Showing posts with label Commandercast. Show all posts
Showing posts with label Commandercast. Show all posts

Monday, 21 November 2011

Gifts Given

About a year ago I got an IM on my MTGCommander.com account from some random scrub in Canada asking me if I was free the following weekend to talk on Skype about EDH. It seems this guy somehow got it into his head that there was a gap in the market for an EDH podcast, of all things.

Well, much like the visionary Bill Gates, who managed to enlighten millions to a previously unknown void in their lives that could only be filled by his products, Andy, a.k.a. Ghooosts (that's 3 "O's" and plural, all over the internet), has likewise managed to convince millions (thousands) of EDH fanatics that their week is somehow incomplete without a 90-minute helping of Commandercast.

I, like many of the guys (and gal) that have been involved in Commandercast in some form or another, have been blown away by Andy's dedication to the show, something he does for no benefit to himself and on top of his work and family responsabilities. Despite his busy schedule, he's brought together the EDH community every Monday and has not missed a show, all the more amazing because Magic/EDH is apparently not even Andy's favourite game! Andy put himself out there and answered a need and keeps doing it, just for you & me.

That job in the bank must be terribly....what? He drives an ambulance for a living? Does this guy have any faults?!

So, when an all round good guy and generally inspirational character goes and asks you to send him stuff for free, you generally just send it first and ask "Why?" later. The "Why?" this time is a very good "Why?" though and one that bears repeating to anyone who will listen:


Since 2003, over 100,000 gamers worldwide have banded together through Child’s Play, a community based charity grown and nurtured from the game culture and industry. Over 7 million dollars in donations of toys, games, books and cash for sick kids in children’s hospitals across North America and the world have been collected since our inception.
This year, we have continued expanding across the country and the globe. With over 70 partner hospitals and more arriving every year, you can be sure to find one from the map above that needs your help! You can choose to purchase requested items from their online retailer wish lists, or make a cash donation that helps out Child’s Play partners everywhere. Any items purchased through Amazon will be shipped directly to your hospital of choice, so please be sure to select their shipping address rather than your own.

When gamers give back, it makes a difference!


For those of you, like me, who are a little caught up with daily life flashing past, watching your kids grow, taking care of your loved ones, enjoying your hobbies and building impressive collections of Magic cards, giving something back can often take a back seat. This is a charity that at once gives to those who need a little more fun and enjoyment in their lives and taps directly into our own interests as gamers.

Andy has generously extended us this opportunity to participate in Child's Play directly through CommanderCast with his Gifts Given programme, a drive that will donate all receipts directly to Child's Play.

So, take a little time to decide if this opportunity is for you and if this is the way you, as a gamer, want to give something back.

I've decided that Andy is going to get a small pile of cards from France to add to his offer in the knowledge that it all goes to a good cause.


Back Row: 
Hivis of the Scale; Lorthos, the Tidemaker (French); Godo, Bandit Warlord; Arid Mesa (Fr); Marsh Flats (Fr); Verdant Catacombs (Fr); Misty Rainforest; Scalding Tarn; Aven Shrine; Quest for Ula's Temple (Fr)
Centre Row:
Wooded Foothills; Windswepth Heath (Fr); Flooded Strand (Fr); Polluted Delta (Fr); Bloodstained Mire (Fr); Marrow-Gnawer (Japanese), Eight-and-a-half-tails (Jp); Possessed Portal (Jp); Dovescape (Foil/Jp); Sedraxis Specter (Foil)

Front Row: 
Wrexial, the Risen Deep (Fr); Braids, Drinker of Tears (Fr); Zur the Enchanter (Fr); Ib Halfheart, Nation; 2x Helm of Kaldra (Jp); Door to Nithingness (Jp); Heartbeat of Spring (Jp); Momentary Blink/Elvis (Fr/Alt. by Antoine)

Tuesday, 15 November 2011

[CommanderCast Crossover] Grimgrin v Thrax : Grimgrin’s Gatling Gun

November is Crossover Month at Commandercast. Overlord Andy ordered his legion of writers to get out there onto the blogosphere, siteosphere and any other kind of -sphere they could find. Their mission: Spread the CommanderCast Word and send back writers to do the heavy lifting for them whilst they are chilling out as honoured guests on blogs such as The Crazy 99. My own Commander legionaire is Maxwell "Max" Kautsch, usually responsible for the Peasant Rebellion articles on the Commander mothership. 

Welcome Max!

