Episode Archives

A Unified Theory of Commander

Commander is a complicated game. Despite being a “casual” format, the massive pool of playable cards, multiplayer politics, and varied expectations of what constitutes the “Spirit of Commander” can make trying EDH for the first time quite intimidating. The trouble finding sound advice on how to build and play a deck online doesn’t help the situation much for new players either. While veteran players in places like the EDH subreddit are happy to share their knowledge of the format with new players, their advice is often complicated, contradictory, and overly specific.

It’s no surprise then that new players often turn to a preconstructed product like the recent Commander 2013 decks or to copying a list they find online to get started. It often takes months of trial and error, adding and subtracting, and lots of long, difficult games before a player begins to understand what their deck really wants to do, let alone what cards are actually effective at helping them have fun and win a few matches along the way. This steep learning curve inspires some players to improve, but also drives some players clear out of the format.

Just imagine what he might tweet if someone tried to teach him Commander.

Just imagine what he might tweet if someone tried to teach him Commander.

Easy to Learn

Contrast this to any thread where a player asks for advice on how to draft for the first time. Veteran players virtually trip over each other to be the first to post the BREAD system for drafting. If you aren’t familiar with the system yourself, it provides a basic framework for how to draft an effective deck no matter what three packs the players are cracking at the table. It goes like this:

B is for Bombs – The first thing players should be looking for are cards that win the game. These are powerful cards that are difficult for opponents to deal with and usually either win the game immediately or put the player so far ahead that the opponent has little chance of coming back.

R is for Removal – After game winners, players need cards that remove or otherwise disable powerful creatures and other troublesome permanents played by their opponents.

E is for Evasion – Creatures that can fly, are unblockable, hexproof, or are otherwise good at pushing through damage are said to have evasion. While these cards don’t usually win the game themselves, they can put a player well ahead if left unanswered.

A is for Aggro – Aggressive cards are usually cheap or undercosted creatures and spells that let a player race ahead in damage.

D is for Duds – Usually the last few picks in any pack are the “bad” cards in the format, or at least the ones with very narrow utility. Pick these last, but look for cards in your colors that might provide a good sideboard option in a specific match-up.

No matter what set a player might be drafting, he or she can generally follow this advice and find success in an event. Each time the player picks up a stack of cards, whether its a “pack one, pick one” moment or the dregs of the third pack, evaluating the available picks using the BREAD system sets a player up for success. Of course there are other nuances to drafting, like knowing when to force a particular deck archetype or how to signal your picks to the table, but these additional elements are dependent on the player first applying the BREAD system effectively.

Difficult to Master

So why is it so easy to communicate a basic theory for drafting, but so difficult to offer sound advice on how to play Commander? Why can a five-letter acronym start any player off at Friday Night Magic, but building your first deck for a casual game of EDH requires multi-thousand word essays to explain? Some might argue that the complexity of the format demands this much detail. Others will suggest that since there is a wide spectrum of expectations for the format that fall somewhere between the casual “House Rules No Counterspells, No Attacking Until Turn Ten” and the cutthroat  “Stax Lockdown No One Plays But Me” playgroups, that any general advice is essentially meaningless.

I disagree. I believe that if you break Commander down into its constituent parts and examine every deck that successfully creates fun and interaction at the table, you can assemble a list of rules for EDH deckbuilding and playing that are as simple to learn and apply as BREAD. Whether you are building a casual squirrel tribal deck for laughs or assembling a competitive Animar list for a local tournament, I’d like to suggest a Unified Theory of Commander that can help inform your decisions both during deck construction and while you are slinging spells at the table.

While I don’t have an acronym like BREAD for you, I do have a mnemonic device to help you remember the theory. Repeat after me:

My Deck Tickled A Sliver.

My Deck Tickled A Sliver.

My Deck Tickled A Sliver.

Not sure I actually want to know what could make her giggle...

Not sure I actually want to know what could make her giggle…

No. I’m not advocating you do a little stand-up comedy in a brood pit. I want you to remember the five letters MDTAS in that particular order. My Deck Tickled A Sliver. MDTAS. Got it? Good. Now let’s learn what it means:

Mana, Draw, Threats, Answers, Synergy

Why is the order important? Because I believe that understanding the ordinal value of each of these elements can help players make good decisions about how to assemble a fun and functional EDH deck. Applying this theory to both building and playing a deck will cut down on the more frustrating parts of learning Commander and help new players start enjoying games more quickly. It might even teach a few veterans a thing or two as well.

So let’s do a brief introduction to each element of the theory.

Mana

Whether a player is attempting a [card]Hermit Druid[/card] combo deck meant to win every match (and lose all his friends) or a group hug [card]Phelddagrif[/card] deck with zero win conditions, playing cards in Magic requires access to mana. If a deck does not produce enough mana to reliably cast its spells, then the deck does not work. You cannot play the game without mana.

This may seem like a truism, but its a fact that is often lost on new players. They often run too few lands in their decks and when presented with the choice of adding a mana rock or another cool threat, they pick the threat. Unfortunately, that often means eight-drop game-winners end up as dead cards in their hands because they are stuck on six mana. So no matter your commander, your colors, your deck archetype, or your goals, the most important part of any Commander deck is access to mana.

Draw

Volumes of work have been written about how to define card advantage in Magic and not all accounts agree, so I won’t try to summarize or compete with the various arguments here. All you need to know for the purposes of this introduction to my Unified Theory of Commander: more cards is good. Fewer cards is bad. So drawing cards is one of the most important things your Commander deck can do.

Imagine for a moment that a game of Commander is a shoot out. Your hand is your gun and the cards in your hand are your bullets. The more bullets you’ve got access to, the more shots you can take and the more likely you are to start hitting your targets and eliminating threats. So run cards that reload your hand and keep you in the fight.

Threats

Brace yourself for another truism everyone: You must resolve threats to win a game of Commander. You need to play your cards to actually play the game, right? But what do I mean by threats? I mean cards that can win the game for you quickly if they go unanswered. Whether that means a giant creature, combo pieces, or an explosive spell, each deck should run enough game enders to make sure it can reliably have an impact on the board state in each game.

Now before players that pilot decks with goals other than winning the game grab their pitchforks, remember that for most players, the object is to win the game. So a threat is usually defined with that objective in mind. If you are piloting a deck with the goal to keep the game going until everyone has to concede and go home, then a “threat” means something different for you. It means a card that advances the mission of your deck.

Answers

This is perhaps the easiest element of my Unified Theory to explain, but potentially the most contentious part for new and casual players to swallow. Commander is not a four-man solitaire game. So even if you are running a theme deck with only a single, complicated win condition, it is not the responsibility of the rest of the table to let you play solo until you finally get that game ender online. It does not violate the spirit of Commander to interact with your janky deck.

It’s important for each deck builder to consider what removal options are available in her colors and which permanent types might be a problem. For instance, a monoblack player will likely need to consider some colorless options for removing enchantments. Do your homework and make sure your deck can respond to the win conditions other players drop on the table. Even a group hug deck needs to occasionally consider tucking someone’s commander to keep the game rolling and execute a political path to victory.

Synergy

The lowest ranked item on my list is perhaps the most discussed topic in any deck building thread. When a new player asks for advice online about getting into the format, the responses tend to be chock-full of suggestions about picking a commander and filling the deck with synergistic cards. But take a quick glance at the rest of my list and perhaps you’ll see why that’s a trap. Focusing on synergy can tend to make players overvalue cards that do not develop access to resources, threaten to win the game, or deal with the threats of others. Most sinister about this problem is that the synergy between cards can make the deck feel pretty good in certain instances, leaving players without a gut understanding of why its being ineffective.

Picking cards that synergize well with a commander must be less important than these other elements. Synergistic cards don’t matter if you can’t play them (lack of mana), can’t get them into your hand (lack of draw), can’t threaten to win the game (lack of power), or respond to the game plans being executed by other decks (lack of answers). Players have been advising each other to build their decks in reverse order. No wonder the format feels so difficult to understand.

Feeling Ticklish

Now you might have noticed that I didn’t include specific cards in this article. That’s because I didn’t want to distract you by talking about details. Like BREAD for drafting, the Unified Theory of Commander should be card agnostic. It’s a universal system that you can apply to any deck. But have no fear. I’ll be diving deep into each element of the theory in future articles. We’ve laid the foundation with My Deck Tickled A Sliver. Next we can start looking at what those tickle-fingers look like in practice.

The Divine Aristocrats

While I still intend to battle with my trusty RUG Monsters deck for the foreseeable future, that has not put a halt to my desire for a good brew. With that in mind, let’s talk about a spicy number that I have been thinking about since the Journey into Nyx prerelease.

[deck title=The Divine Aristocrats by Ken Crocker]
[Creatures]
*4 Cartel Aristocrat
*4 Voice of Resurgence
*4 Lotleth Troll
*3 Varolz, the Scar-Striped
*3 Athreos, God of Passage
*2 Pharika, God of Affliction
*2 Scourge of Skola Vale
*4 Desecration Demon
*3 Polukranos, World Eater
[/Creatures]
[Planeswalkers]
*2 Ajani, Mentor of Heroes
[/Planeswalkers]
[Spells]
*1 Dark Prophecy
*4 Abrupt Decay
[/Spells]
[Lands]
*4 Mana Confluence
*4 Temple Garden
*4 Overgrown Tomb
*4 Godless Shrine
*3 Temple of Malady
*3 Temple of Silence
*2 Swamp
[/Lands]
[/Deck]

Our Gods Are Awesome Gods

As always, it may be useful to go over some card choices:

  • Obviously, for an Aristocrats-style deck, we need to have some sacrifice outlets. [card]Varolz, the Scar-Striped[/card] and [card]Cartel Aristocrat[/card] fill that role nicely, but I felt we needed more. Thus, the two [card]Scourge of Skola Vale[/card].
  • Another key component of an Aristocrats deck is its difficult-to-answer threats. [card]Cartel Aristocrat[/card], [card]Varolz, the Scar-Striped[/card], [card]Lotleth Troll[/card], and both Gods fit that criteria rather nicely, each requiring different answers. Furthermore, our deck is also fairly [card]Supreme Verdict[/card] proof, given Lotleth Troll’s and Varolz’s regeneration, [card]Voice of Resurgence[/card]’s ability, and the gods being indestructible.
  • Value is the whole point of an Aristocrats deck. There is obvious value in Varolz’s ability (remember, a god is still a creature in the graveyard), but the added value of [card]Lotleth Troll[/card] pitching a God, and then scavenging it onto a [card]Cartel Aristocrat[/card] is something that cannot be ignored. Plus, both gods are gods of valuetown as it is!
  • Speaking of value, the one-of Dark Prophecy was just too juicy to not consider. It is triple black, helping turn on both gods, and it adds to the overall theme of value in our deck.
  • Topping out our curve at [card]Desecration Demon[/card], [card]Polukranos, World Eater[/card], and [card]Ajani, Mentor of Heroes[/card] is to make sure we still have threats that our opponent has to deal with, if they get past all the Aristocrat action. This might be one of the better Ajani decks, given that there are 30 targets in the deck for him to hit with his second +1 ability (29 if you count himself).
  • [card]Abrupt Decay[/card] handles [card]Detention Sphere[/card], one of the few ways that your creatures or gods can be dealt with permanently. It also has the added bonus of killing whatever might be in your way early on. It basically slices, dices, and makes Julian fries.
  • The mana base is skewed more toward black. Notice that you only have six comes-into-play-untapped lands. The rest are either scry lands or shock lands. This is not by mistake. You do not have any turn-one plays, so we do not need to pay life on turn one. However, there are more shock lands than scry lands because we want to curve out from turn two and onward.

But What Does It All Mean?

Undoubtedly, many of you have seen either B/W Athreos decks or B/G Dredge decks. Both are solid deck choices that other pros have written about extensively. Assuredly, they have tested them to a certain extent and nobody else that I have seen has written about a Junk Aristocrats deck. So what are the advantages of playing this deck over either one of those?

Divine Aristocrats vs. B/W Athreos

  • Divine Aristocrats gets more value out of the cards you are playing even if you opponent lets your creature cards go to the graveyard. Yes, [card]Athreos, God of Passage[/card] has a sweet ability, but remember, it is an ability that gives your opponent a choice. In a straight B/W Athreos deck, your opponent gets a chance to mitigate the damage of this choice by making the worst choice for you. In our Divine Aristocrats deck, even if our opponent chooses to take the damage, we get extra value vis-à-vis [card]Pharika, God of Affliction[/card] and [card]Varolz, the Scar-Striped[/card].
  • We get access to [card]Abrupt Decay[/card], Varolz, [card]Voice of Resurgence[/card], [card]Ajani, Mentor of Heroes[/card], and [card]Lotleth Troll[/card]. While B/W gets the sweet synergy of [card]Xathrid Necromancer[/card], our overall card quality is higher, all things being equal.
  • We do not get as blown-out by [card]Anger of the Gods[/card]. Yes, as of right now, nobody plays that card. But some of us diligent Magicians have placed it in our sideboards, just in case. While both decks suffer from Anger of the Gods, ours has plenty of cards that play around it, including [card]Desecration Demon[/card], [card]Polukranos, World Eater[/card], [card]Varolz, the Scar-Striped[/card], and [card]Lotleth Troll[/card].

Divine Aristocrats vs. B/G Dredge

  • Our deck does not rely as heavily on the graveyard. I have played from the B/G Dredge side of things. Cards like [card]Scavenging Ooze[/card], [card]Agent of Erebos[/card], [card]Crypt Incursion[/card], and [card]Tormod’s Crypt[/card] do exist. While only one of them sees any competitive play, if the B/G Dredge deck picks up any steam because of the addition of [card]Nyx Weaver[/card], then we could see an uptick in graveyard hate. Bad for us, worse for the Dredge player.
  • We get access to Athreos, [card]Voice of Resurgence[/card], and [card]Ajani, Mentor of Heroes[/card]. Once again, our card quality, on the face of it, seems higher than theirs, especially since their cards are much more reliant on synergy than ours.
  • Sometimes the B/G Dredge deck just misses. While it has been constantly upgraded with the release of every new set, the B/G Dredge deck does not actually play like a Legacy Dredge deck. It can be inconsistent and it can miss. If that happens, there is not much of a Plan B for the deck. The Divine Aristocrats has several plans, including backup plans to our backup plans. This is just another way of saying we are more consistent than the B/G Dredge deck.

There are two areas that these other decks have ours beat: they have been more thoroughly tuned and, as a result, their mana bases are better. My response to those who make these claims is: nobody has tested the Divine Aristocrats. So of course it will not be as tuned and, as a result, the mana base is probably not optimal. That’s where you lovely readers get to get your hands dirty.

Cards Not Included

Here are some cards that did not make the cut, and the reasons why:

[card]Xathrid Necromancer[/card]: Just not enough humans to take advantage of his ability. Would have to be a whole different deck in order to want to include him.

[card]Brain Maggot[/card]: Why did they have to change the templating!? If this would have stayed a [card]Mesmeric Fiend[/card], it would have been an easy four-of in the maindeck. As it stands, a 1/1 for two mana that does not get any value when dead does me no good.

[card]Nighthowler[/card]: This may actually work. As of right now, I feel like this card is too inconsistent in power level to include it. However, I would be willing to be shown I am incorrect.

[card]Herald of Torment[/card]: See Nighthowler above. The only difference is that this is less inconsistent. If I were to start tweaking and playtesting today, this would be the first card I would look to add. Probably in the [card]Dark Prophecy[/card] / [card]Scourge of Soka Vale[/card] spot.

Build a Better Sideboard

Some of you may have noticed that the decklist at the start of the article did not have a sideboard. There is good reason for that. Some people say that you should build a 75-card deck, figure out the best possible configuration, and make that your main, moving the other 15 cards to the sideboard. Others, like myself, think that you build your 60 card main deck, then look for places to shore up certain matchups with your sideboard. However, when I am theory-crafting, I tend to leave the sideboard out of the equation, in order to determine if the main deck is viable. But I won’t leave you completely stranded.

Obviously, we want some amount of discard for the U/W/x Control decks. Probably about four to five cards. So some mixture of [card]Thoughtseize[/card] and [card]Duress[/card] seems appropriate.

Mono-Blue is still going to be a deck. Better pack some hate. While [card]Mistcutter Hydra[/card] might be great here, I think I would rather have [card]Skylasher[/card]. Skylasher is capable of flashing in, is more mana efficient, and actually has a power/toughness for Varolz to scavenge later, if needed.

