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Kitchen Table Magic – Love and Hate in Multiplayer Magic Part 1

Multiplayer Magic is very different than traditional head to head Magic. Because more humans are involved, more emotion is involved. Every time you have a choice to attack or target a permanent or player, you have many more options. Each comes with its benefits and costs. One cost of any action in a multiplayer game is table hate. In this article, I will explore the concept of hate and what actions generate it. In Part Two, we will examine the opposing force, love.

Hate

Every time one player makes a move against another, they generate some amount of hate from that player or the entire table. Those of you who are familiar with MMORPGs should be familiar with the concept of “hate.” If you have never accidentally pulled the attention of a boss monster with a 5x rogue strike, hate is a quantity like a life total. You can think about it like a counter that starts at a particular value and counts up or down based on your actions and the game state. When Sue attacks you with [card]Dragonlord Atarka[/card], the counter with her name on it in your mind tics up a few notches. When Anthony chooses you as the target of his [card]Diabolic Edict[/card], his counter goes up. These hate counters represent feelings. When one of our internal hate counters is high, we feel more compelled to get back at that person. Many players use these feelings to make decisions, sometimes at the expense of an obvious and more strategic path..

Humans are emotional creatures. We tend to take things personally. When I am chosen as the target among two other opponents, I wonder, “why me?” If you generate more hate than your opponents, you will likely lose the game as your opponents chose to attack and target you more. I find that one of the most rewarding things I’ve done in multiplayer Magic is to convince another player to act against their better judgement and attack my opponent instead of me. Hate generation often keeps competitive Magic players from winning multiplayer games. They just don’t understand this component of the game and throw their hands up in frustration. It makes sense to try and understand table hate and use it to our advantage to have more fun and win.

There are a number of actions that generate hate. Some of them are pretty obvious, others, less so.

Commander Hate

One of the most underrated and influential hate generators is your commander. Commander or Elder Dragon Highlander, as it is also known, is one of the most commonly played multiplayer Magic formats. When you reveal your commander for the game, do any of your opponents groan or comment on it? If so, you have likely already generated some amount of commander hate. You may smile and say, “Heck yes, I am playing [card]Sliver Overlord[/card]. Come get some.” You should also be taking notes. Identify who hates your commander, because those opponents will likely chose you as a target when the option presents itself. They simply do not like how your deck interacts with the game or their deck. Try to divert attention away from your commander by pointing out interactions in other player’s decks that are powerful or infinite. You don’t want all the players gunning for you right out of the gate.

<h3>Combat Hate</h3>

When you attack an opponent, you will generate some hate. This hate is unavoidable, but you can sometimes deflect some of it if you are savvy. On a recent episode of the Command Zone, a wonderful podcast that covers all things EDH, Jimmy Wong and Josh Lee Kwai talk about some subtle political maneuvers to reduce attack hate. One suggestion they had was to roll a die to randomly determine the defender of this turn’s attack. You can then blame chance for the attack. Another suggestion from the boys was to ask the group, “Who should I attack?” If Anthony responds, “You should attack Sue,” then you can attack Sue and blame Anthony. Anthony gets the attack hate from your attack! Clearly you can’t use this trick every time, but using political strategies to deflect the hate is a good way to have fun and reduce the hate at the same time.

Spell Target Hate

When you target the permanents, hands, life totals, library, and graveyards of your opponents, you will generate some amount of hate. As long as you can offer a solid reason for targeting Sue’s permanent, you can reduce the hate you generate when you target it. You could also ask Anthony again, “Should I remove Sue’s [card]Griselbrand[/card] or John’s [card]Avenger of Zendikar[/card]?” If Anthony gives you feedback and you follow it, you can deflect some of the hate to him.

Won Last Game Hate

You won the last game, the other players will want to take you out first this game. This is natural, and will often show up most at the beginning of the next game. When players have a choice between targets, they will attack you and your permanents because you are the Yankees this game. I have found that this form of hate wears off when players get their board presence established. It is important to avoid taking an early lead the game after you win. You don’t want to establish a dynasty. It will cause the others to gang up on you for a longer period of time.

You Killed Me Last Game Hate

This form of hate is similar to the won last game variety, but there are differences. It only affects the players you personally took to zero life and is more personal. Winning is something other players often excuse with time, but if you killed a player and then lost, you will likely feel the hate more acutely from that player. Some players are very susceptible to this form of hate. This is especially potent when you kill a player first, and when you could have chosen to attack someone else. Some players will carry this chip on their shoulder for at least the next game. You better believe that if they get the chance to eliminate you, they will take it even if the action is detrimental to their chances of winning the game. You need to take this into account as you calculate what the actions of the other players will be in response to your plays. You can actively avoid attacking or targeting the hater’s permanents and draw attention to it at the beginning of the game to help mitigate the hate, “I am going to attack Jessie instead of Bill. I killed Bill last game, so I’ll give him a break.”

You Convinced Him to Attack/Target Me/My Permanents/Hand/Graveyard/Library Hate

When you respond to another player asking, “Who should I attack?” you put yourself in a position to receive some of the hate from the attack. If there is a permanent on the board that is preventing you from playing, [card]Iona, Shield of Emeria[/card] I am looking right at you, you should speak up. If the cards in question are fairly equally detrimental to you, keep your trap shut! There is no reason to share in the hate unless you absolutely need to.

 

In the next article, we will explore the opposite of table hate, table love.

Commanding Opinion: Narset, Enlightened Master

I may have accidentally jumped on the bandwagon way too early on this one. Though on the financial side of things, that’s probably a good thing.

narsetenlightenedmaster

This little card has caused the majority extra combat card/extra turn cards to spike ridiculously in price.

[card]Aggravated Assault[/card] – $3.00 to $10.50 as of now

[card]Beacon of Tomorrows[/card] – $3.51 to $8.30, settled at $6.99

[card]Savage Beating[/card] – $1.97 to $5.12 as of now

[card]Seize the Day[/card] – $0.50 to $4.97, now settled at $3.22

[card]Time Stretch[/card] – $6.50 to $9.08, now settled at $8.55

[card]Waves of Aggression[/card] – .$1.59 to $7 dollars; now settled at $6.17

[card]World at War[/card] – $0.38 to $0.70 as of now

All of these prices are directly influenced by the printing of Narset – but why?

Well, [card]Narset, Enlightened Master[/card]. regardless of her $1.16 price tag, is influencing prices all the way across the board, and for just one reason – Commander.

Since there are so few Wedge-colored Legendary creatures, they’re all getting some attention. Sadly, the majority of the new Wedge Legendaries are actually fairly disappointing. [card]Tasigur, the Golden Claw[/card] and [card]Yasova Dragonclaw[/card] are the only other commanders from Khans of Tarkir Block that I’m really interested in.

For 3URW, Narset is a 3/2 Legendary Human Monk with First Strike and Hexproof. While the power and toughness are a little low for the mana cost, the ability is the real reason why.

Whenever Narset, Enlightened Master attacks, exile the top four cards of your library. Until end of turn, you may cast noncreature cards exiled with Narset this turn without paying their mana costs.

As a Johnny, any card that lets me cast cards for free gets my attention pretty quickly. The limitation of noncreature is easily fixed – just don’t play any creatures!

Since we’re in blue and going creatureless, we already have access to a very powerful card in [card]Proteus Staff[/card].

proteus staff

 

While regular ones have just been gradually going up, foil ones spiked to 15 around the same time as the rest of the cards mentioned here.

2U, tap: Put target creature on the bottom of its owner’s library. That creature’s controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and the rest on the bottom of his or her library in any order. Play this ability only any time you could play a sorcery

At a first glance, it seems like a way to tuck annoying creatures or dig through your deck for a cool creature (which are definitely other uses in other decks) – until you realize the second to last line.

Since you go all the way to the bottom of your library to get Narset back off of Proteus Staff, you get to put your entire library back in whatever order you want – allowing you to set up as many attacks with Narset as you want.

Something like this:

[Deck]
[Swing 1]
Waves of Aggression
Swords to Plowshares
Arcane Denial
Eel Umbra
[/Swing 1]
[Swing 2]
Eldrazi Conscription
Time Warp
Fury of the Horde
Savage Beating
[/Swing 2]
[Swing 3]
Time Stretch
Steel of the Godhead
Howl of the Horde
Walk the Aeons
[/Swing 3]
[Swing 4]
Remand
Omniscience
Sword of Feast and Famine
Seize the Day
[/Swing 4]
[Swing 5]
Counterspell
Aggravated Assault
Sol RIng
Mana Vault
[/Swing 5]
[/Top of Library]
[/Deck]

And so on. You can space the cards out to get pretty much as many combats as you want, and then go for an infinite combat combo with these two cards:

Aggravated Assault sword of feast and famine

[card]Aggravated Assault[/card] allows us to pay 3RR in order to take an additional Combat Phase, and [Card]Sword of Feast and Famine[/card] untaps all of your lands every time the equipped creature deals combat damage. As long as you have lands tappi9ng for a total of 5 or more mana, you have infinite combats, letting Narset swing at players until everyone (other than you, of course) is dead.

crab umbra eel umbra

The umbra, [card]Crab Umbra[/card], [card]Eel Umbra[/card], [card]Felidar Umbra[/card], and [card]Hyena Umbra[/card] are less for the added abilities and more for the added Totem Armor, giving Narset another layer of protection while swinging in. [card]Drake Umbra[/card] , [card]Elend Umbra[/card] and [card]Mammoth Umbra[/card] are all more options that you’re free to play, I decided to stick with just these 4.

felidar umbrahyena umbra

At the very least, [card]Crab Umbra[/card] adds the utility of being able to untap Narset to block other players from hitting you, and [card]Eel Umbra[/card] can flash in to surprise someone expecting to wipe Narset off the board with a board wipe like [card]Damnation[/card] [card]Wrath of God[/card].

eldrazi conscriptionsteel of the godhead

In addition to extra combats, [card]Eldrazi Conscription[/card] makes sure the players you’re swinging at will be out of permanents and are unable to block her what-so-ever. Meanwhile [card]Steel of the Godhead[/card] makes her unblockable and gives your life a boost with the added lifelink.

[deck title=Narset Enlightened Master]
[Creatures]
Narset, Enlightened Master
[/Creatures]
[Spells]
Aggravated Assault
Arcane Denial
Aura of Silence
Azorius Signet
Basalt Monolith
Batterskull
Beacon of Tomorrows
Boros Signet
Coalition Relic
Chromatic Lantern
Commander’s Sphere
Counterspell
Crab Umbra
Cyclonic Rift
Darksteel Ingot
Darksteel Plate
Eel Umbra
Enlightened Tutor
Expedition Map
Eldrazi Conscription
Felidar Umbra
Fury of the Horde
Gilded Lotus
Grim Monolith
Hammer of Purphoros
Howl of the Horde
Hyena Umbra
Izzet Signet
Karn Liberated
Long-Term Plans
Mana Vault
Mass Hysteria
Mystical Tutor
Omniscience
Pact of Negation
Path to Exile
Proteus Staff
Reiterate
Relentless Assault
Remand
Rewind
Savage Beating
Scroll Rack
Seize The Day
Sensei’s Divining Top
Sol Ring
Spelljack
Steel of the Godhead
Supreme Verdict
Sword of Feast and Famine
Swords to Plowshares
Swan Song
Temporal Mastery
Temporal Trespass
Tezzeret the Seeker
Thran Dynamo
Time Stretch
Time Warp
Unstable Obelisk
Walk the Aeons
Waves of Aggression
Wild Ricochet
World at War
Worn Powerstone
[/Spells]
[Land]
Ancient Den
Battlefield Forge
Cavern of Souls
Celestial Colonnade
City of Brass
Command Tower
Flooded Strand
Glacial Fortress
Great Furnace
Hallowed Fountain
4 Island
3 Mountain
Mystic Monastery
NImbus Maze
Opal Palace
3 Plains
Reflecting Pool
Sacred Foundry
Seachrome Coast
Seat of the Synod
Shivan Reef
Slayers’ Stronghold
Steam Vents
Sulfur Falls
Temple of Enlightenment
Temple of Epiphany
Temple of the False God
Temple of Triumph
[/Land]
[/deck]

Overall, the deck is to just swing with Narset and have hilarity ensue. The land count is on the low side and there are no creatures to maximize the number of cards that Narset’s ability is able to hit. The very high density of mana rocks is to both get mana off of Narset’s ability and to rush her into play quickly by playing them early to ramp as fast as possible.

armageddoncataclysm

Personally, I’m choosing to avoid the land destruction package – but that doesn’t mean you have to! It’s really up to your play group if you’re going to play them, but I personally don’t. When I’m attacking as many times as I want, there’s no real reason to nuke the board. However, the deck plays very well with them, especially with the huge number of mana rocks.

