Episode Archives

Conjured Currency #17: Bulk What?

The Magic community has a lot of different definitions for the word bulk. Bulk rares are the [card]Conjured Currency[/card] and [card]Whims of the Fates[/card] of the world, the dregs of Magic cards that most often sit collecting dust until they’re shipped off to a dealer for $.10 or $.13 a piece. Bulk commons and uncommons are generally sold as collections of 1,000 cards that have been picked clean of all of the [card]Go for the Throat[/card]s and [card]Young Pyromancer[/card]s. The bulk rate for commons and uncommons is somewhere around $5.00 per thousand. These labels were attached because of the volume at which these types of cards normally move. There’s little point in sending 100 bulk rares to a dealer to get your $10.00 minus shipping costs. However, it makes more sense to get rid of 10,000 at once. In Magic, just like everywhere else, prices decrease as volume increases. But do we take advantage of bulk pricing as often as we should when the items aren’t trading cards?

Bulk Supplies

Today I want to share several websites with you where I buy my shipping and organizational supplies in bulk. I cringe when I look at some of the selling advertisements on Facebook and see people request $4 for shipping with tracking in a bubble mailer. When questioned, they defensively tell you that a bubble mailer costs at least a dollar and that the box of 50 toploaders they bought cost $5. These guys even go to the post office to pay for shipping, which is more expensive than the alternative. I’ll show you where I buy my own bubble mailers, toploaders, and 1,000 boxes. If you’re an FNM trader who doesn’t do a large volume of selling or trading online, this won’t be as useful as for someone who just opened up her TCGplayer store and wants to hit Level 4 ASAP.

Longboxes

I currently use BCW for any of my orders of “long boxes” of varying sizes. There’s a decent probability that your LGS buys its boxes from the same company. The listing says 800 count, but they’ll comfortably hold 1,000 Magic cards. I use the smaller-count boxes to organize my various specs, lands, and tokens. I often fill the 1Ks with bulk commons and uncommons and sell them on Craigslist for $6 to $7 per thousand. That’s more than you can get from a dealer, and casual players love getting tons of cards for not tons of money. BCW offers free shipping on most orders of $100 or more, so I’d only place an order if you have a lot of sorting to do, because the free shipping takes a huge chunk off of the cost. I particularly enjoy the 3×4 card house storage boxes that hold 12 of the 1K long boxes, but I’ve never ordered one from this site. They’re one of the items that aren’t free shipping eligible, and I haven’t needed to buy this many additional card houses in bulk. Still, once you get free shipping on the 1K boxes, the cost ends up being $.66 per box.

Bubble Mailers

So far, this is the best deal I’ve found on mass bubble mailers. They’re large enough that you should be able to ship any normal singles order, and a Paypal shipping label fits nicely on the front. Five hundred envelopes at $32.95 with free shipping equals approximately 6.5 cents per envelope. That’s certainly a huge mark down from picking them up from the drug store for $1.

Toploaders

If you do a lot of sending out cards and not a whole lot of buying cards, you’ll notice that you run out of these little guys fairly quickly. You can find them in almost every hobby shop, and even among the ripped-open packs of Pokemon cards in your local Walmart’s TCG aisle. However, we can do better than that. Buying in bulk from Cardboard Gold lets us find these for 4.7 cents each, and even less if we need 3,000 of them. Eating the initial cost sucks, but if you know you’ll still be using these months and years down the road, it’s financially smarter to bite the bullet now and enjoy not having to pay recurring costs down the road.

This is by no means an exhaustive list of sources to obtain bulk shipping supplies. I have not scoured the internet for weeks looking for these websites and prices, and I’m not guaranteeing you that they are the absolute, 100% best option for your situation. If you read this and know where to find a better deal than what I’ve provided, please mention it in the comments below, or send me a link on Reddit, Twitter, or Facebook so I can share it. That way we can all ship and store our products cheaper. I hope I managed to help a few people cut down their shipping costs today!

A Post-Script on Temples

I recently read a post on r/mtgfinance claiming that Temples from the Theros block were not very strong investments going into next year. The argument was that they are weaker than any of our previous recent dual-land friends, like the shock lands ([card]Hallowed Fountain[/card], check lands [card]Glacial Fortress[/card], or fast lands [card]Seachrome Coast[/card]. While Temples aren’t the strongest weapon in a hyperaggressive deck, I can’t remember the last time that a rare cycle of lands didn’t average out at around $10 during their second year in Standard (assuming a first printing). I don’t think Temples are any different, and I expect to see the $3 to $5 Temples join their brethren of [card]Temple of Enlightment[/card] and [card]Temple of Malady[/card] soon enough. Real estate is the golden egg of MTG finance, and I don’t see that changing this season.

Pitt Imps Podcast #73 – French Canada Invades

This week we go over SCG Providence and a bunch of small news items. Then this French Canadian comes on and tries to drive a rift between myself and Ryan. To be honest, he did a good job of it. Martin Brunet brings his Ban or Unban segment to the show and it was very welcome on a slow week.

Help Meagen : https://www.giveforward.com/fundraiser/78s4/mariah-s-medical-fund

Your hosts: Angelo & Ryan

Angelo’s Twitter: @Ganksuou

Ryan’s Twitter: @brotheryan

Guest Martin Twitter – @Martin_Brunet

Show’s Email: [email protected]

Command Theory: Power Without Gameplay

It’s not that I’m a pessimist. It’s true that I recommend you mulligan like one when you play Commander, but I’m actually a positive person in general. I look forward to every new Magic set release. I pay attention to spoilers and get excited about cards that might fit into one of my EDH decks or inspire a new one. But when Mark Rosewater confirmed via Tumblr that we will be getting a new Commander set every year, I was suddenly very nervous for the future of my favorite format.

Don’t get me wrong. The last two sets of Commander decks did a lot of good things for the format. They brought down the price of staple cards such as [card]Sol Ring[/card] and introduced cards like [card]Chaos Warp[/card], which help mitigate color-pie weaknesses that can make for very lopsided games. The first set also introduced sorely needed wedge-colored commanders to make previously non-viable color combinations accessible and fun. So with all the good things the Commander sets bring to the format, why am I so wary of the next one?

I’m worried we’ll get more cards like [card]Oloro, Ageless Ascetic[/card].

Please don’t take this as a personal slight if you play Oloro. It’s not your fault Wizards printed the card or that you are attracted to the Ageless Ascetic as a player. I also want to emphatically note that I don’t think Oloro is unfair or objectively “overpowered.” I just think the card demonstrates really, really bad game design.

Bad Designer. Bad. No Cookie.

Bad Designer. Bad. No Cookie.

Net Negative Fun

You could maybe dismiss the smallest problem I have with Oloro as a nitpick. The Commander 2013 decks, among other goals, are meant to introduce new players to the format. While Oloro seems to be pretty friendly to new players with all the free life he provides, he’s particularly unfriendly in that he creates a trigger that must be remembered every turn. It’s not a “may” trigger either, so not only is the card asking new players to remember the trigger, its suggesting the rest of the table does so as well.

My problem with Oloro goes a lot deeper than expecting the table to keep track of forgettable triggers. An incredibly important element of good multiplayer game design is that game objects shouldn’t add power without also adding gameplay. Oloro’s ability to trigger life gain every turn for absolutely zero cost breaks this rule in a particularly unfun manner.

I could buy a Foil Tarmogoyf if I had a nickel for every time...

I could buy a foil Tarmogoyf if I had a nickel for every time…

Why is giving players something good without asking them to pay a cost or perform a game action to get it a bad thing? Multiplayer games are generally at their best when all the players are treated as equals by the game rules and the outcome is measured based on all the choices the players are making over the course of the game. By providing power to a particular player without asking for anything meaningful in return, a game designer is essentially bending the game rules to give someone an advantage outside the context of player agency.

That might be fun for the player getting two life per turn, but the bent rules tend to create “net negative” fun in the overall game economy. The other players generally don’t enjoy that one Esper fellow getting to play with a slightly different set of rules than the rest of them.  And while Magic is a game of modifying the rules, those modifications almost always come in the form of cards, paid for by resources and in way that leaves room for other players to respond. But Oloro generally can’t be interacted with in the command zone, so he just sits there, bending the rules, providing power without gameplay and breaking a cardinal rule in good multiplayer game design.

Missing Interaction

The lack of interaction is where Oloro really fails both the opponents and the player at the helm of his deck. Most lifegain combos (or combos in general) require more than one card to execute and often those cards are of two different types. Any given deck might have a hard time interacting with one type of permanent, but might be well-equipped to deal with another. This makes combos tend to feel more manageable and certainly makes them more fun to play against. Oloro gets to provide some portion of these combos for “free” without asking a player to invest any game actions into getting him “online” and working as part of an engine.

In fact, its usually a bad idea to cast Oloro at all. Why risk your life gain engine getting tucked? Or hit with a [card]Darksteel Mutation[/card]? [card]Mind Control[/card]led? It’s too risky when you build your deck around the free power Oloro provides, and most players do just that. I’ve played dozens of games against Oloro decks and I believe I’ve seen him actually cast just one time. Ever. And all those players were completely justified in protecting their real source of power, even if it seems backwards to build a Commander deck that never wants to actually use its commander.

Of course there are a few ways to “interact” with Oloro, but they create net negative fun as well. Just cast [card]Erebos, God of the Dead[/card]. No lifegain until the Oloro player can deal with an indestructible enchantment. Seems good, right? You can also run [card]Rain of Gore[/card], [card]Leyline of Punishment[card], or [card]Sulfuric Vortex[/card]. These are all perfectly legitimate means of countering life gain. They also tend to completely hose Oloro players, particularly the newer players in the format who just wanted to build something fun around their life gain commander. These answers are not fun, meaningful kinds of player interaction.  Oloro being in a playgroup just tends to push the group in this direction.

Design Space

I’m a game designer too. So I understand the good intentions that created Oloro in the first place. Wizards clearly wants to explore the design space opened up by the format’s existence. Cards like [card]Marath, Will of the Wild[/card], and [card]Prossh, Skyraider of Kher[/card], are actually a good examples of using the unique attributes of commanders to create fresh designs and new avenues for fun. Oloro was just the worst idea to spring from this exploration that also survived the development process. I can’t fault them for the attempt. I’ve certainly made mistakes developing my own games in the past. I just hope Wizards is paying attention and understands why Oloro was a swing and a miss.

Exploring is Good

Exploring is Good

My precognitive abilities are telling me that the responses to this article are going to mainly consist of complaints about other commanders. Commenters will say “If you think Oloro is bad, you should try playing against X!” where X is Kaalia, Animar, Ghave, or whatever other legendary creature is currently a thorn in their sides. I’m just not that worried about those cards. Remember, this isn’t about power. It’s not even about a commander being annoying. It’s about designing commanders that encourage interaction and create net positive fun at your table.

While linear commanders like Nekusaur, with decks that virtually build themselves, aren’t that interesting to me, they do have a place in the format and help fill in certain niche roles that engage specific types of players. Oloro is a whole different kind of problem. “Styles of fun” aside, he’s designed to not ever be cast and to provide power that opponents can’t meaningfully interact with. Even if that is fun for a certain group of players, its not healthy for the format overall. I don’t believe any other commander-specific legendary creatures share that particular set of nasty design problems. Power without gameplay is fine in something like a single-player adventure game, but its toxic for a social format like Commander.

Dear Wizads: More of This Please!

Dear Wizards: More of this, please!

Assuming the fine folks at Wizards of the Coast are considering these tricky design issues, I suppose I can dial the format anxiety down a bit. Until they prove they are willing to make the same mistake twice, I should probably just keep hoping for an affordable [card]Xiahou Dun, the One-Eyed[/card] reprint. If we get awesome, flavorful new commanders in the vein of Conspiracy’s [card]Grenzo, Dungeon Warden[/card], who explores one of those underused design spaces really well, then I’ll be incredibly happy with future sets. Until then, consider me cautiously optimistic and hopeful that someone from the mothership is reading my design rants.

Immortal Constellation: A Historical Look At Standard Combo Decks

Cast [card]Immortal Servitude[/card] for X = 3get back my whole graveyard…triggers…kill you?”

Standard is not a format renowned for combo decks. Most of the time, we see a rock-paper-scissors metagame filled with aggro-midrange-control matchups, as opposed to the aggro-combo-control matchups we read and hear about when beginning to learn “Magic theory.”

However, this is not to say that there have not been competitively-viable combo decks in Standard as of late. Recent history has shown that if there is a combo deck to be found, it is usually only Standard legal for about six to nine months, which I assume Wizards of the Coast does in order to keep Standard from becoming a degenerate combo-oriented format. However, within that time frame, the combo deck has been shown to be competitive (i.e. it has won at least a couple Star City Games Open events or PTQs) and difficult for the format to deal with. Figuring out the timeline that Wizards has set for formats may unlock when a Standard tournament-viable combo deck will show up. With that in mind, let us look back at history to see if now is the time for that combo deck to appear.

We Have to Go Back!