[card]Deicide[/card] is both good against us, and a powerful card to have access to for our sideboard.

Since we are very much aware of the B/G Dredge deck, packing some hate seems like a good idea. [card]Scavenging Ooze[/card] seems to be one of the best answers, and it has the added bonus of getting big enough to fight some of the creatures.

With all this (and more) in mind, here is my first complete decklist:

[deck title=The Divine Aristocrats by Ken Crocker]
[Creatures]
*4 Cartel Aristocrat
*4 Voice of Resurgence
*4 Lotleth Troll
*3 Varolz, the Scar-Striped
*3 Athreos, God of Passage
*2 Pharika, God of Affliction
*2 Scourge of Skola Vale
*4 Desecration Demon
*3 Polukranos, World Eater
[/Creatures]
[Planeswalkers]
*2 Ajani, Mentor of Heroes
[/Planeswalkers]
[Spells]
*1 Dark Prophecy
*4 Abrupt Decay
[/Spells]
[Lands]
*4 Mana Confluence
*4 Temple Garden
*4 Overgrown Tomb
*4 Godless Shrine
*3 Temple of Malady
*3 Temple of Silence
*2 Swamp
[/Lands]
[Sideboard]
*3 Thoughtseize
*2 Durress
*2 Scavening Ooze
*4 Skylasher
*1 Deicide
*1 Golgari Charm
*1 Whip of Erebos
*1 Pithing Needle
[/Sideboard]
[/Deck]

Feel free to leave any comments about the deck. May the gods be forever in your favor!

Pitt Imps Podcast #67 – Our Pre-Releases

In this weeks episode we have on Matt from the posse for the next listener guest. We go over the subject of phones. Then we ramble about banning Standard since Melira didn’t get banned. Oh yea there was some pre-release stories in there as well.

Your hosts: Angelo & Ryan

Angelo’s Twitter: @Ganksuou

Ryan’s Twitter: @brotheryan

Show’s Email: [email protected]

Guest – Matt   Twitter @stackopamcake

Brewing with Journey Into Nyx

Welcome back for Brewing with Journey into Nyx. I’m going to run you through some possibilities that this great new set has created for us. One thing I can’t do is provide complete sideboards, but I will provide some suggestions to look at when you decide to take one of these decks out for a spin. The other thing to remember is that these decks may require some tuning. As with every new set, the metagame shifts and makes it hard to predict the exact cards you will always want in your main deck.

Updating the Old

There are two decks that get cards that could be very good for them, but don’t really change how the deck looks, so let’s start off with those decks since I’m not going to bother with lists for them.

Mono-Black Devotion gains a few significant weapons with [card]Dictate of Erebos[/card], [card]Extinguish All Hope[/card], and [card]Silence the Believers[/card]. What [card]Dictate of Erebos[/card] means for this deck is not having to worry about dying to [card]Blood Baron of Vizkopa[/card] or hexproof creatures as often, as now you can just kill your own creatures to make them sacrifice theirs. [card]Extinguish All Hope[/card] provides a mid-game wrath effect that may or may not be good enough depending on hope the metagame develops. While [card]Silence the Believers[/card] is a pretty reasonable way to deal with gods and creatures, getting better the longer the game goes.

Mono-Blue Devotion gets a few cards that aren’t necessarily auto-includes, but are very solid none the less. One option is [card]Dakra Mystic[/card], which could replace [card]Judge’s Familiar[/card] to draw some extra cards when you run into a slow board state. The other card is [card]Hypnotic Siren[/card], which could also replace [card]Judge’s Familiar[/card], to allow you to steal your opponents creatures when you get into the late game, or even when you draw a [card]Nykthos, Shrine to Nyx[/card].

Brewing the New

[deck title= Selesnya Enchantress]

[Creatures]
4 Elvish Mystic
4 Voyaging Satyr
4 Voice of Resurgence
4 Eidolon of Countless Battles
4 Courser of Kruphix
4 Eidolon of Blossoms
[/Creatures]

[Spells]
4 Banishing Light
2 Unflinching Courage
3 Ajani, Mentor of Heros
3 Elspeth, Sun’s Champion
[/Spells]

[Land]
4 Temple Garden
4 Temple of Plenty
4 Mana Confluence
2 Nykthos, Shrine to Nyx
4 Plains
6 Forest
[/Land]
[/deck]

Enchantress has really only been a deck in Legacy for the last few years, but with [card]Eidolon of Blossoms[/card], it is now a possible strategy in Standard. Getting [card]Ajani, Mentor of Heros[/card], to get even more card advantage and [card]Banishing Light[/card] to deal with hard-to-answer permanents, this deck can compete with the rest of the field. Running [card]Nykthos, Shrine to Nyx[/card], allows for some very explosive draws since everything in the deck sticks around.

Sideboard Suggestions: [card]Arrest[/card], [card]Deicide[/card], [card]Rootborn Defenses[/card], and [card]Sphere of Safety[/card].

[deck title= White Weenie]

[Creatures]
4 Dryad Militant
4 Soldier of the Pantheon
4 Aegis of the Gods
4 Imposing Sovereign
4 Precinct Captain
4 Banisher Priest
3 Brimaz, King of Oreskos
[/Creatures]

[Spells]
3 Brave the Elements
3 Launch the Fleet
2 Spear of Heliod
2 Godsend
[/Spells]

[Land]
3 Mutavault
20 Plains
[/Land]
[/deck]

This classic strategy gets some very potent new toys with [card]Aegis of the Gods[/card] to slow the burn decks down and hinder [card]Thoughtseize[/card] until Aegis dies. [card]Launch the Fleet[/card] will be huge, allowing you to get in several extra points of damage while adding to your board presence. In addition, [card]Godsend[/card] is a very unique card that can push you through your opponent’s creatures. Expect mad rushes of white creatures in the immediate future.

Sideboard Suggestions: [card]Ajani’s Presence[/card], [card]Banishing Light[/card], [card]Deicide[/card], and [card]Fiendslayer Paladin[/card].

[deck title= Mono-Red Devotion]

[Creatures]
4 Frostburn Weird
4 Prophetic Flamespeaker
4 Boros Reckoner
4 Fanatic of Mogis
4 Stormbreath Dragon
[/Creatures]

[Spells]
1 Blinding Flare
3 Magma Jet
4 Mizzium Mortars
3 Hammer of Purphoros
2 Harness by Force
3 Chandra, Pyromaster
[/Spells]

[Land]
4 Sacred Foundry
4 Temple of Triumph
3 Nykthos, Shrine to Nyx
13 Mountain
[/Land]
[/deck]

This deck is set up to maximize a mana advantage with [card]Nykthos, Shrine to Nyx[/card], with a plan to abuse [card]Blinding Flare[/card] and [card]Harness by Force[/card] to the max. It is also set up to gain card advantage from [card]Prophetic Flamespeaker[/card] and [card]Chandra, Pyromaster[/card] while adding a lot of devotion to the board. Most of the creatures are reasonable threats by themselves as well. I won’t be surprised when I see this deck doing well in the near future.

Sideboard Suggestions: [card]Banishing Light[/card], [card]Chained to the Rocks[/card], [card]Deicide[/card], and [card]Eidolon of the Great Revel[/card].

[deck title= Jund Midrange]

[Creatures]
2 Scavenging Ooze
4 Sylvan Caryatid
4 Courser of Kruphix
3 Reaper of the Wilds
4 Stormbreath Dragon
[/Creatures]

[Spells]
4 Thoughtseize
2 Abrupt Decay
3 Mizzium Mortars
3 Underworld Connections
4 Hero’s Downfall
1 Whip of Erebos
2 Rakdos’s Return
[/Spells]

[Land]
4 Temple of Malice
4 Temple of Malady
4 Mana Confluence
4 Blood Crypt
4 Overgrown Tomb
2 Stomping Ground
2 Forest
[/Land]
[/deck]

Jund is a deck that I just keep coming back to every set, sometimes it’s good in the metagame and sometimes its not. This version should play out a lot like the Mono Black Devotions decks by generating massive amounts of card advantage. The new cards that really help Jund out are actually just some lands, as smoothing the mana out was a huge concern before.

Sideboard Suggestions: [card]Duress[/card], [card]Lifebane Zombie[/card], [card]Sire of Insanity[/card], and [card]Vraska the Unseen[/card].

[deck title= Mono-Black Aggro]

[Creatures]
4 Gnarled Scarhide
4 Rakdos Cackler
4 Tormented Hero
4 Pain Seer
4 Master of the Feast
4 Herald of Torment
3 Mogis’s Marauder
[/Creatures]

[Spells]
4 Thoughtseize
2 Bile Blight
3 Hero’s Downfall
[/Spells]

[Land]
4 Mutavault
20 Swamp
[/Land]
[/deck]

Mono-Black Aggro just keeps getting all the toys, this time getting [card]Gnarled Scarhide[/card] and [card]Master of the Feast[/card]. While adding these cards cuts back on the two-drop slot, they also allow you to play out two creatures on your second turn, more often leaving the three-drops still on curve but more dangerous.

Sideboard Suggestions: [card]Dark Betrayal[/card], [card]Duress[/card], [card]Gift of Orzhova[/card], and [card]Lifebane Zombie[/card].

[deck title= Orzhov Humans]

[Creatures]
4 Soldier of the Pantheon
4 Tormented Hero
4 Pain Seer
4 Cartel Aristocrat
3 Imposing Sovereign
3 Athreos, God of Passage
3 Brimaz, King of Oreskos
3 Mogis’s Marauders
4 Xathrid Necromancer
[/Creatures]

[Spells]
4 Bile Blight
[/Spells]

[Land]
4 Temple of Silence
4 Godless Shrine
4 Mana Confluence
3 Mutavault
4 Plains
5 Swamp
[/Land]
[/deck]

Kind of an alternate to Mono-Black Aggro, the Orzhov Humans deck got the super powerful [card]Athreos, God of Passage[/card] to punish the slower decks that can’t afford to pay the ferryman’s toll. It also gets to run lots of very good cards in the sideboard that can turn the tide on any matchup.

Sideboard Suggestions: [card]Fiendslayer Paladin[/card], [card]Lifebane Zombie[/card], [card]Sin Collector[/card], and [card]Thoughtseize[/card].

[deck title= Big Boros Devotion]

[Creatures]
4 Precinct Captain
4 Boros Reckoner
3 Brimaz, King of Oreskos
3 Iroas, God of Victory
4 Stormbreath Dragon
[/Creatures]

[Spells]
4 Chanined to the Rocks
4 Mizzium Mortars
4 Banishing Light
3 Chandra, Pyromaster
3 Elspeth, Sun’s Champion
[/Spells]

[Land]
4 Sacred Foundry
4 Temple of Triumph
4 Mana Confluence
3 Nykthos, Shrine to Nyx
5 Plains
4 Mountain
[/Land]
[/deck]

Just go bigger is this deck’s motto. It has removal and creatures at nearly every mana cost, putting a lot of devotion into play each turn as well. The big new cards for this deck are [card]Iroas, God of Victory[/card], and [card]Banishing Light[/card], allowing the deck to just keep pushing through damage.

Sideboard Suggestions: [card]Anger of the Gods[/card], [card]Assemble the Legion[/card], [card]Deicide[/card], and [card]Hammer of Purphoros[/card].

[deck title= Selesnya Flash]

[Creatures]
4 Elvish Mystic
4 Experiment One
4 Voice of Resurgence
4 Aegis of the Gods
4 Boon Satyr
3 Brimaz, King of Oreskos
[/Creatures]

[Spells]
3 Gods Willing
4 Selesnya Charm
4 Advent of the Wurm
3 Ajani, Mentor of Hope
[/Spells]

[Land]
4 Temple Garden
4 Temple of Plenty
4 Mana Confluence
2 Mutavault
6 Forest
3 Plains
[/Land]
[/deck]

This will be the deck to give Mono-Black Devotion and the U/W Control decks fits. Being able to run twelve creatures that you can push into play on their turn while having [card]Voice of Resurgence[/card] to keep them in check on your own can be a huge blowout quite often. I expect quite a few decks like this to be doing well early on while people push towards the old decks that they know.

Sideboard Suggestions: [card]Banishing Light[/card], [card]Deicide[/card], [card]Fiendslayer Paladin[/card], and [card]Unflinching Courage[/card].

[deck title= Golgari Rock]

[Creatures]
4 Elvish Mystic
2 Sylvan Caryatid
4 Courser of Kruphix
3 Pharika, God of Affliction
2 Polukranos, World Eater
3 Reaper of the Wilds
[/Creatures]

[Spells]
4 Thoughtseize
2 Abrupt Decay
3 Underworld Connections
4 Hero’s Downfall
1 Whip of Erebos
2 Silence the Believers
1 Dictate of Erebos
2 Vraska the Unseen
[/Spells]

[Land]
4 Overgrown Tomb
4 Temple of Malady
2 Mana Confluence
2 Mutavault
5 Forest
6 Swamp
[/Land]
[/deck]

Golgari Rock is another deck that I like to work on to see if it’s viable each new set. Just like the Jund Midrange deck, Golgari Rock games play out a lot like those of Mono-Black Devotion decks that currently have a stranglehold on Standard. It already gets to run [card]Thoughtseize[/card], [card]Underworld Connections[/card], and [card]Hero’s Downfall[/card], so adding [card]Pack Rat[/card] to the sideboard to make it a pseudo mirror against Mono-Black Devotion is a pretty solid choice.

Sideboard Suggestions: [card]Devour Flesh[/card], [card]Extinguish All Hope[/card], [card]Lifebane Zombie[/card], and [card]Pack Rat[/card].

That concludes this brewing article. I’ll be back soon with some updates to my Mono-Green “Beast Wars” deck that seems to have taken off. I also hope to be back for some brewing with M15 in a few months as well. If you have any questions or comments, feel free to leave them below and I will do my best to answer them.

Thanks for Reading,

Josh Milliken

@joshuamilliken

Forced Fruition Episode 7: Devotion to Cube

[youtube http://www.youtube.com/watch?v=videoseries?list=PLs4gxqbLAAD6dLhiofdGdf4zkIBkn0lQv&w=640&h=360]

Intro

Cube drafting as a format is wonderful because you get to make all kinds of crazy things happen. You get to play with powerful cards that span the entirety of Magic and use them to crush your opponents mercilessly. This week on Forced Fruition, join me as I power through an un-powered cube with a blue devotion deck? Yup that’s right, we picked up the two cards that hinge on the devotion mechanic in blue and use them to great effect (you’ll see why in Matchtrust me its good). Along the way, we’ll also encounter one of the most complicated board states I’ve developed. I hope you enjoy watching this episode as much as I enjoyed recording it. Please let me know what you think in the comments section and enjoy the ride.

Drafting Packs 1 and 2

[youtube http://www.youtube.com/watch?v=qX_L9CDA-pE&w=640&h=360]

Drafting Pack 3 and Deckbuilding

[youtube http://www.youtube.com/watch?v=4-cGP_3rrgY&w=640&h=360]

[deck title= Devotion to Cube]
[Creatures]

*1 Venser, Shaper Savant

*1 Master of Waves

*1 Thassa, God of the sea

*1 Coralhelm Commander

*1 Snapcaster Mage

*1 Phantasmal Bear

*1 Cursecatcher

*1 Wolfir Silverheart

*1 Thrun, the Last Troll

*1 Sylvan Caryatid

*1 Llanowar Elves

*1 Edri, Spymaster of Trest

*1 Myr Battlesphere
[/Creatures]
[Spells]

*1 Future Sight

*1 Mana Leak

*1 Miscalculation

*1 Preordain

*1 Ancestral Vision

*1 Genesis Wave

*1 Primal Command

*1 Plow Under

*1 Sylvan Library

*1 Thran Dynamo
[/Spells]
[Land]

*1 Tropical Island

*1 Scalding Tarn

*8 Island

*7 Forest
[/Land]
[/deck]

Match 1 Game 1

[youtube http://www.youtube.com/watch?v=P7Qw0dleGrM&w=640&h=360]

Match 1 Game 2

[youtube http://www.youtube.com/watch?v=jLSJnBPbTGE&w=640&h=360]

Match 2 Game 1

[youtube http://www.youtube.com/watch?v=kHjRTuBLVIw&w=640&h=360]

Match 2 Game 2

[youtube http://www.youtube.com/watch?v=fTj79aF9_Dg&w=640&h=360]

Match 2 Game 3

[youtube http://www.youtube.com/watch?v=ATVWYG2XxTE&w=640&h=360]

Match 3 Game 1 

[youtube http://www.youtube.com/watch?v=bpkYToyXSJ8&w=640&h=360]

Match 3 Game 2

[youtube http://www.youtube.com/watch?v=m48NoYxfk9A&w=640&h=360]

Match 3 Game 3

[youtube http://www.youtube.com/watch?v=9gA1e4qubok&w=640&h=360]

Serum Visions: The Biggest, Beeriest Beer

Hello, everyone, and welcome back to Serum Visions!

deschutes-barley-wine-bottle-squareThis week, we are going to be talking about the beeriest of all beers. The beer that takes the beer flavors you know and love and makes them larger than life. This week, we are talking about barley wine! The two examples I have of this style on my cellar-shelf at the moment are called Burleywine, by my local micro-brewery, and Thor’s Hammer, by Central City Brewing. You will more often than not find a barley wine with an epic name, because that’s just what the beer is: epic.