[deck title=Land Destruction]
[Spells]
Armageddon
Boom // Bust
Cataclysm
Catastrophe
Impending Disaster
Obliterate
Ravages of War
Razia’s Purification
[/Spells]
[/deck]

temporal manipulationcapture of jingzhou

[card]Temporal Manipulation[/card] is definitely a note-worthy card that I’m excluding from my list, only based on the availability of the card. They’re around $90 dollars right now, but if you’re playing on MTGO, they’re closer to $7 and aren’t too unreasonable. [card]Capture of Jingzhou[/card] on the other hand is $500 in paper, but is also still only about $2.50 on MTGO.

Now, this is mostly a deck that’s fun to solitaire and is built for larger groups that )hopefully) don’t gang up on players based on their Commander choice. In 1v1, as long as they don’t kill you before you get out Narset is pretty easily your game if you get a decent swing.

Until next time,

David M. Rowell

PS: f you personally decide not to go creatureless, here’s the few creatures I’d recommend playing.

academy rector

[card]Academy Rector[/card] is an easy way to tutor out [card]Omniscience[/card] and [card]Aggravated Assault[/card].

generator servant

A turn 2 or turn 3 [card]Generator Servant[/card] is an easy turn 4 Narset as long as you’re hitting your colors fine.

nomad mythmaker

Mostly important to a Aura-heavy build, but being able to recover the umbras and [card]Eldrazi Conscription[/card] is pretty solid.

sovereigns of lost alara

Giving Narset +1/+1 and searching out a [card]Eldrazi Conscription[/card] or a helpful umbra? Count me in on [card]Sovereigns of Lost Alara[/card].

stoneforge

One of the strongest tutors in Magic, [card]Stoneforge Mystic[/card] tutors out [card]Sword of Feast and Famine[/card] and [card]Batterskull[/card] to name a few.

Pitt Imps Podcast #121 I Didn’t New What It Dud

This week we found out last minute that Angelo would be flying solo. Luckily for him, a couple guys jumped right in there to pick up the slack. The each go over Pet Decks of theirs as well as what they are currently playing in Standard. They go over the SCG Legacy Open. Angelo sends his good buddy Tangent not really hidden messages through out the show. They also0 tackle the MM2015 Pack fiasco.

Host Angelo     Twitter   @ganksuou

Guest Mascot     Buttercup   (Dave)  Twitter  @NinjaDave04

Guest Kyle      Twitter  @ArcaneWarrior

Email   [email protected]

Brainstorm Brewery #148 – Salmon Ball

Pascal Maynard ruined Magic for everyone by taking a foil Tarmogyf in a Booster Draft. This will set the scene perfectly for a podcast from the ruins of a post-Magic-ruination landscape. Vegas is over, finance is wrecked and some dude managed to win an SCG Open high on mushrooms. The world may never be the same again.

 

  • Goyf controversy!
  • What are Modern Masters prices doing?
  • Can MKM really sue buyers?
  • Pick of the weeeeeeeeeeeek
  • Support our Patreon! DO IT. You know this cast makes you more than $1 a week

Need to contact us? Hit up [email protected]

 

Cabe Riseau produced the intro and outro music for Brainstorm Brewery.

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Weekend Magic: 5/22-5/24

This weekend brought us Star City Games: Worcester, which featured Legacy as the main event with a side of Standard and Modern. Let’s take a look at the results and see which Legacy decks did best in a larger field.

Star City Games Open: Legacy (Worcester, MA, USA)

Decklists

Deck Finish Player Deck Finish Player
Grixis Delver 1st Noah Walker Sultai Delver 9th Ben Feingersh
Elves 2nd Andrew Jessup Miracles 10th Sam Roukas
Lands 3rd David Long Sultai Delver 11th Ross Merriam
Grixis Control 4th Paul Lynch Miracles 12th Joe Lossett
Death and Taxes 5th Michael Derczo U/R Delver 13th Eli Kassis
Infect 6th Zachary Koch Grixis Delver 14th Ed Demicco
Jeskai Stoneblade 7th Kevin Jones Omni-Tell 15th Chris VanMeter
Miracles 8th Joe Spanier Grixis Control 16th Eric English

Grixis Delver took down the event piloted by Noah Walker. Key cards in this deck included [card]Deathrite Shaman[/card], [card]Delver of Secrets[/card], and [card]Young Pyromancer[/card] backed up by twenty-eight cheap spells that help fuel huge Delve targets [card]Gurmag Angler[/card] and [card]Dig Through Time[/card]. [card]Cabal Therapy[/card] is a nice inclusion in the sideboard, as you can make good use of it with [card]Young Pyromancer[/card] tokens. Overall, the sideboard is pretty transformational and can be used to update the deck for a variety of matchups. It’s a solid deck, so expect to see more Delver lists in Legacy for the foreseeable future.

Elves was the runner up, which still shows that it is one of the best decks in the format. Key cards in the Elves strategy include [card]Heritage Druid[/card], [card]Nettle Sentinel[/card], [card]Wirewood Symbiote[/card], [card]Glimpse of Nature[/card], and [card]Natural Order[/card]. These cards all allow the deck to ultimately combo off by fetching a [card]Craterhoof Behemoth[/card] with [card]Green Sun’s Zenith[/card] in order to kill your opponent off in one huge turn. The sideboard includes black cards that allow it to transform into a more attrition-style deck with [card]Abrupt Decay[/card], [card]Cabal Therapy[/card], and [card]Thoughtseize[/card], along with one copy of [card]Progenitus[/card] in order to get around targeted removal.

Rounding out the rest of the Top 8 were a wide variety of decks. Lands is a classic Legacy standby deck; Grixis Control is a newer deck based on planeswalkers [card]Dack Fayden[/card] and [card]Jace, the Mind Sculptor[/card] along with a ton of spells to control the game; Death and Taxes is the white punisher deck seen in Legacy often these days; Infect is a solid creature based on combo deck; Jeskai Stoneblade is a more recent addition to the Legacy pantheon that has established itself as a dominant archetype; and Miracles is the de facto control deck in Legacy these days.

Rounding out the rest of the Top 16 were lots of control and tempo decks but only one combo deck. Surprisingly, plenty of grindy and tempo decks made it into the Top 16 of this tournament while combo sort of got left out. No Storm decks means that players were definitely prepared to face combo that weekend.

Star City Games Premier IQ: Standard (Worcester, MA, USA)

Decklists

Deck Finish Player Deck Finish Player
Abzan Aggro 1st John McCarthy Abzan Control 9th Peter Nguyen
Mono-Red Aggro 2nd Greg Lanzillotta R/W Dragons 10th Devon O’Donnell
G/R Devotion 3rd Jared Dimascio G/R Dragons 11th Oliver Dyakov
Abzan Control 4th Matthew Wong Esper Dragons 12th Marius Cholewa
Abzan Control 5th Roger Bulmer Abzan Megamorph Control 13th Adam Riley
Abzan Aggro 6th Jake Bartlett Abzan Megamorph Control 14th Mike Sigrist
Bant Megamorph 7th Julian Flury Bant Megamorph 15th Oliver Tiu
Abzan Aggro 8th Chris Kvortek Temur Dragons 16th John Lubrano

Abzan Aggro took down the Standard portion of the tournament, along with putting two others into the Top 8 spots of the event. Along with Abzan Control, Abzan strategies accounted for five of the Top 8 finishes in the Standard Preimier IQ. Key cards in Abzan Strategies include [card]Siege Rhino[/card], [card]Abzan Charm[/card], [card]Fleecemane Lion[/card], [card]Dromoka’s Command[/card], and [card]Hero’s Downfall[/card].

Mono-Red Aggro, G/R Devotion, and Bant Megamorph all are also good strategies to watch out for. Bant Megamorph makes best use of the enchantment [card]Mastery of the Unseen[/card] along with [card]Whisperwood Elemental[/card] in order to keep churning out more 2/2 Manifests every turn.

The rest of the Top 16 included decks such as R/W Dragons, Esper Dragons, Temur Dragons, and Abzan Megamorph Control. Dragons decks are still doing quite well these days, even though Esper Dragons seems to have fallen out of favor since players are more prepared to play against the deck. Temur Dragons is the most unique deck, featuring cards such as [card]Savage Knuckleblade[/card], [card]Whisperwood Elemental[/card], and [card]Stubborn Denial[/card].

Star City Games Premier IQ: Modern (Worcester, MA, USA)

Decklists

Deck Finish Player Deck Finish Player
Temur Delver 1st Jordan Boisvert Jund 9th Julian Wildes
Amulet Bloom 2nd Micah Greenbaum Zoo 10th David Lin
U/R Twin 3rd Brian Swatkins Jund 11th Adam Snoot
Jund 4th Frank Moon Jund 12th Jarvis Yu
Grixis Twin 5th Matthew Tellier Burn 13th Patrick Byrne
Zoo 6th Cheng Gong U/R Twin 14th Justin Harpin
Esper Zur 7th Timothy Fay G/W Hatebears 15th Dave Covino
G/R Tron 8th Dylan Plourde Abzan 16th Nick Yanofsky

Temur Delver took down the Modern part of the weekend piloted by Jordan Boisvert. The deck very different than your typical Temur Delver lists – included were four [card]Hooting Mandrills[/card], two [card]Curiosity[/card], four [card]Disrupting Shoal[/card], three [card]Stubborn Denial[/card], and one [card]Simic Charm[/card]. Also, there are three [card]Blood Moon[/card] in the sideboard of this deck that come in to crush… other three color decks I presume? Certainly an interesting spin on Temur Delver that is sure to have players discussing these choice for a while.

Rounding out the Top 8 were a nice assortment of decks, including Jund, Zoo, and something called Esper Zur. Esper Zur is definitely an interesting deck – playing four of the namesake card [card]Zur the Enchanter[/card], this deck aims to get out [card]Detention Sphere[/card], [card]Spreading Seas[/card], and [card]Steel of the Godhead[/card] (along with other enchantments in the sideboard) in order to lock down the game and finish the opponent off with a powered up Zur or [card]Geist of Saint Traft[/card].

Zoo is still packing [card]Collected Company[/card], so if you start seeing small creatures attacking your face be on the lookout for a potentially backbreaking combat or end of turn trick. Getting a [card]Loxodon Smiter[/card] and [card]Knight of the Reliquary[/card] off of a [card]Collected Company[/card] is no joke!

Jund is now pretty much the only deck playing [card]Dark Confidant[/card], as the deck needs a source of card advantage since it is trying to control the game through spells like [card]Abrupt Decay[/card], [card]Lightning Bolt[/card], [card]nquisition of Kozilek[/card], and [card]Terminate[/card]. [card]Liliana of the Veil[/card], [card]Tarmogoyf[/card], and [card]Scavenging Ooze[/card] are also mainstays in the deck due to their versatility in the format. [card]Fulminator Mage[/card] and [card]Choke[/card] out of the sideboard help against multicolor and blue decks, while cards like [card]Feed the Clan[/card] and [card]Anger of the Gods[/card] are great against hyper aggressive strategies.

Rounding out the rest of the Top 16 it appears that Jund did very well for itself in this event. No new decks this week in the Top 16, so that’s about it for Modern coverage.

That’s all for this week, stay tuned for more future Magic coverage.