Let us consider the more recent Standard formats:

Zendikar-Scars of Mirrodin Standard (after the [card]Jace, the Mind Sculptor[/card] and [card]Stoneforge Mystic[/card] bannings):

[deck title=U/R Twin by Anders Simpson Wolf]
[Creatures]
*4 Deceiver Exarch
[/Creatures]
[Spells]
*4 Shrine of Piercing Vision
*4 Splinter Twin
*2 Dismember
*4 Dispel
*2 Into the Roil
*2 Mana Leak
*2 Mental Misstep
*1 Twisted Image
*4 Gitaxian Probe
*4 Ponder
*4 Preordain
[/Spells]
[Lands]
*8 Island
*5 Mountain
*2 Arid Mesa
*2 Halimar Depths
*2 Misty Rainforest
*4 Scalding Tarn
[/Lands]
[Sideboard]
*2 Spellskite
*2 Azure Mage
*3 Grim Lavamancer
*1 Mental Misstep
*2 Mutagenic Growth
*2 Negate
*1 Shatter
*2 Pyroclasm
[/Sideboard]
[/deck]

This is the last time that Standard saw a viable two-card combo deck, and astute readers can see why. Look how powerful this deck is! Splinter Twin is a tier-one Modern deck now, both [card]Ponder[/card] and [card]Preordain[/card] are banned in Modern, and you got to play with fetch lands plus Ponder—a Legacy interaction staple? Jeez, we were basically just a [card]Brainstorm[/card] away from being the most broken deck of all time. Although this should not be too much of a shock to you readers who played competitively at this time, given that Wizards of the Coast had to ban both [card]Jace, the Mind Sculptor[/card] and [card]Stoneforge Mystic[/card] from Standard (and then later, Modern) during [card]Splinter Twin[/card]’s time in Standard. Of course, once Innistrad was released, [card]Splinter Twin[/card] rotated out, and that was the end of combo in Standard until…

Scars of Mirrodin – Innistrad – M13

 [deck title=Mono-Green Infect, by Greg Galloway]
[Creatures]
*4 Ichorclaw Myr
*1 Spellskite
*1 Blight Mamba
*4 Glistener Elf
*1 Viridian Corrupter
[/Creatures]
[Spells]
*2 Livewire Lash
*4 Rancor
*4 Wild Defiance
*2 Apostle’s Blessing
*2 Gut Shot
*1 Hunger of the Howlpack
*2 Mental Misstep
*4 Mutagenic Growth
*3 Ranger’s Guile
*2 Titanic Growth
*1 Green’s Sun Zenith
[/Spells]
[Lands]
*14 Forest
*3 Cathedral of War
*4 Inkmoth Nexus
*1 Sunpetal Grove
[/Lands]
[Sideboard]
*1 Ratchet Bomb
*3 Spellskite
*1 Diregraf Escort
*1 Ulvenwald Tracker
*2 Viridian Corrupter
*1 Apostle’s Blessing
*1 Dismember
*1 Gut Shot
*1 Mental Misstep
*1 Melira, Sylvok Outcast
*2 Green Sun’s Zenith
[/Sideboard]
[/deck]

This Mono-Green Infect deck was about a tier-1.5 deck during its time in Standard. Many of you may not remember seeing much of it, since [card]Delver of Secrets[/card] was busy completely dominating the format, along with a bevy of Phyrexian mana spells and [card]Snapcaster Mage[/card]. However, Mono-Green Infect could occasionally give Delver a run for its money, and the deck did top eight several Star City Games Opens. Sadly, the deck was only viable for about three months, since the release of Return to Ravnica meant that all of the infect cards were rotating out of Standard, and the deck only became tournament-competitive with the additions of [card]Cathedral of War[/card] and [card]Wild Defiance[/card] out of M13.

Innistrad – Return to Ravnica

[deck title=Human Reanimator, by Brian Braun-Duin]
[Creatures]
*4 Angel of Glory’s Rise
*4 Cartel Aristocrat
*1 Cathedral Sanctifier
*4 Fiend Hunter
*4 Huntmaster of the Fells
[/Creaturs]
[Spells]
*4 Grisly Salvage
*4 Faithless Looting
*4 Farseek
*4 Mulch
*4 Unburial Rites
[/Spells]
[Lands]
*1 Blood Crypt
*4 Cavern of Souls
*2 Clifftop Retreat
*1 Godless Shrine
*1 Overgrown Tomb
*1 Sacred Foundry
*4 Stomping Ground
*3 Sunpetal Grove
*2 Temple Garden
*4 Woodland Cemetery
[/Lands]
[Sideboard]
*3 Cathedral Sanctifier
*2 Purify the Grave
*3 Ray of Revelation
*4 Appetite for Brains
*3 Slaughter Games
[/Sideboard]
[/deck]

Reanimator decks were all the rage last year. We all remember the eternal struggle between U/W/x Flash decks, Junk Reanimator, and Jund Midrange last Standard season, but there were some fringe combo decks as well. Human Reanimator attempted to gain infinite life and make infinite Wolf tokens via the interaction with [card]Fiend Hunter[/card], [card]Angel of Glory’s Rise[/card], and [card]Huntmaster of the Fells[/card]. From there, it was elementary on how you killed your opponent. Further versions of this deck used cards like [card]Burning-Tree Emissary[/card] and [card]Undercity Informer[/card] to mill opponents out on the same turn as one cast [card]Unburial Rites[/card].

Aside: I am aware that there were other combo decks in the format. Some might call the Hexproof decks of both today and last year combo decks. Or the Aristocrats deck with [card]Boros Reckoner[/card], [card]Blood Artist[/card], and [card]Blasphemous Act[/card] a combo deck. Or even the old UWR Flash decks that could gain infinite life with [card]Boros Reckoner[/card], [card]Azorious Charm[/card], and [card]Boros Charm[/card]. These decks have combo elements, but I wouldn’t consider them combo decks. The distinction may be small, but it is there.

After Innistrad rotated out, we moved on to Theros. Now that the full block has been released, let us see if there is any competitive combo decks that are playable in today’s Standard.

Here We Are Now, Entertain Us

As we can see from the examples above, Wizards of the Coast seems okay printing the types of cards that lead to three categories of “combo” strategies in Standard:

  • Two-card combos
  • Damage/pump spell based combos
  • Graveyard reanimation combos

Now, it is my belief that it will be a very long time before Wizards ever prints another two-card combo in Standard, especially with the amount of permission and deck sculpting that the U/R Splinter Twin decks had in Zendikar – Scars of Mirrodin Standard. Therefore, I find it more likely to find combo decks in this Standard format in the other two areas.

Damage + Pump Spells Combo

We are already aware of this combo deck. Brad Nelson and Jeff Hoogland have been champions of it since [card]Mana Confluence[/card] was spoiled.

[deck title=Brave Naya, by Brad Nelson]
[Creatures]
*4 Dryad Militant
*4 Fabled Hero
*4 Fleecemane Lion
*4 Ghor-Clan Rampager
*4 Soldier of the Pantheon
*4 Voice of Resurgence
[/Creatures]
[Spells]
*2 Boros Charm
*4 Brave the Elements
*4 Giant Growth
*4 Selesnya Charm
[/Spells]
[Lands]
*2 Plains
*4 Mana Confluence
*4 Sacred Foundry
*4 Stomping Ground
*4 Temple Garden
*1 Temple of Abandon
*3 Temple of Plenty
[/Lands]
[Sideboard]
*4 Fiendslayer Paladin
*2 Boros Charm
*3 Domri Rade
*2 Glare of Heresy
*4 Mizzium Mortars
[/Sideboard]
[/deck]

For Jeff Hoogland’s build, see his article here.

As both Jeff and Brad have written extensively on this deck, I will not contribute anything else except to say that if this deck is capable of pulling Jeff away from his midrange brews (I mean, we’re talking about a guy who has successfully won tournaments with RUG Flash and Junk Midrange for about two years now), then there is probably something to it. This deck is very powerful and capable of killing your opponent out of nowhere. If you’re a B/g Devotion player, I’d think twice about tapping out ever against this deck.

Graveyard Reanimation Combos

Well, the bad news is that [card]Unburial Rites[/card] is not walking through that door. And [card]Rescue from the Underworld[card] is not a suitable replacement.

But we’re not looking to reanimate one creature. We’re looking to reanimate them all.

[deck title=Immortal Constellation, by Ken Crocker]

[Creatures]
*4 Boon Satyr
*4 Herald of Torment
*4 Grim Guardian
*4 Nyx Weaver
*4 Courser of Kruphix
*2 Mogis’s Marauder
*4 Satyr Wayfinder
*3 Nighthowler
[/Creatures]
[Spells]
*4 Commune with the Gods
*3 Immortal Servitude
*2 Strength of the Fallen
[/Spells]
[Lands]
*4 Temple of Malady
*4 Overgrown Tomb
*2 Mana Confluence
*6 Swamp
*6 Forest
[/Lands]
[/deck]

Obviously, this deck is extremely similar to the B/G Dredge decks (both with and without [card]Strength of the Fallen[/card]) and B/G Constellation decks. But its major goal is to place a good amount of three-drop creatures into the graveyard, cast [card]Immortal Servitude[/card] for X=3, get back a [card]Grim Guardian[/card] with several other enchantment creatures, and hit your opponent for a ton of life. [card]Mogis’s Marauder[/card] is also in the deck as a three-drop that can be reanimated and kill your opponent by giving all your creatures haste and intimidate on the turn you cast [card]Immortal Servitude[/card]. There is redundancy in the combo as well, as even if you mill [card]Immortal Servitude[/card], you are capable of retrieving it, thanks to [card]Nyx Weaver[/card].

I may have hedged too much by including some copies of both [card]Strength of the Fallen[/card] and [card]Nighthowler[/card], but both cards seemed like they were powerful enough on their own to warrant inclusion. If one was to go completely all-in on the reanimator strategy (which may be the correct move), then I would cut them for some number of [card]Master of Feasts[/card] and/or [card]Oakheart Dryads[/card]. And, yes, [card]Nighthowler[/card] is a “non-bo” with [card]Immortal Servitude[/card], but since we’re hedging towards being a B/G Dredge deck anyways, some amount of them seemed correct.

And before anyone asks, [card]Kruphix’s Insight[/card] is not included because we have enough to do on turn three. The deck needs two drops. Thus the reason for the singleton [card]Mana Bloom[/card] as well.

Overall, the deck functions without the reanimation plan as a simple green-black beatdown deck. And, just like most reanimation strategies, its power level is determined by the amount of [card]Scavenging Ooze[/card] and [card]Rest in Peace[/card] seeing play.

But it seems that Wizards has once again given us an opportunity to play a powerful combo deck in Standard—an opportunity we should not squander. If you have any suggestions or comments on the deck, please leave them below.

The Spike Feed 41 – Pillaging Merfolk

This week, Cameron dodges Conspiracy, Curtis gives his PTQ report, and Dustin forgets that we’re a PG-13 podcast when talking about Magic Online. Even more concerning, Dustin woke up early, shaved, and combed his hair to be on this week’s show. Thank you for your honor.

Your host:

Dustin Gore

Cameron McCoy – @Cameron_McCoy

Curtis Nower – @CurtisNow

Our show – @SpikeFeedMTG

Music by Micah Jones

Ginger Journey #3 – Grand Prix Atlanta

The professor walks in on the first day of classes with a gleaming smile that could make your stomach turn to knots. There’s no way someone can be that happy. It’s the first day of MTG Appreciation 2100 [Ed. note: this explains why he’s so happy]. As an introduction, Professor Brightflame feels we should take turns informing the class of our name and one fact about the kind of MTG player we are. The kid next to me pushes his glasses up his nose, takes a couple deep breaths, and stands up. After satisfying the itch in his well-knotted neckbeard he blurts, “My name’s Jani White and I love to gain life. Nothing better than a triple digit life total.” Brightflame gives a slight nod in my direction to inform me I was next to speak. “Sup, nerds! I’m the coolest ginger you know, Ginger Ale, and I hate Limited.”

gp atl matNo, but really: I hate Limited grands prix. If by chance I could get shipped a decent Sealed pool in my direction, my first three or four rounds would be in my favor. I consider myself a slightly above-average player and feel I could outplay the first few opponents of an event, even if they have more card power than me (better rares or just more synergestic color combinations). By round five or so, I assume I’ll be battling that double mythic player and all the players in the right color combinations to slice through the competition with ease. How could I enjoy a format leaning so much on the power of a random pool plus the diabolical variance waiting in the wings to color screw you at the most inconvenient of times? Why put myself through the mental hype of taking down a grand prix? So when I signed up for Grand Prix Atlanta, I didn’t.

For fifty bucks I pick up a sexy [card]Batterskull[/card] promo, $15 side-event voucher, and six packs (my Sealed pool). Deal! Regardless of if I win, I was going to have a good time with friends, escape financial troubles for a weekend, and enjoy an environment dedicated to the game I love. No matter what, I would have a good time with a mediocre Sealed deck and play my hardest until my third loss is recorded. I wanted to learn something about the format every round, meet some new people, and test my ability to read players, decipher possible cards, and go for the win without scum bagging or sharking.

Constructing a Monster

Everything was going to plan until I was passed this Sealed pool.

[deck title= B/W Midrange]
[Creatures]
*1 Hopeful Eidolon
*1 Asphodel Wanderer
*1 Nyxborn Shieldmate
*1 Bloodcrazed Hoplite
*2 Nyxborn Eidolon
*1 Returned Centaur
*2 Eagle of the Watch
*1 Strike Harpy
*1 Griffin Dreamfinder
*1 Keepsake Gorgon
*1 Erebos’s Emissary
*1 Brimaz, King of Oreskos
*1 Master of the Feast
*1 Agent of the Fates
*1 Heliod, God of the Sun
[/Creatures]
[Spells]
*1 Font of Return
*1 Cruel Feeding
*1 Asphyxiate
*1 Banishing Light
*1 Sip of Hemlock
*1 Pharika’s Cure
[/Spells]
[Land]
*1 Unknown Shores
*7 Plains
*9 Swamp
[/Land]
[/deck]

One Round at a Time

I’ll be the first to admit I was blessed with nothing short of what the denizens of Theros would label as “godly.” I had zero byes so I started round one hoping my mana base would be kind to me. Wanting double black or double white on turn three can make some opening hands harder to hold on to. My first round opponent was the type of MTG player I call, “The Readers.” If you can’t guess by the title, he had to read almost every card I played. Do I have a problem with reading every card? No, but your decisions should be slightly quicker to make up for that time loss. I kindly asked him in the middle of game two if he could speed up some of his plays since we had nineteen minutes on the round clock. He was ahead at that time but all I needed to swing things back in my favor was one of my four bombs hiding somewhere at the bottom of my library. The round resulted in a draw with my [card]Brimaz, King of Oreskos[/card] eventually leading the charge in game three only needing a few more turns to seal the deal.
agent of the fatesThe next five rounds resulted in some tough games but eventually resulted in the wins I was striving for. Round six was against Swedish pro Rasmus Björklund. To sum the match up in one word, I’d choose “demolished.” If you could hand pick a G/W Heroic deck and play it against Rasmus’s concoction, it wouldn’t stand a chance. In game three I played a turn three Brimaz and felt behind.