Barley wine is one of my favorite beers to bring to gatherings where the people who are in attendance are new to drinking good beer. This is happening more often, which is awesome, because of all the popularity that craft beer is gaining right now. Also, as soon as someone finds out I make beer, they ask me about the process. I’ve gotten my monologue of grain to glass in down to five minutes. After that, people just want to know what the beer I drink tastes like. They seem to have figured out that no one could be so passionate about yellow fizzy water, and so there must be something more to it.

Barley wine must be one of the “beeriest” tasting beers you can get. This is obviously debatable, but I would argue that the flavor of a well-balanced barley wine is almost a caricature of beer. There are simply more beer ingredients per gallon of water than any other classically produced beer (more on this in a bit).  A weak barley wine will weigh in at around eight percent ABV. A stronger example of the style could reside around 13 percent or more. It makes sense that this beer would really taste like beer. Let’s take a look at an edit of the tasting notes from an American barley wine.

Flavor: Strong, intense malt flavor with noticeable bitterness. Hop bitterness may range from moderately strong to aggressive. While strongly malty, the balance should always seem bitter. Moderate to high hop flavor (any variety). Low to moderate fruity esters. May have some bready or caramelly malt flavors, but these should not be high. Roasted or burnt malt flavors are inappropriate.

When I say caricature, I mean to say that all of the signature flavors of beer are accentuated in the same way a cartoonist would accentuate Jay Leno’s giant square chin. In the flavor portion of the BJCP tasting notes, we notice that the two main flavoring ingredients of beer (malt and hops) need to be strong, intense, and aggressive. It needs to be strongly malty but balanced toward bitterness. Any extra-fruity flavors from the esters or extra-malt flavors such as roast or burnt are simply called inappropriate. What I understand when I read these notes is, “We want to taste the ingredients used to make beer and nothing else!”

The way the brewers achieve these qualities is by using more of the ingredients. Ray Daniels, the author of the book Designing Great Beers has this to say about the making of Barley Wines:

“The making of barley wine often turns into an exercise in logistics. Grain brewers will find the limits of their systems severely challenged if they try to produce a full-sized batch of barley wine. In general everything will be bigger than you expect…”

To give some perspective on the amount of grain used to make one, any beer at 4.5 to five percent ABV will have around six pounds of grain per five gallons (the size of a home-brew batch)  This is just under a pound per gallon. A barley wine around 12 percent will have around 22 pounds of grain per five-pound batch. That is just over four pounds per gallon. That is a crazy amount of grain!

A Bit of History

barley-wine-barrels-005

The earliest development of the style is thought to come from the aristocratic houses of England. It was brewed for these houses first because to making it on a commercial scale at that point in England was not feasible.   Because England is not one of the great wine producers of the world, their supply was not always as reliable as might be desired. It was then used a a sort of back up and it would often age in barrels for an entire year before it made its way to the table. Their version of barley wine, which was described to have vinous nature, was brewed when supply of wine was short and there was a need for something to stand in its place at the table.

The first recorded barley wine was commercially produced in Burton upon Trent by Bass Ale. It was called No.1 Barley Wine. It was in both London and Burton where “strong ales” were mostly produced. The difference between the two of them came in part because of the water profile difference between the two cities. Burton on Trent is famous in the beer world because of mineral profile of its water. It has a naturally high carbonate and sodium chloride content which lends itself to sweeter, maltier beers. The London water had a lower content of these minerals and so the beers ended up having more of a hop character to them. It may not be a surprise to find out that London beers were indeed hopped more aggressively and heavily dry hopped. The Burton version of the beer would have little to no dry hopping.

Bass-Lable-BarleywineIt was eventually Bass from Burton that coined the term barleywine and thus set a real starting point for the style. It’s popularity has waxed and waned over the years. Rationing due to the wars and pressures from prohibition pushed the alcohol percentage lower and lower until it was no longer a barley wine. In the US, Anchor Steam picked up the style with Old Foghorn as well as Sierra Nevada with Big Foot. With the advent of the craft beer movement, and even more with the trend of extreme beers, the barley wine style is as healthy and popular as ever. It is often the defacto Christmas beer or specialty beer that a brewery will make in honor of an anniversary or some special occasion.

One reason for its celebratory status is that this is one of the few beers that can be aged for a few years and gain character rather than lose it. In fact, breweries that release a yearly barley wine will often label it with its vintage the same way a winery does. I do recommend that when you are picking up a barley wine to pick up as many bottles as you can justify. I have four beers of a six pack left of the barrel aged Burley Wine made by Half Pints, the one microbrewery in Winnipeg, from 2012. I had one a few months after getting it for Christmas with a friend. The flavor almost literally knocked me off my chair. It was so strong tasting I couldn’t believe it! I then had one a full year later and it had mellowed considerably and was far more enjoyable. I promise when I crack the next one I’ll let you all know how it is.

Style of the Week

Barley wine… of course! I don’t need to expound on it virtues any more. You can find the full BJCP tasting notes here. As always, try to find a local version first. If you can’t find on of those you should be able to find Fog Horn by Steam Anchor or Big Foot by Sierra Nevada.

Thanks for hangin’, everyone!

Andrew

Brainstorm Brewery #98 – Research and Development

No need to pinch yourself—you’re not dreaming. The very special guest for this episode is none other than Mr. Aaron Forsythe (@mtgaaron) himself. How can the gang cope with having a larger-than-life figure on their humble podcast? Will they manage to sneak in a Pick of the Week? What information can we glean about future sets, the future of Magic Online, and the upcoming Magic: The Gathering film? Is a third Un- set confirmed? Can they get Mr. Forsythe (as Jason insists that he insists on being called) to comment on the future of the Reserved List? There are quite a few lines to read between, but don’t pretend you don’t love to speculate. The typical format is abandoned this week in an episode that will have you sitting in your driveway to hear the end of. Join us for a very, very special Brainstorm Brewery.

 

  • The gang is joined by a very special guest: Wizards of the Coast R&D Director Aaron Forsythe (@mtgaaron).
  • There’s no reader e-mail this week, ending the streak at one episode.
  • How did Aaron Forsythe become involved in Magic: The Gathering?
  • How does a typical day for Aaron go?
  • Conversation leads to the marketability of Planeswalkers and the upcoming film.
  • How committed is Wizards to the Reserved List?
  • Modern Masters 2?
  • Why hasn’t the success of Duels of the Planeswalkers translated to Magic Online?
  • The address is brainstormbrew at gmail dot com.

 

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

 

Contact Us

Brainstorm Brewerywebsiteemailtwitterfacebook

Ryan Bushardemailtwitterfacebookgatheringmagic.com

Corbin Hosleremailtwitterfacebook – quitespeculation.com

Jason E Altemailtwitterfacebookgatheringmagic.com – quitespeculation.com

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Conjured Currency #11: Speculation for Annihilation

Welcome, speculators! Magic financiers, PTQ grinders, EDH junkies: you’re here because you want to not spend so much money on this game we all know and love, and are looking to find a place to learn to do just that. This is that place. If you keep up to date on spoilers for upcoming product, you’ll know that [card]Wrath of God[/card] is about to be printed for the fifteenth time, in the From the Vault: Annihilation product scheduled to be released this August. However, the other fourteen are currently a mystery. This week I want to take a look at some of the other candidates for reprint coming this summer based on the description of the product, and need for a reprint. For starters, let’s look at some of the higher priced, powerful spotlights that could be used to sell the product. I don’t think there will be more than one of the following in the product, but WotC has surprised us before.

Potential Chase Cards

[card]Damnation[/card]

They probably could have just named the product: From the Vault: Here’s your stupid Damnation reprint. While the color-shifted Wrath just recently made its ascension to the current absurd price of $45, I still think this is a strong candidate to be the “headliner” of the product. It was only around $28 when the product would have been designed 18 months ago, and it’s a strong casual favorite that does see fringe play in Modern. While I don’t think the card will plummet if it finds a home in Annihilation, it’s safe to say to stray away from buying these at the current $45 price tag, especially if you don’t actually need them to play with.

[card]Karn Liberated[/card]

Is there anything more annihilating than picking up every single card, board, hand, graveyard, exile and all, off of the table (except maybe Karn’s permanents), and shuffling them back into their owners’ decks? I’ll admit this one is a bit of a stretch, but it’s worth considering. Karn is an iconic planeswalker known for his worldshaping deeds, so maybe 18 months ago Wizards predicted that this guy would need a bit of a release valve and decided this was the appropriate slot. Wizards hasn’t exactly succeeded in matching the prices of the cards in these From the Vaults to add up to MSRP, so maybe Annihilation will give us a monster like Karn.

[card]Kozilek, Butcher of Truth[/card]

Well, he has the word “annihilate” printed on the card. In addition, he’s the only one among his siblings to not have an additional printing; [card]Ulamog, the Infinite Gyre[/card] has FTV: Legends, and [card]Emrakul, the Aeons Torn[/card] has the prerelease promo. If any of the eldrazi get reprinted in an attempt to put more in circulation and sell product, it’ll probably be this one.

Medium Value Candidates

Obviously all 15 cards can’t be valuable staples. For every [card]Maze of Ith[/card] and [card]Jace, the Mind Sculptor[/card], that they stick in these boxes, there will be follow ups of [card]Windbrisk Heights[/card] and [card]Green Sun’s Zenith[/card] that people shove in their EDH decks and cubes. Here are a few cards that fall in between the cracks of “Expensive spotlight card” and “Wizards, why is this even in the box?”

[card]Child of Alara[/card]

When Wizards mentioned in their announcement for FTV: Annihilation that the player would be able to “sweep the battlefield clean” with “superweapons.” this is the type of card that comes to mind. It’s legendary, mythic, and certainly fits the definition of “annihilation.’ I’m pretty sure EDH players love this card, but maybe I’m biased because I have a Child deck myself. Until we learn whether or not this card is included, I recommend staying away from picking them up. It’s a great long-term pickup, but you have time to wait and see the full spoiler before making that decision.

[card]Rout[/card]

Here’s a real old one that actually hasn’t been on the printers for 14 years. While [card]Fated Retribution[/card] was just printed, Rout is generally seen as the iconic “instant speed Wrath you” from ages ago, and it wouldn’t shock me if they brought it back to exist in foil for the first time. It’s sat at $4 for years now, and the creation of a foil copy would likely have a strong multiplier, similar to how the [card]Swords to Plowshares[/card] from FTV: 20 has a 3x multiplier because foils are hard to come by.

[card]Austere Command[/card]

Another Commander all-star, the white cycle of the commands is one of the more versatile wrath effects, customizable to the caster’s need. Maybe I’m overestimating the number of EDH staples that Wizards is going to throw into this Annihilation product, but it’s definitely the format where most of them shine. I can see this getting some sweet new art, even if it has experienced a reprint in the Heavenly Inferno Commander deck in 2011.

[card]Bonfire of the Damned[/card]

Did you know that this card is still $5.00? A large chunk of that is likely due to price memory; similar to how [card]Thragtusk[/card] is chilling at above-bulk prices. I wouldn’t put it past Wizards of the Coast to throw this spell into the set with its new foiling, and bring back the dark memories that those of us who played Standard during that era experienced when playing against it.

Bottom of the Barrel

Unfortunately, there has to be some cards that fill in the bottom end of the value spectrum. We were all let down when [card]Kessig Wolf Run[/card] and [card]Char[/card] were revealed as the “all-stars” of their respective years, and no panties were thrown when [card]Desert[/card] was spoiled for Realms. Every FTV has a few cards that end up rotting in binders for years after the release of the product, but let’s try to guess at what a few of those cards could be, even if there’s little financial value to be had.

[card]Decree of Annihilation[/card]

While Karn at least usually brings a quick and speedy death to the artificial “game two,” this doesn’t carry the same mercy, unless someone has a planeswalker ready to ultimate. That being said, I’m not sure how much Wizards wants to push these super-nukes that drag games on for turn after turn while everyone tries to reassemble the pieces of their broken drea- I mean board states. Maybe they’ll bring it back for simple nostalgia and flavor reasons, just to show the power of some of the older cards to new players. As with Kozilek, the card literally has the word annihilation on it.

[card]Novablast Wurm[/card]

There aren’t many Green ways to say, “Blow up all of the life that we enjoy creating,” but maybe this Worldwake mythic will be their way of adding a green thumb to what I expect to be a predominantly red, white, and black group of cards.

[card]Evacuation[/card]/[card]Upheaval[/card]

If they’re going to put blue cards in the set, I have to imagine it would be something similar to either of these. They both made their mark on history at one point or another, and have to be respected as the color-of-manipulation’s old way of cleaning house of every problem at once. I briefly considered [card]Cyclonic Rift[/card] in this spot, but I don’t think its non-overload cost is impactful enough to be let into the club.

I think the main takeaway point from a financial perspective is that the original prices of the cards that end up being in From the Vault: Annihilation won’t drop too drastically. The FTV sets have always been tagged to have an “extremely limited print run.” Their unique foiling process deters many players from using them in Constructed decks, and those who buy the complete set are often only looking for a couple cards and are willing to move the rest for less.

Even if I’m not shoving methods of how to make money down your throat, there’s always a bit of fun to be had speculating what cards will be in upcoming product, and it might help some people make decisions about what cards to buy before seeing the completed product contents. However, if you feel strongly about any of these being in the product this summer and you’ve been eyeing the cards to jam in EDH/casual/Modern, then it almost certainly won’t hurt to wait and see if you can snag one of these sets for MSRP. Based on the pattern of past FTVs, you won’t be disappointed.

How do you think my predictions will hold up? Are there any obvious inclusions that I completely missed on? Do you think one of my ideas is idiotic and would never see print ever? I’d love to hear your feedback and explanations.

Inventory Management Part V: Strategy

Welcome to the fifth and final part of my Inventory Management series.

Last week I took a break to write about counterfeits, and I really appreciate all the feedback and conversation. I thought it was worth breaking up this series to get that article out faster.

Today we’re talking general inventory strategy and some miscellaneous closing thoughts thrown in for good measure. I’ve written quite a bit about inventory management over the past six weeks, so there won’t be too much heavy lifting in the final installment. You can find the first four articles below and you should read them before you continue if you haven’t already.

Part I: The Basics
Part II: Tracking
Part III: Turnover
Part IV: Sunk Cost

Aligning Your Business

The first four parts of this series covered some important inventory management concepts, but they were somewhat out of context. Now it is up to you to put them together and craft the inventory strategy that best supports your business.

Some things to consider:

How much capital do you have? When and how will you be selling cards? To whom? What are your overheads and total cash flow requirements? The answers to these questions will dictate what and how much you carry in inventory.

Store owners, for example, have much higher overheads than traveling traders or casual speculators. For a store owner, keeping the doors open (paying rent, bills, the employees, etc.) is the most important thing. Steady cash flow is absolutely critical so you need to move a certain amount of inventory each month just to keep going. That probably means plenty of sealed product as well as Standard and casual singles. Maybe you have a Modern crowd, maybe Legacy, maybe other games, but the point is that your overheads dictate reasonably good inventory turnover even if the margin isn’t as great as you would like.

Conversely, you may have a day job and deal cards out of your house on the side. You have plenty of cash but limited time to sell cards at tournaments or shops or even to list cards on eBay. This is definitely grounds for tilting your inventory back toward slower moving, higher returning items. If you have the cash, why not buy in to some duals or other Reserved List favorites? If the rent money is coming from somewhere else, you can afford to sit on them for as long as you need.