Grimgrin’s Gatling Gun

For Crossover month, Owen and I planned to look at the state of tribal Zombies in Commander now that we have Grimgrin, Corpse-Born in our lives.  I was going to try to make a case for why you might play Zombie tribal with Grimmy rather than the defending multicolor Zombie champ, Thraximundar.  So I started with Cassidy’s sweet “Grimgrin’s Zompocalypse” build and make it a little less Zombie-heavy and a little more combo/control oriented. I’ve always loved Cloudstone Curio and couldn’t resist pairing that with Rooftop Storm.

Although the deck experienced some success, mostly on the back of Curio/Rooftop Storm/Grixis Slavedriver with a Vengeful Dead and Grimgrin on the field, the biggest issue the deck faced was classic B/U: no artifact or enchantment removal.  Even the best of the bounce spells (Venser, Shaper Savant/Cryptic Command) and colourless removal (Oblivion Stone/Karn Liberated) did not seem to be cutting it often enough, leaving me wanting for the red in Thrax’s color identity.  My inclination to just Thrax it up myself was bolstered by discussions on the intertrons resulting in the general consensus that Thrax is still the better Zombie general.  After all, Thrax has haste, a shroud-proof sac ability, and red means MUCH better artifact hate than what a B/U deck offers.  I’m not saying Zombie tribal with Grimgrin can’t be good; I mean, Cassidy’s awesome Future Sight/Rooftop Storm/Gravebane Zombie combo is easier to get into play because a U/B deck makes UUU more efficiently than a U/B/R one.  And his build seems amazing.  But as Cassidy himself mentions in the comments of that article, any truly desirable card in that deck, including Grimgrin, could just as easily be played in a Thrax build.  Yup, Owen, you were right.  :)

So the question is, if Grimgrin isn’t optimal to lead your Zombie army, and if it’s doubtful he can unseat Wrexial, the Risen Deep as a better general for a traditional B/U control build, does Grimgrin really have a place in Commander other than as an auto-include in a Thrax Zombie tribal deck?  

First, let’s remind ourselves why the two cards inspire comparisons.  This is the entirety of the rules text on Thraximundar, a 6/6 for 7:
Haste
Whenever Thraximundar attacks, defending player sacrifices a creature.
Whenever a player sacrifices a creature, you may put a +1/+1 counter on Thraximundar.

This is the third clause of rules text on Grimgrin, Corpse-Born, a 5/5 for 5:
Whenever Grimgrin attacks, destroy target creature defending player controls, then put a +1/+1 counter on Grimgrin.

Both cards cause opponents to lose creatures when they attack, and both get bigger for each creature that hits the yard.  This means that the decks are likely to share cards that derive a benefit from creatures dying.  Skullclamp, Grave Pact, Butcher of Malakir, Mimic Vat, and Nim Deathmantle would be probable includes in either.  Grimgrin’s ability only results in destroying a creature if it is successfully targeted, which makes the ability vulnerable in a format rife with Lightning Greaves and Swiftfoot Boots, while Thrax’s triggers a sacrifice that doesn’t care about targeting (although Grimgrin has the advantage against a token deck because he can snipe).  Grimgrin is cheaper, but ordinarily can’t swing until turn 6, where haste lets Thrax swing only a turn later.  Given Thrax is not disrupted by something as common as Greaves, along with haste and access to red, I would agree that the fight goes to Thrax.

Except that we forgot to mention the first and second clauses of Grimgrin’s rules text:
Grimgrin, Corpse-Born enters the battlefield tapped and doesn't untap during your untap step.
Sacrifice another creature: Untap Grimgrin and put a +1/+1 counter on it.

The knee-jerk reaction is to view these mostly as drawbacks.  Yes, it is generally disadvantageous for a creature to enter the battlefield tapped.  Yes, you are potentially looking at card disadvantage if you have to sacrifice one of your own creatures before Grimgrin can even attack.  Yes, it’s too bad Grimgrin can’t sacrifice himself to prevent himself from getting tucked.  What I find interesting about Grimgrin is not only that he first swings as a 7/7 and effectively gets two more +1/+1 tokens for each subsequent attack, but also that he is the only general in print who can control when he untaps.  

Hmmm.  For starters, Paradise Mantle on Grimmy results in a de facto Phyrexian Altar, a card with a track record of Commander viability.  After some Gathering, a deck started to come together; it just didn’t involve Zombies.  So rather than bore you with a Grimgrin Zombie tribal deck when you should just read Cassidy’s article or pull out your Thraximundar, I bring you Grimgrin’s Gatling Gun.

The deck really only needs three things to fire away, given adequate mana: Grimgrin (the gun), some tokens (ammunition), and Surestrike Trident (the pain).  The Trident got some love when infect came out, for obvious reasons, but otherwise doesn’t seem to show up a whole lot.  In addition to targeting your opponents, it gives the equipped creature first strike, which seems relevant for a general who can destroy creatures only if he risks a trip to the red zone.  But how about that second ability with a pumpable general?  