 

Pitt Imps Podcast #120 No News

Well its a good thing we had 3 major tournaments to cover because this show would of been very short. We fought through Angelo’s computer issues to put out a good episode. We talked about our testing gauntlets and the major gap in coverage between SCG and Wizards. Its really bad. Host Angelo    Twitter   @ganksuou Co Host   Mike    Twitter   @Huntmaster_Mike Email  [email protected] Pitt Imps is brought to you each week by Brainstorm Brewery and Taitan Game Shop

Brainstorm Brewery #147 – #SVUHQBBQ

Sometimes we predict the future on this cast. Last week, on a Monday Jason said that Serum Visions was likely to be an FNM in the future and the next day it was announced. This week Jason pretended to fall asleep in the intro and Ryan actually fell asleep during the outro. Want to hear some more future predictions? The gang talks about the fate of foil Promo Thunderbreak Regent, the future of Collected Company, the bottom falling out of cards inflated on Tiny Leaders hype that never panned out and even threw in 75% of the Pick of the Week action you expected. All that and they sound good doing it. Doing get the impression that this episode is phoned in – that’s next week when the cast will be recorded live from Las Vegas. Get. Hype.

 

If you like the cast and want it to maintain its level of excellence and are honest with yourself and can admit it’s made you a lot of money, consider giving back, Patreon style.

 

  • Corbin doesn’t hate his wife. He feels the need to say so
  • Finance 101 concerns foil promo Thunderbreak
  • Collected Company? What’s going on?
  • Why is Smokestacks tanking?
  • Pick of the Week.
  • Vegas
  • Ryan naps
  • Support our Patreon

Sometimes we predict the future on this cast. Last week, on a Monday Jason said that Serum Visions was likely to be an FNM in the future and the next day it was announced. This week Jason pretended to fall asleep in the intro and Ryan actually fell asleep during the outro. Want to hear some more future predictions? The gang talks about the fate of foil Promo Thunderbreak Regent, the future of Collected Company, the bottom falling out of cards inflated on Tiny Leaders hype that never panned out and even threw in 75% of the Pick of the Week action you expected. All that and they sound good doing it. Doing get the impression that this episode is phoned in – that’s next week when the cast will be recorded live from Las Vegas. Get. Hype.

 

If you like the cast and want it to maintain its level of excellence and are honest with yourself and can admit it’s made you a lot of money, consider giving back, Patreon style.

 

  • Corbin doesn’t hate his wife. He feels the need to say so
  • Finan
  • ce 101 concerns foil promo Thunderbreak
  • Collected Company? What’s going on?
  • Why is Smokestacks tanking?
  • Pick of the Week.
  • Vegas
  • Ryan naps
  • Support our Patreon

 

Cabe Riseau produced the intro and outro music for Brainstorm Brewery.

Contact Us!

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Ryan BushardE-mailTwitterFacebook

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Marcel WhiteE-mailTwitter

Money Draught #32 – The One About Trains

Topics include: Trains

** This cast is for mature listeners **

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Jason Alt — @JasonEAlt
Slick Jagger — @slickJagger
JR — @time_elemental

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Pitt Imps Podcast #119 Mind Your Business

This week we fight through tech problems but manage to go over both GP’s and all the news. Angelo rants again. Seriously, why keep pissing him off? Then Angelo and Mike tell you how they each did at their respective PPTQ/IQ that they attended.

Host Angelo   Twitter  @ganksuou

Co-Host Mike     Twitter   @Huntmaster_Mike

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Weekend Magic: 5/15-5/17

Last weekend brought us Grand Prix: Shanghai and Star City Games: Dallas. In other words, plenty of Standard action with a side of Modern and Legacy. Let’s see what the results were.

Grand Prix: Shanghai

Format – Standard

Decklists

“Abzan Megamorph Control” is quite a mouthful yet is an apt name for the deck that won GP Shanghai. Yuuki Ichikawa had the full playset of [card]Deathmist Raptor[/card]s and [card]Den Protector[/card]s in this build in order to generate tons of value together along with board clear [card]Crux of Fate[/card] and spells [card]Abzan Charm[/card] and [card]Hero’s Downfall[/card]. [card]Elspeth, Sun’s Champion[/card] is the big finisher in the deck with [card]Nisa, Worldwaker[/card] and [card]Sorin, Solemn Visitor[/card] coming in from the sideboard to help clean things up against control mirror matches.

The rest of the Top 8 wasn’t very diverse. Two other Abzan decks and five G/R decks made it in. Notably absent is Esper Dragons – it seems that G/R dragons and Abzan decks are good counters to the control deck’s counterpart.

Some notable cards from the G/R lists include [card]Thunderbreak Regent[/card], [card]Stormbreath Dragon[/card], [card]Dragonlord Atarka[/card], [card]Whisperwood Elemental[/card], and [card]Rattleclaw Mystic[/card].

Star City Games Open: Standard (Dallas, TX, USA)

Decklists

Deck Finish Player Deck Finish Player
G/R Dragons 1st Nathan Fabilenia Abzan Aggro 9th Edward Eng
Abzan Control 2nd Jon Lim U/B Control 10th Nick Schoolcraft-McCuen
Abzan Aggro 3rd Gabe Joglar Mardu Dragons 11th Clifton Beech
Atarka Red 4th Nathan Zamora Mardu Dragons 12th Josh Crowe
Mardu Dragons 5th Michael Villavicenci Abzan Megamorph 13th Nathan Waxer
G/W Megamorph 6th Jonathan Berg Abzan Megamorph 14th Richard Shade
Esper Dragons 7th Sam Berkenbile Bant Heroic 15th Logan Mize
Mono-Red Aggro 8th Drew Iafrate G/B Constellation 16th Erick Ramirez

G/R Dragons took down the Standard portion piloted by Nathan Fabilenia. There are plenty of example G/R Dragons decks from GP Shanghai, so we’ll focus on other lists that made the Top 8.

Mardu Dragons made an appearance in the Top 8, along with two other Top 16 appearances. After being featured in the finals of GP Toronto the deck is still doing well in the Standard metagame. Key players in this deck include [card]Stormbreath Dragon[/card], [card]Thunderbreak Regent[/card], [card]Kolaghan, the Storm’s Fury[/card], [card]Crackling Doom[/card], [card]Draconic Roar[/card], and [card]Foul-Tongue Invocation[/card].

Abzan decks also did well in Dallas last weekend, so you should continue to expect them in the Standard metagame. G/W Megamorph featured four [card]Avatar of the Resolute[/card] this time, along with a playset of [card]Collected Company[/card] however no [card]Mastery of the Unseen[/card] in the main deck (though it still made the sideboard). Mono-Red Aggro is still looking as fast as ever though interestingly only two [card]Goblin Rabblemaster[/card]s were main deck with the other two relegated to the sideboard to increase the clock against slower decks.

Rounding out the Top 16, Bant Heroic and G/B Constellation made appearances. Though becoming more “old school” Standard as the days go on, they can still put up impressive results if the pilot is skilled enough. Cards like [card]Hero of Iroas[/card], [card]Doomwake Giant[/card], and [card]Eidolon of Blossoms[/card] are still powerful in the right build and you should still expect to see these decks pop up from time to time until rotation.

Star City Games Premier IQ: Modern (Dallas, TX, USA)

Decklists

Deck Finish Player Deck Finish Player
Grixis Twin 1st Roland Hinajosa Abzan 9th Dylan Backham
Affinity 2nd Christopher Arico Burn 10th Matthew Hudson
Grixis Control 3rd Dan Jessup Jund 11th Todd Anderson
Affinity 4th Brandon Borowicz Obliterator Rock 12th Jason Blackmor
Slivers 5th Bryan Dubois Jund 13th Jason Clark
Merfolk 6th Ty Elrod Restore Balance 14th Robert Garza
Abzan Company 7th JB Milo U/R Twin 15th Benjamin Autin
Jund 8th Eddie Leza Burn 16th Anderes Hernandoez

Moving on to the Modern portion of the weekend, Grixis Twin took down the event piloted by Roland Hinajosa. Remember, the black splash is for [card]Tasigur, the Golden Fang[/card] and [card]Kolaghan’s Command[/card] main deck with multiple sideboard options including [card]Engineered Explosives[/card], [card]Murderous Cut[/card], and [card]Bitterblossom[/card], and more copies of [card]Kolaghan’s Command[/card].

Rounding out the rest of the Top 8, Slivers has finally made a break into Modern and even Merfolk was able to place well. Grixis Control is nicely tuned deck that made third place. It is able to take advantage of cards like [card]Vedalken Shackles[/card] and [card]Blood Moon[/card], along with [card]Cryptic Command[/card] and other Modern powerhouses to take control of the game and prevent the opponent from advancing their game plan.

Slivers is all kinds of out there – with so many one-of’s in the deck, it would be better to check it out for yourself rather than have me list them all here. The core slivers which were played as four copies include [card]Galerider Sliver[/card], [card]Predatory Sliver[/card], and [card]Sinew Sliver[/card], along with three copies each of [card]Homing Sliver[/card] and [card]Manaweft Sliver[/card]. Of course, cards like [card]Cavern of Souls[/card] are insane in this deck and even four copies of [card]Sliver Hive[/card] and [card]Reflecting Pool[/card] are pretty awesome too for rainbow mana. [card]Aether Vial[/card] seems pretty important for this deck, and of course [card]Collected Company[/card] is going to pretty much always get you two slivers off the top at instant speed.

Merfolk seems to be appearing more and more in the Top 8 of the Modenr IQ’s, so it is definitely a deck to watch out for these days. Elrod’s version is very streamlined, with pretty much every copy of the card in the deck being a playset (even in the sideboard!). [card]Kira, Great Glass-Spinner[/card] just seems so broken in this deck – if you have at least three creatures in play and if you resolve it, it can be very sad times for the opponent.

Rounding out the rest of the Top 16, Obliterator Rock and Restore Balance are the innovative decks that did well this week. Cards to watch out for in Obliterator Rock include [card]Phyrexian Obliterator[/card], [card]Vampire Nighthawk[/card], [card]Liliana of the Veil[/card], and [card]Abrupt Decay[/card]. Cards to watch out for in Restore Balance are [card]Greater Gargadon[/card], [card]Geist of Saint Traft[/card], [card]Huntmaster of the Fells[/card], and [card]Restore Balance[/card].

Star City Games Premier IQ: Legacy (Dallas, TX, USA)

Decklists

Deck Finish Player Deck Finish Player
Storm 1st Dustin Carriere U/R Delver 9th Dustin Buckingham
U/R Delver 2nd David Houghton Grixis Control 10th Harold Williams
Reanimator 3rd Austin Palmer Miracles 11th Patrick Tierney
Storm 4th Caleb Scherer Miracles 12th Shane Remelt
Miracles 5th Collin Rountree Sultai Delver 13th William Lo
Miracles 6th Bo Zhang Sultai Delver 14th Tannon Grace
Miracles 7th Skyler Goy Show and Tell 15th Kayleb Koslowsky
Omni-Tell 8th Nick Loiacono Omni-Tell 16th Dennis Wilder

Storm took the top spot in Legacy piloted by Dustin Carriere. Storm is always a Legacy staple, so if you play Legacy you know to expect it fairly often. You must be careful and counter key parts of the combo in order to slow them down enough to kill them. Key cards include [card]Lion’s Eye Diamond[/card], [card]Infernal Tutor[/card], and the various rituals that the deck uses to get enough mana to combo off.

The rest of the Top 8 is not very diverse, and includes many decks that have been seen in Legacy over the past several months. Miracles made numerous showings throughout the Top 16, as did Omni-Tell / Show and Tell builds along with U/R Delver and Sultai Delver builds. Not a ton of innovation in Legacy this week, however Legacy is a fairly stable format and doesn’t change that much from week to week.

That’s all for this week! Stay tuned for future Magic updates.