Remember, your inventory is there to support your sales, not dictate them. The goal is not buy a bunch of stuff and then try to figure out how to sell it. Instead, think about how you are going to sell and then buy inventory that compliments that approach. If all you do is buylist, then MP or HP Legacy staples are going to be tricky. Maybe try snapping up casual collections instead. You get the idea.

The Price Is Right

In Part IV, I talked about sunk cost. One of the takeaways there was that the buy decision is over and done with by the time you sell, and you shouldn’t let that influence you. What you can do is ensure that you are making solid buy decisions in the first place.

The majority of making good buy decisions boils down to one little word: price. Anything can be a good buy if you get it cheaply enough. Do your homework and put some effort into acquiring your inventory as inexpensively as possible. The art of finding a good deal will never die. Leave no stone unturned and work on your negotiation skills. When you do spot a good deal, don’t hesitate to pull the trigger (if you are doing it right you will have some cash on hand for this type of thing). Your future self will thank you when it comes time to sell.

Diversification

It’s a basic concept, but it too often gets overlooked. Diversifying your inventory will take a significant amount of risk out of your operation. It’s going to do this in two ways.

1. If anything really bad happens, the damage will be limited in scope.

2. It will help smooth out the peaks and valleys in your sales.

I talked about some risks in Part I of this series so I will only discuss them briefly here. Risk of loss, damage, obsolescence (like rotation), banning, etc. all fall into the first category. If you can identify one single thing that will really ruin your day, you need to diversify now. And I’m not just talking about the guy who has 400 copies of [card]Snapcaster Mage[/card] and nothing else.

If your entire inventory is for the same format, you risk that format falling out of favor or losing tournament support. If your entire inventory is in one room, you risk losing everything to a fire or the sprinkler system or a break-in (are you insured?).  Heck, if all your money is tied up in Magic cards, you risk Magic losing popularity. It can happen. It’s not likely, but you should make sure that you can survive it if it does happen.

This might seem overboard if you are a casual speculator with a few long boxes of cards, but you wouldn’t feel that way if your livelihood depended on it. It’s worth the time to ponder all of these “what if” scenarios. Inevitably, you will find that you can reduce your risk exposure with relatively minimal effort.

Diversifying can do even more than that, however. Normal fluctuations in demand can be tougher on a business than you might think, and diversification can help smooth that out. I’m not talking about anything catastrophic, just a Standard season that isn’t particularly engaging (like this one) or a Modern season that sees low turnout because it got moved to the summer and everyone is at the beach.

Depending on the structure of your business, it doesn’t take much more than a few slow months to find yourself in an awkward position. A narrow inventory will make these scenarios even more likely. If you can stock at least something that moves well at each point throughout the year, it is probably a good move and worth going out of your way to do, even for casual speculators. It will keep the cash flowing which is super important for everyone, not just those paying for a brick and mortar store.

Wrapping Up

I’ve had a great time writing this series and I feel like I addressed the topic (specific to Magic) in more detail than previously available. That’s not to say I covered it all. I am going to explore the possibility of tackling other general business concepts and applying them to Magic in the future. All suggestions are welcome.

If you have any questions or thoughts, as always, find me on Twitter (@acmtg), on Reddit (acmtg) or write me here in the comments.
Thanks for reading.

Casually Infinite – JOU Standard Winners and Losers

With all of Journey into Nyx spoiled, the question to be asked is the effect these cards will have in Standard. While decks falling out of favor play a role to speculators, there is often little money to be made in a fall from grace. What we care most about is the ascent of tier-two and -three decks that can suddenly reach top-tier due to the new set. The primary focus for MTG finance is which undervalued cards will see a spike due to these changes. First, we’ll see how top-tier decks fare with the changes then look at some outlying decks and see what potential stars may be on the rise.

Tier-One Decks

Esper/Azorius Control

Very few changes are present for the primary control decks in the format. The addition of [card]Banishing Light[/card] adds some ability to combat [card]Detention Sphere[/card] in decks running white but it also gives these decks an additional removal tool for dealing with cards that can’t be killed. [card]Athreos, God of Passage[/card] could cause some problems for Esper by blanking much of the removal in the deck, but with as many as three possible ways to deal with gods, I don’t see this being too great a problem. I’d expect this to stay a staple in the format through rotation, when the loss of [card]Supreme Verdict[/card] will take this deck out of the top tier.

Mono-Black Devotion

I feel like there are a few new answers to some of the threats posed by mono-black in the format, while the deck itself doesn’t gain much of anything. The possibility of [card]Silence the Believers[/card] as a one- or two-of exists, but I don’t see having more powerful late game removal as benefiting the deck all that much. Having an answer to gods may be the best use of this card. I’m curious if the unimpressive [card]Oppressive Rays[/card] makes a showing to stave off the early [card]Pack Rat[/card] or if [card]Reprisal[/card] becomes a solid play against [card]Desecration Demon[/card]. Either way, this deck has made a strong enough showing that I’d be surprised to see it take a formidable hit by anything in Journey into Nyx.

Mono-Blue Devotion

While many people seem to be of the opinion that mono-blue would never last, it has still made a successful showing across Standard. It hasn’t stood as tall as it did during Pro Tour Theros, but it has remained a top-tier deck landing in top eights with moderate consistency. I do feel that the release of JOU is probably the nail in the coffin for mono-blue. One of the biggest threats the deck has offered is the three-mana god, which was easily activated and always played a big role in the deck. With the addition of new gods at a low casting cost and numerous ways to deal with them floating around the format, [card]Thassa, God of the Sea[/card] will suffer from the additional attention aimed at gods. Blue didn’t gain anything that it wants from this set except for a [card]Howling Mine[/card], and that is a risky proposal at best. Maybe the recent Azorious splash will give this deck some good control options, but I still feel that this deck is losing much more than it is gaining.

Gruul Monsters / Jund Monsters

I don’t see anything for Gruul Monsters besides the inclusion of [card]Magma Spray[/card] to even raise an eyebrow. Magma Spray deals with Pack Rat, other mana dorks, and other aggro decks. I don’t see this deck having many new tricks but I also don’t see them getting blown out either. The deck is based on big creatures hitting hard. This will still be a thing. Xenegos never really expected to be activated for this deck to succeed and the planeswalkers will likely be just as effective now as before.

 

Non-Top-Tier Decks

G/W Hexproof Auras

I feel this deck takes one of the largest steps forward with the release of JOU. One card is an amazing boon which might be enough to push this into being a top-tier deck. Cards like this play a major role in any deck focused on building up a creature, and this one is as threatening as ever. Of course, I’m talking about [card]Bassara Tower Archer[/card]. Having a hexproof two-drop will provide the middle coverage that the deck struggled with. While cards like [card]Voice of Resurgance[/card] and [card]Fleecemane Lion[/card] will still play a role, being able to get started building your creature when the [card]Gladecover Scout[/card] doesn’t start in your hand is a great boon. For the most part, this deck plays towards its goal on turn two and couldn’t really start putting together an oppressive creature until turn four or five. By then, the [card]Desecration Demon[/card]s were out, there were too many [card]Pack Rat[/card]s, or your opponent had managed to activate Thassa. Being able to attack with a 6/4 first strike on turn four changes this drastically.

Pickups: [card]Fleecemane Lion[/card], [card]Witchstalker[/card]

White Aggro

There have been a couple of different versions of white aggro floating around. Options range from  Boros, to all white, to Orzhov with [card]Xathrid Necromancer[/card]. I can’t say which deck will be the one to shine in the end here, but the addition of both Athreos and Iroas opens up white aggro to some truly impressive options. We also see some solid hate cards in the form of [card]Aegis of the Gods[/card] and [card]Eidolon of Retoric[/card], which can throw a notable loop into some other decks’ game plans. I expect to see a top-tier white aggro deck in Standard after Journey into Nyx. I’m not sure what the other color will be, but this deck has managed to put up solid showings and usually falls just short of true glory.

Pickups: [card]Soldier of the Pantheon[/card], [card]Precinct Captain[/card], [card]Xathrid Necromancer[/card]

Black Aggro

This is another deck that has floated around top eights at SCG Opens but never found its way to glory. The big change here is [card]Athreos, God of Passage[/card]. Any aggro deck that can get its creatures back or force damage to its opponent is a real threat. This deck benefits from the same opening plays as Mono-Black Devotion but has some crazy tempo plays that can really punish an opponent. I’m not sure if [card]Master of Feasts[/card] will find his way into this deck, but between that and Athreos, I don’t see this deck getting any weaker. It also gained [card]Banishing Light[/card] as a possible method for other removal that was otherwise missing, so I can see this deck taking the next step and ending games on turn five pretty easily.

Pickups: [card]Pain Seer[/card], [card]Herald of Torment[/card]

Golgari Graveyard

While Pharika may not be the god everyone wanted her to be, I think that some retooling of this deck could make her very powerful. We already learned from mono-blue what a three-mana god can do, and being able to turn your mana dorks into [card]Sedge Scorpion[/card]s is not an insignificant ability. Let’s not forget the addition of the G/B scry land, which alone managed to push control decks into the top-tier when [card]Temple of Enlightment[/card] became available. This deck hasn’t lost anything but has gained a few new tools, so I’d be surprised to see it dropping the ball. I don’t see a lot of solid pickups from this deck, since it is the most recent hype, but if it moves to a truly top-tier deck, all of its major cards could get another minor spike.

Pickups: [card]Herald of Torment[/card], [card]Deathrite Shaman[/card], [card]Nighthowler[/card]

Boros Burn

I don’t feel that we’re really looking at many changes for Boros Burn. [card]Magma Spray[/card] might fit into the deck, but we didn’t see [card]Shock[/card] playing a big role. [card]Eidolon of the Great Revels[/card] seems to hurt this deck more than help it; big cards like Keranos feel pretty slow. I’m pretty sure that I’d rather just throw another [card]Lightning Strike[/card] or [card]Annihilating Fire[/card] than spend five mana and wait to draw enough cards to burn out my opponent. I don’t see this deck reaching top-tier as it doesn’t get much help here and there are a few cards like [card]Eidolon of Rhetoric[/card] that can really punish the deck if it gets too far out front.

Chromanticore

While everyone agrees [card]Chromanticore[/card] is a powerful card, it has always been the five-color cost that is a deterrent. We’ve seen a showing of Cromanticore decks in Standard, with one even making a top eight in China. One thing that comes for this deck is [card]Mana Confluence[/card]. Having a five-color land makes the dream of playing Chromanticore on turn five a reality. With Mana Confluence and [card]Sylvan Caryatid[/card], we can realistically expect to find five colors of mana with some reliability on turn five. Unfortunately, all the problems with Chromanticore, such as dying to [card]Warleader’s Helix[/card] and [card]Mizzium Mortars[/card], as well as every kind of color hate like [card]Dark Betrayal[/card], [card]Gainsay[/card], and [card]Glare of Heresy[/card]. While I’m eternally hopeful and think that if ever Chromanticore had a moment it is now, I’m still doubtful that this will become a reality.

Have comments? Let me know below!

Getting LUCKy: Acting Too Quickly

Blue and Black, duh

Blue and Black, duh

It’s round four at SCG Detroit. Across from me is Joe, who is playing Mono-Black Devotion. He swings in with a [card]Nightveil Specter[/card] to deal two, but what do I care? I’m playing Gruul Aggro with [card]Skylasher[/card], [card]Titan’s Strength[/card], and [card]Armed // Dangerous[/card] in hand. He plays a second [card]Nightveil Specter[/card] and I panic. I still play my [card]Skylasher[/card] end of turn and pray for a [card]Ghor-Clan Rampager[/card]. Top-deck is…[card]Temple of Abandon[/card]. He’s only at 12. If I could just trample over it I’d be fine. Next turn he plays a [card]Desecration Demon[/card] and proceeds to pummel me.

After losing games two and three to Joe, Brainstorm Brewery’s very own Ryan Archer, who was playing next to me (who is now 3-1 to my 2-2) asked, “Why didn’t you block with [card]Skylasher[/card] that turn, you know he’s pro-blue?” My first thought was “And?” before it dawned on me that [card]Nightveil Specter[/card] is blue. I had game two won on turn four and didn’t slow down long enough to realize it. RTFC Caleb! How many times has this happened before? I knew this when I didn’t side them out game two but didn’t slow down enough to take advantage of it. All of this thanks to my ready, fire, aim mentality.

But Caleb, I know [card]Nightveil Specter[/card] is blue. I mean, half the card is colored blue. I know that all my readers out there know this and would have been 3-1 rather than 2-2. But how many times have we been hasty in other areas? How many sideboards have been made fifteen minutes previous to the tournament? How many cards have been sold only to peak a month or two later? When we aren’t “smelling the roses,” our decision making process has been crippled. There are decisions that we have made that we all wish we could go back and fix (*cough [card]True-Name Nemesis[/card]). But how do we make ourselves slow down?

Smell the Roses

Smell the Roses

Take a deep breath before every play. It sounds so cliche it’s not funny, but it’s cliche because it works. If we consciously take a breath before we move to attack step, we then realize [card]Arbor Colossus[/card] has reach. Probably not a good time to swing with [card]Stormbreath Dragon[/card], but awesome for our [card]Boros Reckoner[/card]. Maybe we were going to cast [card]Goryo’s Vengeance[/card] end of turn. Making a habit of breathing makes us reflect for just one second, makes us take a look at the whole picture. Most of the time our problems only need a single second to be discovered. I can’t count the number of times I have forgotten to play [card]Lightning Bolt[/card], only to remember during my untap step.

How does this help with finance, Caleb? Well, most of the time one breath won’t do. But my breath isn’t a breath at all. My breath is a tweet to #mtgfinance, a post to the QS forums, or even just an episode of Brainstorm Brewery. If the move I’m making lines up with what the Brew Crew is saying, we are probably on the right track. Without the “breath,” we tend to make decisions based on emotions, which can be wrong. There is plenty of sound financial support if we reach out. A second opinion is almost always relevant when money is involved.

Look at all your options. When playing, look at your entire hand and think of everything that could be in theirs. Is there a better play, or line of play that I could make? Should I be playing the safest line, or the fastest? What do I gain by going with one line over the other? These are all things we should look at before we make our plays. The better we get, the better our plays, but we must be careful not to let this keep us from thinking.

When we are dealing with finance we should also look to all options. Is it better to buylist this, or sell it on TCGplayer? Do I know someone local looking for this card? Could I trade up for something that helps me more? Is it worth taking a chance on this collection or would my money be better placed into speculations? Try to look at everything that could be done with cards/money before moving in on something. Jumping on the first thing you see is like keeping a hand when you’ve only seen one card in your hand.

Be conscious of your opponent’s pace. One of my favorite ways to throw an opponent off is to play faster that they are used to, or slower than they are used to. I know that if I can get them off their game, they will make mistakes. That is one of the reasons I picked Gruul Aggro. I have much experience with this kind of deck and it allows me to make opponents play at a pace that causes them to make mistakes. With an aggro deck, I’m able to capitalize on those mistakes very quickly. If your opponent is setting a pace that you aren’t comfortable with, slow it down. For one, you will make fewer mistakes. And two, you will cause opponents to make mistakes because they aren’t at their own comfortable paces anymore.

Buying, selling, and trading is the same way. One of the ways a shark will get you in a trade is by making you rush. When you are rushing, he will always win. Not that he shouldn’t win, but you should too. When buying, take your time, look at everything that you are buying. When you slow down, it will already put you at an advantage. Look closely at card condition, pause on certain cards. This will cause the seller to really think of what they have and reevaluate the value of his cards.  This is one of my favorite ways to keep sellers from having an inflated sense of where their cards’ real cash value is before I make an offer. If someone is moving too fast for me, I maintain my walk-away power. You don’t need to be swindled into overpaying or overtrading.

SGC Detroit did get a little better for me. I lost one more after that placing me at a 2-3 record. I decided since it was a $40 entry I may as well at least get my $40 worth out of the day. The next five games went without a serious hitch and I was able to finish with a 7-3 record for 60th place and a fifty-dollar bill, taking “The Price of Magic” down. I also beat Deshaun Baylock, which is always a goal for me, especially when he’s playing control (dude’s a beast with control, seriously). [card]Armed[/card] was the card of the day for me. I felt like I still got LUCKy, just not quite as LUCKy as I would have liked. And just like everyone else, if I want to start Getting LUCKy, I need to slow down.

What is your [card]Nightveil Specter[/card]? When should you have taken a “breath” before making a play/ buy/ sell/ trade?