I 2-0’d both rounds seven and eight to sit down for the ninth and final round. My first win-and-in! I blasted through game one with a turn-three Brimaz and a turn-five [card]Master of the Feasts[/card]. My opponent ended the game lacking the double white needed to cast his splashed [card]Elspeth, Sun’s Champion[/card]. Game two almost convinced me I could be dreaming.

Turn 1: Swamp, Pass
Turn 2: Plains, Pass
Turn 3: Swamp, cast [card]Agent of the Fates[/card] (kills it with [card]Pharika’s Cure[/card])
Turn 4: Swamp, cast [card]Master of the Feasts[/card] (kills it with [card]Lash of the Whip[/card])
Turn 5: Plains, cast Brimaz and [card]Font of the Return[/card] ([card]Banishing Light[/card] on the Font)
Turn 6: Swamp, swing with Brimaz (kills it with [card]Asphyxiate[/card] on his turn)
Turn 7: Swamp, cast [card]Banishing Light[/card] targeting his [card]Banishing Light[/card] and pop the Font at the end of his turn to return Brimaz, [card]Agent of the Fates[/card], and [card]Master of the Feasts[/card] to my Hand.
Turn 8: Play Brimaz and [card]Master of the Feasts[/card]
Turn 9: Swamp, Play [card]Agent of the Fates[/card] and bestow [card]Nyxborn Eidolon[/card], making him sacrifice his only creature. Swing with Brimaz and Master
Turn 10: Rip [card]Heliod, God of the Sun[/card] to play and give the whole team vigilance.
*Handshake*

I did it! I made day two of my second career grand prix!

Half Way There

master of the feastsMy work wasn’t over yet. After a much-needed meal, we made it back to the hotel rooms. My friends and teammates Cameron, Flynn, and Tim sat down with a stack of unopened Journey into Nyx prize packs to discuss pack-one-pick-one’s (we couldn’t buy Theros or Born of the Gods packs due to the vendor restrictions at Limited GP’s).

The overwhelming support from a friend wanting me to succeed would have brought me to tears if I wasn’t a man. *sniff* It’s a part of the community I have always heard about but never experienced. After meeting with your friends between rounds for win/loss updates, you always wish them good luck when the next round pairings are posted. What you probably haven’t experienced is when that support multiplies when someone from the group makes day two. Everyone was going to bat for me and wanted to do everything in their power to make sure I succeeded. No one was mad I made day two and they didn’t. No one wanted to party Saturday night to disregard my early morning schedule. Though many of them wanted to get up early and play Sunday tournaments anyway, I still felt like they would rather sacrifice their plans of extra fun to help increase my chances in a strong day two performance. The fact that a competitive one-on-one game breeds teamwork at par with cooperative games makes me so proud to be a part of this community.

So what about day two?

doomwakeDay 2, Draft 1

I sat down for my first timed draft somewhere around 9 a.m. without the level of nervousness I mentally prepared for the night before.

Journey into Nyx: Pick one was horrendous, forcing me to take the only playable in the pack, [card]Pharika’s Chosen[/card].  Pick three was [card]Doomwake Giant[/card] and a sign black had to be wide open.  Twelve of my pack=one picks were black playables, including [card]Grim Guardian[/card] so I expected the trend to continue.

Born of the Gods: That trend I was counting on fell off like the 2005 popped collar. There was only one playable black card in this pack. I found a few average white and blue playables, but not cards you ever want to take in the first half of a pack.

Theros: I knew I needed a bomb to pull me over to white or blue. This was a more realistic wish than a pile of black playables coming my direction.  A fourth- or fifth-pick [card]Spear of Heliod[/card] really helped my second color decision but I was still praying for one Gary ([card]Grey Merchant of Asphodel[/card]) to upgrade this pile from miserable to doable.

The draft ended with zero copies of Gary and an all-around stack of mediocrity. If I outplayed my opponents, a 2-1 record for draft one would be possible—and give me more joy that it ever should. Unfortunately, I lost every game three with each opponent under five life and a threat on the table. All I really wanted at the end of the first draft was a flash drive containing all my matches. It’s easy to say, “If I only had a better deck,” but my lack of experience may have blinded me to some possible lines of play or interactions.  You’re going to draft an average deck more often than a bomb-filled masterpiece or a heaping pile of poop.

Day 2, Draft 2

I tried to keep my head up, but my second draft deck would land on the heaping pile of poop side of the scale.  A pile of R/G monsters with three pieces of removal wasn’t where I wanted to be. I knew 3-0’ing this draft was the only way I could place in Top 100.  My first opponent had a nasty sequence of the following:

Turn 3: [card]Grim Guardian[/card]

Turn 4:[card]Grim Guardian[/card]

Turn 5: [card]Whip of Erebos[/card]

Turn 6: [card]Spear of Heliod[/card]

goblin bullyThe man was a monster.  I actually dealt with the [card]Whip of Erebos[/card] my next turn but fell quickly to the power of [card]Spear of Heliod[/card].  I couldn’t play the waiting game due to the impact of any future enchantments he could draw.  Also, my pair of [card]Lightning Strike[/card]s couldn’t do a lot to the large-butted [card]Grim Guardian[/card]s.

I was out of contention to prize but I found no reason to quit.  My thought was that this could be my only day-two experience in my MTG career, so I figured I might as well go down with the ship.  I won the next match against a G/B flyers deck.  My final match was against the other red/green drafter.  Every creature I played in games one and two outmatched his until he dropped [card]Forgestoker Dragon[/card]. That single-handedly won him both matches.  A large amount of playful banter was exchanged throughout the match resulting in a good end the day.

I joined my friends at their side events. Tim Rivera was undefeated in the Super Sunday Series going into the sixth or seventh round while my buddy Ed Rickman suggested to his finals opponent of a side event draft (that just scouted Ed’s semifinals match) he would split the packs if he gets the Grand Prix Atlanta playmat.

“Did you see my deck?! I mean, we can play if you want but…”

                -Ed Rickman

We now call this tactic flexing your deck.

Wrap Up

With the grand prix winding down, we all piled in for a quick trip back to Murfreesboro, Tennessee, filled with stories of crazy board states, winning top decks, and the lack of green in our wallets.  I wouldn’t trade these experiences for anything, except for maybe paying off my student loans.

As always, thanks for reading.

@TNSGingerAle

Forced Fruition Episode 12: Tribal Cube Angels

[youtube http://www.youtube.com/watch?v=videoseries?list=PLs4gxqbLAAD5bqyn6vroWK-yjZRSEO3J7&w=640&h=360]

Divine Favor

This week I’m pleased to welcome my good friend Jan (pronounced “Yawn,” he’s a dude) to the show to help take me through an MTGO Cube draft! As the title indicates, we wound up with most of the angel cards in the cube and played them to great success. This week I’m also introducing a new segment on the show, a “Beer of the Week” which I (and any of my guests) enjoy during the draft. We’ll talk about it right after deckbuilding moving forward. If anyone has had this week’s brew (Titan IPA from Great Divide Brewing), I’d love to hear what you think of it! Cheers!

Drafting Pack 1 and 2

[youtube http://www.youtube.com/watch?v=mCAn6U9inUY&w=640&h=360]

Drafting Pack 3 and Deckbuilding

[youtube http://www.youtube.com/watch?v=V5PYHktsz9A&w=640&h=360]

[deck title=Tribal Cube Angels]
[Creatures]
*1 Exalted Angel

*1 Wall of reverence

*1 Restoration Angel

*1 Blade Splicer

*1 Mulldrifter

*1 Glen Elendra Archmage

*1 Old Man of the Sea

[/Creatures]
[Spells]
*1 Decree of Justice

*1 Oust

*1 Upheaval

*1 Tidings

*1 Compulsive Research

*1 Impulse

*1 Preordain

*1 Wildfire

*1 Sphinx’s Revelation

*1 Prophetic Bolt

*1 Engineered Explosives

*1 Gilded Lotus

*1 Vedalken Shackles

*1 Coalition Relic

*1 Basalt Monolith

*1 Sphere of the Suns
[/Spells]
[Lands]
*1 Ancient Tomb

*1 Flooded Strand

*1 Mystic Gate

*1 Tundra

*1 Shivan Reef

*1 Sacred Foundry

*3 Plains

*8 Island
[/Lands]
[/Deck]

 

And Blue cards

There are white cards

Beer of the week

[youtube http://www.youtube.com/watch?v=IU59Qp1fxlc&w=640&h=360]

Match 1 Game 1

[youtube http://www.youtube.com/watch?v=5YjQD8ZEGFU&w=640&h=360]

Match 1 Game 2

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

Match 2 Game 1

[youtube http://www.youtube.com/watch?v=lQK1bFC026E&w=640&h=360]

Match 2 Game 2

[youtube http://www.youtube.com/watch?v=-6pmfBLXbuI&w=640&h=360]

Match 3 Game 1

[youtube http://www.youtube.com/watch?v=qINZR6IdvPw&w=640&h=360]

Match 3 Game 2

[youtube http://www.youtube.com/watch?v=lc1PG1b_1JQ&w=640&h=360]

Pitt Imps Podcast #72 – State of Play

This week Ryan returns to go over the SCG Indy as well as the Two GP’s. We look over the full Conspiracy spoiler. We have some bad news about a fellow player that needs our help desperatly. Then I announce our 3 finalists in the Pitt Imps Logo Challenge. Congrats to Steven Raffeal, Pit Scorpion, and 1866. You sent some killer submitions in. Now its up to the voting.

Help Meagen : https://www.giveforward.com/fundraiser/78s4/mariah-s-medical-fund

Your hosts: Angelo & Ryan

Angelo’s Twitter: @Ganksuou

Ryan’s Twitter: @brotheryan

Show’s Email: [email protected]

Eyes of the Watcher: A Prophetic Sauna

 

Last week in Eyes of the Watcher I discussed my first card: [card]Grove of the Burnwillows[/card]. I was trying a new style of writing in an attempt to engage my readers but I did not quite succeed.

reddit

These first two articles were originally together as one, discussing two cards instead of the single one, which left the first half feel a little lackluster. It also appeared that my conversion rates were not as clear as I had hoped.

 

tweet

 

I’ve revisited the way I list the prices in the EU and in the US and hope it has all become clearer for you, my readers. After all, if you can’t understand what I am trying to convey, then why would I be writing? That’s why I appreciate the feedback I get and it’s why I like to show you guys that I also take it to heart. But enough of that, lets get to that article!

 

This week I’d like to highlight an innocuous little card from Theros called [card]Steam Augury[/card]. It’s made its way onto my list of cards to keep an eye out for. Let’s look at the basics again, shall we? [card]Steam Augury[/card] was the recipient of a lot of early hype when the card was first spoiled (with the normal amount of skepticism, of course). It did not take long before several pronounced writers took the task upon them to report on [card]Steam Augury[/card]’s existence, from first thoughts to in-depth analyses comparing the intricate gameplay of the new card to its older counterpart, [card]Fact or Fiction[/card]. Thus far, however, the strongest point made against [card]Steam Augury[/card] has been [card]Sphinx’s Revelation[/card]’s existence in the Standard format. With such drawing power available, why would anyone care to deviate into red for a weaker card? And those people were right for not playing it over [card]Sphinx’s Revelation[/card]. The difference in power level is simply too substantial.

Image-8

 

However, [card]Sphinx’s Revelation[/card]’s reign is slowly coming to an end with the introduction of Khans of Tarkir on September 26, 2014. The new set will usher in an era with limited amounts of drawing power. Behold, the Theros-block drawing cards:

Image (4)

[card]Font of Fortunes[/card], [card]Divination[/card], [card]Interpret the Signs[/card], [card]Thassa’s Bounty[/card], and [card]Steam Augury[/card] are currently the only raw card-drawing cards out there in the format. The options aren’t very enticing—a six-mana draw-three or a three-mana draw-two? [card]Dictate of Kruphix[/card] helps your opponents too. [card]Erebos, God of the Dead[/card] and [card]Keranos, God of the Storms[/card] are the only other reliable card-drawing engines available for control decks. Once you bounce all the options off each other, you can quickly determine that only one fits a control in terms of sheer volume of cards for the cost: [card]Steam Augury[/card].

Barring the printing of another very powerful card-drawing spell, [card]Steam Augury[/card] appears to be the way forward. However, Wizards of the Coast isn’t blind to the fact that [card]Sphinx’s Revelation[/card] was the dominating force in the previous year of Standard and that it is still a very powerful role player now. Much akin to [card]Opposition[/card], once a card visibly changes its respective format around it, WOTC won’t be that eager to bring it, or something similar, back too soon. R&D has learned that lesson.

Another compelling argument in [card]Steam Augury[/card]’s favor is the post-rotation removal we currently have available. With both [card]Lightning Strike[/card] and [card]Anger of the Gods[/card] as early removal, red becomes a lot more lucrative as a color pairing for blue.