The Status of Women in Magic: Let’s Talk About “Rape”

Trigger Warning

This article is going to be about the use of “rape” and other references to sexualized violence in our community. In lieu of a formalized all-encompassing trigger warning, I believe it is more productive to be transparent about the direction in which I am leading this discussion. If you feel you would be traumatized or re-victimized by reading details of a sexual assault case or general conversation about rape, I recommend you avoid reading this article. If you decide to march forward any way and end up feeling upset, I am sorry for your pain. Please know you are not alone, and you will endure! May I direct you to these resources.

The Impetus…

Just over ten years ago, Zachary Jesse plead guilty to aggravated sexual battery, a felony, due to charges resulting from non-consensual vaginal and anal contact he forced upon another undergraduate student. Why is this relevant? Because this past Sunday, on May 10, Zach Jesse was a top-eight competitor at Grand Prix Atlantic City.

He was featured on screen without comment. In response, Drew Levin distributed news media links alerting other viewers to Jesse’s history and the coverage team’s oversight in including him. Immediately and unsurprisingly, Twitter erupted in a flurry of conversation. While many professional players and Magic: The Gathering talking heads displayed their disgust at the coverage team’s decision to feature Jesse, much of the playerbase involved in the conversation rejected the notion that Wizards had erred.

…and the Broader Problem

The Zach Jesse debacle is not isolated. Many of you may recall when Lucas Florent threatened to rape Director of Global Organized Play Helene Bergeot in 2011. His “lifetime” ban lasted all of six months. Jackie Lee has also been vocal about the rape threats she has faced for daring to be a woman who plays Magic well and visibly.

Each of these three situations are extreme examples of a problem I believe the MTG community faces regularly: alienating potential participants and active players through threats or relying on outmoded, offensive language that associates being defeated in a card game with a grave crime.

While it may be tempting to cast aside my concerns by attributing this disgraceful behavior to the social distance the internet provides, the players who tweet ferociously in defense of Zach Jesse or sling rape threats online patronize local game shops, too. I routinely hear players in my LGS and at tournaments say things like, “Oh, you just got raped!” usually with a gleeful smile on their faces. I am tying together a common trend and exemplary incidents because I believe the former cultivates an environment in which the latter can occur.

You may inquire: what does this have to do with women playing MTG? Women are disproportionately affected by sexualized violence. If you have more than a few women in a room, statistically, it is likely at least one of them has encountered rape or sexual assault. When you are flippant about your utilization of language or—as I saw repeatedly on Twitter this weekend—you defend a convicted rapist’s “right” to play a game, you signal to those present that you are not a safe person from whom to seek solace. You are not empathetic. You are not deliberate with your actions. You have not achieved a level of emotional maturity where you can be conscientious and distinguish between governmental censorship and a care-centered ethos that builds community. Now, if you would like to continue to reproduce these patterns of behavior and erect strawmen decrying a fabricated vision of institutional enforcement that very few MTG players have ever seriously endorsed…that’s fine. But I don’t want to play with you. I do not trust you. And you shouldn’t be surprised when other women [Editor’s note: or men!] don’t want to, either.

homewardpath

Fostering a hostile environment toward rape victims can dissuade women from participating, but it also has implications outside of exploring women’s limited role in Magic. Men experience sexualized violence at stunning rates, too.

Imploring fellow players and MTG community members to self-examine their behavior isn’t borne from of a desire to stamp out difference, eradicate fun, or be a wet blanket—it is about compassion and breeding an environment where the highest number of people can maximize their enjoyment. It is a matter of acknowledging that others have experiences that differ from your own and which may have lasting impacts of varying degrees. It is an issue of mutual respect and appreciation.

MTG is necessarily a social game, which means our interactions within the context of playing constitute the gaming environment. If it were not, you would be solely satisfied with emulators that mimic decision trees. Reducing the harm we enact against others is a complex process rife with competing interests. In this instance, however, I think the mental calculus is a simple weighing of costs and benefits. It costs you very little to be purposeful with your language. For someone suffering with PTSD, your failure to exert what will ultimately be a negligible effort for you, this seemingly small mistake can cost a great deal.

priviligedposition

“Free Speech” and “Being Offended” versus Community Cultivation

To those whose fingers itch to unload on me, whose internal cogs whirl like a cartoon character’s feet before they again gain traction and dash forward, as a bastion of “PC culture,” please evaluate what made you so bitter and eager to incite pain.

If your only line of logic is, “They’re denying my freedom of speech,” you are willfully misunderstanding the First Amendment of the Bill of Rights. To those detractors who would reply with a slippery slope argument of, “If I can’t say ‘rape,’ what next?” I ask that you appraise why you are so analytically lazy. If you would like to relish and praise your inability to identify gradation between institutionally imposed bans and self-inspection, you have only fulfilled the claims of those who accuse trading card players of being stunted.

“Oh, does this mean next we can’t say ‘kill’?”

Typically, murder victims are unable to hear jokes surrounding their abuse, because they are, well, dead. Unfortunately, they are not able to participate in the massive multiplayer game we call life or the MTG community any longer. Furthermore, rates of murder are notably lower than sexualized violence:

National or state crime in 2012
State Population Murder and nonnegligent manslaughter rate Forcible rape rate
United States-Total 313914040 4.7 26.9

Source

It is rather unlikely you would encounter an attempted murder victim in your LGS, while the same cannot be said of victims of sexualized violence. Lastly, people do not generally attribute murder to the behavior or past actions of murder victims, while rape survivors are routinely blamed for their victimization. There is no cultural ambiguity about the nature of murder, but confusion over the “boundaries” of consent is still regularly levied as a legal defense.

Rape victims are not figments of “misandrists’” imaginations. We exist. You play with us at LGSs, online, and around your kitchen tables. You trade with, buy from, and sell to us. We are members of the MTG community and we deserve to reap the rewards that a solidified subcultural environment can provide—camaraderie, fun, support, and growth—just the same as those who have not had to endure sexualized violence.

Drew Levin posed some questions on Twitter on which I would like all naysayers and doubters to reflect:

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Possible Solutions

Of course, it is misguided to identify a problem without proposing a solution.

longtermplans

What language should replace the offending language people are currently employing?

Some replacements I have heard recommended are “owned” and “rekt.” I would encourage you to be even more creative! May I point you toward a Shakespearean insult generator?

Now, I have heard claims that “rekt” or other variations are at risk of becoming substitutes that maintain the original meaning of the offensive language in question. You know your own intentions. If your trash talk is a loosely-veiled allegory for sexualized violence consider revising your statement before you speak. If your trash talk relies upon cultural scripts surrounding gendered patterns of dominance, reevaluate! Ask yourself why you would wish to inflict that sort of trauma on someone with whom you are playing a game. Hell, remove the final qualifier of that sentence. Why would you wish to inflict pain on anyone?

What should you do when you hear someone else use this language?

Speak up! Be polite but firm. In most instances I have personally experienced it suffices to say something along the lines of, “Hey, could you please not use that word?” Rarely have I encountered negative responses to that request, at least in person.

As for online play, I have no suggestions that have proven efficacious. Once in an online MTG interface, I asked nicely and at least four of the draft members proceeded to independently message me grotesque and detailed rape threats. Social desirability bias of in-person interactions obviously renders some techniques less effective online. As to what will rectify this beyond programmer-inserted chat filters, your guess is as good as mine. We have to be accountable to each other. The buck needs to stop somewhere.

I look forward to reading your responses to my thoughts, to the Zach Jesse scandal, and to the issue of the use of “rape” in our community.

Brainstorm Brewery #146 – Comet Storm

We realize you rely on these show notes to get a grip on what’s in the episode. Doesn’t that feel a bit like a spoiler, though? Speaking of spoilers, that person who “leaked” Modern Masters 2015 early sure did get most of his information right. It’s too bad getting some of it wrong pretty much means that it was all guessing. And that’s too bad. The gang discusses that, the future of Tarmogoyf, the controversial inclusion of Comet Storm in the set and even some picks of the week. Because we’re good to you like that.

 

  • A rolling start? Hot damn! It’s been a while since we did that
  • Finance 101 is all about foreign cards
  • Vegas talk is smothered in the cradle. You’re welcome
  • Modern Masters!
  • What is the future of Tarmogoyf
  • Pick of the Week.

Support our Patreon

 

Cabe Riseau produced the intro and outro music for Brainstorm Brewery.

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Unified Theory of Commander: Political Answers

You may have noticed that the further we’ve progressed into the Unified Theory’s MDTAS system, the more we’ve discussed the “character” of your deck. This isn’t a coincidence. Every deck needs mana sources, and the rules that help players improve their mana base can be broadly applied. Every deck wants card draw, so resource acquisition is an easy topic to tackle from a general point of view.

However, as we progressed past resource acquisition and into resource selection and utilization, it’s become more necessary to identify the specific goals of our decks. This allows us to make focused card selections that keep each deck functional and fun. So to wrap up our discussion on Answers, it’s important to shine a light back on that topic and make sure our selected answers are genuinely working in service of our goals.

Answers to Answers

The easiest way to introduce this topic is to go back to the example of [card]Soul of New Phyrexia[/card] from our previous conversation on answers. While[card]Wrath of God[/card] or [card]Path to Exile[/card] are answers that address threats, Soul of New Phyrexia might be better seen as an answer to an opponent’s answer. A tokens deck is most vulnerable to board wipes, so running a card that grants immunity to those sets up an army of 1/1 soldiers, elves, or goblins for victory.

Answer to Answers

Answer to Answers

Pause a moment and consider what makes [card]Swiftfoot Boots[/card] an EDH staple. Sure, it can allow an aggro general to swing in a turn sooner, but is that really why it’s so ubiquitous in decks that focus on the commander? I would argue Swiftfoot Boots more important function is being a cheap, near-universal answer to single-target removal. Granting haste is just gravy. What players really want is to know their commander, or another critical threat, is safe from most instant-speed answers.

To retread the most beaten path in Magic scholarship, this is what makes counterspells so immensely powerful and annoying. The “universal answer” isn’t just an answer to threats. It’s an answer to answers too. Consider how often you’ve heard the phrase “I was holding [THREAT] until I had a counterspell to back it up.” So while an aggro deck might have to pick between a removal spell or some kind of defense for their threats, a blue mage can use one slot to cover both. Answers to answers are incredibly valuable.

Bringing the Pain

Taken too far, this “answers to answers” concept can create some of the most powerful and frustrating decks in the format. A prime example would be the “stax” deck archetype. These decks are often helmed by commanders such as [card]Grand Arbiter Augustin IV[/card] or [card]Derevi[/card] and are packed with cards like [card]Winter Orb[/card], [card]Smokestack[/card], and [card]Tangle Wire[/card]. They lock down resources, prevent opponents from getting threats online and make it virtually impossible to answer their own threats. I’m sure you can see why these decks have a reputation for being the least fun in Commander.

Sorry, dude. No one likes you.

Sorry, dude. No one likes you.

You may have heard similar complaints about decks that rush a threat online, then activate mass land destruction to prevent answers. Watching an unchallenged [card]Jor Kadeen[/card] topple one player after another or a [card]Narset, Englightened Master[/card] play solitaire while being unable to keep lands online just isn’t fun. Mass discard decks like [card]Nath of the Gilt-Leaf[/card] also tend to have a crummy reputation for putting the rest of the table into topdeck mode for the entire game. So aggressively pushing answers to answers in other ways can clearly create bad feelings over time.

Cards such as [card]Painful Quandary[/card] or [card]Sadistic Sacrament[/card] don’t feel that mean when you are putting them into your deck. They feel like answers, and in some situations they really can function that way. In practice, they tend to push their controllers to play more competitively and require judicious utilization to not be incredibly frustrating. Aggressively and preemptively answering everything can produce obvious results. It can win you games. It just might not win you very many friends.

Prevention vs Reaction

So this brings us back to the goals we’ve set for our decks and the environments in which we expect to be piloting them. Most answers tend to be reactionary, which allows them to be used contextually and politically to your advantage. Holding a board wipe until someone has presented themselves as a major threat is not only wise, but it can also position you as an ally to the rest of the table and garner some goodwill that can be utilized to advance your own gameplan later. This is another great reason to always include answers of some kind in your decks.