Forced Fruition Episode 6: BTT Draft R/W Heroic

They Might be Heroes

Hello and welcome to the sixth installment of Forced Fruition! This week, I’ve brought you another Born-Theros-Theros draft where I find myself with some exciting white and red cards to make up a typical red/white heroic archetype. We get to play with some powerful creatures like [card]Ornitharch[/card], [card]Anax and Cymede[/card], and even the elusive [card]Gift of Immortality[/card] (that’s not a creature for the record). You’ll have to forgive me for not including a nice succinct playlist in the write-up this time. YouTube is being difficult and not allowing me to edit said playlist to be properly sequenced. That said, I hope you’ll come along for the ride and check out my latest draft episode!

Drafting Packs 1 and 2

[youtube www.youtube.com/embed/YeWj5bOKcAw]

Drafting Packs 3 and Deckbuilding

[youtube http://www.youtube.com/watch?v=0mjDxC5UrJ0&w=640&h=360]

[deck title= Red White Heroic]
[Creatures]

*1 Ornitharch

*1 Vanguard of Brimaz

*2 Cavalry Pegasus

*1 Spirit of the Labyrinth

*1 Setessan Battle Priest

*1 Purphoros’s Emissary

*1 Labyrinth Champion

*1 SpearPoint Oread

*1 Deathbellow Raider

*2 Impetuous Sunchaser

*1 Deathbellow Raider

*1 Anax and Cymede
[/Creatures]
[Spells]

*1 Gift of Immortality

*1 Battlewise Valor

*1 Gods Willing

*1 Pinnacle of Rage

*1 Bolt of Keranos

*1 Fearsome Temper

*1 Lightning Strike

*1 Titan’s Strength

*1 Dragon Mantle
[/Spells]
[Land]

*7 Plains

*9 Mountain

*1 Swamp
[/Land]
[/deck]

Match 1 Game 1

[youtube http://www.youtube.com/watch?v=qW-EkYFYm90&w=640&h=360]

Match 1 Game 2

[youtube http://www.youtube.com/watch?v=d0ajUfoSs2I&w=640&h=360]

Match 2 Game 1

[youtube http://www.youtube.com/watch?v=k60NsnNq27E&w=640&h=360]

Match 2 Game 2

[youtube http://www.youtube.com/watch?v=TBZrXazFnys&w=640&h=360]

Match 3 Game 1

[youtube http://www.youtube.com/watch?v=QhS6BZNAFu4&w=640&h=360]

Match 3 Game 1

[youtube http://www.youtube.com/watch?v=m_OphCUkvSw&w=640&h=360]

I’m Friends with RUG Monsters

Please allow me to introduce myself. My name is Ken Crocker, and some of you may know me as a Midwest Magic grinder. Others may know me as the guy who once threw his deck against a wall at a PTQ (long story, some other time). However, most of you know me from this.

Today I am going to break down the RUG Monsters/Superfriends deck I played at SCG Detroit. I’ll go over possible upgrades to the deck for SCG Cincinnati, where I will be battling with an upgraded list, including new Journey into Nyx cards.

For those of you who have never seen the deck in action before, and would to see me play it poorly (Magic is hard), the match at Detroit starts here.

Obviously I could have picked some more optimal lines, to say the least. However, I did finish the tournament with a record of 7-2-1, with an intentional draw in Round 10 with a friend of mine. That record and draw led to a 33rd place finish; .09% in tiebreakers between myself and 32nd place. Daggers.

But besides some unlucky tiebreaker math and some misplays on my part, the deck is both fun and great, yet more challenging than most control decks I have played. Keeping that in mind, let’s talk some theory and numbers.

When The Dream Was Still Alive…

For those of you who did not look at the deck tech, here are the 75 cards I registered:

[Deck title=RUG Monsters by Ken Crocker]

[Creatures]
4 Elvish Mystic
2 Scavenging Ooze
4 Sylvan Caryatid
4 Courser of Kruphix
3 Polukranos, World Eater
4 Stormbreath Dragon
1 Arbor Colussus
1 Aetherling
1 Sylvan Primordial
[/Creatures]
[Planeswalkers]
1 Chandra, the Pyromaster
3 Domri Rade
1 Kiora, the Crashing Wave
2 Ral Zarek
2 Xenagos, the Reveler
[/Planeswalkers]
[Spells]
2 Cyclonic Rift
1 Mizzium Mortars
[/Spells]
[Lands]
3 Forest
1 Mountain
4 Breeding Pool
4 Steam Vents
4 Stomping Ground
4 Temple of Abandon
4 Temple of Mystery
[/Lands]
[Sideboard]
1 Pithing Needle
3 Mistcutter Hydra
2 Negate
1 Simic Charm
2 Syncopate
2 Turn // Burn
1 Unravel the Aether
1 Ruric Thar, the Unbowed
1 Bow of Nylea
1 Mizzium Mortars
[/Sideboard]
[/deck]

So before getting into individual card choices, let’s talk macro theory.

Why Play RUG Instead of Jund (i.e. why play blue instead of black?)

This is a very popular question. There are several reasons:

1) Blue allows you to play Kiora and Ral Zarek (the king and queen of value town). These four-drops are much more powerful on their own than the alternatives in R/G Monsters, which is usually [card]Ghor-Clan Rampager[/card], and Jund Monsters, which is usually [card]Reaper of the Wilds[/card].

2) Blue allows you to play [card]Turn // Burn[/card]. The removal in Jund Monsters is all sorcery speed, so it has difficulty killing [card]Obzedat, Ghost Council[/card], [card]Master of Waves[/card] tokens (you cannot Burn the Master, nor can you fuse the spell when cast on Master of Waves, but if you just Turn it, the tokens lose their +1/+1), and hasty [card]Stormbreath Dragon[/card]s.

3) Blue allows for counterspells out of the sideboard. You can catch U/W/x players off guard with a timely [card]Negate[/card], along with any R/W Burn players.

4) Blue gives you access to more non-creature threats. There is a reason why Reid Duke built his Junk Midrange deck. It was because it ran [card]Abrupt Decay[/card] to take out non-creature problem cards (like [card]Underworld Connections[/card], [card]Detention Sphere[/card], etc.). Non-creature threats are much more difficult for Mono-Black Devotion and U/W/x control to deal with, as both decks usually only run four ways to deal with them ([card]Hero’s Downfall[/card] and [card]Detention Sphere[/card], respectively).

5) Since blue allows you to run more planeswalkers, cards like [card]Tidebinder Mage[/card] and [card]Lifebane Zombie[/card] are less threatening. What are normally problem cards are now answered by your planeswalkers, essentially for free.

As for individual card choices, let me explain…

  • The one-of [card]Arbor Colossus[/card] is a necessary evil because of [card]Desecration Demon[/card]. This will be a recurring theme…
  • The one-of [card]Chandra, Pyromaster[/card] is mostly for [card]Lifebane Zombie[/card]. Instead of [card]Lifebane Zombie[/card] two-for-oneing you, if it takes a creature, you do not have to waste a card killing it. Obviously, Chandra has other merits as well, but the prevalence of Mono-Black Devotion was relevant when making this addition.
  • The one-of [card]Sylvan Primordial[/card] is mostly for Elspeth. The plan is that they tap out on six and cast [card]Elspeth, Sun’s Champion[/card]. I tap out on seven (or more) and Primordial their Elspeth. Clean answers to difficult questions. It also helps against [card]Detention Sphere[/card].
  • The one-of [card]Kiora, the Crashing Wave[/card], was a mistake in hindsight. During playtesting, drawing the second Kiora was the second-worst feeling that the deck could create (the first is playing a land off the top of library with [card]Courser of Kruphix[/card], then revealing another land on top). This mistake will be fixed, as Kiora is amazing against [card]Desecration Demon[/card], and very helpful against [card]Thassa, God of the Sea[/card].
  • The two [card]Cyclonic Rift[/card], one [card]Mizzium Mortars[/card] split should be switched if new cards were not being released. [card]Cyclonic Rift[/card] is a higher variance card. It can be great in some matchups but only mediocre in others. [card]Cyclonic Rift[/card] does deal with [card]Desecration Demon[/card] for a turn, [card]Detention Sphere[/card], tokens from G/W Aggro, and turns off Thassa at instant speed.
  • So, if you watched the deck tech, I may have been mistaken about [card]Simic Charm[/card]. That 75th card can get you sometimes. It was okay a couple times, but most of the time it stayed in the sideboard and mocked me.

So, like I said, I went 7-2-1 in the tournament. I beat Naya Hexproof, R/W Burn twice, G/W Aggro, Mono-Black Devotion twice, and Jeff Hoogland’s Four-Color Midrange Brew. I lost to Esper Planeswalkers and G/W Aggro (somehow). Overall, I’d say most of my deck choices were solid. My play choices…on the other hand, were less solid.

RUG Garbage and MODO Problems

While I was somewhat happy with my result, I figured that the deck would be done; I had done a little deck tech, and all would fade into the aether. And then this happened.

That’s Magic Online streamer extraordinaire, Michael Jacob, trashing the deck I played. Of course, now I realized I made the big time.

Side note: I realize this is my first article, so you know little to nothing about me. But, it should be known that most of my deck choices are built primarily through theory-based analysis, as I do not have the ample free time to test (and thus the occasional suboptimal playing as well). I am a full-time graduate student, college lecturer, and work another job. Therefore, my “play testing” involves maybe five hours of Magic a week, watching streamers play when I can, and thinking about Magic when I’m not thinking about my school work. So, to me, it was a big deal to have Michael Jacob trash the deck I played.

So this is deck list after MJ made some changes:

[Deck title=RUG Monsters with Michael Jacob’s Updates]
[Creatures]
4 Elvish Mystic
4 Sylvan Caryatid
2 Scavenging Ooze
4 Courser of Kruphix
3 Polukranos, World Eater
1 Arbor Colossus
1 Prognostic Sphinx
4 Stormbreath Dragon
[/creatures]
[Planeswalkers]
2 Kiora, the Crashing Wave
2 Ral Zarek
1 Xenagos, the Reveler
1 Chandra, Pyromaster
2 Domri Rade
[/Planeswalkers]
[Spells]
2 Turn // Burn
2 Mizzium Mortars
1 Steam Augury
[/spells]
[Lands]
3 Forest
1 Mountain
4 Breeding Pool
4 Steam Vents
4 Stomping Ground
4 Temple of Abandon
4 Temple of Mystery
[/lands]
[Sideboard]
1 Pithing Needle
3 Mistcutter Hydra
2 Negate
1 Simic Charm
1 Syncopate
1 Aetherling
1 Ruric Thar, the Unbowed
1 Sylvan Primordial
2 Skylasher
1 Unravel the Aether
1 Bow of Nylea
[/sideboard]
[/deck]

Spoiler Alert: he ended up going 2-2 in a daily event, beating Junk Midrange and R/W Burn, losing to G/R Monsters and R/W Burn. The loss to R/W Burn was, to be completely honest, due to some fairly poor draws on our hero’s side.

However, this gives us some things to talk about.

Positives:

  • The second Kiora. That card is very good in this strategy. I talked to Chris Arnold (the guy who played a similar deck to a top eight at the recent SCG Invitational and the inspiration for my picking up the deck) and he does not like Kiora. I have to say I disagree with him. If there is any deck that takes full advantage of Kiora, it is this deck.
  • Moving the two [card]Turn // Burn[/card]s to the main deck. [card]Cyclonic Rift[/card] was supposed to be my main-deck, instant-speed answer to [card]Desecration Demon[/card] and [card]Thassa, God of the Sea[/card]. But [card]Turn // Burn[/card] is much better at that than [card]Cyclonic Rift[/card] ever could be. Oops.
  • [card]Prognostic Sphinx[/card]. Forgot about that card. However, I do not agree with it over [card]Aetherling[/card] in the main deck. While it dodges Elspeth’s -3 ability, it doesn’t hit hard enough to end the game before a [card]Sphinx’s Revelation[/card]. But it seems like it could be very good against Mono-Black (except for [card]Desecration Demon[/card]) and Mono-Blue. To the sideboard with you, Diabeetus Sphinx…for now.
  • Moving [card]Sylvan Primordial[/card] to the sideboard. Seven mana is a good amount of mana. It’s actually a little too much. The big guy had to go.

Negatives:

  • [card]Steam Augury[/card]. Look, I know MJ is a better Magic player than I am. I’m not even going to claim otherwise. But [card]Steam Augury[/card]? Really? That’s too deep even for me.
  • Completely cutting [card]Cyclonic Rift[/card]. Card is good in the right matchups. Definitely sideboard material. Better than [card]Simic Charm[/card].
  • [card]Skylasher[/card]. I get that MJ is worried about Mono-Blue. But this isn’t regular G/R Monsters. With Kiora and Ral Zarek there to pick up your slack, the Mono-Blue match-up is much easier than one would think.

There’s a Storm Coming, Mr. Wayne…

So where do we go from here? Journey into Nyx looks to be a powerful Magic set that will potentially bring in new archetypes, such as B/W Aristocrats and UWR Control, and boost up some existing fringe archetypes, such as Mono-Black Aggro and R/G Aggro. So what does Journey into Nyx bring to the RUG Monsters table?

As of today, I can think of three cards I would be happy to add straight into this deck without looking back:

[card]Mana Confluence[/card]
[card]Temple of Epiphany[/card]
[card]Keranos, God of Storms[/card]

The first two probably do not need much explaining. Since you will be adding more blue cards to your deck, adding the blue/red scry land seems like a thing. Also, who doesn’t like scrying in this deck?

[card]Mana Confluence[/card] is a little more controversial. But look, that basic [card]Mountain[/card] is awful. We need lands that come into play untapped, and shocking ourselves every time might be a problem in a world of Mono-Black Aggro. I would not add the entire playset anytime soon. But definitely replace that awful basic [card]Mountain[/card].

Finally, we get to the real spice. I had nine Planeswalkers, nine Monsters, and the King of Control in [card]Aetherling[/card]. But what’s a king to a god? [card]Keranos, God of Storms[/card], is a card I am very excited about trying. But, why is Keranos good in a deck like this?

Well, the deck everyone has been putting Keranos in is a UWR Control shell. I’m sure that Keranos will be fine in that shell. But, UWR Control does not do the following:

  • Continuously sculpt the top of its deck. With [card]Prophet of Kruphix[/card], [card]Domri Rade[/card], [card]Prognostic Sphinx[/card], and [card]Kiora, the Crashing Wave[/card], I can set up Keranos however I like. Need to draw a card because Mono-Black is making you discard? Leave that land on top. Jace got you down? How about a free Lightning Bolt to take care of him? Not only do we sculpt the top of our deck, we have information about what Keranos will do on upkeep. That allows us to play in a way where we can maximize this. Sure, your opponent may know as well, but there isn’t much she can do to stop it unless she can stop Keranos.
  • UWR Control doesn’t really take advantage of the [card]Lightning Bolt[/card] ability as well as we do. We have pressure. Lots of it. From multiple angles. The UWR shells I have seen have either been tempo-based decks, which will have trouble with Desecration Demon (who doesn’t?) and Polukranos and thus not be able to get in as much damage as we can. Alternatively, I’ve seen strict UWR control shells where the [card]Lightning Bolt[/card] is just a little value. I love value as much as the next person, but I want to take full advantage of that value.
  • The UWR shells are already drawing so many cards that the ability to draw an extra card in our deck means more. When you have access to [card]Sphinx’s Revelation[/card] and [card]Jace, Architect of Thought[/card], drawing one extra card is not as important to them it is to us.
  • The UWR shells that can awaken Keranos are tempo-based, and are required to flood the board in order to reach devotion. We, on the other hand, have all of these lovely non-creature permanents that slowly but surely add up our red and blue mana symbols. And if we never get devoted to Keranos, a free [card]Lighting Bolt[/card] a turn means much more to our creature plan.