I very much feel like [card]Steam Augury[/card] is being completely ignored and disregarded as just, “That card drawing spell that isn’t [card]Sphinx’s Revelation[/card].” But is this disregard completely justified as we’re closing in on the rotation? With copies drifting around 0.35 USD / 0.20 EUR, are we going to be regretful that we all glanced past the piece that may just define the card-drawing power of new control decks? While no guesses can be completely accurate, there are only two sets left to fill that gap and only one set’s worth of time for us to act. Can we be certain we’re not going to be in a sour position come October? There’s only one way to find out: keeping an eye on it.

Do you have any comments, questions, or concerns regarding the lurking opportunity of a new control-defining card in [card]Steam Augury[/card]? Hit me up on Twitter! You can contact me personally at @TheMeddlingMage. Do you need more than 140 characters? Send me an email at [email protected]. See you all next time!

Metagame Breakdown, Part Uno

Currently Standard is just a big ole mess. Right now the options are endlessor so we believe. After a couple of weeks of tournaments, the metagame has been broken down and it seems you can’t just play what you want. Let me tell you why.

[deck title=B/g Devotion, Andrew Tenjum, 1st Place, SCG Open Cincinatti]
[Creatures]
*4 Pack Rat
*4 Lifebane Zombie
*4 Desecration Demon
*4 Gray Merchant of Asphodel
[/Creatures]
[Spells]
4 Thoughtseize
3 Devour Flesh
3 Abrupt Decay
4 Hero’s Downfall
4 Underworld Connections
1 Vraska the Unseen
[/Spells]
[Lands]
4 Temple of Malady
2 Golgari Guildgate
4 Mutavault
4 Overgrown Tomb
11 Swamp
[/Lands]
[Sideboard]
2 Dark Betrayal
2 Erebos, God of the Dead
2 Pharika’s Cure
1 Devour Flesh
2 Golgari Charm
2 Doom Blade
4 Duress
[/Sideboard]
[/Deck]

New formats mean new cardsor again, so we thought. This list contains four new cards, and they are wonderful lands. I was wrong. Mono-Black Devotion is still the best. All hail the king.  In all seriousness, if you don’t have a good matchup against this deck, don’t play in tournaments if you are trying to win.

I love almost everything about this deck. But now that the metagame is fully developed, we can be a little bit more aggressive about our card choices.

-1 [card]Vraska the Unseen[/card]

+1 [card]Abrupt Decay[/card]

The reason this is correct is [card]Abrupt Decay[/card] has almost the same effect as [card]Vraska the Unseen[/card]. And in most matchups, Vraska tends to come down, kill one [card]Detention Sphere[/card] or similar card, then sit around doing nothing. We aren’t talking about corner caseswe are talking about what happens most of the time Vraska comes down. [card]Abrupt Decay[/card] has mostly the same effect, except it doubles as removal and allows you to gain a couple percentages in your not-so-good matchups. Going forward, I believe this is a four-of in any devotion decks.

[deck title=U/W Control, Eric Rill, 2nd Place, SCG Open Cincinatti]
[Creatures]
[/Creatures]
[Spells]
4 Azorius Charm
1 Syncopate
1 Elixir of Immortality
1 Negate
2 Celestial Flare
4 Dissolve
1 Banishing Light
4 Detention Sphere
4 Supreme Verdict
4 Jace, Architect of Thought
2 Elspeth, Sun’s Champion
1 Jace, Memory Adept
4 Sphinx’s Revelation
[/Spells]

[Lands]
4 Temple of Enlightenment
1 Temple of Deceit
1 Temple of Silence
4 Azorius Guildgate
3 Mutavault
4 Hallowed Fountain
5 Island
5 Plains
[/Lands]
[Sideboard]
2 Nyx-Fleece Ram
1 Deicide
2 Celestial Flare
1 Aetherling
1 Blind Obedience
1 Dispel
1 Negate
1 Pithing Needle
2 Gainsay
3 Last Breath
[/Sideboard]
[/Deck]

Blue and white! [card]Jace, Architect of Thought[/card] and [card]Elspeth, Sun’s Champion[/card] are still the tag-team masters of the world if you ask me. This deck is very, very good. Once you stop everything that your opponent has tried to do, you value them out with Jace or just ultimate a Elspeth and end the game. You can’t be greedy and you need to play very tight. If you think that’s something that you are into, I recommend taking this list and not putting it down till the end of the season. This deck now has access to a lot of card’s that allows you to have game in every matchup.

The changes i would make to the list are very subtle. With the metagame being this defined, you don’t need to make a lot of change to be successful.

-3[card]Last Breath[/card]

+1 [card]Nyx-Fleece Ram[/card]

+2 [card]Reprisal[/card]

Blitz decks are coming and every single game that I have played against them with [card]Nyx-Fleece Ram[/card] hasn’t been close. Every aggro deck must overextend to have a chance to beat this card. If they don’t, they can’t win. And if they do…well, they still can’t win. This card doesn’t allow aggro to nickel and dime you out of a game.

As for the others, I don’t know if people have forgotten about [card]Reprisal[/card], but this card is the real deal. With the Junk deck seeing more play, you need a way to deal with all the troublesome cards in that deck. It is threat dense and you can’t rely on being able to counter everything that they do.

[deck title=Junk, Jeff Hoogland, 3rd Place, SCG Open Cincinatti]
[Creatures]
4 Sylvan Caryatid
4 Courser of Kruphix
1 Lifebane Zombie
3 Scavenging Ooze
2 Archangel of Thune
2 Blood Baron of Vizkopa
1 Obzedat, Ghost Council
[/Creatures]
[Spells]
3 Abrupt Decay
4 Hero’s Downfall
2 Banishing Light
2 Underworld Connections
4 Advent of the Wurm
2 Ajani, Mentor of Heroes
1 Elspeth, Sun’s Champion
[/Spells]
[Lands]
1 Mana Confluence
1 Swamp
2 Forest
3 Temple Garden
3 Godless Shrine
4 Overgrown Tomb
3 Temple of Malady
4 Temple of Plenty
4 Temple of Silence
[/Lands]
[Sideboard]
2 Bile Blight
1 Erebos, God of the Dead
2 Lifebane Zombie
2 Sin Collector
1 Obzedat, Ghost Council
1 Underworld Connections
2 Golgari Charm
2 Thoughtseize
2 Putrefy
[/Sideboard]
[/Deck]

This deck is a nightmare for the top two decks in the format. That being said, I don’t know how it fares against the random decks in the format. If you know you are going to a tournament with a ton of Spikes in attendance, this deck should be in the forefront of your mind. The threat count of this deck is off the charts. Almost any one of the creatures in this deck can swing the game in your favorand that’s why the top two decks have trouble executing a game plan against this one.

-1 [card]Lifebane Zombie[/card]

+1 [card]Abrupt Decay[/card]

Looking at this deck, it seems well thought out and very strong in the current metagame, so you don’t need to change much until the format shifts. [card]Lifebane Zombie[/card] is a fine card, but I don’t think this is a deck that wants a ton of this type of effect in the 75. [card]Archangel of Thune[/card] is the number one reason i don’t believe you need Lifebane versus RG Monsters. The deck is set up very well. It has plenty of game versus every single midrange and control deck in the format. You really just want to be able to start deploying your threats before you die.

Knowing the Format

This format is about knowing your deck and playing well. This isn’t a format where you just choose a deck and go to a tournament and win. You need to know what the cards your deck can’t deal with and find ways to not lose to those cards. You may believe that these decks are old, but I believe that you don’t need to fix what’s not broken. After some research, I think these are the best decks for this metagame.

Let me know what you think about this series. My plan is that about every two weeks, I will be doing a breakdown of the Star City Games Standard series. Many people consider me to be an expert in the Legacy community, so if you guys want to hear about that format, let me know. I will also be in the Reddit comments replying to everything I get a chance to. Thanks for reading and don’t be afraid to follow me on Twitter—I try to respond to every question.

@Deshaunbaylock3

Brainstorm Brewery #100 – The Promised Land

You’ve waited, and now the wait is over. No gimmicks, no tricks, no Episode 99.99—it’s here! Nearly two hours of greatest hits are ready to go! So, how did they all meet? What got them started on a podcast? What have been their greatest successes? How have the various cast members stuck their feet in their mouths over the years? If you’re joining us late, get a glimpse into how the cast started. If you’ve been with us since day one, see your favorite moments and be reminded of some good times you may have forgotten. You have a lot of listening to do, so we won’t hold you up any longer. This is the Episode 100 extravaganza.

 

  • How did the cast come together?
  • How did adding a fourth member work out?
  • The gang spotlights the fan base.
  • What were the best Corbin moments?
  • What is a “Fogo bet?”
  • What were the best Ryan moments?
  • How did being added to Gathering Magic help the cast?
  • What is “After Hours”?
  • Grand Prix Las Vegas was a once-in-a-lifetime event. Hear it recapped.
  • What were the best Marcel moments?
  • Who have been the gang’s favorite guests over the years?
  • What were the best Jason moments?
  • How did adding a content website change things?
  • Grand Prix Montreal was supposed to be Vegas 2.0. How did it go?
  • What does the future hold for the cast?

 

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

Conjured Currency #16: “Lik Dis If U Buy Evertim”

About Last Week

Welcome back, readers! Well, hopefully I still have a readerbase after last week’s article. If you’ll read last week’s Reddit thread for the article, you’ll see that several people brought up very valid arguments against my theory, and slapped me with some issues that I had left out. It’s enough for me to accept the possibility of an Onslaught reprint in a core or fall set in the next couple years. The huge reply to the piece was a good example of how I genuinely appreciate feedback on my writing and my opinions. Just because I write for this website doesn’t make me better than anyone else than this, and none of my opinions are immune to criticism. Thanks to everyone who provided reasonable input on the topic of fetch land reprints.

About This Week

Now, onto this week’s subject. For those of you who don’t have a Facebook account, this article will be less useful to you than it would be to those who do. Many moons ago (i.e. only a few months ago), I wrote a “Finance 101” sort of piece, listing your various outs for when you acquire a card and want to turn a profit on it, whether by trading up or selling out. One of the listed outs was social media, including Twitter, Facebook, etc. all in one lump. Today I want to go in depth into Facebook specifically, and look at some of the larger groups that players have come up with to trade, buy, or sell cards over the internet and through the mail. We’ll go over what each group specializes in, some of their basic rules and etiquette, and how you can go about being a part of the wonderful world of internet trading. Having a local Facebook MTG group to buy and sell cards from is great, but having access to a half dozen more across the world can’t hurt your profits too much, can it?

High End Magic stuff for sale!

[Editor’s note: Much as it pains me, I’m not going to correct these group titles, since that may impact readers’ abilities to find them. These are listed exactly as they are in Facebook.]

Do you ever feel pretty good about the amount of Magic cards you own? Are you proud of a specific card in your collection? Do you want that feeling to abruptly stop and sink to the bottom of your stomach? Look no further than the Facebook group, “High End Magic stuff for sale!” where the cover photo is dozens of [card]Black Lotus[/card]es placed on the floor to create a message spelling out “Not High End?” If you’re the lucky one who picked up a NM [card]The Tabernacle at Pendrell Vale[/card] out of a Craigslist collection, this is a great place to unload it. The group is full of some of the most famous collectors in the community who have amazing reputations. And the folks here have the money to spend on foil, upside down, miscut, Klingon [card]Brainstorm[/card]s.

However, it’s definitely not the place to post a list containing a dozen copies of each shock land. It’s stated in the rules of the group (which you should always, always read if you intend to engage in business while using one of these groups as an outlet) that posts containing sub-$50 cards will usually be removed. This is an example post for what you can expect to see on the group:

example high end

Some groups disallow auctions. This is not one of them, and that can work in your favor. Collectors who are looking to acquire the weird and rare cards of the universe may tend to aggressively outbid each other if you have something that’s hard enough to come by. This group also asks that with every post, each card (or whole item, like a deck) comes with a listed price. Whether that be a firm price, an “or best offer” situation, or a starting bid, posts just asking for offers will be deleted. If you don’t know what your foreign foil gem is worth and you can’t find it anywhere else on the internet, give this group a try:

Magic the Gathering Card Price Request

I just joined this group myself while searching for additional content to include in this article. Although it doesn’t look too terribly trafficked, it’s still something that doesn’t hurt to have in your back pocket for when you pick up a strange foreign/foil/promo card that doesn’t have completed listings on eBay. You won’t sell any cards in this group, but it’s helpful if you can receive a fair price quote on the Russian foil [card]Glissa, the Traitor[/card] that you own and someone else in your local community wants.

Magic: The Gathering misprints and oddities

Similar to the high-end group, you won’t be finding cheap stuff here. The group is stricter than you might be on what should be allowed to be posted. If your [card]Charging Badger[/card] is slightly off-center, don’t freak out and upload a picture. It says in the rules document of the group: “Is your card miscut? Great! Does it show a part of another card? No? Don’t post it.” Even if you don’t buy or sell a whole ton of misprinted cards, it’s good to have an outlet in case you pick something unexpected up in a collection. You can also learn a lot about the value of misprints and miscuts by simply watching posts and conversations. I’m awful at telling the difference between 4th Edition and Alternate 4th, and probably wouldn’t spot something like Dark Beta at first glance.

If you want to learn more about the world of misprints, miscuts, and other alternate printings, I recommend following themisprintguy on YouTube. He knows what he’s talking about.

Misprint

Here’s a couple examples of misprints someone might be interested in on that group. Yes, they’re commons, but they’re also foil and showing other cards.