Reactionary answers can be risky though. They require the right threat to target and sit in your hand until that threat presents itself. This  is why players tend to include preventative answers in their decks as well. Preventative answers can be the “answers to answers” we discussed above, but they can also be cards that slow down opponents like [card]Aura of Silence[/card], remove their resources like [card]Strip Mine[/card], or provide general protection like [card/]Avacyn, Angel of Hope[card]. While these preventative answers can frustrate opponents,  they generally aren’t bad choices and many decks should consider them to meet specific goals.

Be aware that how far do you go with prevention is going to characterize your deck in the minds of other players and will skew the way you pilot the deck too. Taking prevention to its extremes, we find cards such as [card]Iona, Shield of Emeria[/card] and [card]Contamination[/card], which can lock out opponents and make your deck not only seem more aggressive, but also make it quite hard to play politically. If the rest of your table isn’t expecting to play that competitively, you may find yourself playing archenemy instead of EDH, and rightly so. Don’t play cards that preventative and potent and then complain when the table teams up to stop you. You made those card choices and if playing solo against the table isn’t your goal, then you made some bad decisions during deck construction.

Prevention to the Extreme

Prevention to the Extreme

If your goal is to be as competitive and aggressive as possible (and there’s nothing wrong with that in the right setting) then select answers that support that goal and don’t be sheepish about including them. But if your regular table is very political, has mixed power levels, or just prefers a friendly game of spellslinging to nuclear war and you want to build a deck for that environment, then make sure to pick answers that fit the zeitgeist. Skew more reactionary and save the preventative answers for the stuff your deck just cannot  answer otherwise.

Conclusion

Deciding what kind of deck you really want to be playing isn’t just about selecting the right threats. Answers have a tremendous impact on the power level and character of your deck as well. You may have built a deck to be “friendly” by skipping certain potent threats and format staples, but selected more aggressive answers that frustrate your friends anyways. You may have tried to build a genuinely potent deck, but failed to identify the threats you need to prevent instead of simply answer. Both mistakes will leave your deck feeling unsatisfying and produce uneven results.

So make sure to run answers, but choose them carefully and be certain they align with the goals you set for the deck. Do your answers support or interfere with the deck’s plan? Are they meeting your expectations for potency and reliability? Most importantly, are you still having fun? If the answer to any of these questions is unclear, don’t be afraid to make some edits and experiment until it feels right again.

 

Weekend Magic: 5/8-5/10

Last weekend brought us Grand Prix: Paris, a look into the Standard environment of Europe. Interestingly, no Esper Dragons decks made the Top 8 of Paris. Let’s take a look at the Top 8 and see how the dragons met their downfall.

Grand Prix: Paris

Decklists

Abzan Midrange piloted by Amand Dosimont closed out the tournament. Based on the three other Abzan Midrange decks in the Top 8 we can clearly see that Abzan has plenty of tools in order to keep the deck in Tier 1 status. Notable cards in Dosimont’s list include [card]Rakshasa Deathdealer[/card], [card]Anafenza, the Foremost[/card], [card]Siege Rhino[/card], and [card]Fleecemane Lion[/card]. [card]Warden of the First Tree[/card] was also included as a two-of, in order to make the most out of the late game if the game continued to drag towards the later stages. [card]Sorin, Solemn Visitor[/card] is still a great roleplayer in the deck by both giving it reach and a better board presence depending on the situation. Interestingly, the [card]Den Protector[/card]’s were in the sideboard for this particular deck – even with two of the other decks playing them main deck. [card]Elspeth, Sun’s Champion[/card] was also relegated to the sideboard since the metagame has started speeding up due to the presence of so many faster decks. Aggro makes up 75% of the format now!

Let’s take a look at some of the themes amongst the Abzan Aggro decks:

  • [card]Den Protector[/card] – Either in the main deck or sideboard, this card did a ton of work for all players that made the Top 8 in Paris last weekend
  • [card]Fleecemane Lion[/card] – Still the best two drop around for the Abzan Aggro and Midrange builds
  • [card]Siege Rhino[/card] – If you’re playing Abzan, this is the reason why.
  • [card]Abzan Charm[/card] – Another great reason to play Abzan, both the charm and Rhino provide a ton of reach against opponents
  • [card]Hero’s Downfall[/card] – Still one of the best removal spells in the format
  • [card]Dromoka’s Command[/card] – Another recent addition, I expect that this card will fall out of favor once Theros block rotates but you never know. Charms are just so versatile, and this one costs only two mana, so it could just as easily see play post Theros as it is seeing now depending on what the metagame looks like.

Rounding out the rest of the Top 8 were Selesnya Aggro, two Red Deck Wins, and Devotion to Green.

Selesnya Aggro was certainly an interesting build. By going heavy on [card]Collected Company[/card], the deck tried to make the most out of its low cost creatures by including ones such as [card]Hidden Dragonslayer[/card]so that in addition to Megamorphing them they could also get them into play off with a [card]Collected Company[/card]. I’m sure it felt bad to only get a single [card]Elvish Mystic[/card] off the top every once in a while yet when [card]Collected Company[/card] hits it can hit really well. By including [card]Mastery of the Unseen[/card] as well as [card]Deathmist Raptor[/card], the deck gains a bit of additional reach by being able to Manifest creatures continually off the top of the deck and continuing the onslaught. [card]Whisperwood Elemental[/card] has been relegated to the sideboard here and [card]Hornet Nest[/card] is a nasty surprise that can be turned face up with [card]Mastery of the Unseen[/card] or be put into play with [card]Collected Company[/card]. Overall, a really fun deck that is able to compete well in the current environment.

Red Deck Wins is looking the same as ever. Notable cards include [card]Monastery Swiftspear[/card], [card]Eidolon of the Great Revel[/card], [card]Zurgo Bellstriker[/card], [card]Stoke the Flames[/card], [card]Lightning Strike[/card], and [card]Wild Slash[/card]. Kim opted to play four [card]Thunderbreak Regent[/card]s and three [card]Flamewake Phoenix[/card]’s as a way to fly over opposing creatures (pumping them up with [card]Titan’s Strength[/card]), while Polzl choose to play the faster goblins in the form of [card]Goblin Rabblemaster[/card] and [card]Goblin Heelcutter[/card] in order to finish off opponents with more burst attacks.

Finally, Devotion to Green is a deck we haven’t seen in a while but is still very good in the format. Though the deck is mainly devoted to green, there are of course splashes of red in there for cards [card]Dragonlord Atarka[/card] and [card]Xenagos, the Reveler[/card]. Other notable cards include [card]Nykthos, Shrine to Nyx[/card], [card]Whisperwood Elemental[/card], [card]Rattleclaw Mystic[/card], and [card]Genesis Hydra[/card]. This deck can be insanely fast and can generate an absurd amount of mana very quickly if left unchecked or undisrupted.

Outside of the Top 8, one other interesting deck that went undefeated Day 1 was a four color [card]Collected Company[/card] deck piloted by Yohan Dudognon. This deck featured such cards as [card]Savage Knuckleblade[/card], [card]Mantis Rider[/card], [card]Goblin Rabblemaster[/card], and [card]Fleecemane Lion[/card] all in the same deck! Talk about getting the most out of your Collected Companies! Even [card]Ojutai’s Command[/card] made an appearance as a way to get back cheaper creatures that died like [card]Seeker of the Way[/card] and [card]Rattleclaw Mystic[/card].

So there we have it, the only non-Limited event of the previous weekend! Each weekend continues to bring us something more exciting whether it is Standard or beyond.

 

Pitt Imps Podcast #118 Rants Away

In this weeks episode of the Pitt Imps the guys go over both standard GP’s with a little more vigor than usual. They take about Cedric’s amazing run to the SCG top8  only to have to face his worst matchup. A ton of Modern Masters things came out and a quick touch on Tempest Remastered before it goes live on MTGO. Then Angelo loses his mind a bit. He goes off on the idea that political correctness has run a muck. Then blah, blah, blah. I mean it is an audio podcast and all.

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Co-Host  Mike     Twitter  @Huntmaster_Mike

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Money Draught #31 – The One About Our Guest Lucas Siow and Magic the Gathering

 

The One About Our Guest Lucas Siow @toordeforce and Magic the Gathering.

** This cast is for mature listeners **

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Tournament 2-for-1

Hey People,

So two weeks ago I was able to take down TCGPlayer Modern States at Top Deck Games and luckily StarCity Games Modern States were being held at the same store a weekend after. I decided to run it back.

Star City Games Modern States Top 16

Round 1. Affinity

This matchup feels incredibly good for game one as you are almost always just a bit faster than they are. I managed to take it pretty convincingly after my opponent had to mulligan. Unfortunately for me Infect doesn’t mulligan well and I lost in three games. Nothing really to write home about except a disappointing start.  0-1

Round 2. Burn

I got lucky. My opponent put me down to 1 in our first game and I was able to hit him for 10 poison and steal the game. Game two was fantastic. My hand wasn’t great and neither was my opponents. We went back and forth a little bit with him killing my creatures and me just trying to survive against a [card]Goblin Guide[/card] until I was able to resolve a [card]Wild Defiance[/card] followed by an [card]Ichorclaw Myr[/card]. By this point I had two copies of [card]Nature’s Claim[/card] in my hand and Goblin Guide had handed me an [card]Inkmoth Nexus[/card] the turn prior. I was able to pump my Myr with [card]Might of Old Krosa[/card] trigger Wild Defiance and move my opponent to 9 poison. While he was tapped out I Nature’s Claimed my Myr and also my Wild Defiance to give myself enough cushion to get the last point on my following turn with my Nexus. 1-1

Round 3. Jund

This is a pretty bad matchup for Infect and I got slaughtered in three games. again not much to write home about except hope you never see this one. 1-2

Round 4. Storm

This match was loads of fun. I thought I was completely out of contention at this point so I just wanted to have some fun playing Magic. I won the race game one. Game two my opponent makes a stupid block throwing away a [card]Goblin Electromancer[/card] when he didn’t have to and proceeded to try and storm off a turn or two after. with a storm count of 19 he fizzled out. He had a [card]Blood Moon[/card] and access to three lighting bolts but decided to dig for the kill instead of putting me under a Blood Moon and killing all of my creatures. After the game he agreed that he should’ve just gone for that line and it could have forced a game three. 2-2

Round 5. White Moon

You know you are in the dregs of a tournament when you play against something like this. While the deck seems cool it just seems too low on power. I wish there was more to say here besides I survived an [card]Isochron Scepter[/card] with a [card]Boros Charm[/card] on it game one and kept a no land 7 on the draw with a probe and rattled off two lands into a turn 3 kill. I played like an idiot and got rewarded for it. 3-2

Round 6. Burn

This match was just a race and nothing really spectacular happened. I won.

4-2

Round 7. Mardu Midrange/Tokens?

My opponent fetched a [card]Sacred Foundry[/card] off of a [card]Marsh Flats[/card] which to me meant they were on a brew and I should probably expect Lingering Souls. I didn’t see any game one and took it pretty quickly but I assumed my opponent was smart and had them in their list. Finally I got to board in my extra [card]Distortion Strike[/card] for all these [card]Lingering Souls[/card] matchups. I didn’t event get to use it as I used [card]Apostle’s Blessing[/card] for the evasion I needed to grab a turn 4 kill. 5-2

At this point I knew I was out of Top 8 contention but I’m happy with my performance and how I was able to rally back and end with a solid day and 13th place which was good for a nice chunk of store credit and an overall fun day of Magic. I got to watch one friend make their first big event top 8 and another miss by 0.041% on tiebreakers.

 

A Modern PPTQ

This past weekend I went to a PPTQ or as I now like to affectionately call them an LMNOPTQ. I haven’t been playing many of them lately but I saw one at The Comic Book Store in New Jersey only 30 miles away so I jumped at the chance especially because it was a credit 1k paid to top 8.