Turns out, the Trident and Grimgrin happily provide the deck’s win condition without ever getting near the red zone as long as Grimgrin isn’t summoning sick and there are enough creatures to sacrifice.  A couple of “shots” is usually all it takes, depending on how long Grimgrin has been allowed to accumulate counters or if the deck is in position to make him infinitely large (and no, you can’t use the Trident to inflict general damage).  

So how do we get there?  The Trident costs 4 to equip, a relatively expensive thing to do at sorcery speed, so land fetchers like Wayfarer’s Bauble and Pilgrim’s Eye, along with and mana rocks and Tezzeret the Seeker, help out a lot.  Ashnod’s Altar is great with tokens, and even better with Nim Deathmantle and an ETB token generating creature.  Paradise Mantle can come in handy, too, and you can of course search it out with the ubiquitous Trinket Mage.  Obviously the Mantle turns any old creature into a BOP, which is good, but the fun begins when it’s equipped to Grimgrin.  When Grimgrin is wearing the Mantle, sacrifice a token to untap Grimgrin and give him a +1/+1 counter.  He taps for mana, sac another creature, he untaps, gets another counter, and taps for another mana.  Rinse and repeat.

So, what if you resolve an Army of the Damned under these circumstances?  Means you get up to 13 sacrifice triggers, making Grimmy +1/+1 each time, while also making more than enough mana to tap him and unattach the Trident as many times as there are opponents.  And then you can look blankly at your opponents, channel your inner Brick Tamland, and say “I killed a guy with a trident.”  

Killing guys (or troublesome planewalkers, if need be) with a trident makes for good fun with Grimgrin’s untap mechanics, but are there alternative effects for his Gat?  Ultimately, only Banishing Knack makes the cut because it helps shore up the deck’s weaknesses against artifacts and enchantments.  Casting this at the end of someone’s turn yields a lot of targets (and yuks) for only 1 blue mana as long as Grimgrin is accompanied by some tokens on the field.  It is absolutely conceivable that you could bounce all your opponent’s non-land permanents right before your turn given enough tokens.

Which brings us to an obviously important component of a deck like this: where are we going to get the tokens to feed a hungry Grimmy, and overcome the “card disadvantage” otherwise inherent in his ability?  My personal favorite has always been creatures with ETB effects creating tokens, especially in black because of black’s ability to recur creatures and not much else.  Blue fails when it comes to generating tokens via creatures, both black and artifacts have some good choices:  
Grave Titan
Wurmcoil Engine
Marsh Flitter
Skeletal Vampire
Precursor Golem
Endrek Sahr, Master Breeder

For once Oona, Queen of the Fae is less combo finisher and more token generator, and cards like Reassembling Skeleton add to the stable of token-generating creatures for our “fodder” suite.  I also included persist baddies Glen Elendra Archmage and Puppeteer Clique because they can trigger two sacrifices in a pinch, in addition to their killer abilities.  Army of the Damned and Rite of Replication make oodles of guys, and watch out for the old kicked Rite on Precursor Golem.  Otherwise, ETB creatures such as Mulldrifter, Trinket Mage and Snapcaster Mage make for palatable sacrifices.  And then there’s the Mimic Vat, a “good stuff” addition that happens to be quite on-theme.  

    The final necessary component is cards that provide benefits when creatures go the the graveyard, all of which fit nicely in Thrax as discussed above.  The most important of those are of course Skullclamp and Gravepact.  The one card I really wanted to get in but couldn’t was Falkenrath Noble. Probably win-more, but you’d think it would have its moments in a deck where the general can sacrifice any other creature for free at instant speed.  

Otherwise, the deck’s choices were determined by its needs for card draw, control, and mana fixing/acceleration.  As you might expect, things like Consecrated Sphinx, Decree of Pain and Damnation made it. 

 Graveborn Muse has nice synergy with Grimgrin and what’s left of the Zombie flavor in Grave Titan, Nim Deathmantle and Army of the Damned.  Along with its ability to ramp, the aforementioned Ashnod’s Altar is one of a handful of sac outlets to help prevent Grimgrin from getting tucked; I also threw in High Market and Phyrexian Tower.   Other key lands include Coffers/Urborg for ramp, Academy Ruins, and Shizo, Death’s Storehouse to give Grimgrin evasion if he needs it.  Tolaria West searches out Pact of Negation, Maze of Ith or half of the Urborg/Coffers dream team.  