So, it’s about time for a list, right? Here’s my first crack at the post-Journey into Nyx deck, after much careful consideration:

[Deck title=RUG Monsters with JOU Updates]
[Creatures]
*3 Elvish Mystic
*4 Sylvan Caryatid
*2 Scavenging Ooze
*4 Courser of Kruphix
*3 Polukranos, World Eater
*1 Prognostic Sphinx
*1 Arbor Colossus
*2 Keranos, God of Storms
*4 Stormbreath Dragon
[/Creatures]
[Planeswalkers]
*2 Domri Rade
*2 Ral Zarek
*2 Kiora, the Crashing Wave
*1 Chandra, Pyromaster
*1 Xenagos, the Reveler
[/Planeswalkers]
[Spells]
*2 Turn // Burn
*2 Mizzium Mortars
[/spells]
[Lands]
*3 Forest
*1 Mana Confluence
*4 Temple of Mystery
*3 Temple of Abandon
*1 Temple of Epiphany
*4 Stomping Ground
*4 Breeding Pool
*4 Steam Vents
[/lands]
[Sideboard]
*1 Pithing Needle
*3 Mistcutter Hydra
*2 Negate
*1 Aetherling
*1 Bow of Nylea
*2 Cyclonic Rift
*1 Unravel the Aether
*1 Syncopate
*2 Izzet Staticaster
*1 Anger of the Gods
[/sideboard]
[/deck]

Some quick hits about this decklist:

  • [card]Prognostic Sphinx[/card] makes his triumphant return. With the addition of Keranos, Sphinx earns its spot in helping sculpt the top of the deck’s curve. Furthermore, it adds devotion to Keranos and dodges Elspeth’s -3 ability.
  • Plus one [card]Mana Confluence[/card], plus one [card]Temple of Epiphany[/card], minus one [card]Mountain[/card], minus one [card]Temple of Abandon[/card]. We are adding blue cards to the main deck, so we need ways to cast them. While on paper this may look odd, what we really are doing is upping the blue mana count by two, keeping the red mana count the same, and lowering the green mana count by one.
  • [card]Chandra, Pyromaster[/card] earns her keep because of the abundance of X/1s in the format now and the expected increase in two-color aggro decks. Mono-Black Aggro with [card]Tormented Hero[/card], [card]Gnarled Scarhide[/card], [card]Spiteful Returned[/card], and [card]Lifebane Zombie[/card]. G/W Aggro with [card]Soldier of the Pantheon[/card] and [card]Dryad Miltant[/card]. This expected increase in X/1s is also the reason why [card]Izzet Staticaster[/card] has been added to the sideboard.
  • [card]Aetherling[/card] is relegated to the sideboard, since it is more expensive than [card]Prognostic Sphinx[/card], and we added more five-drops to the deck to cast in the first place. Furthermore, he only shines in control matchups, where you can board out cards like Polukranos and [card]Arbor Colossus[/card].
  • [card]Ruric Thar[/card] was cut to make room for [card]Aetherling[/card]. [card]Aetherling[/card] is better in the control matchup than Ruric, and there was only room for one of them. Same with [card]Sylvan Primordial[/card].
  • [card]Cyclonic Rift[/card] and [card]Anger of the Gods[/card] are hedges against any B/W Human/Athreos decks that might pop up. Plus, given that G/W Aggro will get better thanks to [card]Mana Confluence[/card], I want more answers to [card]Advent of the Wurm[/card] tokens and their G/W’s cavalcade of 3/3s. They must burn for their insolence.
  • I cut one [card]Elvish Mystic[/card] because it was card number 61. Turn-two Domri or Courser isn’t as important as having live draws in the late game.
  • Finally, some of the changes that MJ made have to stick. The two-Domri, one-Xenagos package is unfortunate, but necessary. Might be better to plus one Domri, minus one Kiora. Not sure. Main-deck [card]Turn // Burn[/card] should have been a thing in Detroit. Let’s not make the same mistake in Cincinatti.

I hope this article has been helpful, insightful, and entertaining. If you’re sick of playing the mono-colored decks in Standard, I suggest taking RUG Monsters for a spin, as it can be both a fun and rewarding experience. Feel free to leave comments on the lists or my thought processes, as I enjoy any and all feedback, even the terrible ideas and trolls.

Ken Crocker
@ideallydumb on Twitter

The Puzzle Box: Twos Four-Man Format, White Section

Hello, everyone, and welcome back to the Puzzle Box!Image-2

A couple of weeks ago, I introduced you to what is a staple format in my hometown of Winnipeg, called Twos. I also mentioned how card evaluation changes when you are considering this format. I linked to a really good list that has been built to best suit this format, but it is a powered-not-budget list, and that doesn’t quite fit the theme of this column. In this article, I’m going to go through the list and pick out the cards that are especially suited to playing Twos and swap them for existing Puzzle Box list that aren’t ideal. Many of them will be obvious, but others may not be as clear. This way, if you decide to build your cube around the Twos format, you’ll know what a good card for it looks like. Or if you are like me and play mostly one-on-one, you can create a Twos expansion. My main list is 420 cards and I have an expansion of around 35 cards to bring it up to a 450-sized cube. The reason I have the 5 extra cards is a house rule: if you open or get passed a pack with a creature with defender in it, you can opt to take it out of the pack and ask for a new card. I’ll talk more about this later on.  

A couple of words about the budget aspect of these swaps. The cards I will be advising to switch will not fall into our $200 budget. However, there are some cards that would be great in a twos list that we don’t have, such as [card]Enlightened Tutor[/card], that don’t specifically affect the multiplayer dimension. I will not be including any of these here. All of the cards that I am advocating for serve a purpose in the multiplayer environment. If you can’t afford them, don’t worry about it. Even if you are just playing with the stock Puzzle Box list, this format will still be a blast to play!

Right then, tight then, lets get into some cards

White Section

1. [card]Wall of Omens[/card] —> [card]Syndic of Tithes[/card] – a 2/2 for two with extort, this is a Twos dream. It comes in early, swings for two, and causes a four-point life swing with each extort trigger. If your opponents don’t bolt him the first time around…they will the second.

* General note regarding defenders – they are bad in this format. Because you always have two options of opponents to attack, there is a good chance that one of them will not have a blocker or you or your team mate (TM hereafter) will have a removal spell to get an attacker though.

2. [card]Calciderm[/card] —> [card]Kami of Ancient Law[/card] – Calciderm is not really good enough to be in most cube lists and is mostly in the Puzzle Box as a place holder while you acquire better cards. It’s an easy cut for a good Twos card. [card]Kami of Ancient Law[/card], however, does not seem like a good Twos card. This is folly. Because attacking and causing combat damage is so much more prevalent in this format, the effects that all of the equipment have is magnified because they are much more reliable. Also, there are a lot more enchainments in Twos that are really, really good and demand answers. Having access to an extra [card]Disenchant[/card] that can get in for some damage is really valuable here.

3. [card]Serra Angel[/card] —> [card]Aven Mindcensor[/card] – This swap I would only really recommend if you have fetch lands in your list. [card]Serra Angel[/card] is not bad in a budget-constricted format, but if you have fetch lands in your cube, it is no longer budget-constricted and she gets a lot worse, whereas [card]Aven Mindcensor[/card] gets way better. Image-1

4. [card]Shrine of Loyal Legions[/card] or ([card]Entreat the Angels[/card]) —> [card]Luminarch Ascension[/card] – Shrine and Entreat are simply too slow for this format. Ascension is absolutely bonker-pants! Seeing that they both make an absurd amount of myrs/angels, they seemed like a good swap. Lets look at why Ascension is so good here:

This card wins games on its own: it becomes the plan. Because you have two opponent’s, this counts for two end steps each turn, meaning it activates twice as fast. When playing one-on-one, your opponent can develop his resources for three turns and then just get in some damage when it’s convenient. In this format, opponent’s resources develop at half the speed comparatively and it forces your opponents to make really bad plays. They may send a bolt to your face just to buy an extra turn, or make bad attacks, trading cards they normally wouldn’t just to ding you for one. It’s no coincidence that [card]Cunning Sparkmage[/card] can be found later in the red section…

5. [card]Cloudgoat Ranger[/card] —> [card]Soldier of the Pantheon[/card] – Not much to say here. Five-drops are too slow here, even one this powerful, and swapping it out for a two-power one-drop if just what the doctor ordered.

6. [card]Sun Titan[/card] —> [card]Stonecloaker[/card] – Again, a six-drop that doesn’t just snap win the game is too slow. Even as a reanimation target, there are just better options. As for [card]Stonecloaker[/card], a 3/2 flash flying for three?  Why isn’t this guy in the regular list?  It even lets you re-use your [card]Snapcaster Mage[/card] if you’ve got it. Faster and powerful, that’s the name of the game here.

7. [card]Arrest[/card] —> [card]Path to Exile[/card] – This one is a no-brainer. The only reason Path isn’t in the normal list is cost. If you are moving to Twos, you are going to need faster removal than Arrest.

8. [card]Angel of Serenity[/card] —> [card]Elesh Norn, Grand Cenobite[/card] – Elesh Norn is a one-sided wrath plus team buff plus beater on her own. I realize that this is way out of our budget arena, but she really is much better than the angel in Twos. Its one of those creatures that snap wins the game. Angel does a reasonable impression by removing a pile of their creatures and setting a fast clock. Again, if she’s too much, don’t worry, the format will still be super fun!

9. [card]Gideon Jura[/card] —> [card]Elspeth , Knight Errant[/card] – Gideon is much more a control finisher where as Elspeth plays the aggro/tempo game much better. Seeing as this is an aggro/tempo format, this is an easy swap. 

imgres-410. [card]Pacifism[/card] —> [card]Blind Obedience[/card] – Again, this is an easy swap. Pacifism is only a partial removal spell. Blind Obedience slows what blockers that do come down a whole turn while providing a way to extort that is not tacked on to a creature thus more difficult to remove. I went in to the virtues of extort in my introduction to this format. Check it out here.

Here’s what the final list will look like after all of the swaps are made.

[deck title= The List According to Type]
[1CC Creatures]
Elite Vanguard
Mother of Runes
Savannah Lions
Student of Warfare
Soldier of the Pantheon
[/1CC Creatures]

[2CC Creatures]
Accorder Paladin
Kami of Ancient Law
Kor Skyfisher
Lone Missionary
Soltari Monk
Soltari Trooper
Syndic of Tithes
[/2CC Creatures]

[3CC Creatures]
Aven Mindcensor
Porcelain Legionnaire
Blade Splicer
Fiend Hunter
Flickerwisp
Mirran Crusader
Stonecloaker
[/3CC Creatures]
[4CC Creatures]
Hero of Bladehold
Kor Sanctifiers[/4CC Creatures]

[6+CC Creatures]
Elesh Norn, Grand Cenobite
[/6+CC Creatures]

[Planeswalker]
Elspeth, Knight Errant
[/Planeswalker]
[Instant]
Condemn
Mana Tithe
Swords to Plowshares
Disenchant
Path to Exile
[/Instant]

[Sorcery]
Balance
Armageddon
Day of Judgment
[/Sorcery]

[Enchantment]
Luminarch Ascension
Journey to Nowhere
Blind Obedience
[/Enchantment]
[/deck]

Feel free to scour Gatherer and try to find some other cards in white that would be better than the ones we have (for the Twos environment, of course), and post them in the comments. This is not a heavily discussed format across the internet, so there might still be some gems out there that have been missed.

I need to give credit once again to PIDGEOT on CubeTutor for use of his list as a basis for these articles. Also, all of the guys at Fusion Games in Winnipeg who have been playing this format for years and who introduced it to me. Thanks very much!

Let me know if you have jammed this format yet and what you think of it. I’ll try to get two colors in for the next article, but there is so much new stuff to say about these cards that I make no promises. You can catch me at @awcolman on Twitter if you want to chat about this or anything else Cube- or beer-related.

Thanks for hangin’, everyone.

Andrew

Pitt Imps Podcast #66 – Road Kill Cafe

This weeks fan as host guest is Justin from the posse page on Facebook. We go over SCG Detroit and make mention of the lack of anything new. I’m ready for rotation. Anyway we also go into the spoilers for our traditional best of episode. In this we set categories and pick what we think the best of that is. Let’s also say we go over the worst card in the set which somehow we always seem to be wrong about.

 

Your hosts: Angelo & Ryan

Angelo’s Twitter: @Ganksuou

Ryan’s Twitter: @brotheryan

Show’s Email: [email protected]

Guest Host Justin. Twitter @IsayTheeNay

 

Art logo contest Rules. 

$100 prize to winner of the contest

Come up with the new logo for the Pitt Imps

Send submissions to above email

3 submissions per person accepted

Deadline for submission June 1st

Journey Into A New Standard

To start things off, my name is Deshaun Baylock. I recently started devoting myself to this game called Magic: The Gathering and the payoff has been huge. I started playing around the time of [card]Jace, the Mind Sculptor[/card]. Within a year of trying to go “pro,” I have scored a GP Top Eight, a GP Top 32, a GP Top 64, one PTQ win, and 10 pro points since PT Valencia, and I am currently qualified for PT Portland. I believe with hard work and a will to learn, you can do anything in this game. It’s not about how long you have been playing, it’s about how you approach every opportunity to get better.

This weekend, a new set is going to be introduced into Standard: Journey into Nyx. New decks are going to be made and a lot of old decks are going to be no longer playable. I am going to break down the three best archetypes and go into detail about how they are going to change with cards from the new set. I will not be talking about sideboards, as the metagame is currently unknown. Advice on what to bring in and take out would be basically lying to you. Sideboards depend on the metagame you expect to see.

Let’s start with my favorite archetype: control. Right now, there is a debate going on about whether going Blue-White or Esper is correct. With the new set fully spoiled, I believe 100% that Blue-White is strictly better.

Here is an example of an Esper list. Kyle Boggemes ran this list at Grand Prix Cincinnati. It went OK.

[deck title= Esper Control – Kyle Boggemes, 1st place at GP Cincinnati]
[Creatures]
*1 Aetherling
[/Creatures]
[Spells]
*4 Dissolve
*2 Doom Blade
*4 Sphinx’s Revelation
*4 Supreme Verdict
*4 Detention Sphere
*2 Thoughtseize
*2 Syncopate
*2 Azorius Charm
*1 Last Breath
*3 Elspeth, Sun’s Champion
*4 Jace, Architect of Thought
[/Spells]
[Land]
*4 Temple of Silence
*4 Temple of Deceit
*4 Temple of Enlightenment
*2 Mutavault
*2 Plains
*5 Island
*4 Hallowed Fountain
*1 Godless Shrine
*1 Watery Grave
[/Land]
[Sideboard]
*1 Thoughtseize
*1 Duress
*1 Pithing Needle
*2 Negate
*1 Revoke Existence
*4 Nightveil Specter
*2 Blood Baron of Vizkopa
*1 Ultimate Price
*2 Archangel of Thune
[/Sideboard]
[/deck]

The cards that can be cut from this list without any hesitation are [card]Last Breath[/card], [card]Thoughtseize[/card], [card]Doom Blade[/card], and [card]Azorius Charm[/card].

I would add two [card]Banishing Light[/card], two [card]Syncopate[/card]s and three [card]Deicide[/card].

The reason the cards I cut are no longer needed is because we don’t need to have answers that are not universal. We don’t know what the metagame is going to be so we want to have cards that can pretty much answer anything our opponent does. [card]Deicide[/card] and [card]Banishing Light[/card] allow us to play more universal answers without leaving us with a lot of dead cards.

Blue-White Devotion has been on the rise and I only think it’s going to get better. This deck was played by Jeffery Pyka at Grand Prix Cincinnati.

[deck title= Azorius Control – Jeffery Pyka GP Cincinnati]
[Creatures]
*4 Cloudfin Raptor
*4 Judge’s Familiar
*4 Tidebinder Mage
*4 Frostburn Weird
*4 Thassa, God of the Sea
*4 Nightveil Specter
*4 Master of Waves
*1 Ephara, God of the Polis
[/Creatures]
[Spells]
*4 Detention Sphere
*2 Bident of Thassa
*1 Rapid Hybridization
[/Spells]
[Land]
*4 Hallowed Fountain
*4 Temple of Enlightenment
*4 Mutavault
*1 Godless Shrine
*11 Island
[/Land]
[Sideboard]
*2 Glare of Heresy
*1 Revoke Existence
*2 Jace, Memory Adept
*2 Domestication
*2 Pacifism
*3 Gainsay
*2 Negate
*1 Rapid Hybridization
[/Sideboard]
[/deck]

This deck is going to be able to run a lot more smoothly. The addition of Mana Convergence to this deck is huge. This deck was giving up tempo to be a little bit more resilient by playing four [card]Temple of Enlightenment[/card] and [card]Detention Sphere[/card]. You now have a more stable mana base and the ability to play what I believe is going to be one of the best rares in the set.