Round 1. RG Tron

I played against a friend of mine this round and got crushed game 1 by a turn 2 [card]Spellskite[/card]. Game two I had a [card]Glistener Elf[/card] turn one and was able to fire off two [card]Mutagenic Growth[/card]s to move him to five poison. He played a chalice on 1 and I was able to burn some spells and kill him with Become Immense on my turn. That card is Broken. Game 3 I had Nature’s Claims to deal with his two Spellskites and quickly stole the game from there. 1-0

Round 2. Burn

My opponent was play multiple copies of [card]Searing Blaze[/card] and it was a great call for the tournament. I died in two quick games.

1-1

Round 3. Scapeshift

So I got to ask my opponent “do you have it” multiple times. He only had it once and I was able to win. 2-1

I punted incredibly hard in this match. I have been dealing with some personal issues lately and I was too distracted and only won because things broke in my favor. Before throwing money on the line just make sure you are in a good headspace to play well in a tournament you want to win as I spent the entire day not wanting to be there.

Round 4. Scapeshift

There were two in the room and I pulled them back to back. It went very similarly to my prior round and I was able to catch some breaks and win the round while my opponent just didn’t draw well. 3-1

Round 5. Burn

I got a little tilted at this point because I was already not in a great head space to be playing Magic and I was not up for this race. Luckily my deck played itself and although I misplayed heavily sometimes Become Immense is just too broken for you to lose. 4-1

I felt really weird going into round 6. I had been punting a lot the entire day and I didn’t want to be there but when you play a good deck sometimes things like this can just break your way as you stumble into Top 8 with a handshake.

Round 6. BUG

Shook hands and tried to relax for a little bit. It didn’t work.

Quarterfinals. Burn

This was against my Round 2 opponent and the match went about the same as it did in round 2. I mulliganed pretty deep and wasn’t able to overcome it and squeak a win. My opponent ended up going on to beat a friend of mine in the finals of the tournament and I got $100 in store credit out of it so it could have been worse but I definitely never want to play a tournament in that head space again.

What I Took Away From These Events

These events showed me that Infect is a really powerful deck but I’m also not sure it is the deck for me. I love how aggressive it is but not being able to hold up well in longer games and grind out a win is something I feel that I’m lacking. The deck also mulligans quite poorly and while a lot of the time it is powerful I find myself keeping decent 7 card hands instead of digging deeper for a stronger hand and rolling the dice on that. I wan’t to get Zoo back together and test out some new cards with it as well as a Bant brew just because I want to play cards like Wilt-Leaf Liege and Rhox War Monk. Also one more thing,

My Top 8 Cards

I saw Jim Davis write an article about this topic and I definitely think anyone reading this should go check it out on the select side of StarCityGames.com. Well here goes nothing

8. [card]Heartless Summoning[/card]

This card was the engine of the first deck I ever tried to play competitively. I was trying to go infinite with this, [card]Havengul Lich[/card], [card]Perilous Myr[/card], and [card]Priest of Urabrask[/card]. When the combo couldn’t happen I could always grind people out with fatties like [card]Runescarred Demon[/card] and [card]Inferno Titan[/card]

7. [card]Elvish Piper[/card]

Clear and simple the reason I play Magic is to play fatties and crush my opponents under huge creatures. While I no longer use [card]Duskdale Wurm[/card] or play a deck full of Wurms and [card]Levitation[/card] this card helped shape the style of Magic I love.

6. [card]Kessig Wolf Run[/card]

This card is just sweet and I love giving my already big creatures Trample. This card in tandem with a few others on my list have given me the majority of my tournament successes.

5. [card]Wild Nacatl[/card]

I love aggressive cards and I love big creatures. I knew we were meant to be once my friend came back from an extended vacation to the Modern Format. Just a few weeks after I played my first GP and my 11-3-1 record has a lot to do with Wild Nacatl.

4. [card]Thundermaw Hellkite[/card]

At that GP while playing against Jund in round 11 I got to put a Batterskull on my dragon and live out my own version of one of my favorite Magic players finest moment, becoming a Dragon Master.

3. [card]Wilt-Leaf Liege[/card]

Wilt-Leaf starred in my very first modern deck which was GW Hatebears during the Reign of Deathrite Jund. My Lieges carried me through tournaments and cemented my love of large creatures crushing my opponents face.

2. [card]Knight of the Reliquary[/card]

My knights are special to me. They have been in every build of Zoo I have ever played and fall into one of my favorite color combinations. I love to do shenanigans with lands as well and crush peoples faces and Knight makes both of those worlds a reality.

1. [card]Ajani Vengeant[/card]

My favorite Planeswalker is just value all around. He has helped me win countless matches and his pop vinyl figure adorns the dashboard of car.

 

I hope you all enjoyed reading this and hopefully I can get another article written soon enough.

Commanding Opinion: Azami, Lady of Scrolls

You either die a hero or live long enough to become the villain.

-Harvey Dent/Two Face, The Dark Knight

When I began playing Commander, [card]Azami, Lady of Scrolls[/card] was the bane of my card store’s existence. To this day, it’s her fault that all infinite combos in that store have been eliminated and why I’ve stopped going there.

Before she got combos banned at that store, I got fed up with losing to Azami, and decided to try the deck out myself.

I could see why everyone wanted to play it. The deck was super consistent and easily won out against huge pods of player, even when ganged up on.

The deck is a pure mono-blue combo/counter deck. You play a bunch of wizards, draw a bunch of cards, and win. Simple as that.

Important Creatures:

azami lady of scrolls

[card]Azami, Lady of Scrolls[/card] is our Commander of Choice due to the fact that she provides the most advantage for her cost. At 2UUU, she at a minimum will draw you 1 card per wizard as long as she resolves – which is not difficult to due between [card]Cavern of Souls[/card] and all of our many, many counterspells.

While it’s also a combo/counter deck, by it’s very nature it’s a wizard tribal deck, as well. They’re all pretty solid plays, either giving us more ways to draw cards or giving us utility until Azami hits the board.

glen elendra archmagesage of fables

[card]Glen Elendra Archmage[/card] is a fantastic card due to the fact it’s not one, but two or more counterspells on the same card, especially combined with [card]Sage of Fables[/card]. Since [card]Glen Elendra Archmage[/card] dies and comes back with a -1/-1 counter, and [card]Sage of Fables[/card] causes Wizards to come into play with a +1/+1 counter, Glen Elendra can sacrifice itself as many times as it wants and keep coming back.

[card]Sage of Fables[/card] also adds some more utility to the deck. It makes our usually tiny creatures a little bigger, and gives us the option to draw a bunch of cards in addition to Azami’s insane draw power.

laboratory maniac

[card]Laboratory Maniac[/card] is one of our main win conditions. It’s very easy to draw your entire library with this deck, and it’s a solid play against people that really want to play mill with [card]Mirko Vosk, Mind Drinker[/card] or [card]Phenax, God of Deception[/card].

lighthouse chronologist

[card]LIghthouse Chronologist[/card] is the most expensive creature card in the game with Level Up, and for good reason. While he doesn’t do anything special until level 7+, when he does get there it’s well worth the 1UUUUUUUU mana that he ends up costing in the end. After every turn that isn’t your turn, you get another turn. While this isn’t a huge effect in 1v1 (though you still get two turns in a row constantly) in multiplayer, you get a turn after every other player’s turn – giving us access to 4 or 5 extra cards and land drops against all of your opponents. Of course, he’s still easy to get rid of – even at level 7 he’s still only a 3/5, but you have counter magic to keep him on board for long enough to matter.

patron wizard

[card]Patron Wizard[/card] is probably one of the best wizards in the game. When Azami isn’t in play, this guy is the big player – countering spells or at least adding taxes is ridiculous when it’s scalable to the number of wizards you control.

teferi mage of zhalfir

[card]Teferi, Mage of Zhalfir[/card] shuts down your opponents during your turn, letting you just combo off without too much interruption if he’s in play. Alternatively, you can play him as your Commander if you’d rather go with a more control-oriented build rather than the combo build that I’m suggesting. You can just add cards like [card]Erayo, Soratami Ascendent[card], [card]Arcane Laboratory[/card] or [card]Knowledge Pool[/card].

vendillion clique

Personally, I haven’t gotten a chance to play [card]Vendilion Clique[/card] but the value is clear. 1UU for a 3/1 Flash and Flying wizard lets you get rid of immediate threats in player’s hands. It’s better in 1v1 than it is in multiplayer. If you  have one, play it. If not, it’s not necessarily worth the investment for this deck.

Counterspells:

The counterspells are probably the most important thing in the deck – it protects all of your combos, and keeps your opponents from winning in the mean time.

10counterspell2

Hard Counters:

  • [card]Arcane Denial[/card]
  • [card]Counterspell[/card]
  • [card]Cryptic Command[/card]
  • [card]Desertion[/card]
  • [card]Spelljack[/card]
  • [card]Swan Song[/card]

Permission spells aren’t nearly as powerful in multiplayer, so we generally stick to Hard Counters.

force of will

Manaless Counters:

  • [card]Disrupting Shoal[/card]
  • [card]Force of Will[/card]
  • [card]Pact of Negation[/card]

These are spells we can actually play even when we’re tapped out, which is perfect for protecting yourself long enough to win the game. [card]Foil[/card] is another option, but i personally don’t play it due to being strictly worse than [card]Force of Will[/card].

remand

Tuck/Bounce Counters:

  • [card]Hinder[/card]
  • [card]Memory Lapse[/card]
  • [card]Remand[/card]
  • [card]Spell Crumple[/card]

While tuck is no longer nearly as powerful as it used to be due to not tucking Commanders any more, sometimes you just need to get rid of something permanently, or at least make your opponent waste a tutor to get it back. [card]Remand[/card] is probably the best card here – at just 1U to counter a spell for a turn, it’s pretty solid seeing as it always draws you a card.

The Combos!:

Of course, the entire purpose of the deck is to combo out and win. Azami supplies us with the card draw to give us answers and draw us into our combos.

Azami, Lady of Scrolls + Mind Over Matter

azami lady of scrollsmind over matter

This one is pretty simple – [card]Azami, Lady of Scrolls[/card] draws you a card, and you discard that card to untap Azami with [card]Mind Over Matter[/card], and then tap to draw another card, etc. Then, you either win by swinging with a gigantic Azami with [card]Diviner’s Wand[/card] or win by drawing your entire library with [card]Laboratory Maniac[/card] on board.

Palinchron + Any Mana Doubler

palinchroncaged sun

[card]Palinchron[/card] is another one of those cards that automatically draws hate due to existence of this combo. [card]Caged Sun[/card], [card]Extraplanar Lens[/card]. and [card]Gauntlet of Power[/card] are the easiest way to do this. [card]Nykthos, Shrine to Nyx[/card] also works this this, as long as you have 7 lands including Nykthos plus having a devotion to blue of at least 6. This is pretty easy in a mono-blue deck with a lot of cards that have 2 or 3 colored mana symbols.

Once you have infinite mana you can play whatever you want. [card]Diviner’s Wand[/card] easily wins you the game at this point.

diviner's wand

In addition to being a Wizard, [card]Diviner’s Wand[/card] is one of your win conditions once you get infinite mana. You can draw as many cards as you want for 4 mana each, and that creature gets +1/+1 and flying for each card you draw.

Azami, Lady of Scrolls + Venser, Shaper Savant + Omniscience or Infinite Mana

azami lady of scrollsvenser shaper savantomniscience

[card]Venser, Shape Savant[/card] is one of those cards that breaks the rules of normal magic. Instead of countering a spell when he comes into play, he returns a permanent or a spell to it’s owner’s hand. Generally Wizards doesn’t print cards that actively interacts with the stack, but they made an exception with this one guy from Future Sight (aside from [card]Lightning Storm[/card] – that card is an active attack on the stack, and that was Coldsnap and not Future Sight). As [card]Omniscience[/card] lets you cast anything for free, you can use Venser to bounce himself back to your hand. In response to his triggered ability, you tap him with Azami’s draw ability, allowing you to draw your entire library by just repeating this process, and all at instant speed during any player’s turn. Again, this wins you the game with Laboratory Maniac.

In addition, this combo also turns [card]Patron Wizard[/card] into a hard counter for every single spell your opponent’s play – And Venser himself can [card]Remand[/card] uncounterable spells.