Finally, although the deck can’t deal with artifacts the way a red deck can, its ability to win without attacking allows for long range wins that may not require the same degree of removal as if the deck were forced to win with combat damage.  Even so, Kederekt Leviathan and Steel Hellkite join Karn to help with board control.  Life’s Finale rounds out the removal suite; love that card with Puppeteer Clique.

So maybe Grimgrin isn’t a better multicolored Zombie general than Thraximunder, but Cassidy showed he’s absolutely viable as the leader of a Zombie horde.  While my sub-Zombie theme failed as per Owen’s prediction, I have found that Grimgrin’s Gatling Gun v1.0 makes for fun games and a unique win condition.  I mean, if you don’t want to kill a guy with a trident....I don’t know what to tell you.

Deck list here:
Grimgrin, Corpse-Born
Skullclamp
Lightning Greaves
Sword of Light and Shadow
Surestrike Trident
Paradise Mantle
Nim Deathmantle
Swiftfoot Boots

Tezzeret the Seeker
Karn Liberated

Cryptic Command
Venser, Shaper Savant
Banishing Knack
Pact of Negation
Damnation
Decree of Pain
Life’s Finale
Steel Hellkite
Kederekt Leviathan
Nether Traitor
Bloodghast
Reassembling Skeleton
Marsh Flitter
Endrek Sahr, Master Breeder
Precursor Golem
Wurmcoil Engine
Grave Titan
Myr Battlesphere
Skeletal Vampire
Oona, Queen of the Fae
Mimic Vat
Glen Elendra Archmage
Puppeteer Clique
Army of the Damned
Rite of Replication

Wayfarer's Bauble
Expedition Map
Armillary Sphere
Memory Jar
Coalition Relic
Darksteel Ingot
Thran Dynamo
Sol Ring
Grim Monolith
Gilded Lotus
Pilgrim's Eye
Solemn Simulacrum
Ashnod's Altar
Dimir Signet

Demonic Tutor
Vampiric Tutor
Rune-Scarred Demon
Bribery
Sensei's Divining Top
Consecrated Sphinx
Mulldrifter
Snapcaster Mage
Trinket Mage
Graveborn Muse
Butcher of Malakir
Grave Pact

4x Island
6x Swamp
Maze of Ith
Dreadship Reef
Phyrexian Tower
Watery Grave
Underground Sea
Ancient Tomb
Academy Ruins
Jwar Isle Refuge
Polluted Delta
Tolaria West
Bojuka Bog
Halimar Depths
Temple of the False God
Dimir Aqueduct
High Market
Volrath's Stronghold
Minamo, School at Water's Edge
Creeping Tar Pit
Shizo, Death's Storehouse
Seat of the Synod
Vault of Whispers
Reflecting Pool
Darkwater Catacombs
Drowned Catacomb
Strip Mine
River of Tears
Cabal Coffers
Urborg, Tomb of Yawgmoth
Buried Ruin

Thursday, 25 November 2010

Cool! It's a Generals: Remixed!

Those lovely guys over on Commandercast have put together a Generals Remixed contest.

Here's the skinny:

Have you ever looked at a Legendary Creature while looking for a general and thought, "Cool, but..."



° It has good flavour, but it's weaksauce rules-wise.
° It has amazing art but nothing else going for it.
° It has nice abilities, but it's incredibly boring flavour-wise.
° It has abilities that just aren't interesting enough.
° It matches the colour combination you want, but not anything else.
° It just seems to be lacking that... something.

Then this is the contest for you!


We want you to take a potential general and spice it up. Switch things around. Remix it, so to speak. The goal in this contest is to take an existing Legendary Creature card and modify it with the following goals:
° Retain the original things that feel good about the card, like it's flavour, colour combination or rules.
° Discard the things that aren't so awesome and replace them with something of your own design.
° Try to keep some semblance of the card's original function. As a guideline, it should still be recognizable as the original Legendary Creature, just... cooler.
° For the purposes of the contest, you only have to worry about the card as a general in EDH.
° Producing a visual aid like a card created with Magic Set Editor will be worth extra points because the visual representation appeals to us.


Hey, that's a pretty cool idea! There's loads of times I know I wished that Thada Adel had haste but there's possibly one guy out there who needs the help more than our little merfolk: WOTC's own Ken Nagle!


Don't let the blonde fool ya'!
 Oh, you thought I was joking?

A very little known fact is that the blast unleashed from the Golgothian Sylex didn't, in fact, kill Mishra and Gix. It only killed the Phyrexian Demon. In Mishra it awoke his planeswalking spark and he was flung into the blind eternities, lost for ages until, very recently, he gained control of his planeswalking abilities and emerged here, on our own Earth, in our time to hide among us. He disguised himself by colouring his hair blonde and submitted an entry into the Great Designer Search 1 and now Ken "Mishra" Nagle works hand in hand with Mark Rosewater in shaping the future of Magic: the Gathering. You want to know how the Phyrexians got to Mirrodin? Ken/Mishra. You want to know who has been developing the infection that will take over that plane? Mishra's puppet, MaRo. And he's a little too interested in EDH for my liking. Watch out people: We're next!!