Start By removing the Ephara, [card]Godless Shrine[/card], two [card]Temple of Enlightenment[/card], two [card]Island[/card]s, four [card]Detention Sphere[/card] and the [card]Rapid Hybridization[/card].

I would add two [card]Dispel[/card], two [card]Deicide[/card], four [card]Mana Convergence[/card], one [card]Nykthos, Shrine to Nyx[/card], and two Hypnotic Siren.

[card]Detention Sphere[/card] no longer will be safe with people playing [card]Banishing Light[/card] and [card]Deicide[/card]. It is no longer the [card]Vindicate[/card] that we were used to in the old format. This build of the deck is very lean and efficient. Tempo is the new face of Mono-Blue. [card]Dispel[/card] will protect your Thassa from Deicide and the Siren will allow game-changing plays while still being a decent one-drop because of its evasion.

Mono-Black Devotion has had a stranglehold on the format but now I believe that it is the worst of the tier-one decks. Here is an example build from Lauren Nolen played at SCG Detroit.

[deck title= Mono-Black Devotion – Lauren Nolen SCG Detroit]
[Creatures]
*4 Gray Merchant of Asphodel
*3 Lifebane Zombie
*2 Nightveil Specter
*4 Desecration Demon
*4 Pack Rat
[/Creatures]
[Spells]
*2 Bile Blight
*3 Temple of Deceit
*4 Hero’s Downfall
*3 Devour Flesh
*1 Ultimate Price
*4 Underworld Connections
[/Spells]
[Land]
*4 Mutavault
*4 Thoughtseize
*18 Swamp
[/Land]
[Sideboard]
*2 Dark Betrayal
*2 Erebos, God of the Dead
*3 Staff of the Death Magus
*4 Doom Blade
*4 Duress
[/Sideboard]
[/deck]

Mono-Black did not get a lot of tools in the new set, and a lot that it did get are situational.

I would remove one [card]Ultimate Price[/card] and four [card]Underworld Connections[/card].

I would add three [card]Read the Bones[/card], one [card]Whip of Erebos[/card], and one [card]Tormented Thoughts[/card].

[card]Underworld Connections[/card] may end up being unplayable in the new format because [card]Deicide[/card] and [card]Banishing Light[/card] will give more decks access to enchantment removal; [card]Read the Bones[/card] is a nice replacement to help with card advantage.

The last card I want to briefly talk about is [card]Tormented Thoughts[/card]. Playing this card allows you to turn the tide of games very quickly against all non-counterspell decks; forcing them to discard their whole hand is backbreaking. The reason I cut cards that are no longer good and switched them with situational cards is because with access to [card]Pack Rat[/card] and scry, you can discard the cards that aren’t good in the matchup or choose not to draw them unless you need them.

Summing Up

The power level of the format has increased and you should plan accordingly. If you don’t have a spell that interacts with the opponent on turn two, you must mulligan. No longer will the game start on turn three. This is what i believe the top decks from the old format should do to adjust and stay relevant.

Have comments? Please share below!

Conjured Currency #10: Which Spec is Right For You, Part II

Welcome back! Last week I briefly discussed how there are different kinds of speculation targets, and why they should be targeted in varying ways depending on factors such as your budget, whether you trade or buy, and whether you’re looking for long-term holds or quick flips. I had planned to go more in-depth and have all of the information be wrapped up into one article, but in the end decided to split it up to include a second piece. I’m going to analyze a couple more card types that you should be looking to pick up, how they’re different, the various methods that you should be using for each, then do a wrap-up summary.

Pre-Spike Buys:

[card]Ghave, Guru of Spores[/card], [card]The Mimeoplasm[/card], [card]Tropical Island[/card]

Yes, [card]Tropical Island[/card] and [card]The Mimeoplasm[/card] are being put in the same pile of related things for the first time since “That Guy” played his $4,000 Mimeoplasm combo EDH deck full of Alpha duals and Japanese foils. I recently stated on Twitter that Ghave was “the next Tropical Island”, and received some questioning and confused responses. Before [card]Tropical Island[/card] spiked, its best of friends [card]Underground Seas[/card] and [card]Volcanic Island[/card] were several weeks ahead of it.

The original Commander product is experiencing a similar situation, where the low supply of cards like [card]Damia, Sage of Stone[/card] and [card]Animar, Soul of Elements[/card] were realized, and they experienced a price correction. Ghave wasn’t far behind, and those who picked up copies for cheap will be happy they did. These are situations where (budget allowing), it’s a better idea to buy as many as you can afford at retail, and then look for a quick flip to buylists or TCGplayer/eBay. These are a better buy because the evidence supporting the spikes already exists, just look for the signs. Trading for copies is also obviously fine, but cards like these are usually relatively scarce in binders, and their owners may have the same goals as you.

Here are a few cards that I believe fall into the same category:

[card]The Mimeoplasm[/card]

[card]Damia, Sage of Stone[/card] is an $11 card. [card]The Mimeoplasm[/card] is a $3 card. Is there reason for this? No? Ok. There are only three existing BUG-colored commanders in the entire game, and this is the only graveyard-centered one. It also has a T-Rex for an arm. I will be shocked if this card is not $10 within the next couple of weeks.  If you want to play with these, or are willing to buy in to speculate, do it now.

[card]Karador, Ghost Chieftain[/card]

Karador just recently got a judge promo printing, but I don’t think that will discourage the original printing from jumping in price in a relatively soon time frame. In fact, a judge promo might be speeding up the process by introducing newer players to the card via the announcement of the promo. These are quickly diminishing in stock across the Internet, and people like casting things from the graveyard, and this is a unique Commander in that aspect.

Long-Term Trades

I was once asked by a player who was just getting into finance and speculation whether [card]Abrupt Decay[/card] was a good spec target. When I replied with an affirmative answer, he asked how many he should buy to turn a good profit, and was surprised when I answered “zero.” If you don’t intend on playing with the card, I don’t think you should be spending money on it at all. Instead, I would wait and look for the Ghaves that you can make an easy flip off of quickly. The following are examples of cards that I think are very strong to trade for, but wouldn’t input cash personally (unless I was playing them). Your wait on a significant return will be multiple months, and during that time you will most likely have several other opportunities to make money.

[card]Abrupt Decay[/card]

There aren’t a whole lot of Standard-legal $50 foils, but [card]Abrupt Decay[/card] is one of them. The reason being is that it’s extremely prevalent in Modern and Legacy over Standard, and players in eternal formats are much more likely to commit to foiling out their eternal decks. However, this isn’t something I would buy into now. Similar to [card]Griselbrand[/card], I think it’s safest to wait until rotation, or right before that, for the buy in on Decay. Even though it won’t drop much, I see it following the trend of “lose a couple of dollars, then slowly trend upward.” However, if you can lock these in during trades, I wouldn’t fault you. As we approach rotation, these may actually become more scarce in binders, because everyone knows that its price is based on eternal playability.

Shock Lands

After Wizards decided to print these to death in Dragon’s Maze, we finally saw the low point on these a few months ago at around $8 (depending on the colors). Did you know SCG is still paying $8 buylist on some of the shock lands? If that doesn’t show dealer confidence in these being a good pickup, I don’t know what does. Unless you’re okay with putting money away for several months, stick to trading away your plummeting RTR cards ([card]Desecration Demon[/card] and [card]Jace, Architect of Thought[/card] are examples of cards that you do not want to own if you are not playing them) for solid value that won’t budge downward. Pick them up at rotation from Standard-only players.

[card]Deathrite Shaman[/card]

This is a card that you may want to target and pick up based on the points I have made in the previous two paragraphs. I mention the elf shaman in this article only to point out that I strongly advise against speculating on it right now. I believe that there are two reasons this card is still $11 after its Modern bannings: the first is obviously that the card is extremely powerful in Legacy, and the second is that people who were speculating on the card before its banning refuse to dump them and accept that the card will take literally forever go go up. If you can trade these away at the price they are at now (or even better, sell them), do it. Even if you are a fan of long-term speculation targets, I would prefer to own shock lands, Decays, or other eternal staples.

Wrapping Up

Keep in mind, there’s not always “the next big spike” that you need to buy into right that moment. Part of MTG finance is knowing when to hold your money, and differentiating the Ghaves from the Abrupt Decays. However, your personal buying strategy should differ depending on how often you intend to resell, and what your outs are. If you prefer quick consecutive flips on faster-acting spikes, then you want to keep your ears to the ground and wait for the next [card]The Mimeoplasm[/card] or [card]Tropical Island[/card], depending on your budget. If you can afford the Trop, it’s probably better to buy that over dozens of Mimeoplasms. The dual land will be easier to move to a buyer. When your strategy involves shoving cards into a box and forgetting about them for several months at a time, then you could start stocking up on the well-known multi-format staples, or invest in some sealed product. The most important take-away is that while there are always multiple “good specs” out there, you should take into account the time it will take to obtain your return on investment, as well as your possibility of outing the various cards.

Did I miss anything? Is there a different breed of spec target that acts differently then the ones listed in the past two articles? Drop a comment in the section below, or hit me up on Twitter to discuss anything!

Brainstorm Brewery #97 – Nyxborn Jambalaya

More spoilers are out, the gang is adding more segments to keep the cast growing, and there are all kinds of stories of the great time that was had at Grand Prix Philly. It’s time for another installment of your favorite finance podcast. What from the new set has financial potential? Find out on an episode of your favorite podcast that will have you asking, “What was the story about the spider?”

 

  • How was Grand Prix Philly?
  • It appears that reader e-mail might become a regular segment.
  • Spoilers, spoilers, spoilers!
  • Pick of the Week sneaks in at the very end. It’s a photo finish!
  • There are still some tokens and mats left. E-mail us to get hooked up.
  • The address is brainstormbrew at gmail dot com.

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

 

Contact Us

Brainstorm Brewerywebsiteemailtwitterfacebook

Ryan Bushardemailtwitterfacebookgatheringmagic.com

Corbin Hosleremailtwitterfacebook – quitespeculation.com

Jason E Altemailtwitterfacebookgatheringmagic.com – quitespeculation.com

Marcelemailtwitterfacebook

Counterfeits On TCGplayer: My Experience

I have some good news and some bad news.

The bad news first: some of the Chinese counterfeit cards have found their way onto TCGplayer.com. In fact, I received three counterfeit Return to Ravnica [card]Hallowed Fountain[/card]s in a purchase from a TCGplayer.com vendor last week.

The good news is that they were very easy to identify and that TCGplayer.com’s response was awesome.

I’m writing this article for two main reasons:

  1. To give detailed information about the counterfeits for anyone who comes across suspect cards

  2. To talk about TCGplayer’s response so you know what to expect if it happens to you and so you can adjust your buying behavior if you feel it is necessary

I’ll walk through the whole experience from beginning to end for those interested. I am a Brainstorm Brewery writer after all, so nobody is getting out of here without sifting through at least 1,500 words (much more in this case). If you are only interested in how to identify the counterfeits, that’s fineskip straight to the “Identification” section toward the bottom.

Background

First, let me say that although I’ve played Magic for quite a long time, I had zero first-hand experience with counterfeits (that I know of) prior to last week. Many community members have dealt with previous counterfeiting attempts but I was coming in with a clean slate.

I was, however, well aware that the Chinese counterfeits existed and I had read a lot about them. To some extent, I knew what to look for. In the “Conclusions” section at the end of this article, I discuss whether the counterfeits would raise a red flag for someone who was totally in the dark. Spoiler alert: not necessarily.

Purchase

I purchased the [card]Hallowed Fountain[/card]s in a large cube update/spec buy that used several TCGplayer vendors. The Fountains were the only three cards I purchased from this particular vendor, and I’m not going to reveal that name because TCGPlayer is trying to determine intent. The Hallowed Fountains were the cheapest listed by a fair amount. They were $5.39 and the next cheapest was around $7.00. Take that for what it iscircumstantial evidence.

I checked the vendor’s store and he had only a few other things for sale, including a couple of [card]Overgrown Tomb[/card]s (also priced below market). I’ve had good luck with vendors like this beforenew sellers offering good deals until they build up their rating. I added the Fountains and the Tombs to my cart but the Tombs were gone by the time I checked out. I have to think the [card]Overgrown Tomb[/card]s were probably counterfeit as well. TCGplayer is looking into this, though I don’t expect that I will ever know the outcome.

The vendor shipped same day and with tracking. I ordered these Friday after lunch and had them in my hands Monday evening, which I thought was awesome (at the time). They were shipped in a padded mailer and each Hallowed Fountain was in its own semi-rigid plastic holder. They looked perfectly mint in the sleeve so I dropped them on my desk to wait for all the other cards I ordered without examining them further.

Nothing about the transaction itself raised a red flag. Actually, other than the fact that the cards would turn out to be counterfeit (granted, kind of a big deal), it was the best transaction of the several orders I placed that day.

By Wednesday, I had received enough of my other orders that I sat down to update my cube and file the specs away. Literally the moment I pulled the first Fountain out of the plastic, I knew it was not real. I’m talking, I still only had one hand on it from pulling it out of the sleeve and I already knew. If you handle Magic cards regularly, it’s that apparent.

The finish was the giveaway for me. It felt almost like a playing card. Everything I had read about the counterfeits said something like this: “They may look like good fakes in pictures, but you would never confuse them if they were in your hand.” That is exactly right. I’ve handled plenty of Magic cards in my lifeold ones, new ones, specialty products, you name itand these felt much different than any of them.

All three Fountains were the same. I tried the light test on all three (as well as a variety of real cards for comparison) and they failed. I looked at some other tests but I don’t own a jeweler’s loupe, wasn’t willing to rip the cards to check for the blue line or try the bend test until I talked to TCGplayer, and didn’t even bother to try the water test because the cards were so glossy there was no way water wouldn’t bead up on them.

I immediately emailed TCGplayer.com and then, without thinking too much, I tweeted about it.twitter1.jpg

Probably for the same reason I still get blown out by combat tricks in Limited, I totally underestimated how big a deal this was to so many people. It was slightly irresponsible to throw something like that out without solid backup. Within a few minutes, a number of people requested pictures but I decided a video was better. The texture was a big indicator and there was no way to show that in a picture

I posted this video on YouTube.

This was my attempt to explain my thinking 15 minutes after I discovered the cards. There was some good information that was left out because I rushed it. If I had done a little research and figured out what else to look for before I tweeted, I could have included more in the video. In my defense, I was on my third IPA.

Support

The community was awesome. You guys know this already, but it never fails.

I got a lot of advice from people who had dealt with counterfeits before, including this specific round. @TheCardNexus was especially helpful and told me about other potential differences I should check. He was spot on

Magic players are looking out for one another on this. If you ever have a question about card authenticity, Twitter is a great place to go. There is an incredible knowledge base out there and a lot of well connected people (Jason Alt, for example) who can get those questions in front of the people who can answer them best. Take advantage of it.

What wasn’t helpful was a number of people on YouTube definitively declaring the cards authentic Event Deck cards, this despite never having seen them in person and apparently ignoring part of the video (the light test). All this does is increase confusion for the other people reading and watching. The cards weren’t from an Event Deck. How did I know that? Because I’ve purchased Event Decks in the past, held the cards, and they didn’t feel anything like these. And guess what, Event Deck cards do pass the light test.

It was Wednesday evening when this happened and TCGplayer emailed back Thursday morning. In the very first email, they fully refunded my purchase and asked me (not told me) if I would send the cards to them for further evaluation if they paid shipping. They asked for all three cards and offered to call if I had questions.

I am in a customer-facing business so I appreciated this for several reasons. First, TCGplayer didn’t ask any questions, require any justification, or make me jump through any hoops before giving me a refund. If you sell anything to anybody, you are going to have to deal with some ridiculous claims. At this point, they had no idea if I knew what I was talking about or if I was just another idiot causing a stir. It is pretty tempting to say, “There is a 95% chance this guy is dead-ass wrong, let’s act accordingly,” but they didn’t.

They paid for the cards to be shipped overnight and even had the cards delivered to a home address since they would be arriving Saturday morning. On the following Monday (which was this past Monday), they let me know they had confirmed the [card]Hallowed Fountain[/card]s were not authentic and that they were shutting down the seller while they investigated intent. As I mentioned above, they are also reviewing other recent transactions from the seller.

The people I dealt with from TCGplayer were courteous and appreciative of my cooperation. Their response was quick and thorough, in my opinion. Thumbs up to TCGplayer.com all the way.

Identification

First, watch the video if you haven’t. Below are the things I saw when handling the counterfeits, including a couple that aren’t in the video.