Etherium Sculptor + Future Sight/Magus of the Future + Sensei’s Divining Top

etherium sculptorfuture sightmagus of the futuresensei's divining top

This is one of the more obscure combos that I personally like playing because I generally play all of the cards regardless. [card]Future Sight[/card] hasn’t always made the cut, but [card]Magus of the Future[/card] always does in this deck for me at least. [card]Etherium Sculptor[/card] decreases the cost of all of your artifacts by 1, which makes [card]Sensei’s Divining Top[/card] free. With [card]Future Sight[/card] or [card]Magus of the Future[/card], you get to play Top for free from the Top of your deck after tapping it to draw a card.

[deck title=Azami, Lady of Scrolls]
[Creatures]
Aether Adept
Archaeomancer
Azami, Lady of Scrolls
Consecrated Sphinx
Cursecatcher
Daring Apprentice
Etherium Sculptor
Glen Elendra Archmage
Kozilek, Butcher of Truth
Laboratory Maniac
Lighthouse Chronologist
Magus of the Future
Master of Waves
Palinchron
Patron Wizard
Phyrexian Metamorph
Sage of Fables
Shapesharer
Snapcaster Mage
Spellskite
Stonybrook Banneret
Teferi, Mage of Zhalfir
Trinket Mage
Vendillion Clique
Venser, Shaper Savant
[/Creatures]
[Spells]
Arcane Denial
Beacon of Tomorrows
Blue Sun’s Zenith
Caged Sun
Capsize
Counterspell
Cryptic Command
Desertion
Disrupting Shoal
Dissipate
Diviner’s Wand
Elixir of Immortality
Expedition Map
Extraplanar Lens
Force of Will
Future Sight
Gauntlet of Power
High Tide
Hinder
Illusionist’s Bracer
Long-Term Plans
Memory Lapse
MInd Over Matter
Mystical Tutor
Omniscience
Pact of Negation
Remand
Sensei’s Divining Top
Sol RIng
Spell Crumple
Spelljack
Swan Song
Temporal Mastery
TIme Spiral
Time Stretch
Time Warp
Treachery
Turnabout
Vedalken Shackles
Walk the Aeons
[/Spells]
[Land]
Academy Ruins
Cavern of Souls
MInamo, School at Water’s Edge
Mutavault
Myriad Landscape
Nykthos, Shrine to Nyx
Reliquary Tower
Ridetide Laboratory
Scrying Sheets
Seat of the Synod
23 Snow-Covered Island
Terrain Generator
Tolaria West
[/Land]
[/deck]

If you like winning and being the only one having fun, feel free to try out Azami. Also, if you like playing Solitaire at your desk alone, try building Azami. Otherwise, stick to someone a little more friendly if you have a more casual play group.

Until next time,

David M. Rowell

Pitt Imps Podcast #117 Will Will Be Walking

This is the last week for Will as a regular until the fall. He’s going for a walk. So he choose the topic (Ethics in Magic). We go over the BS with the SCG chat over the weekend. Talk about the tournament that happened in Cleveland. Maybe I strong armed us into spending way to much time on the new direction Mardu decks appear to be moving. We chat about Scouting and is it good or bad for the game and come to no conclusion. We also manage to fit in the maybe spoilers for MM2. Then the rambling starts and we say good-bye for now to Will.

Host  Angelo   Twitter   @ganksuou

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Weekend Magic: 4/24-4/26

This past weekend brought us Star City Games: Cleveland. The main event was Standard, with of course a side of Modern and Legacy. Let’s take a look at the results and see what happened.

Star City Games Open – Standard (Cleveland, OH, USA)

Decklists

Deck Finish Player Deck Finish Player
Bant Heroic 1st Ross Merriam Jeskai Aggro 9th Harlan Firer
G/R Dragons 2nd Brad Fallen Esper Dragons 10th Zachary Helfer
Abzan Aggro 3rd Kyle Boggemes Mardu Midrange 11th Joshua Taylor
Esper Dragons 4th Gerard Fabiano Esper Dragons 12th Andrew Maine
Bant Midrange 5th Collins Mullen Atarka Red 13th Matt Ratajceak
Jeskai Tokens 6th Alex Zurawski Abzan Megamorph 14th Jim Davis
Esper Dragons 7th Kenta Hiroki Abzan Aggro 15th Andrew Boswell
Abzan Aggro 8th Connor Bowman Bant Midrange 16th Chris Andersen

Ross Merriam took down the Standard portion piloting Bant Heroic. Key players in this deck are [card]Favored Hoplite[/card], [card]Hero of Iroas[/card], [card]Seeker of the Way[/card], and [card]Dromoka’s Command[/card] to bring home the versatility. I’m sure that [card]Dromoka’s Command[/card] contributed a great deal to Merriam’s success and is definitely a card to watch out for the in future, in Bant Heroic and other decks. Other notable cards in the list are two [card]Monastery Mentor[/card] main deck and three [card]Encase in Ice[/card] out of the sideboard. In this deck we see some interesting innovations in the typical Heroic list that enabled it to come out top dog of the weekend.

The runner up was G/R Dragons, another deck we’ve seen cement itself in the metagame since Dragons of Tarkir was released. This deck was playing [card]Stormbreath Dragon[/card] and [card]Thunderbreak Regent[/card] as the main dragons, with [card]Dragonlord Atarka[/card] backup in case the game goes long. [card]Xenagos, the Reveler[/card] continues to show up in these lists in order to help generate massive amounts of mana in order to cast the heavier dragons like Atarka or even monstrifying a [card]Stormbreath Dragon[/card] for massive amounts of damage.

Rounding out the Top 8, decks of note include two Abzan Aggro decks and Bant Midrange. Boggemes’ list resembled past lists by featuring solid choices like [card]Abzan Charm[/card] and [card]Hero’s Downfall[/card]. Bowman’s list featured a playset of [card]Collected Company[/card] and main decked two [card]Grim Haruspex[/card] as a way to generate card advantage through a “surprise” [card]Collected Company[/card] during the combat phase. Another interesting choice was a full playset of [card]Herald of Torment[/card] and [card]Warden of the First Tree[/card], again to get the most out of those CC plays. Certainly an interesting list that could pick up more steam over time as more creatures that cost three mana or less are added to the Standard card pool. Finally, Bant Midrange features the best of the Heroic and G/W Midrange decks by playing [card]Dragonlord Ojutai[/card] along with beatstick [card]Surrak, the Hunt Caller[/card], [card]Deathmist Raptor[/card], [card]Fleecemane Lion[/card], and [card]Mastery of the Unseen[/card]. All in all just a solid deck choice that has pretty decent matchups against most of the field (though not quite at the level of Esper Dragons).

Rouding out the Top 16, decks of note include Mardu Midrange and Abzan Megamorph. Notable cards in Mardu Midrange are [card]Brimaz, King of Oreskos[/card], [card]Outpost Siege[/card], [card]Crackling Doom[/card], and [card]Mardu Charm[/card]. Notable cards in Abzan Megamorph are [card]Deathmist Raptor[/card], [card]Den Protector[/card], [card]Abzan Charm[/card], and [card]Mastery of the Unseen[/card] out of the sideboard.

Star City Games Premier IQ – Modern (Cleveland, OH, USA)

Decklists

Deck Finish Player Deck Finish Player
Sultai Control 1st Matthew Tickal Abzan Collected Company 9th Bobby Colegrove
Amulet Bloom 2nd James McCoury Affinity 10th Leonard Wernette-Leff
G/W Trap 3rd Nicholas Montaquila Abzan 11th Jacob Lee
Grixis Twin 4th Kevin Jones Abzan Collected Company 12th James Moffitt
Burn 5th Cody Alexander Ad Nauseam 13th Bill Ragle
Abzan Aggro 6th Joseph Nowell Jund 14th Adam Vincik
Affinity 7th Steven Baker Storm 15th Travis Limbert
Affinity 8th Andrew Eales Amulet Bloom 16th Eric Rill

Moving on to Modern, Sultai Control took down the Premier IQ piloted by Matthew Tickal. Similar to the list first introducted by Gerrard Fabiano, again we see [card]Thragtusk[/card], [card]Ashiok, Nightmare Weaver[/card], and [card]Jace, Architect of Thought[/card] battling alongside of [card]Snapcaster Mage[/card], [card]Tarmogoyf[/card], and other notable Modern staples. Second place went to Amulet Bloom, a deck that was featured at the Pro Tour and is widely known in Modern at this point. McCoury’s deck featured [card]Grave Titan[/card] as another way to win in addition to [card]Primeval Titan[/card] and the [card]Hive Mind[/card] / Pact combo.

Looking at the rest of the Top 8, G/W Trap seems to be a new brew featuring cards such as [card]Knight of the Reliquary[/card], [card]Lotus Cobra[/card], [card]Nest Invader[/card], [card]Primeval Titan[/card], and [card]Emrakul, the Aeons Torn[/card] along with [card]Summoning Trap[/card] and [card]Mosswort Bridge[/card] in order to cheat an Emrakul into play without paying the mana cost. We also see a black splash for [card]Lingering Souls[/card] in the main deck, to help delay the game until Emrakul can come online or to help finish a game that seems stalled. Certainly an interesting build – I’m not sure how good it is on a large scale however it is certainly something to keep an eye on moving forward. The Affinity decks also featured some tech in the form of [card]Temur Battle Rage[/card] and and [card]Ghostfire Blade[/card].

Looking at the rest of the Top 16, Abzan Collected Company continues to showcase its strength and even Jund and Storm showed up to make the Top 16 in Cleveland. Nothing really new or innovative here.

Star City Games Premier IQ – Legacy (Cleveland, OH, USA)

Decklists

Deck Finish Player Deck Finish Player
Grixis Control 1st Jason Smith Miracles 9th Dan Musser
Miracles 2nd Sitharthan Sriharan Lands 10th Nick Byrd
Miracles 3rd Joe Lossett Tezzerator 11th Cameron Wisniewski
Miracles 4th Sean O’Neal Grixis Pyro 12th Chris Stagno
Omni-Tell 5th Zechariah Szoke Sultai Delver 13th John Wiley
Death and Taxes 6th Adam Johnson Miracles 14th Marcus Perez
Jeskai Stoneblade 7th Steven McGrew Metalworker 15th Stephen Seliskar
Metalworker 8th Sean Logie Merfolk 16th Scott Muir

With results from GP Kyoto in, it looks like it has changed the face of Legacy. Again we see Miracles and Omni-Tell in the Top 8 however Grixis Control piloted by Jason Smith took down the event. Notable cards here include [card]Baleful Strix[/card], [card]Young Pyromancer[/card], [card]Dack Fayden[/card], and four copies of [card]Dig Through Time[/card].

Moving on to Miracles, key components of the deck include the [card]Counterbalance[/card] / [card]Sensei’s Diving Top[/card] package, [card]Terminus[/card], [card]Entreat the Angels[/card], [card]Snapcaster Mage[/card], and [card]Jace, the Mind Sculptor[/card]. Nothing innovate going on with Top 8 Miracles lists.

Omni-Tell shows up again, featuring a playset of [card]Omniscience[/card] and [card]Cunning Wish[/card]. Metalworker is playing two [card]Ugin, the Spirit Dragon[/card] these days which is cool. I’m surprised that it makes the cut over [card]Karn Liberated[/card] but it appears that a one-sided [card]Pernicious Deed[/card] with exile is superior [card]Vindicate[/card] with exile.

Rounding out the Top 16, Tezzerator makes an appearance in 11th place and Merfolk makes an appearance in 16th place. Notable cards from Tezzerator include [card]Baleful Strix[/card], [card]Dack Fayden[/card], [card]Tezzeret, Agent of Bolas[/card], [card]Chalice of the Void[/card], [card]Mox Diamond[/card], [card]Sword of the Meek[/card] / [card]Thopter Foundry[/card], and [card]Transmute Artifact[/card]. Notable cards from Merfolk include [card]True-Name Nemesis[/card], [card]Phantasmal Image[/card], a single [card]Mishra’s Factory[/card], a single [card]Thassa, God of the Sea[/card], and [card]Vapor Snag[/card].