 
Would the real Ken Nagle please stand up?
But not with a lame-ass card like this one.

Ok, I get that EDH wasn't at the top of the agenda when Mishra, Artificer Prodigy was designed. In a non-singleton format, he can be extremely powerful if you can work out his casting cost requirements. That said, we haven't exactly been inundated with PT level Mishra decks. To put it very simply, one of the most iconic figures in the history of Magic: the Gathering is a bit of a dud.

In EDH terms, his ability says: "Whenever you play an artifact spell, you may shuffle your library."

Wow!

I play one of the most gifted artificers in the history of all the planes and get a 4/4 for 1UBR that occasionally allows me shuffle my library?

My flabber has been officially ghasted.

About the only thing going for him is that we have proof that Mishra's dress sense hasn't improved under his current guise as Ken Nagle. I mean, come ON! What is with the Frog-Logo overalls? And if that wasn't enough, he's rocking some X-Men geek in there too. Make up your mind, Ken/Mishra! Ridiculing a talented, planeswalking artificer with potential to be your future overlord for their dress sense is probably not a great idea, but fashion laws have been infringed and this baby needs a makeover! What are we starting with?

Frog? X-Men? GEEK OVERLOAD!!
I'm thinking How are we going to remix our friend Mishra? A wardrobe change would be an excellent start. Something like this:


Ok, I can get behind a slightly classier version of Ken/Mishra.


What can we do about that horrific text?

Whenever you cast an artifact spell, you may search your graveyard, hand, and/or library for a card with the same name as that spell and put it onto the battlefield. If you search your library this way, shuffle it.
When you make an artifact, he gets a second one for free. To be honest, that is pretty cool. Unfortunatly the highlander nature of EDH means that you can look but you won't find a second copy of the artifact in question.


Version #1:

What about making a token copy of an artifact spell? It will have the same end result but without the searching part. An obvious drawback is the potential of seeing multiple tokens in play and getting them confused but we could avoid that with the following wording:
Whenever you cast an artifact spell, exile all artifact clone tokens you control. Then put into play an artifact clone token that is a copy of that spell.
That's a neat solution, keeping the functionallity of the original card but restricting it to one token at a time. I think that players could easily live with that as there's some very nasty artifacts running about out there. Getting an extra copy of just one may be all that's needed. It can also create some tension if you make it a required trigger. If you are happy with the artifact clone in play, you're not going to want to play another artifact.


Version #2:


If I wanted it to be a basic or "boring" fix of the original card, I'd stop there but I really want to push this further. There was a bit of a tiff that started the brother's war, something about a fight over the Mightstone and the Meekstone. How about we make him a coveter and copier?:

Whenever you cast an artifact spell, you may search target opponents graveyard, hand, and/or library for a card with the same name as that spell and put it onto the battlefield. If you searched a library this way, shuffle it.
Hey, hey, hey! Buy one, get one free.... from an opponent!! "Sol Ring, steal your Sol Ring?" Advantages: it can be extremely effective stripping ubiqious artifacts from opponents hand, graveyard or library. You get to riffle through their deck to see what they are up to and, as a bonus, your general is in colours that has access to 9 or 10 cards that can subsequently remove anything nasty from their deck. Disadvantages: If they don't have one of the artifacts you are playing or it's already in play, you're a sad puppy. It's a pretty disgusting ability with a potential downside. My personal big issue is that it's not a "fun" interaction. Players don't like when you steal things directly from their decks and search effects generally take a long time to resolve. I think this one is a runner for overpowered and annoying ability of the month. Let's not go there. What else can we do that's a step up from our basic "1 copy free"?


Version #3:


If you stayed away from the stealing part but wanted to play on his ability to create some intricate pieces of artifice, you could keep the basic printed ability but change just one little thing:

Whenever you cast an artifact spell, you may search your graveyard, hand, and/or library for an artifact card with the same converted mana cost as that spell and put it onto the battlefield. If you search your library this way, shuffle it.
Yikes!! Who's been smoking the carpet? So, let me get this right: I play a Sol Ring and I get to search my library for a Sensei's Divining Top to be put into play for free? For reals? And that Pithing Needle you took ages to get rid of is back from the dead too because I've just gone and played a Skullclamp. Hey, what am I saying? SDT is going to draw all the 1cc spells we could ever need once you bounce it back to the top of our library, re-draw it and cast it again for another go round. Can you say Black Friday Discount MADNESS!? And hey, guess what, we haven't even gotten out of the 1cc spells yet.