MAGIC THE GATHERING buy/sell/trade

This is the largest Facebook MTG group that I am a part of, and it is by far my favorite to sell from. The group holds every single type of player, from beginning casuals to competitive Legacy enthusiasts. There’s something for everyone here, and there are a lot of great people active in the group. You can easily find that sweet spot between immediately buylisting and waiting forever for an item to sell on TCGplayer. As a bonus, you can earn some “good person who goes on the Internet and doesn’t scam you” points as well.

The group recently cleaned up all of the posts that were not related to buying, selling, or trading, so if you previously left the group due to the posts that looked like, “OMG I just pulled a god card, guys!” I highly recommend you rejoin. All of the non-finance discussions have moved to a separate sister group (MAGIC THE GATHERING discussions, if you’re interested), so the only posts left are those of cards waiting to be bought, sold, or traded. It’s a great place to pick cards up at slightly lower than TCG low (although some people try to sell firm at TCG mid, they don’t get far) for decks that you need, and almost everyone in the group (in my experience) trades at TCG mid. Remember that in this group, asking for a gift or an extra percentage to cover the PayPal fee is strictly prohibited, unlike in other groups.

In Closing

That’s definitely not all of the MTG Facebook groups you should be a part of, but I’m running low on words and want to cover a few other things. For all of these groups, remember to protect yourself while conducting business. Facebook MTG in general uses a reference system, so only send first if your partner has a sizable list of people to back up his or her honesty. It’s not worth it to risk losing cards or coin on something that looks like a sweet deal, but could very well be too good to be true. If you feel something isn’t right with your transaction, I highly recommend contacting  Onar Bargior (on Twitter as @Bargior). He is an admirable crusader against the numerous scumbags who try to rip others off, and he has a large collection of confirmed scammers’ names to cross-reference against.

As always, I welcome your feedback and responses. Since I can’t cover everything within my word limit every week, I often tend to leave out something—that’s where you come in! What groups do you find helpful in your Magic financial pursuits?

Bonus! Random Thoughts

[card]Eidolon of Blossoms[/card] seems like a strong pickup moving forward into rotation. I don’t think you should go out and buy out TCGplayer right now, but get them if you need your set for Standard. It still probably won’t make [card]Mana Bloom[/card] playable, but green and black have proven to have a very strong constellation shell, and the colors have enchantments that are good on their own, like [card]Courser of Kruphix[card] and [card]Herald of Torment[/card]. Eidolon has a promo version, but so did [card]Supreme Verdict[/card] and [card]Sylvan Caryatid[/card], and they’re still financially relevant.

Unified Theory of Commander: Mana Follow-Up

I advised my readers in my previous article that acquiring mana was a big deal in Commander. As it turns out, it’s such a big deal that I wasn’t able to contain it all in one post. After we published the first piece, so many comments, questions, and (gasp!) criticisms came pouring in that I felt like a follow-up was warranted.

Now equipped to our mana discussion

Now equipped to our mana discussion

Unified Theory Operations Division

The first point I want to clarify is the difference between order of importance and order of operations in our Unified Theory of Commander. As I said last time, editing an EDH deck is a process, and so is applying the MDTAS system to effectively build and improve a deck. Mana is first in the order of importance. A deck is dead in the water (there I go with the boat analogies again) without access to the mana necessary to cast cards. So it simply has to come first in importance while deckbuilding.

This doesn’t mean that a player will lock in her mana sources before she adds any other cards. And it certainly doesn’t mean she won’t come back later to edit the mana sources according to the other cards that ended up in the deck. This where the Order of Operations is applied. Expect that mana will likely be both the first and the last steps in any deck building process. No wonder it ranks so high in importance.

Mulligan Like a Pessimist

The second point I want to clarify is how to add extra cards to the sample size portion of a hypergeometric calculation when accounting for mulligans. I noted in the last article that a friendly mulligan may allow you to see up to seven additional cards at the start of the game, inflating the sample size used to hit your critical mana by quite a bit. Also recall that I said I try not to rely too heavily on that number. Why? Because it assumes that I saw zero lands in hand out of my first seven and grabbed a fresh seven off the top to find my land drops. That rarely happens in practice, so the “additional seven” figure is overly optimistic for our system. Always assume fewer than that when doing your mana calculations that include mulligans or just leave them out entirely.

Mulligan math is hard...

Mulligan math is hard

So in practice, how should you mulligan? I believe that for most decks, it’s best to mulligan aggressively for lands and cheap sources of card draw. Yes, [card]Elesh Norn, Grand Cenobite[/card] is a fantastic card for closing out games. She also costs seven mana and if you are looking at a one-land hand, its better to shuffle her away and go digging for lands. After all, it is an EDH deck. It probably has another bomb or two to draw into later.

More on Mana Rocks

The discussion on mana rocks also appears to have touched a nerve with quite a few players, so let’s take a moment to expand on that topic. In particular, readers wanted to debate about the value of “fast mana” like [card]Sol Ring[/card] and how cheap, artifact-based ramp leads to explosive, game-breaking starts. For instance, a [card]Jor Kadeen[/card] deck that opens with a [card]Mountain[/card], into a [card]Sol Ring[/card], and then a [card]Boros Signet[/card] is in a prime position to run away with the game, isn’t it? Absolutely. That deck also better be prepared to face the combined wrath of the table if it doesn’t win before the other players all get some answers in hand.

A Format Staple for a Reason

A format staple for a reason

Fast mana from [card]Sol Ring[/card] and its kindred can be an incredible leg up for decks that want to run fast and hot, but it doesn’t fully shield the player from the consequences of running so far ahead so fast. As I mentioned in my last article, those artifacts are vulnerable to removal and they don’t replace themselves. So leaning too heavily on them can be a kind of all-or-nothing play, especially if the removal-heavy player sitting at the table doesn’t appreciate taking 12 damage before he even played a single creature.

So its important to have balance in any multiplayer deck that isn’t specifically utilizing the artifact ramp strategy as a win condition. It’s also useful to look for mana rocks that provide some additional value, utility, or synergy once on the battlefield. [card]Darksteel Ingot[/card] is indestructible and produces mana of any colorthat’s value. [card]Mind Stone[/card] can be used to draw a card once artifact ramp becomes unnecessarythere’s your utility. And Everflowing Chalice can be kicked multiple times to multiply existing ramp into an even bigger spell the following turn. That’s synergy, and it also leads us into our final follow-up topic.

Mana Flood (And Other Aquatic Puns)

As much as I discussed having enough mana in the previous article, I neglected to discuss what to do about having too much. It wasn’t really fair of me to discuss “mana screw” without also addressing “mana flood.” Neither situation is fun and both generally stem from the same lack of consideration during the construction of a deck. Doing a little bit of math can go a long way to improving both ends of the mana problem spectrum.

So how much mana is too much? The “too much” threshold is going to be different for every deck, but generally it means that a deck has exceeded its time to critical mana threshold and continues to have a high probability of drawing mana sources rather than threats and answerscards that advance the goal of the deck.

To illustrate, let’s think back to my friend’s Omnath deck from the last article. Assuming that he heeded my advice and added about three more mana sources to his deck, he can now expect to consistently hit his six-mana threshold by turn six roughly 80 percent of the time without aggressive mulligans. So assume we’re measuring games where Omnath is actually able to stick, protected by [card]Whispersilk Cloak[/card] or [card]Asceticism[/card]. What are the chances the deck gets flooded instead of mana screwed?

[card]It That Betrays[/card] is at the top of the deck’s curve with a mana cost of 12, so we’ll assume that’s about the maximum amount of mana the deck wants to see in the early turns. In about 20 percent of the games where Omnath sticks, the deck will still end up with 12 mana sources online from its pool of 44 by the tenth turn. So one in every five games, the deck is going to be particularly heavy on mana and have only drawn into five to six other playable cards. If its pilot draws into [card]Dictate of Karametra[/card] or [card]Unravel the Aether[/card] at this point, the deck starts to feel a little anemic despite the massive pool of mana available. All the mana in the world goes to waste if there isn’t anything awesome to spend it on.

So what should a deck that relies on early ramp do to make sure to improve its draws? Well, one solution is to draw a lot of cards to go find the threats necessary to advance the game, but we’ll be covering card draw and threats in the coming weeks (they are the D and T of MDTAS), so let’s set that aside for now. An immediately relevant answer, and one our Omnath example deck does pretty well, is to provide “mana sinks” that can take maximum advantage of all that excess mana. That’s where cards like [card]Everflowing Chalice[/card] come into this discussion again. Mana sinks are cards that get better the more mana is available to “sink” into them, or at least those that have a repeatable effect where excess mana can be spent for value.

A great example of a mana sink in the Omnath deck is [card]Wolfbriar Elemental[/card]. If an Omnath player is sitting on a huge store of excess green mana and top-decks this particular threat, he is able to pay any amount extra to create a massive army of 2/2 wolf tokens. [card]Hydra Broodmaster[/card] is another great sink in this Omnath deck. My friend recently activated it to put forty-seven 47/47 hydra tokens into play. Is that Timmy enough for you?

Hydra Sinkmaster

Hydra Sinkmaster

Of course, the other colors have mana sinks available as well. Black is notorious for fantastic X-costed spells like [card]Exsanguinate[/card] to sink its excess mana. Blue has X-costed draw spells, red has X-costed burn, and even white gets into the game with token producers such as [card]Sacred Mesa[/card] or [card]Decree of Justice[/card]. Quite a number of powerful commanders in the format have these types of abilities as well. [card]Oona, Queen of the Fae[/card], [card]Memnarch[/card], and [card]Sliver Queen[/card] all immediately spring to mind.

Once a deck has access to enough mana, make sure to do a little math to make sure it isn’t sitting on too much as well. If the deck relies on early ramp or requires particularly high critical mana points to succeed, make sure it’s also running effective mana sinks to keep excess mana from going to waste. The more the deck wants to ramp, the more necessary those mana sinks become. This editing process will take time, but it doesn’t have to be scary or frustrating if deck builders are aware of how to diagnose the mana problems outlined in these articles.

Conclusion

So despite the fact that mana is first in our order of importance, you really don’t have to give up and play green to be effective in Commander. Every color combination has access to the mana necessary to succeed. Every mana problem has a solution. So pick a commander that speaks to you and then make sure your deck has all the resources it needs to succeed.

The Spike Feed Episode 40 – If I Die, Don’t Let Dustin In

This week we’re joined by Tap N Sac’s own Jon Celso, who will likely never mentally recover from his time with us. We cover Cameron’s disastrous TCG States, Curtis finding some unexpected inspiration, Dustin bailing on Indy, and Jon fishing for lobster. Thank you for your honor.

Dustin Gore

Cameron McCoy – @cameron_mccoy

Curtis Nower – @CurtisNow

Jon Celso – @BalduvianBears

Music by Micah Jones

Getting LUCKy: Slowing Your Roll

Newton’s First Law of Motion states, “An object at rest stays at rest and an object in motion stays in motion.” 

At two separate parts in my financing “career,” I have slowed buying cards in order to catch up on other things. The second time this happened, I had a lot of unexpected expenses come up and had just aquired a few collections. I took my time with grinding—slowed my roll a bit. The slower my roll became, the less I was making. As the weeks rolled by, I started trying to blame everything but myself.

“This place was slow at paying me.”

“I can’t pick up more cards until I figure out what to do with these.”

“My whole collection will go up in a few months.”

As those few weeks turned into a month, then two months, I began to realize that something had to give. I can only control me. My results are based on me—no one else has control over what I’m doing. I took the little money I did have left and bought $100 worth of cards and set to a full day of grinding. It was painstaking, pulling more nickels and dimes out of those boxes than ever before, but as the piles began to build, I started to remember why I started this in the first place. Then with the money I earned, I started looking (and I mean looking) for more to buy. The truth of the matter is that I’m still not fully recovered. I am yet to be dropping a few grand a month on cards, but the ball is in motion. Once it starts, it is much easier to keep going.

Taking Blame for What is Happening is Always the First Step Toward Getting LUCKy

You can only fix you. David Neagle says “It’s your fault that you are dying: you were born.” That is the only outlook that will breed results. Once the blame game starts, that means I am justifying. One of my favorite sayings is, “Justifiably wrong is still wrong.” If you have to justify it, it’s probably wrong. As soon as it is someone else’s fault, you can’t do anything about it. The only way that I have found is to just take the blame for everything, because then you can fix it.

Start with a Fearless Inventory of Yourself

If you don’t know what the problem is, how can you fix it? What keeps you from accomplishing what you want to accomplish with Magic? I don’t care if it’s playing or financing—put these on paper. Here are some of my examples:

Finance

I let my playing get in the way of my income.
I don’t keep current enough on prices.
I let price memory guide my buying instead of solid information.
I get too attached to certain cards.
I use my income from Magic to purchase other things (food, soda, sleeves, etc.).
I rush through things instead of making sure I do them right.
I try to give more money than I should so people will like me (this isn’t always bad, but I take it too far).
I am completely unorganized when it comes to Magic.
I don’t write things down.

Playing

I don’t RTFC (read the fantastic card) before making decisions.
I hurry when shuffling so I don’t make my opponent wait.
I play completely reactively.
I don’t believe that certain players can beat me, so I quit playing good Magic.
I forget triggers.
I don’t study the meta enough (this affects my financing too).
When I think I have won the game, I ease up.
I don’t playtest enough before big tournaments.

I could go on and list them all. I have about forty in each category, but I think by now you should get the point. Make a thorough list of all of your downfalls, pitfalls, and whatever separates you from where you want to be.