That’s all from Cleveland! See you next time.

Brainstorm Brewery #145 – Fragments of Imagination

It’s not all Vegas talk this week. Not that much of anything really happened financially this week. Mike Flores played a weird Dragon deck and made some cards that we wanted to go down not go down but other than that, it’s all gas as this frees us up to talk about what we want. Was the Modern Masters 2015 spoiler real? The gang can’t agree. It’s a contentious episode where only one cast member is introduced, other podcasts are insulted and no one thinks to make a Fogo bet this close to the whole gang getting together to eat at Fogo for the first time in two years. This is a wild one, and don’t miss it or you’ll regret it to your dying day.

 

  • Finance 101 is an e-mail and it’s all about MODO and real dollas
  • Was the Modern Masters spoiler real?
  • VEGA$
  • How do we handle being in Vegas at the biggest GP ever? Tips abound.
  • Pick of the Week almost doesn’t happen. We spoil you listeners.
  • Support our Patreon! We will use the money to make the cast better, not pay ourselves.
  • Need to contact us? Hit up [email protected]

 

Cabe Riseau produced the intro and outro music for Brainstorm Brewery.

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Money Draught #30 — Red Panda Rhetoric

Topics include: Pro Tour “Friday card spikes”, Modern Masters 2015 availability, the new “Vegas House”, zoos and botanical gardens.

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New is Always Better – Getting Tricksy with Death and Taxes

Death and Taxes has been a real force in Legacy for quite a while now. The deck may not be particularly powerful in itself, but it’s built in such a way as to position itself very well versus the format. Utilizing several different hatebears, Death and Taxes will make life hard for many opponents. Thalia, Guardian of Thraben laughs in the face of decks filled with Brainstorms and Ponders. Phyrexian Revoker can stifle many strategies if you know what to name with it. “Nice Sensei’s Divining Top/Sneak Attack/Lion’s Eye Diamond you got there”. While lists have varied over time the core concept of the deck has remained intact; a mono white deck filled with disruptive creatures and mana denial. The deck made a name for itself when Thomas Enevoldsen and Michael Bonde both took it to the top 8 of GP Strasbourg in 2013, with Enevoldsen eventually winning the whole thing. If you were paying attention back then however, you will know that the deck was already doing well in the hands of Thomas Enevoldsen. He had taken down the Danish Legacy Masters with it months earlier, and even took it to a twelfth place finish at GP Ghent in 2012. Still, GP Strasbourg was when the deck really had its big break. For reference, here’s the list he used to take it down.

This list is still relatively similar to many of the Death and Taxes lists we see today. People will shave a card here and there, tweak the numbers according to their preferences, or choose to go with more recent inclusions such as Spirit of the Labyrinth, Brimaz, King of Oreskos and Containment Priest. The core concept however has remained the same for a long time. Until now. If you follow news in Legacy you likely won’t have missed this new take on Death and Taxes that popular MTGO streamer Bahra has been playing recently. To be fair, people have been splashing different colors in Death and Taxes before, but this is the first time I’ve seen the red splash get this much attention. Let’s take a look.

[Deck title=R/W Taxes by Bahra]
[Creatures]
*3 Phyrexian Revoker
*4 Flickerwisp
*2 Imperial Recruiter
*3 Magus of the Moon
*1 Mirran Crusader
*4 Mother of Runes
*1 Serra Avenger
*4 Stoneforge Mystic
*4 Thalia, Guardian of Thraben
[/Creatures]
[Noncreature Spells]
*4 Aether Vial
*4 Swords to Plowshares
*1 Umezawa’s Jitte
*1 Batterskull
*1 Sword of Fire and Ice
[/Noncreature Spells]
[Lands]
*4 Wasteland
*4 Rishadan Port
*2 Karakas
*2 Plateau
*3 Plains
*3 Flooded Strand
*4 Windswept Heath
*1 Cavern of Souls
[/Lands]
[Sideboard]
*1 Pithing Needle
*1 Ratchet Bomb
*3 Ethersworn Canonist
*2 Kor Firewalker
*3 Rest in Peace
*2 Council’s Judgment
*3 Sudden Demise
[/Sideboard]
[/Deck]

Magus of the Moon can singlehandedly win games versus decks heavy with nonbasic lands, such as Shardless BUG and Lands. Imperial Painter posted really strong results last time Shardless BUG and Esper Deathblade decks were everywhere, and that was largely due to the strength of Blood Moon effects. Imperial Recruiter can recruit your hatebear of choice, and gets even better after sideboard, essentially giving you two more copies of whatever hoser creatures you choose to include. Sudden Demise provides some much needed assistance in the Elves matchup, giving you a way to clear their board. Those things all seem great, but they come at the cost of a weaker mana base and a deck that feels a lot clunkier. Whether the red splash is worth it or not will depend on the expected metagame, but whether you’re planning to play this deck or not you should know what to expect when your Death and Taxes opponent shows you a Plateau.

One twist on Death and Taxes that there hasn’t been as much fuss about is the blue splash. Death and Taxes is an incredibly tricky deck, full of intricate interactions, and this version takes it one step further! Check out this innovative take on the deck that a friend of mine piloted at a local 54-people tournament recently.

[Deck title=Tricks and Taxes]
[Creatures]
*4 Mother of Runes
*2 Gilded Drake
*2 Phyrexian Revoker
*3 Spirit of the Labyrinth
*4 Stoneforge Mystic
*4 Thalia, Guardian of Thraben
*4 Flickerwisp
*3 Vendilion Clique
*2 Venser, Shaper Savant
[/creatures]
[Noncreature Spells]
*4 Aether Vial
*4 Swords to Plowshares
*1 Umezawa’s Jitte
*1 Batterskull
[/noncreature spells]
[Lands]
*4 Flooded Strand
*2 Island
*3 Karakas
*2 Plains
*3 Polluted Delta
*4 Tundra
*4 Wasteland
[/lands]
[Sideboard]
*3 Ethersworn Canonist
*3 Meddling Mage
*2 Phyrexian Revoker
*4 Rest in Peace
*2 True-Name Nemesis
*1 Venser, Shaper Savant
[/sideboard]
[/deck]

This deck is sweet! If you thought Venser, Shaper Savant was good alongside Karakas, wait until you get to do it with an Aether Vial in play. How would you like casting Vendilion Clique in your opponent’s draw step when you have a Spirit of the Labyrinth? What about using Flickerwisp on your own Gilded Drake to effectively steal another creature? Sure, there are things I dislike about this iteration of the deck (such as the mana base and the absence of Containment Priest), but this deck is so full of neat tricks and powerful ways to abuse its cards that I can’t help but fantasize about all the potential interactions it presents. It’s a Death and Taxes list, but it also reminds me of this deck:

[Deck title=U/W Vial by Travis Gibson]
[Creatures]
*4 Mother of Runes
*2 Weathered Wayfarer
*4 Stoneforge Mystic
*4 Serra Avenger
*3 True-Name Nemesis
*1 Brimaz, King of Oreskos
*1 Vendilion Clique
[/creatures]
[Noncreature Spells]
*4 Aether Vial
*1 Umezawa’s Jitte
*1 Sword of War and Peace
*1 Batterskull
*4 Swords to Plowshares
*4 Brainstorm
*1 Ponder
*4 Daze
*2 Force of Will
*2 Spell pierce
[/noncreature spells]
[Lands]
*2 Island
*2 Plains
*1 Cephalid Coliseum
*1 Karakas
*4 Tundra
*1 Wasteland
*1 Mishra’s Factory
*2 Windswept Heath
*4 Flooded Strand
[/lands]
[/deck]

This deck lacks the traditional disruptive elements of a Death and Taxes deck. Instead you have an aggro control deck with a fairly strong tempo plan. You lose out on a lot of what makes Death and Taxes a deck, but on the other hand you get to play with Brainstorm. I like how it’s built like an aggressive, threat heavier Stoneblade deck, but the Weathered Wayfarer package seems like it’s a bit too cute and not something I would be happy about drawing in the late game. The mana base is also stronger. The deck is more evenly split between its colors, and has already moved away from the mana disruption package. I think this deck has merit, though it may need further tuning.

As I mentioned earlier my main dislike about the Tricks and Taxes list was the mana base. Neither Venser, Shaper Savant nor Vendilion Clique is especially splash friendly, with both requiring double blue to cast. Thankfully though, the decks you want them against aren’t ones that typically play Wasteland, so it’s not as much of a drawback as one might think. I put together a first draft of what I would like the deck to look like. Losing out on Rishadan Port sucks and Venser just might be too cute for maindeck inclusion, but other than that I’m fairly happy about how it looks. Moving some Meddling Mages to the maindeck gives the deck more room for high impact sideboard cards, which should lead to better game two and three matchups versus a lot of the field. At first I wanted to fit some copies of Containment Priest in there as well, as the deck already wants to be playing the full four Flickerwisps, but the blue splash is enough more reliant on Aether Vial that I deemed it not worth it.

[Deck title=Tricks and Taxes by Sandro Rajalin]
[Creatures]
*4 Mother of Runes
*4 Thalia, Guardian of Thraben
*4 Stoneforge Mystic
*2 Phyrexian Revoker
*2 Gilded Drake
*2 Meddling Mage
*2 Spirit of the Labyrinth
*4 Flickerwisp
*2 Vendilion Clique
*1 Venser, Shaper Savant
[/creatures]
[Noncreature Spells]
*4 Aether Vial
*4 Swords to Plowshares
*1 Umezawa’s Jitte
*1 Batterskull
[/noncreature spells]
[Lands]
*4 Tundra
*1 Hallowed Fountain
*1 Cavern of Souls
*4 Flooded Strand
*3 Arid Mesa
*3 Plains
*4 Wasteland
*3 Karakas
[/lands]
[/deck]

The addition of both Meddling Mage and Vendilion Clique should give the deck some much needed tools to fight the Miracles menace. I don’t know how good Gilded Drake actually is, but it seems super sweet in this deck and should be able to swing games on its own. I’m inclined to believe that Venser, Shaper Savant is too clunky and might not end up making the cut, but I would rather have it from the start to see if it has merit and then cut if it does not. In that case we could probably afford to shave a land, or fit some Rishadan Ports in there. Hallowed Fountain is there as insurance versus decks that are capable of wastelanding us multiple times. Cavern of Souls is a nod to Miracles. An uncounterable Vendilion Clique to stop their Terminus should buy you enough time to finish them off, and if you have a Karakas you get to do it over and over again. I don’t imagine this deck will be tearing up the legacy metagame anytime soon, but I always enjoy an innovative twist on an established archetype. The legacy format is so diverse that a skilled pilot can always do well in any given tournament if they’re up to date on the current metagame and can tune their deck to beat it. Decks that go under the radar gain a lot of percentages because people simply don’t know how to play against them properly. This is especially true if those decks are also packing tricks that players aren’t used to seeing; tricky interactions with a high blowout potential. We saw this phenomenon years ago with the original Death and Taxes, and we’ve seen it with Infect in the hands of Tom ‘the boss’ Ross.

 

My name is Sandro Rajalin. I’m a Magic player, writer, and Legacy aficionado from Stockholm, Sweden. You can follow me on Twitter for all my magic related content at @SandroRajalin or email me at [email protected]

Pitt Imps Podcast #116 PT Experience

This week the Imps welcomed back Zac Roorda as a guest on the show. He helped us go through the two GP’s in the city’s that start with K. One was Standard while the other was a rare Legacy GP in Japan. Then we picked Zac’s brain about what it was like to be a first time PT competitor. So cool by the way. We went over his decks and then began to ramble about everything.

Host    Angelo      Twitter  @ganksuou

Co-Host   Will      Facebook

Co-Host    Mike     Twitter @Huntmaster_Mike

Guest    Zac Roorda     Twitter   @Kithkinz

Show Email   [email protected]

The Pitt Imps is brought to you by Taitan Game Shop and the Brainstorm Brewery