The power-lever readings of this one are through the roof. I had better stop before things get really silly....... Ooops! Too late!


Final choice!!

So, which one will we choose for our Mishra Remixed?:
° Annoying opponent annoyer stealy stealy Ken/Mishra? Mmmmmmmm.......
° Bah-rok-en!, combo enabling, deck thinning, future EDH Overlord Ken/Mishra? Mmmmmmmmm......
° Ken/Mishra (Kenshra?) who does kinda what he's supposed to do?

Tough choice!


No, seriously, despite the insane suggestions of a demeted and twisted mind, my real remix choice is the simple, elegant solution*. BEHOLD: Kenshra!!


I'm going to finish up here with a special thanks to Ken Nagle for being such a good sport and posing for our images. Cheers Ken!
*Though, I'd play the other two in a shot!

Friday, 12 November 2010

Secret Tech II

So a quick cut to the few rares I thought I'd spotlight featuring 2 cards that you need to build around and a third which is criminally underplayed. Let's start with the most common first.


Hallowed Burial:
"But everyone plays Hallowed Burial!" you say. Unfortunatly, they don't. Everyone should play Hallowed Burial, even before Wrath of God, but players don't do this because WoG is the traditional staple, players don't want to pay 5, players don't want their creatures "tucked" (placed on the bottom of their library) or be see as a player who tucks other player's creatures or players simply just don't realise how strong it is.

Do you remember when we spoke briefly of the importance of graveyard hate in EDH, well the reason is mostly because it's often too easy to bring creatures back from the dead to hand or directly into play. When you're choosing a card to wipe all creatures off the table, putting them into the graveyard is often just delaying things by a turn or two. "Buried" just isn't what it used to be, as Miracle Max said, there's a little dead, mostly dead and Dodo. The Graveyard nowadays is barely even some loose soil scuffed over creatures with the toe of your boot.

So, what are your options? There are very few "Exile all creatures" effects: Decree of Annihilation, False Prophet and Final Judgement being the only other blanket ones. Decree also exiles pretty much everything else and False Prophet can be tricky to control. Final Judgement is another underplayed card and would see more play if it dealt with generals better. The "move to the commander zone" rule allows any generals to be saved from a Final Judgement making it, well, not so final after all. When it's a general you need to nerf, Final Judgement doesn't cut the mustard.

What Hallowed Burial offers, in addition to dealing with all the Indestructibles the traditional WoG leaves behind, is putting pesky generals in the one place that's really very hard to get at with any regularity: Underneath a player's deck. If they don't have a tutor quickly, it's possible they won't get to play with their general at all for the remainder of the game. I hope their deck works well without it! It also neatly sidesteps all the shennanigans that the shallow grave[yard] provides. It's not the ultimate solution because shuffle effects can bring a general or difficult creature back, but in general [heh!], it's a harder lock on a tough general that any other wrath or exile effect.


Portcullis:
I dreged this up as a potential solution for early game defense in my Thada Adel deck. While it can occasionally bite you, you should be able to control the number of creatures on the battlefield. What does it do? It sticks the number of creatures in play at 2. If you control both of those creatures, all the better.

There's a very simple reason why this is an excellent "build around me" card and that's in the first line: "Whenever any creature enters the battlefield....". It may seem a little obvious, but it's important that the creatures actually enter the battlefield as that triggers their CotB effect. Portcullis will then remove those creatures if there are already 2 (or more) creatures on the battlefield. When Portcullis eventually leaves play, those creatures will once again CotB and their triggers will fire all over again. You're essentially getting double duty.

Another important point is the "Leaves play" trigger of Portcullis: it's not a "goes to the graveyard" trigger, so anything that bounces, blinks, exiles or destroys it will work, essentially like an artifact Reveillark. If you can manage the multiple entries and exits of the Portcullis, it can get pretty crazy.

The only hole in your plan is that it works for your opponent's creatures and any 187 abilities of their creatures will also do double duty. You can't have it all! That said, I've seen some pretty crazy card advantage using Portcullis with Acidic Slime and Duplicant being just two of the CotB effects that you really want to see happen more than once.

For you, of course.

EDIT: I totally forgot to mention what I was looking for defense against when I included this in my Thada-Adel deck, which is relevant because it can completely shut down the strategy until the Portcullis is dealt with and that is Tokens. Unlike non-tokens, once a token is exiled with Portcullis, it will cease to exist and will not be re-created once the Portcullis leaves play. As long as you can keep the Portcullis in play and have 2 other creatures in play, no tokens will make it onto the battlefield and survive.