As I said, I did not have a jeweler’s loupe and I did not perform any destructive tests because I anticipated sending the cards to TCGplayer. So this is certainly not a comprehensive list.

1. Gloss – This is the first thing I show in the video. Call it the “squeak test” or whatever, but the counterfeits are substantially glossier.

I did look at Event Deck, Duel Deck, and Commander cards that I had. Yes, some of them do feel slightly glossier but not close to the counterfeits. And the cards from supplemental products do, in fact, squeak if you rub them, although maybe not quite as much as cards from normal expansions.

2. Light Test – This is the second thing I did in the video. The iPhone flashlight works great here, and the difference is drastic. The light shines right through regular cards, including Event Deck cards and other supplemental products, but not the counterfeits. After trying a variety of cards (new, old, etc.), I found no exceptions with real cards. I could see the light clearly through all of them.

If I had only had one test to identify a counterfeit, this is what I would use. It is certainly the most practical and, as far as I know, it is very reliable as well.

3. Corners – The corners of the counterfeits were miscut, they were round almost like Alpha corners.fountain 1.jpg

Legit copy of RTR Hallowed Fountain on the left, counterfeit on the right. Note the corners.

fountain 2.jpg

The corners again, comparing to a legit white bordered card, to the extent a 5th Edition Giant Strength can be considered legitimate.

4. Borders – In the first picture above, you may notice that the borders are thicker on the counterfeit. It’s not that the card itself is bigger, just that the middle of the card is a little smaller so the borders take up more of the face.

5. Size – The width of the counterfeits is very slightly smaller than authentic cards. Like, less than 1mm smaller. I believe the height is the same.fountain 4.jpg

The width of the counterfeit (front card) is slightly smaller than the authentic card behind it.

6. Coloring – This is pretty hard to see in pictures (maybe if I had a better camera) but it was apparent when I had the cards in hand. The coloring of the counterfeits, especially the browns, was slightly washed out compared to the legit cards.

fountain 3.jpg

Legit copy on the left, counterfeit on the right. Note the coloring. The backs of the counterfeits were similarly washed out although I failed to get a good picture.

On the coloring, I really don’t think I would have noticed this if I wasn’t looking or if there was no other reason to question the authenticity.

Also, after looking back at other cards in my inventory, I definitely noticed plenty of color differences in authentic cards. I found a couple of [card]Birthing Pod[/card]s, for example, that have much more noticeable coloring differences than these two [card]Hallowed Fountain[/card]s, but both Pods passed all other tests. So I would say that coloring alone is not a good indication of authenticity and it should be used in conjunction with the other things I’ve mentioned.

7. Clarity – Again, I didn’t have a jeweler’s loupe but you could see that the print was slightly fuzzy in places on the counterfeits just by looking closely. The artists name in the picture above was one of those places, but there were others. Not sure if it comes across in the picture, but the authentic card was sharper.

Conclusions

The end result of all this for me is that I don’t feel the need to change my buying practices on TCGplayer.com very much. I’ll even continue to buy from new sellers if I see a good deal, although I never do that with expensive cards. Best case, I get some cheap cards while the seller builds feedback. Worst case, the cards are counterfeits but they get identified and taken out of the system at no cost to me instead of ending up in the hands of somebody who doesn’t know the difference. I feel adequately protected here.

Now, there will be people who don’t want to deal with this at all. While there was no financial cost to me, the whole thing did take up a bit of my time (although I got an article out of it) and I still don’t have any [card]Hallowed Fountain[/card]s. I didn’t look at it as a hassle, but some might. Buying only from reputable sellers on TCGplayer.com remains the first and best line of defense if you want to avoid this totally.

I am slightly more worried about buying from non-TCGplayer sources now. I know ebay/Paypal have good buyer protection, but those companies are not going to know anything about counterfeit Magic cards. Would it have taken longer to come to a resolution if this was eBay? I’m not sure. If you are dealing outside of those markets (or similar markets), buyer beware. You may have no protection whatsoever.

Another thing I am more worried about now is counterfeits finding their way to new players. The [card]Hallowed Fountain[/card]s looked very good in the sleeves to me and I didn’t notice anything different about them until I took them out. I can definitely imagine a newer player acquiring these cards unknowingly and jamming them right into sleeves and into a deck. If they didn’t notice the gloss initially, I doubt they will notice the rounded corners once in a sleeve. It’s going to be a feel-bad moment for everyone when these cards get discovered by a more experienced player. Whoever pawned them off on the new guy is obviously long gone at that point and there is probably no recourse.

Bottom line, I think these counterfeits are good enough to trick some newer players. That is a concern.

TCGplayer did respond well, but they still have a big challenge in front of them. Ultimately, taking counterfeits out of the system one at a time after they have been sold is going to be a long and expensive undertaking. Finding a way to prevent this from happening in the first place is the goal, but that won’t be easy. They mentioned that they are working on some videos. That is a good first step.

Lastly, I would stress to everyone that you are entitled to question the authenticity of your cards if you have doubts. Assuming you are legitimately concerned (not just being difficult) and assuming that you are asking in a civil way, don’t stop until you are satisfied. “I’m concerned about the counterfeits in the system, do you mind if I try the light test on these before we finish the trade?” is perfectly reasonable. Don’t forget that there is a list of the cards that were in this counterfeit print run.

Certainly, don’t be embarrassed if you question something and the cards turn out fine. You don’t have to make an accusation in order to get confirmation that the cards are authentic. If at any point the seller or other trader refuses your request or tries to embarrass you for asking the question, I would just walk away. No need to take that kind of risk.

That’s all I have. Thanks for reading and as always, hit me with any questions you have here or on Twitter (@acmtg).

The Spike Feed Episode 34 – That Dry Heat

In our 34th episode, we welcome Dustin back to the cast as he shares tales from GP Nagoya, Cameron plays pinball and Hearthstone in Las Vegas, and Curtis sleeves up some mountains for FNM. [card]Saytr Fire Dancer[/card] also makes a brief appearance, proving once again that Curtis can’t keep that card off the show. Thank you for your honor.

Your hosts:

Dustin Gore

Cameron McCoy – @cameron_mccoy

Curtis Nower – @CurtisNow

Our show – @SpikeFeedMTG

Music by Micah Jones

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

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

[card]Gnarled Scarhide[/card]

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

[card]Nyx-Fleece Ram[/card]

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

[card]Banishing Light[/card]

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

[card]Setessan Tactics[/card]

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

[card]Prophetic Flamespeaker[/card]

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

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

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

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

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

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

[card]Mana Confluence[/card]

Which 5-colour land would you rather go to?

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

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

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

 

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

Until next time,

Max Brett.

Contact:

Email: djkensai at gmail dot com

Twitter: @djkensai

MODO: djkensai

My Cube

Pitt Imps Podcast #65 – Wild Turkey

In this episode of the Imps, Ryan gets hammered. Our guest Sid Miester holds nothing back. Then I explain how to almost die due to alcohol poisoning. Good times. We also go over GP Philly and Nagoya. We talk about SCG Dallas. Then there is the spoilers. We go over a couple we like and look forward to picking our best ofs next week.

Your hosts: Angelo & Ryan

Angelo’s Twitter: @Ganksuou

Ryan’s Twitter: @brotheryan

Show’s Email: [email protected]

Forced Fruition, Episode 5: Sealed PTQ Practice

[youtube http://www.youtube.com/watch?v=videoseries?list=PLs4gxqbLAAD5WVijeszmqqm3j_YdC0BCI&w=640&h=360]

‘Tis the Season

It’s that time of year when we get to play Sealed PTQs. The format has its upsides and downsides and you’re certainly going to increase your odds of winning by practicing as much as possible. I like Sealed because it evens the playing field to a degree by emphasizing deckbuilding. I also dislike Sealed due to the high variance—you’re basically at the whims of the pack gods. That said, there is always a deck to be made and played, and the great players will make the best of what they’re given. So join me as I take on a Theros-Born Sealed eight-man.

Deckbuilding

[youtube http://www.youtube.com/watch?v=imqFnvZgelQ&w=640&h=360]

[deck title= PTQ Practice]

[Creatures]

*1 Prognostic Sphix

*1 Chorus of the Tides

*1 Nimbus Naiad

*1 Deepwater Hypnotist

*2 Meletis Astronomer

*1 Flitterstep Eidolon

*2 Shrike Harpy

*1 Returned Centaur

*1 Cavern Lampad

*1 Fleshmad Steed

*1 Nyxborn Eidolon

*1 Spiteful Returned

*1 Shipwreck Singer
[/Creatures]
[Spells]

*1 Sea God’s Revenge

*1 Whelming Wave

*1 Sudden Storm

*1 Crypsis

*1 Lash of the Whip

*1 Asphyxiate

*1 Read the Bones

*1 Grisly Transformation
[/Spells]
[Land]

*8 Island

*9 Swamp
[/Land]
[/deck]

Match 1 Game 1

[youtube http://www.youtube.com/watch?v=xl8ObtkQItk&w=640&h=360]

Match 1 Game 2

[youtube http://www.youtube.com/watch?v=gzL_aw0WZTM&w=640&h=360]

Match 2 Game 1

[youtube http://www.youtube.com/watch?v=n1lNlgLz2jo&w=640&h=360]

Match 2 Game 2

[youtube http://www.youtube.com/watch?v=4dqGIG67UpY&w=640&h=360]

Match 2 Game 3

[youtube http://www.youtube.com/watch?v=wKjPcWvRvNE&w=640&h=360]

Match 3 Game 1

[youtube http://www.youtube.com/watch?v=X064Rr3bcUw&w=640&h=360]

Match 3 Game 2

[youtube http://www.youtube.com/watch?v=JIzZUa35RIc&w=640&h=360]

Serum Visions – Things We Collaborate On

Hello, everyone, and welcome back to Serum Visions!

This week, WotC has announced that it is doing a set of “designer cards” with game designers from outside of Magic’s  R&D. This is a great opportunity to talk about an amazing part of the craft beer culture: collaboration beers [CB]. This is really exciting and quite timely because we just had the first Collaboration Beer Fest in March as a part of the Colorado Craft Beer Week.

There has been some pretty cool news on the mothership as of late regarding M15. This will be the set where we get the card that the community got to design: [card]Waste Not[/card]. It turns out that we are not the only ones from outside WotC that got to contribute to the design of this set.

There is a video of George Fan, the designer of the incredibly popular Plants vs Zombies, talking about how he was the one who designed [card]Genesis Hydra[/card]. It’s a pretty cool video—George talks about how he has been playing MTG since Revised and he had a mechanic in Plants vs Zombies, in initial testing, that was a direct inspiration from MTG. WotC got designers from some pretty big-name games to take part in their “designer cards” program, such as the creators of Penny Arcade, Minecraft, World of Warcraft, and Diablo 3, just to name a few.

Collaboration is a Beautiful Thing

Salvationimgres-2 OLYMPUS DIGITAL CAMERA

I’m not sure which was the first collaboration beer, but I can tell you which one really sparked the fire. The head brewers from Avery Brewing and Russian River Brewing, two very big names in the craft beer world, became friends. I’m sure it was over a beer that at some point they realized that they each had a belgian beer in their lineup called Salvation. In corporate America, this would have shattered the friendship instantly. They would have been on their phones, while still at the table, with their lawyers claiming they came up with it first and slapping each other with lawsuits before they finished the pint that was in front of them… Let’s thank God that didn’t happen! Instead of talking about who should give up the rights to the name, they decided to take an ecumenical approach to blend the beers. The name of the beer came from one of the the brewer’s wives who shouted, “We should call this “Collaboration, not Litigation Ale!” Two years later, they got together, took this idea, and made it big!

Just to be clear, this blending of beers is not the same as blending of wines. The two brewers sat together in a pub and discussed the highlights of each beer and then designed a recipe that would bring out the best of each of the two. This approach has now been adopted by enough brewers that there was, very recently, the first annual Collaboration Beer Festival in Denver.

Beer is Fun

Collaboration beers are such a natural evolution of the craft beer culture, I feel like the evolution itself needs a word. If we think about why many of us drink and love beer, the answer probably revolves around hangin’ with friends or meeting people. Almost all brewery owners started off as home brewers. Brewing is fun, but brewing with a company is more fun, and brewing with other brewers is way more fun! This is why I try to teach everyone I know how to brew. It was only a matter of time before the craft brewers of the world figured out that brewing with other brewers with other ideas is way more fun. Beer is fun, so the explosion of collaboration beers represents the furthest extension thus far of going out for beers with your friends.

When I say explosion of collaboration beers, I really mean explosion! Not ten years past the first big name CB do we have a festival with 37 different brews at it. The CB Beer fest was the headline event of the Colorado Craft Beer Week [CCBW]. It’s a nine-day event that features many of the breweries, brewpubs, and restaurants involved in the Colorado craft beer scene. This will be the first time in the history of CCBW that they will have breweries from outside of the state participating. There is actually one beer that had five different breweries collaborating on it. Does the final product taste any different than if it had only been four breweries? Maybe, maybe not, who cares?! It was a bunch of brewers getting together, hangin’ out, and doing something. It just so happens that they get to make awesome beer while they are hangin’, and we get to buy and drink it!

 Coveralls, Bands, and Beers

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Collaborations do not just happen between breweries though. The most visible example of this is Bitches Brew, done by Dogfish Head. In the television show Brew Masters, a reality TV show that features the day-to-day of this brewery, Sam Calgioni got a call from Sony Music to make a beer for the 40th anniversary release of Miles Davis’s hugely influential album Bitches Brew. Bitches Brew introduced the fusion of electronic elements into the jazz idiom. It is widely acknowledged as the first fusion album. After seeing Jimmy Hendrix play, Miles took the instruments of the white rock and roll culture and blended them into the predominately black culture of jazz, creating fusion. This is the inspiration that Sony asked of Sam. Sam ended up blending a black imperial stout and a honey beer with gesho root. Sam actually wrote part of his business plan while listening to this album because it is what he wanted his brewery to be: different from everything that came before. They say nothing is new under the sun…Miles and Sam would disagree.

Collaboration beers don’t stop here, though. There is a brewery up here in Canada called Flying Monkeys that did a chocolate stout with the band Bare Naked Ladies. They collaborated to make an imperial chocolate stout to kick off their Symphony Barenaked tour that was about to start. Another collaboration that is happening right now is between the New Belgium Brewery and the work-wear company Carhartt. Carhartt has been making high-quality work-wear for 125 years and they decided to celebrate by being part of the design of a beer. Honestly, it’s part good marketing to jump on the booming craft beer collaboration movement. However, they also get to be a part of making beer with a company that shares their values in high quality products for craftsmen.

The trend that craft beer has been following lately has been of exponential growth. I see no reason why this trend should not cross over to collaboration beers. Keep your eye out for multiple logos on beers at you local beer store and be excited to pick them up and learn about what new thing is happening. This is an exciting time in the beer world!

Style of the Week

This week, there is no particular style to go out and explore. Go to your nearest liquor store and ask to see some collaboration beers. There is pretty good chance that you’ll find one. If the CB is a stout, see if you can find a stout by one (or both) of the breweries that participated in the CB. Take them home and do a side by side comparison between them and see what differences you can find.

Thanks for hangin’, everyone.

Andrew

 

P.S. If you are in the Greater Toronto Area in September and want to learn to brew, hit me up. You can find me on Twitter at @awcolman.

Brainstorm Brewery #96 – Bloom Tenders

In the wake of the April Fools’ Day gag, the cast is back in its real format and better than ever. With a lot to say about what seems like a small number of developments, the cast is packed to the rafters with value. Somehow, the cast finds a way to have four opinions about a yes-or-no question. Spoilers are discussed at length, and everything brought up refers to the spoiled cards in one way or another. How do they feel about the Gods and the new spoiled Planeswalker? What older cards could go up based on new keywords like constellation? Will they manage to fit in Pick of the Week in time? Can they keep it to an hour? (They can’t.) Find out the answers to all these questions and more on an episode of your favorite podcast that will have you asking, “Wait, did Jason actually call Prophet of Kruphix last week?”

 

  • Spoilers, spoilers spoilers!
  • How does the gang feel about Mana Bloom as a spec?
  • How are differing philosophies about the game informing which cards the gang likes?
  • Pick of the Week sneaks in at the very end. It’s a photo finish!
  • There are still some tokens and mats left. E-mail us to get hooked up.
  • The address is brainstormbrew at gmail dot com.

 

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

 

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