the game has a nickname, including plenty of individual cards. Naturally, using terms like “Bob,” “Goyf” or “Gary” is out of the question, but even more general terms that pop up in the game should be kept to a minimum. “Swing,” “Chump,” “Hellbent” etc. can all be left out. It’s not that they’re that confusing, it’s more that they just add to the information you’re dumping on your student and they can make the game feel more exclusive than it needs to be. More intuitive slang like “drain” or “pump” is generally fine, but be careful not to go overboard.

  • Keep it fun

This is probably the most important rule of all. Watching GP and Pro Tour coverage can make us all get caught up in perfect technical play and grinding out value, but at its core Magic is just a fun game to play with your friends and that’s what you’re trying to highlight. Keep things light and competitive to a friendly degree. This may seem obvious, but I can’t tell you how many first Magic experiences I’ve seen ruined by the teacher being too ruthless or salty – if your student doesn’t have a good experience they won’t want to come back, and that experience is entirely in your hands.

Magic has been experiencing a burst of growth over the past few years and it doesn’t look like its stopping, with each new block outselling the last. With changes to rotation, Duels switching to a free-to-play model and  an increased push for Magic-related content on Twitch and YouTube, the game is going to keep on growing faster and faster. You can do your part to make Magic as popular as it deserves to be by teaching your friends, and hopefully by following these tips you can get a few of them hooked on the greatest game in the world.

What experience have you had with teaching people to play Magic? Did you have any huge errors that you ran into? Let us know in the comments below!

Brainstorm Brewery #162- Herald and Akoumar Go to White Castle

Grand Prix Oklahoma City happened and we have to let Corbin talk about it. He was there. He lives there. Voluntarily. They have cars and planes and trains and busses. There’s Uber or Lyft if you get too much of a Germany vibe from Uber. There are ways out of Oklahoma City. Corbin chose to stay and cover the event. Did he get a coverage team travel stipend? Can someone look into that? You don’t need a travel stipend to drive 5 miles to the convention center and sleep in your own bed every night. I don’t want to use the word “embezzlement” because that’s a serious allegation but I will use the word “Unethical” and I feel justified in using it. Shame shame shame. Embezzler.

 

  • Douglas Johnson who insists on being called “DJ” is our guest (@Rose0fthorns)
  • Marcel shows up to record the intro. I miss when Corbin and Ryan laughed at this gag.
  • DJ brews a stupid deck so Jason lets him talk about it. Here’s the list.
  • GP OKC happened and our resident Oklahomer talks about it.
  • E-mails are read. E-mail? I don’t remember if it was one or two. Give me a break.
  • BFZ 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]

 

Contact Us!

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Jason E Alt – E-mail – Twitter FacebookMTGPrice

Marcel White – E-mail – Twitter