Cloudstone Curio:
Another artifact and another "build around me" card. What's the deal with the Curio? When Ravnica came out there was a minor buzz about the card but that was quickly swallowed up by how easy it was to play your ultra-efficient gold/hybrid cards, the speed of the format with Boros as the new posterboy and a relative lack of cards that you really wanted to use with the Curio in the format. Most cards in Ravnica did what they did when they were in play, rather than when they came into play. I honestly believe that Cloudstone Curio would have been an excellent rare in a different block but, sadly, it was pretty much chaff in Ravnica.

What does it do? When a permanent other than an artifact comes onto the battlefield under your control, you can return any other permanent of the same type to your hand. Firstly, why did they exclude artifacts? It was just too easy to play a couple of 0cc artifacts, gain free infinite storm and win. As cost reducers on other permanent types generally only reduce generic mana, not coloured mana, there's a good chance that free infinite storm would be harder to achieve. Land being the only other permanent with no mana cost though with a built-in 1-per-turn restriction, it was a pretty good fix excluding artifacts. There are still two legacy-legal "free" infinite storm combos however the individual pieces are underwhelming in a format that can't afford dead cards.*

What Cloudstone Curio provides you with is the ability to return a permanent to your hand, however, you're only likely to do that if you're set to gain from doing so. Let's start with something very basic:

You have a Nekrataal in play. You want to re-play the Nekrataal somehow. Your options are:
1.) Play Blue to bounce the Nekrataal back to your hand. You'll spend mana on the initial Nekrataal, a card and mana on the bounce spell and again, mana on the Nekrataal. You'll still only have a Nekrataal in play at the end of it all.
2.) Play White to blink the Nekrataal. This isn't strictly "re-playing" the Nekrataal, though you'll get the desired effect. You'll spend mana on the initial Nekrataal, a card and mana on the blink spell and again, mana on the Nekrataal. You'll still only have a Nekrataal in play at the end of it all.
3.) Play Cloudstone Curio and another creature. The first advantage is that you don't have to go outside black. The second advantage is that you pay 3 for the Curio and it stays in play, it's not a one-shot. In the case of blinking and bouncing above you're down a card to get the Nekrataal. Here, you will have a second creature in play when the Nekrataal is back in your hand so your board presence is not diminished and, when you re-play the Nekrataal, you can return the other creature to your hand to repeat the process again and again. You'll end up paying 3 and the cost of the two creatures over and over but you're slowly destroying their resources and you're using no additional cards. In the first two examples it was essentially a one time deal until you drew another bounce or blink spell.

Imagine now that the second creature in our little Cloudstone Curio loop is another 187 Nekrataal-like ability. Each creature kills something and sets you up to be able to do it again. Now substitute Nekrataal for Acidic Slime or Mulldrifter or Flametongue Kavu etc. and watch yourself develop CA and all without spending any more cards than the 2 creatures and the Curio in play.

That's the basic version utility, which is already pretty decent. Let me come at it a different way. One of the avenues to building a great deck is to break the basic rules of the game: Play 1 land per turn, draw one card per turn. If you can find a way to play multiple lands per turn consistantly, you can do bigger things earlier than your opponent and, ideally, win. If you can consistantly draw more cards per turn than your opponent, you provide yourself with a much higher quality card selection and, ideally, can overwhelm your opponent through sheer CA.

We've already seen how we can constantly draw more cards with something like Mulldrifter but, let's face it, 5 for Mulldrifter and 4 for Nekrataal is a lot of mana. What about if we did this with lands instead of creatures? You tap a basic land for mana, you play a basic land, the Curio triggers and you return the tapped basic land to your hand. You now have 1 mana in your pool, 1 land in your hand and an untapped basic land in play. From this point, once you have Cloudstone Curio in play and a land in hand, you will never miss a land drop for the remainder of the game. If you increase your land drops, you will increase your mana count so we can add something like Exploration or Azusa, Lost but Seeking which allows us to do this multiple times.
  
Now, let's change those basic lands out for a Gaea's Cradle and a Temple of the False Gods. Suddenly, you're not producing 1 mana you're getting 2 or GGGG or more with each loop.

Stick with me now because we're going to look at some rules: When a permanent leaves play and then returns to play, the game treats the permanent as a new object. If you had an effect that said "Target land can't tap for mana until the end of the game" and the target leaves and re-enters play later in the game, even if it's physically the same card, the game treats it as a new permanent and the original effect would no longer apply. Let's apply that to Azusa: I have Azusa in play. I play the additional lands that Azusa allows me to. I return Azusa to my hand somehow and play it again. I can now play two additional lands again. Let's break that down with Candy Bars:

- Land drops = Candy Bars
- You get one free Candy bar every turn
- When you have Azusa in play, she gives you two extra candy bars. You can choose to eat them or not (But don't forget to say which candy bar you're eating is the usual free one or the Asuza ones!) but if you don't eat them, they are lost.
- If Azusa leaves and re-enters play, you get two extra candy bars. You can choose to eat them or not.
- Repeat for every fresh instance of Azusa.