Find Someone Who Plays or Finances Like You Want To

It’s not enough to make a list if you don’t figure out how to solve the problem. For financing, this is a little harder, but the good news is that it’s a business. Though there are differences between Magic and other ventures, you would be surprised at the many similarities. Find someone with some good business sense and buy them a cup of coffee or a burger at McDonald’s. Sit down and let them know you are trying to succeed in business and would like some help. You would be surprised at how good that five-dollar investment really is. Even outside of Magic, you can learn plenty that applies. One thing I have learned is that you can divide your bank account down the middle, almost like a room divider, and have one section for Magic and the other for personal finances (most banks will let you have a dozen little dividers in your account). Just that can help tremendously when you are looking at financing in the Magic realm.

Write It Down

I know I say it all the time, but the best information in the world can’t help you if you can’t remember it. This is one of my biggest downfalls. Had I kept an spreadsheet of my purchases and revenue, I would have realized from times before that when my spending fell under $1,000 a month, my profit fell even more drastically. For some reason, I can’t keep the ball rolling uphill—it just keeps coming back at me. It also lets me see if I have been declining, growing, or stagnating. I learned all of this from someone who doesn’t know why there are different colors on the cards.

Keep Moving Forward

I don’t know anything that you win at by standing still. You can’t make money in Magic if you aren’t buying; you can’t win games that you aren’t playing. We are right back to the Newton’s Law of Motion. I’ve talked in past articles about places to find buying oportunities, but it won’t help if you don’t do it. Something I learned from a non-Magic player was that money is active. Even in the bank or under the bed, it is doing something. If you let it, it can be even more active. It works best when you have it flowing, even if it’s only in one hand and out the other.

I sat down with my collection the other day and did some figuring. I haven’t gained much monetarily from Magic finance, but what I do have is an investment that keeps growing. I started out with $300 worth of cards and without outside money going into it, it has turned into a $4,500 collection. Before I stagnated, it was getting closer to $10,000, but I already covered that. For some people that might not seem like much: only $4500? But the way I see it is that this represents a 1500-percent increase in two years. Where else can I go and get that kind of return? To be fair, I’ve made up for not putting extra money in with lots of time. If you start from where you are, with a bit of effort, you will be amazed where you can get.

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

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

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

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

1. Spot Removal

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

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

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

2. Wraths

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

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

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

3. Board Wipes

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

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

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

4.  Catch-alls


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

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

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

5. 187s

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

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

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

6. Artifact/Enchantment Removal

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

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

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

There Will Be More

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

Until next time,

Max Brett

Contact:

Email: djkensai at gmail dot com

Twitter: @djkensai

MODO: djkensai

My Cube

Pitt Imps Podcast #71 – Bad Tuna

After Ryan ate something that didn’t agree with him he had to bail out on this one. Luckily, my planned guest this week was Celso and he was able to pick up the slack. We went over GP ATL and SCG Jersey. Then holy crap did we go over a bunch of spoilers and myself and the bear are pumped for Vintage Masters. Unfortunately we had to also talk about raccoons.

 

Email – [email protected]

 

Host – Angelo    Twitter – @ganksuou

Cohost – Ryan   Twitter – @brotheryan

Guest – Celso    Twitter – @BalduvianBears

Forced Fruition Episode 11: Stunted Jund

[youtube http://www.youtube.com/watch?v=videoseries?list=PLs4gxqbLAAD5XqEP7eLdk_UliPFAkct5e&w=640&h=360]

Cube’s Back!

Everyone’s favorite online format, the MTGO cube, is back online! Making a blanket statement like that might not be entirely accurate, but you cannot deny that the variety of games and decks generated by the cube is unparalleled in the MTGO universe. This time around, I drafted a Jund deck featuring [card]Stunted Growth[/card] because I felt like the deck was a bit stunted itself. We missed a few of the classic Jund all-stars but still managed to come up with something that could throw around value black, green, and red cards. So off you go, on to another cubing adventure!

Drafting Pack 1 and 2

[youtube http://www.youtube.com/watch?v=RI7ccWfCYF8&w=640&h=360]

Drafting Pack 3 and Deckbuilding

[youtube http://www.youtube.com/watch?v=_AbTb3h9eiY&w=640&h=360]

[deck title=Stunted Jund]
[Creatures]
*1 Arbor Elf

*1 Fyndhorn Elves

*1 Keldon Marauders

*1 Mogg War Marshal

*1 Tarmogoyf

*1 Taurean Mauler

*1 Vampire Nighthawk

*1 Blastoderm

*1 Flametongue Kavu

*1 Polukranos, World Eater

*1 Skinrender

*1 Acidic Slime

*1 Grave Titan

*1 Avenger of Zendikar

*1 Greater Gargadon
[/Creatures]
[Spells]

*1 Lightning Bold

*1 Umezawa’s Jitte

*1 Maelstrom Pulse

*1 Domri Rade

*1 Garruk Wildspeaker

*1 Stunted Growth

*1 Chord of Calling
[/Spells]
[Lands]

*6 Forest

*4 Mountain

*1 Swamp

*1 Bloodstained Mire

*1 Graven Cairns

*1 Savannah

*1 Marsh Flasts

*1 twilight mire

*1 Woodland Cemetery
[/Lands]
[/Deck]

RBR

Black and Red and Green all over!

Match 1 Game 1 

[youtube http://www.youtube.com/watch?v=CB9yvYfXiM4&w=640&h=360]

Match 1 Game 2

[youtube http://www.youtube.com/watch?v=WBai-G34fgk&w=640&h=360]

Match 1 Game 3

[youtube http://www.youtube.com/watch?v=3pHL2B-tkVk&w=640&h=360]

Match 2 Game 1

[youtube http://www.youtube.com/watch?v=i9Uv0SVjKOM&w=640&h=360]

Match 2 Game 2

[youtube http://www.youtube.com/watch?v=ezh7ir_Ou7U&w=640&h=360]

Match 2 Game 3

[youtube http://www.youtube.com/watch?v=tXk7R8x2Piw&w=640&h=360]

Match 3 Game 1

[youtube http://www.youtube.com/watch?v=J6mI34g8ZiY&w=640&h=360]

Match 3 Game 2

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

Author’s note: In my excitement of winning Match 3 Game 2 I forgot that we actually lost game 1, so you’ll have to forgive me for not playing out a 3rd game. I’ll make it up to you, I promise.

Eyes of the Watcher: A Fiery Copse

Welcome to the very first edition of Eyes of the Watcher, a regular article that will highlight a single card worth watching.

Eyes of the Watcher isn’t necessarily going to tell you that you should buy or sell any single given card. It’s here to make sure you are aware of some of the nuances and interesting tidbits that may otherwise fly under the radar. By reading these articles, you can get a slight edge over the other people in your area. While it won’t make you a ton of revenue, knowledge is power. Especially when everyone is fighting for it. Every percentage point counts.

For this very first issue, I want to highlight [card]Grove of the Burnwillows[/card]. First, let’s start off by providing the basic information.

Image (1)

[card]Grove of the Burnwillows[/card] sees play in two decks in Legacy (Punshing Jund and Nic-Fit) and two decks in Modern (RG Tron and Kiki Pod). It has two printings. The 2007 original was printed as a rare in the third set of the Time Spiral block, Future Sight. The card was reprinted in 2012 as a premium mythic rare in From the Vault: Realms. What I would like you to pay attention to, however, is the current price for this card. Specifically, check out the difference between the price tag the card carries in the EU and the price tag it carries in the US. The value of the Future Sight [card]Grove of the Burnwillows[/card] in the US is 19.5 percent more than in the EU, and the value of the From the Vault: Realms version an astounding 23.5 percent higher! That’s what caught my eye. For some reason, I can’t ask the same price in the EU as I could in the US. But why?

[card]Grove of the Burnwillows[/card] first rose to prominence when it was being played in [card]Punishing Fire[/card] decks in Modern. Eventually it was banned, along with [card]Wild Nacatl[/card], because the pair were suppressing all the two-toughness-creature decks in the format. After [card]Punishing Fire[/card]’s banning, Grove found a new home in the RG Tron decks featuring [card]Karn Liberated[/card] and [card]Wurmcoil Engine[/card]. This deck requires very little colored mana, to the point where it gets away with four [card]Grove of the Burnwillows[/card] and a single basic [card]Forest[/card], along with small mana baubles, to cast all its red and green spells. The deck saw a reasonable amount of play and success up until the banning of [card]Deathrite Shaman[/card]. This kicked the Jund deck down a notch down, which hurt Tron, as Jund is its best matchup. Having lost its best matchup and gaining another tough matchup in the fast Zoo-style decks, RG Tron fell out of favor. At least in Europe.

While the price of [card]Grove of the Burnwillows[/card] hasn’t dipped in value in Europe after the [card]Deathrite Shaman[/card] banning, it was never given the opportunity to rise to the price that was present in US, which still holds up to this day. I’ve seen copies sitting at €25.00 and not sell at all. Is the price not right or is the demand not there? One of the things worth noting is that while Europe may be the land of Vintage, most Legacy tournaments are actually being held in the US. With the Star City Games weekly Legacy Sunday, there is always a consistent demand for Legacy cards due to the degree of certainty there is in having a tournament to go to every week. The extra exposure for and accessibility to the Legacy format in the US creates a demand for cards that helps maintain constant card prices. Conversely, we see major fluctuation occur in between the big Legacy events in Europe. Considering that fifty percent of the decks running [card]Grove of the Burnwillows[/card] are Legacy decks, and Legacy is more accessible in the US, it is no doubt that a good percentage of the demand for this card originates from the older format. But is the difference in demand between continents prominent enough that it demands such a price gap?

All we know for a fact is that the price tag on [card]Grove of the Burnwillows[/card] drastically differs between the two continents. The exact reason why is hard to pin down, but all we can do is carefully watch the price on both ends. Does this price disparity warrant a response? Where do you see this going?

Do you have any comments, questions, or concerns regarding the price disparity between continents for [card]Grove of the Burnwillows[/card]? Hit me up on Twitter! You can contact me personally at @TheMeddlingMage. Do you need more than 140 characters? Send me an email at [email protected]. See you all next time!

Brainstorm Brewery #99.9 – One Last Tease

It’s a lot harder to put together a clip show than you think. Listeners who were late turning in their episode summaries breathed a sigh of relief as the deadline was extended. Episode #100 is going to be even better than anticipated as the gang goes into the tank to work on it. They took some time out of their editing to record a real episode for you this week- it’s not Episode #100, but it’s not Episode #39 either. Is that good enough for you? We sure hope so. Anyway, here’s an episode to tide you over, you lucky so-and-so.

 

  • The Modern Event Deck has fewer fetch lands than some had anticipated.
  • Vintage Masters is coming to Magic Online. Boom.
  • Do you still have episode summaries to turn in? It’s too late! Hope you didn’t hear anything good.
  • Our merch page is being slammed—that’s the way we like it. Order yours today.
  • Thank you to our amazing fan base for another successful Tee-Spring campaign.
  • The address is brainstormbrew at gmail dot com.

 

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

 

Contact Us

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Corbin Hosleremailtwitterfacebook – quitespeculation.com

Jason E Altemailtwitterfacebookgatheringmagic.com – quitespeculation.com

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Conjured Currency #15: More Words on the Internet About Fetch Land Reprints

“Now let’s talk about the fetch lands. Can we talk about the fetch lands, please, Mac? I’ve been dying to talk about the fetch land reprints with you all day, okay?” –Every Modern and Legacy player ever 

Last week, I casually mentioned my own personal thoughts on Twitter about the subject of if and when Wizards will introduce the Onslaught fetch lands ([card]Polluted Delta[/card], [card]Windswept Heath[/card], [card]Bloodstained Mire[/card], [card]Flooded Strand[/card], and [card]Wooded Foothills[/card], for newer players) into Modern, or even Standard. For those interested in reading the opinions of the other members of the conversation, here’s a link to the Twitter page. Also, every person in that conversation is worth following. Twitter is one of the best places on the Internet for Magic financial updates.

If you don’t feel like reading the thread, I’ll summarize my thoughts here. I personally believe that we will not ever see the Onslaught fetch lands in Modern or Standard, but there may eventually be a supplemental product (such as a Commander-esque set) that contains them. As for Zendikar fetches, I think that the most likely candidate for delivering them lies in the unannounced, yet probably soon-to-come Modern Masters 2. This still leaves them out of Standard, but helps the Modern, Legacy, and EDH demand. If you feel like I’m on something other than cardboard crack and want to close the browser without reading further, I won’t judge you. However, I’d like to take a few moments of your time and utilize the next few paragraphs to explain my reasoning, since I couldn’t fit everything into 140-character bursts.

Crack, Fetch, Take Two Minutes, I’m Wasting Time

In these articles, and numerous other minor internet posts that I remember seeing but was unable to locate (convincing argument, I know), the people who make our card game have publicly announced their dislike for the amount of time wasted by too much needless shuffling in a game of Magic. At a casual level, it’s not a big deal. Kitchen table players have all the time in the world, and generally don’t worry about cutting the deck or having opponents shuffle.

However, at a competitive level, matches are timed. We have 50 minutes to play up to three games of Magic, and sometimes even that’s not enough for drawn out control mirrors. Taking up several minutes throughout the match to perform a mundane game action that isn’t really “playing Magic” is definitely not an optimal use of our time. I think it’s a large factor that Wizards is willing to take into consideration when deciding whether or not to reintroduce any fetch lands into Standard, or the Onslaught ones into Modern.

Does it Matter When we Have Shocks?

When discussing Modern, players often make the joke that “Modern is a 17 life format.” This is because there are so many games that start out by using a fetch land to grab a corresponding shock land, bring it in untapped, and cast a vital turn-one spell. [card]Misty Rainforest[/card], [card]Stomping Ground[/card], [card]Noble Hierarch[/card], go. Four-color decks are already easily viable in the format. Does adding the Onslaught fetches really change much, when we’re already just using shock lands to smooth out our mana? I don’t see how resurrecting [card]Polluted Delta[/card] would be at the forefront of the minds of Wizards when there is tons of unexplored land space waiting to be used.

There’s the argument that it is unfair for enemy colors having the ability to fetch basic lands as opposed to the allied colors, but I honestly don’t think it’s that big of a deal to omit the Onslaught fetches from Modern. Historically, Wizards has shown a massive preference towards allied colors in land cycles, and some incomplete cycles have shown to be more successful then others. I have seen zero requests to finish a [card]Grove of the Burnwillows[/card] cycle, even when that card is just as expensive as [card]Arid Mesa[/card]. No blood has been shed over the lack of finishing the [card]River of Tears[/card] cycle either. My point is that it’s ok to have “incomplete” cycles sometimes, even though our human minds crave patterns and want things to look finished.

But We NEEEEED Reprints!

Technically, I don’t think we need [card]Flooded Strand[/card] reprints at all. Other than the occasional [card]Land Tax[/card] unban and intentional tossed bone in the form of [card]Deathrite Shaman[/card] or [card]Abrupt Decay[/card], it looks like Wizards has all but given up on Legacy. The Reserved list prevents the company from supplying dual lands, keeping a ceiling on the actual number of people able to play the format. We get approximately one Legacy grand prix a year, and it’s not a PTQ format. Like Vintage, Legacy is headed down the road to being a “privileged” format where only people who have excessive disposable income or who have been sticking with the game since its origin can afford. And that’s okay. Not every person can afford every format. This is why I believe that if we do see Onslaught reprints, they’ll  be in the form of a supplemental product, like Conspiracy (they almost certainly won’t be in Conspiracy, but a future similarly designed product could hold them). This keeps them out of Modern and Standard, but still sells product like wildfire and douses the price to a degree.

On the other hand, we do need more [card]Scalding Tarn[/card]s in the market. It’s not okay to have a single card cost $80 in an FNM-legal format for an extended period of time. If we listen to Aaron Forsythe’s discussion on the BSB podcast a few weeks ago, it’s evident that demand exploded before Wizards had time to react. I believe that we’ll have to wait out that delayed reaction time a bit longer, because Wizards does work 18 months in advance. Back then, fetches weren’t even close to their current prices. Modern Masters was testing the waters, but I think it’s clear that it was an overall success, and the company would be foolish to not repeat the concept and increase the print run slightly. Until then, I think we’ll have to suck up having expensive fetches, and we won’t get any until a whole year from now.

Bring the Comments

I know that this is a hot topic, so I’m very interested in sparking a discussion and listening to what you readers have to say. Is there anyone else out there who agrees with me, but for different reasons? There are definitely other factors in this debate. Do you think I’m a complete idiot, and that we’ll see [card]Windswept Heath[/card] with the new border that’s being debuted in M15? Regardless, it’ll definitely be an interesting year going forward, and seeing the course of action that WOTC decides to run with. Until next week!

Unified Theory of Commander: Mana

Playing the biggest, splashiest, and most ridiculous spells in Magic is one of Commander’s best selling points. EDH isn’t called “Battlecruiser Magic” for nothing. But these format-defining spells won’t ever create incredible moments of gameplay if you don’t have the mana necessary to cast them. Having your favorite cards stuck in hand is no fun. It’s also why mana is the first element in our Unified Theory of Commander. Big spells require big mana, so access to mana sources should be the starting point of every Commander deck.

Think I’m overstating the importance of mana in Commander? Consider the bans issued by the format’s rules committee on cards such as [card]Primeval Titan[/card], [card]Sundering Titan[/card], and [card]Sylvan Primordial[/card]. These cards were not necessarily banned on sheer power level, but on their ability to warp a game around themselves, and potentially creating huge disparities in resources that quickly spiral games out of control.

From the rules committee itself:

One of the concerns that we’ve had recently is the overrepresentation of heavy ramp strategies to the point where it makes up a large proportion of the aggregate decks out there. While we think ramp should be good—this is battlecruiser Magic after all—it’s probably a little too prevalent and needs reining in a bit. With that in mind we’re banning the most egregious offender Primeval Titan.  

source

 

And

 

One of the criticisms of the format is that if you’re not playing green, you’re behind…

source

 

I’ll save debating Sheldon Menery about the best color in the format for another article, but for now it’s sufficient to recognize that getting access to lots of mana isn’t just powerful: it’s format-warping. For better or worse, mana is top of mind for the custodians of the formatand that should be enough of an indicator that you too need to give it prime consideration while you are building your deck.

So mana is important. You get it now. But what are you going to do with this information while building a deck? Let’s start with some general rules and then use the My Deck Tickled A Sliver system to help us pick the right options for any commander or color combination.

 

Start with 40

The first and easiest rule to communicate regarding mana is to start with 40 lands. This doesn’t mean you should start with a giant pile of cards you want to run and then try to make cuts to hit roughly 40 lands in your deck. It means the starting point of every deck should be a commander and forty land slots. That is your empty canvas from which to paint a deck. Only then can you start layering on color to make a complete image.

Now this doesn’t mean your deck needs to end up with exactly forty mana sources. If your commander costs more than five mana and doesn’t have green in its color identity, you may want to consider adding some artifact-based ramp to make sure you can cast your commander more than once per game. My [card]Aurelia[/card] deck packs [card]Sol Ring[/card], [card]Coalition Relic[/card], and [card]Boros Signet[/card] for exactly this reason. Alternatively, you may end up piloting an aggro deck with [card]Krenko, Mob Boss[/card], at the helm and only end up running 32 Mountains and a [card]Strip Mine[/card]. Goblins are cheap and Krenko just needs four lands to get started. So work from a 40-land starting point and adjust up or down into the right number for your commander.

Also make sure to take the mana costs of your spells into consideration, just like any other Magic format. You will need to run more dual lands in a three-color deck than in a deck with just two colors. Try using one of the various ratio-based mana calculators available online to make sure that not only will you get the right number of lands, but the right color sources as well.

Dirt is Better Than Rocks

Another basic rule to keep in mind: “Dirt is better than rocks.” Land-based ramp is generally better than artifact-based ramp. Why? Well, almost every deck is going to be packing artifact removal and sometimes your mana rocks will end up unintentional targets of a [card]Bane of Progress[/card] or an [card]Austere Command[/card], setting you back tremendously. Fewer decks run land destruction and usually those spells are reserved for pesky utility lands like [card]Maze of Ith[/card] or [card]Cabal Coffers[/card]. It will be pretty rare for someone to waste a [card]Strip Mine[/card] on your extra Forest. So it’s generally safer to cast a [card]Kodama’s Reach[/card] than a [card]Simic Signet[/card], even if both are good cards.

Green mages have it easy

Green mages have it easy

This doesn’t mean mana rocks don’t have a place in the format. They still make for excellent additions to most decks and a few really only function because of the power colorless mana ramp provides. You might even be running a land destruction deck (if you don’t like having friends) that strategically uses artifacts to keep casting cards after you resolve an [card]Armageddon[/card]. But in general, be careful of cutting lands and leaning too heavily on artifacts. An overloaded [card]Vandalblast[/card] could choke your access to resources and put your opponents way ahead.

But I’m Not Playing Green

So what if your commander isn’t green and those safe ramp spells aren’t available? There are still plenty of options to help almost any deck “get there” and have an impact on the game. White can run cards such as [card]Land Tax[/card], [card]Tithe[/card], or [card]Kor Cartographer[/card]. Black has the classic [card]Cabal Coffers[/card] and [card]Urborg, Tomb of Yawgmoth[/card] combo, but can also run several creature-based mana doublers like [card]Crypt Ghast[/card] and [card]Nirkana Revenant[/card]. Red and blue are left a little out in the cold here, but in a pinch can use a copying effect such as a [card]Fork[/card] to piggy-back on a green player’s ramp spell.

Despite my previous warning not to rely too heavily on artifact ramp, there are definitely lots of ways to use colorless cards to keep up with the table in mana production. For instance, [card]Staff of Nin[/card] is a phenomenal utility card that draws an extra card each turn to help you dig for lands. Mono-colored decks can also consider [card]Gauntlet of Power[/card] and similar mana doublers to suddenly ramp into big spells. Whatever your colors, I believe there are enough options out there to reach reliable amounts of mana in every deck.

How Much Mana is Enough?

So how much mana is really enough and how fast is it needed? The answers to those questions are difficult to pin down in a format so diverse. The right answer depends on your goal for the deck, the environment in which it’s being played, and the spells it intends to resolve. For a deck to thrive in a very competitive setting, it will need to start resolving or answering threats as early as turn three or four. In a more casual playgroup, those forty basic lands and no acceleration might just do you fine. If everyone else just wants to durdle, why rush?

So you need the right amount of mana at the correct time in each stage of the game to keep playing and answering threats. We will call this our Time to Critical Mana problem. To solve it, consider what your deck wants to be doing on any given turn of the game. This is analogous to curving out in vanilla Magic, but without such strict requirements for success.  We can solve Commander’s version of this problem by using some basic statistics. To illustrate, let’s start with a simple critical mana point: the cost of your commander.

Let’s say we are playing an aggro deck and our four-mana commander wants to come online on turn four in as many games as possible. That means from our deck of 99 cards, we need to see at least four sources of mana by the fourth turn. Calculating the chance of this happening is called finding the hypergeometric probability, which is actually a lot less scary than it sounds. We can use an online calculator like this one to do the math for us. To simplify:

Population Size (cards in the deck): 99

Number of Successes in Population (number of mana sources playable by turn four): 40

Sample Size (number of cards you will see by turn four): 11

Number of Successes in Sample (number of mana sources you need to draw): 4

Our probability of success is 72 percent, or roughly three out of every four games. That’s pretty good, but personally, I’d like to be more consistent than that in an aggro deck. If we increase the number of mana sources in our deck to 43, the chance of hitting our critical mana point increases to almost 80 percent, or four out of every five games. That feels a lot better.

10 minutes crunching numbers will save you hours of bad EDH games

Ten minutes crunching numbers will save you hours of bad EDH games

If we apply this math to the win conditions in our deck, it gives us a second critical mana threshold to hit. Let’s assume that our aggro deck is in red and its most potent win condition is [card]Insurrection[/card], an eight-mana spell. We know that the playgroup our fictional deck is competing in has the power to hold off our early aggro attempts, so to keep up with the rest of the decks in a longer game, we want to see enough mana to threaten an [card]Insurrection[/card] by turn 20. What are the chances our 43-mana deck can get there?

Population Size: 99

Number of Successes in Population: 43

Sample Size: 27

Number of Successes in Sample: 8

Probability of Success: 97%

Looks like 43 mana is working out just right for this deck, isn’t it? It fits right into the local metagame and solves the Time to Critical Mana problem quite well. Taking a few moments to consider your mana requirements during the deckbuilding phase will save you a lot of boring games where your favorite cards are stuck in hand.

One additional note about the above math: it doesn’t take mulligans into account. The friendly mulligan rules in most Commander playgroups will allow us to see up to seven additional cards for free. I try not to factor that in too heavily when building my decks, but it does help even out the mana requirements a little. If I add an extra seven cards to the sample size for casting that four-mana commander on turn four, we hit it in 99% of games. That’s pretty good for an aggro deck, isn’t it?

Applying “My Deck Tickled A Sliver” 

I don’t mean for the Unified Theory of Commander to result in a bunch of flavorless good-stuff decks that bore players and their opponents alike. Editing a deck for Commander is a process, and so is applying the MDTAS system to make your deck both functional and awesome. So when picking mana sources for your deck, make sure to use the rest of the list to help make cuts.

Haters gonna hate...

Haters gonna hate…

Draw is our second most important element, so mana sources that pull cards from your deck are all the more powerful. That’s why green ramp spells are so potent and why I’m willing to accept the ridicule I get for running [card]Knight of the White Orchid[/card] in my Boros decks. Threats and answers that also ramp are so powerful that [card]Primeval Titan[/card] and [card]Sylvan Primordial[/card] got banned, so make sure to pick those responsibly. Finally, synergy is really what makes the format fun for most players, so look for the right mana sources that don’t just get you to your critical mana thresholds, but that also support the rest of the deck. For instance, your bant blink deck is probably better served by a [card]Farhaven Elf[/card] than a [card]Deep Reconnaissance[/card].

Mana in Action: Omnath

To illustrate the power of mana in EDH, let talk a look at an [card]Omnath, Locus of Mana[/card] deck run by my good friend Omid.

[deck title=Omnom’s Mana]

[Creatures]

*1 Gyre Sage

*1 Primordial Hydra

*1 Scavenging Ooze

*1 Borderland Ranger

*1 Courser of Kruphix

*1 Dungrove Elder

*1 Eternal Witness

*1 Fierce Empath

*1 Omnath, Locus of Mana

*1 Brawn

*1 Karametra’s Acolyte

*1 Nylea, God of the Hunt

*1 Oracle of Mul Daya

*1 Solemn Simulacrum

*1 Wolfbriar Elemental

*1 Yeva, Nature’s Herald

*1 Acidic Slime

*1 Garruk’s Packleader

*1 Heroes’ Bane

*1 Seedborn Muse

*1 Brutalizer Exarch

*1 Deadwood Treefolk

*1 Hydra Broodmaster

*1 Primalcrux

*1 Rampaging Baloths

*1 Sakiko, Mother of Summer

*1 Soul of the Harvest

*1 Vigor

*1 Avenger of Zendikar

*1 Moldgraf Monstrosity

*1 Archetype of Endurance

*1 Colossus of Akros

*1 Craterhoof Behemoth

*1 Terastodon

*1 Vorinclex, Voice of Hunger

*1 Woodfall Primus

*1 Artisan of Kozilek

*1 Pathrazer of Ulamog

*1 It That Betrays

[/Creatures]

[Spells]

*1 Green Sun’s Zenith

*1 Sol Ring

*1 Doubling Cube

*1 Unravel the Aether

*1 Bow of Nylea

*1 Genesis Wave

*1 Krosan Grip

*1 Sword of Feast and Famine

*1 Sword of Light and Shadow

*1 Whispersilk Cloak

*1 Bear Umbra

*1 General’s Kabuto

*1 Into the Wilds

*1 Momentous Fall

*1 Triumph of the Hordes

*1 Asceticism

*1 Dictate of Karametra

*1 Garruk, Primal Hunter

*1 Gilded Lotus

*1 Overrun

*1 Caged Sun

*1 Garruk, Caller of Beasts

*1 Primeval Bounty

*1 Akroma’s Memorial

*1 Boundless Realms

*1 Eldrazi Conscription

*1 Primal Surge

[/Spells]

[Lands]

*33 Forest

*1 Oran Rief, the Vastwood

[/Lands]

[/deck]

While I tend to be a Spike in practice, I’m a Timmy at heart.  So I’m genuinely excited whenever Omid breaks out this deck. Utilizing Omnath’s ability to save mana across turns, he can start threatening the board with both serious commander damage and begin dropping huge green monsters to terrorize the table as early as turn four. I’ve seen this deck resolve a [card]Primal Surge[/card] before turn six on more than one occasion. The suspense of each card reveal, the groaning when it hits an eldrazi or the laughter when the second card is a sorcery—all of that adds a lot of fun to the table.

Approves of this deck!

Approves of this deck!

Unfortunately, the deck isn’t always so consistent. When Omnath hits the board early and sticks, the deck generally has plenty of mana available to cast big cards. If his general gets removed or tucked before my friend is able to get other mana sources into play, the deck can quickly get jammed up and those glorious green monsters get stuck in hand. When this happens, it would be easy to blame one’s opponents and complain that they aren’t letting Omnath have any fun, but if we look at the deck’s Time to Critical Mana, then we can see why the deck tends to whimper as often as it roars.

Scroll up and look at the lands again. This deck is only running 34. This initially seems reasonable because Omnath only costs three, acts as a mana battery, and there are a number of mana doublers in the deck. The deck is also running a few creature-based mana accelerators such as [card]Gyre Sage[/card] and [card]Karametra’s Acolyte[/card]. But are these sources really enough?  It’s a bit hard to pick a critical mana point with so many huge creatures, but I believe six mana is probably a reasonable starting point. Of the 34 creatures in the deck, 11 cost six mana or more, and that’s also the power threshold at which those creatures start to become particularly threatening to the table.

Counting the lands, creatures, and artifacts that can produce mana and be cast before turn six, the deck has 41 mana sources. That means if Omnath’s pilot doesn’t mulligan aggressively for lands, the deck only has a 46-percent chance of hitting six mana by turn six. By turn eight, the chances have only improved to 65-percent, while the rest of the players at the table are aggressively developing their board states. Meanwhile, 26 cards—more than a quarter of the deck—cost six mana or more and may be piling up in hand. So confronted by a [card]Swords to Plowshares[/card] or an early [card]Wrath of God[/card], this otherwise brilliant deck, that is both fun to play with and against, suddenly has a 50-50 shot of going nowhere.

Now, Omid is a great Magic player and I’ve learned quite a bit about Commander playing with him over the last year. When we went over the math together, he instantly realized that he should probably put a few more Forests into the deck. He just hadn’t previously paused to do the math this way. This tells me that even smart, experienced players can overlook the importance of mana in their EDH decks, especially when focusing on synergy first can make the deck feel explosive and fun in specific instances. Cutting a few cards for Forests, however painful that might seem, isn’t likely to reduce the joy of piloting this Timmy-inspired Omnath build. It will actually help the deck become more consistent and hopefully increase the fun for everyone at our table.

Conclusion

If you want to play Battlecruiser Magic, make sure to start with your mana base. Do a little math after each round of edits to make sure you can reliably hit your critical mana on the right turns. Whether your deck intends to be a proper warship or just a rubber ducky, your favorite cards will get stuck in dry dock without the resources necessary to launch them [Ed. note—Funny, when I think of battlecruisers, I’m not thinking of water. I’m thinking of this.] Keep mana at the top of your mind during the deck building process and the final product will consistently get the chance to create that fun and interaction we all crave from the Commander format.

Have comments on building a strong mana base for your Commander deck? You know what to do!

The Spike Feed Episode 38 – The 19th-Century Gramaphone

It was a Magic-packed week. We talk about FNM and Star City States, analyze some of the cards and decks from Pro Tour Jouney Into Nyx, complain about Conspiracy, and speculate about KHAAAN!!!s of Tarkir. Also, Dustin decided to record his audio from a decommissioned army bunker in Montana. Thank you for your honor.

 

Playing Magic for Free #1: Catching the Cardboard Bug

When a newborn Magic players opens her eyes for the first time, it’s difficult to not be overwhelmed with the price others will pay for multicolored cardboard.  If you read the title to this three-part mini-series, it’s obvious I’m not here to justify card prices or imply the financial requirement to play this game. I’m actually here to share how you can play whatever deck you want and grow your collection with minimal financial investment.

From 2011 (two weeks prior to the release of New Phyrexia) to present, I have only purchased Magic cards or related product (sleeves, binders, playmats) from selling cards, flipping collections, tournaments winnings,  and store credit . I call it “Magic money.” It can be used for anything. Regular money, on the other hand, is not available for buying Magic cards or related products. This game can be pretty addictive, so this self-imposed restriction is the reason why my collection isn’t extraordinary and why a roof is over my head and a car is in my driveway.  I share this story with the intent to help those who want to play the formats and the decks they want.

To understand where I am coming from, I’d like to start at the beginning.

Background

jace lorwyn

My first Planeswalker

My journey begins in 2008.  Some friends I made in a website design class during high school introduced me to Magic.  Once or twice a week, we would pile in a car and drive to a small hole-in-the-wall card shop on the other side of Maryville, Tennessee, called The Bullpen (which is sadly no longer in business).  I used the loose change from my car to buy one Lorywn or Morningtide booster pack.  One day, the shop owner informed us we could buy a whole box of booster packs for somewhere around $80 and would be ideal if we really wanted a better chance to open a new type of card called a planeswalker.  I saved up my loose change for a whole month and bought a box of Shadowmoor.

To be honest, we had no earthly idea on how to play the game.  One guy in our group, who we called Bull, had “played” the longest and had a massive collection from stealing booster packs from Wal-Mart. We also had no reason to buy sleeves or deck boxes. How could these magical cards even have a financial value?  I mean, why use money on that stuff when you can just buy more cards? Am I right?!  After high school, I grew apart from that group of friends. My cards retired to shoe boxes and Pokemon-themed top-loader binders.

 

moriningtide symbol

The first time I saw this symbol, I thought it was a meteor and the next set was going to be about aliens invading “Magic land”

During the Summer of 2011, my employer cut my weekly work hours in half.  To make ends meet, I dug out my Magic cards hoping a diamond in the rough would emerge.  I walked into Packard’s Movies and Games (also out of business for shady business practices), trusting the Magic “expert” would give me a fair offer for my collection.  While he thumbed through my boxes and binders, I glanced over and saw a few guys I went to high school with (not from the group I previously mentioned), Danny and Mitch.  They greeted me with confusion, saying, “I didn’t know you played Magic.” I filled them in on my brief adventures during my senior year and caught them up on my financial situation.  By that time, the store owner had totaled up my collection to $80 store credit or $40 cash.  Appalled by the gap, I said $40 cash seemed like a low blow.  Knowing $40 wouldn’t make a big difference in my troubles, I talked him up to $100 store credit and thought I could bring my mother by to pick out a movie she wanted at a later date.

On my way out, Danny ask if I wanted to sit down and watch them play.  With a few hours to burn before work, I obliged and quickly found out I had been playing the game all wrong!  I won’t embarrass myself with the ludacris rules we followed in my high school days, but I began understanding the game basics, just as Wizards of the Coast intended.  We traded numbers and the next week I preordered a box of New Phyrexia and participated in my first prerelease. This was back when everyone received six random booster backs and not some silly prerelease box of, “Here’s a half-built deck in your favorite color.”  I was completely decimated through the first couple rounds, but before the third round started, a few of the local players helped me get together a better deck and bombarded me why they changed what they changed. Before I left, a local player gave me the New Phyrexia poster the store used to advertise the new set.  I actually still have it.

new phy

A local player won this poster by quickly knowing the creator of Magic: The Gathering. He sat next to me at my first prerelease and told me I would enjoy this more than he would.

I connected with a group of locals in the coming weeks and started playing with them after the shop closed.  I mostly listened and only asked questions when I was completely lost and couldn’t follow via context clues.  They all loved trading so I became fascinated in turning the cards I didn’t use into cards I could.

Learning to Trade

karn

Karn was the planeswalker that jump started trading career.

With not a penny extra to my name, I realized the only way to continuously participate in a rotating format was to learn the art of trading.  I began studying card prices and asking the veteran players why a card I thought to be weak was pulling in big money.  They informed me of the competitive tournament circuit and I began correlating the cards being played with the prices they sold for.  I memorized the current Standard prices and checked the price changes every Sunday when websites updated their prices in alignment with the top decks of the previous weekend.

koth

Currently my favorite planswalker of all time. Koth and Tezzeret joined forces to create my first “brew” that eventually helped me win a tournament.

I loaded up a Monster binder, I traded a [card]Karn Liberated[/card], and looked at every binder that came through the door.  I would place all my cards at Star City Games price and ask fellow traders what they wanted for theirs.  Basically, a gateway question to, “What do you value that at?”  In my head, if you didn’t know the value of your cards and gave me a lower value, then it was your own fault.  I know the value of all my cards, so why shouldn’t you?  I was trading [card]Koth of the Hammer[/card]s for [card]Jace, the Mind Sculptor[/card]s and consistently turned my rares and mythics from the latest set into format staples. I kept up with what people wanted and had it ready in the back of my binder for the next time they came in the store. I gave out my cell number so people could contact me if they needed a card.  For my effort and (eventually) speed, they rewarded me with a good deal in a trade or the full retail price in cash.

Next, I bought another binder.  I placed cards worth $10 or more and high-demand staples in one binder and the rest in the “shit” binder.  I observed that if players found a $20 card and a $5 card in the same binder, the $20 card was priority number one, therefore leaving me with low-priced cards in my binder and slim varieties in format staples. Not every binder I looked through had something I wanted.  If I just find something low value, then it’s a lot harder to trade when my trade partner is drooling over a card he couldn’t trade his whole binder for.

I know it sounds like I’m a prick, but these were my honest thoughts about how I was supposed to succeed in trading.  Though I have grown out of the cut-throat mindset, it was only till SCG Nashville 2014 that I felt my journey was complete on being the trader I desired all along.

Next week, I’ll start with that story, which I also told on Episode #89 of Brainstorm Brewery, along with both my correct and incorrect steps toward playing Magic for free.

As always, thanks for reading.

Forced Fruition Episode 10: Champion of Sacrifice

[youtube http://www.youtube.com/watch?v=videoseries?list=PLs4gxqbLAAD4-lO00rI30RmbtPnYQow9e&w=640&h=360]

It’s Important to Remember Your Goals

And with this tenthth episode of Forced Fruition, I would like to think I stayed true to what I set out to do. My primary goal with this series is to learn by doing, and specifically trying things out and learning from mistakes. There are some unique and interesting rare and mythic cards from the Theros block and I was given the chance to play with an excellent combination of them this week. In fact, this is the second week in a row that I’ve managed to get a hold of some instant-speed reanimation! I can count on one hand the number of spells that are capable of reanimation at instant speed, and three of them are from this block. A rare effect indeed. I’ve also got a cameo from my buddy Grant, who drafted with us on episode four. This time, he was our opponent for in round one. I hope you enjoy this week’s episode as much as I enjoyed drafting and playing it. If you’re strapped for time, I implore you to at least watch Match 3, Game 1, where many dreams were lived.

Drafting Pack 1 and 2

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

Drafting Pack 3 and Deckbuilding

[youtube http://www.youtube.com/watch?v=hRDb51HR90E&w=640&h=360]

[deck title=Champion of Sacrifice]
[Creatures]
*1 Draka Mystic
*1 Baleful Eidolon

*1 Sigiled Starfish

*1 Opaline Unicorn

*1 Blood-Toll Harpy

*1 Grim Guardian

*1 Servant of Tymaret

*2 War-Wing Siren

*1 Akroan Horse

*1 Aerie Worshippers

*1 Cloaked Siren

*1 Reaper of the Wilds

*1 Thassa’s Emissary

*1 Chapmion of Stray Souls

[/Creatures]
[Spells]
Retraction Helix

*1 Feast of Dreams

*2 Pharika’s Cure

*1 Asphyxiate

*1 Divination

*1 Countermand

*1 Dictate of Erebos
[/Spells]
[Lands]
*1 unknown Shores

*6 Island

*9 Swamp

*1 Forest
*1 Forest
[/Lands]
[/Deck]

Draft pool for episode 10

Draft pool for episode 10

Match 1 Game 1

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

Match 1 Game 2

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

Match 2 Game 1

[youtube http://www.youtube.com/watch?v=TB53B6hUBtM&w=640&h=360]

Match 2 Game 2

[youtube http://www.youtube.com/watch?v=_y6heX4RwA0&w=640&h=360]

Match 3 Game 1

[youtube http://www.youtube.com/watch?v=M_yeh–SK-w&w=640&h=360]

Match 3 Game 2

[youtube http://www.youtube.com/watch?v=iyzjyd0bWeg&w=640&h=360]

Match 3 Game 3

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