So, what this is telling us us that we're probably going to be eating a lot of candy bars but also that, if we can find a way to return Azusa to our hand cheaply with a Cloudstone Curio in play, we can re-play her again and again if we can generate enough mana from the extra land we're looping in and out. Gaea's Cradle should take care of the mana, even give us some extra but returning Azusa will require a Dryad Arbor or a Khalni Garden. The first is a creature and the second produces a creature and is a land so it can do double duty (2 permanents CotB, so the Curio will trigger twice).

What makes most of this academic is that it doesn't really do much unless you've got enough creatures in play to generate a lot of mana from the Gaea's Cradle. You'll probably only break even most of the time but it's patiently insufficient without other creatures or cards in play, though the Khalni Garden allows you to kick off by generating a little army of Plant Tokens netting you +1 mana each loop with the Cradle. Without either of the Cradle or the Garden you're not going far and we're already at 4-5 cards just to turn the wheels. What it does provide you with is the ability to add a card or two and create a snowball effect.

Imagine that, in addition to the above cards (in a colour that has issues tutoring for anything other than Lands & Creatures), you have a Horn of Greed in play. How many lands were we intending to play again? When you add in the simple expedient of drawing a card when you go through your loop, you suddenly have access to your entire deck. While you may have reservations playing a symetrical card like Horn of Greed because you really need to draw more cards than you have opponents for it to be worthwhile, this is one instance when you can see that it's worth it.

You can draw your entire deck, in mono green, without Staff of Dominantion, by the simple expedient of playing a land. Is it convoluted and stupidly difficult to achieve with any regularity? Yes, it is. Perfect for EDH and Cloudstone Curio allows this.

Ok, I can hear the groans from somwhere in the back there that this is a stupid combo and shouldn't be played in EDH etc. etc. but I believe it all comes down to intent. Would I like it to come off in a game? Sure! Does it? Rarely but, in the meantime, Cloudstone Curio is still garnering CA through bouncing a few 187 creatures, allowing me multiple instances of landfall and allowing me to draw an extra card or two a turn.

"Stupid Combo" would be pairing Cloudstone Curio with Aluren though never has flavour text been so apt when it comes to your playgroup's reaction to a card:


A Kidney and a Speeny indeed.


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* The two free Legacy legal infinite storm combos with Cloudstone Curio are:
1.) Curio + 2x Kobolds, the 0cc red 0/1 creatures
2.) Curio + Tangleroot + 2x 1cc green creatures, probably Elves.

Wednesday, 10 November 2010

Technology Segment: SECRET TECH

I caught up with the new EDH Podcast "Commandercast" last week and Andy and Byron put a Secret Tech section together to espouse their favourite underplayed cards. It got me to thinking about my own favourite cards, underplayed or not.

Some were mentioned by the guys: Dreamscape Artist, Mystic Remora, Brooding Saurian and Spitting Image, but I have a few extra that I'd like to highlight here. Apologies in advance if any of these are everywhere in your playgroup.

Commons:
I have none worth mentioning that you're not probably playing already. So far off to a bad start. It's not that there aren't good cards out there, just none that I can honestly say "This is not getting played enough!"


Uncommon:
Uncommon is a different story however. I actually had to trim this list down to get my favourite 3 cards and what's on here is a combination of what's seemingly underplayed (and where it's seemingly underplayed) and the effect it has on a game.


Avarice Totem:
You've seen this played by that big-mana, blue-based, artifact deck but that's generally it. You may not have seen it in Big Green or Group Hug or that annoying Chaos deck that just wants to screw with everyone's heads.

It's a very simple idea: You give someone the Totem and they give you a non-land permanent. In and of itself, the Totem is a blank card but has the potential to become ANY card and that's where it's base power lies. Much like Clone can be anything from a Bird of Paradise to an Emrakul, the Aeons Torn, Avarice Totem can be any other targettable non-land permanent in play. It's a classic Rattlesnake card: anything that comes into play can be stolen. The classic play is having someone try to destroy or bounce it with a CotB effect only for you to steal the source in response. They get nothing and you get whatever they just played.

There's more to the Totem than meets the eye. First of all, it's a permanent swap, you don't give anything back unless it's taken back. Secondly, it's an activated ability that can be activated in turn by whoever it is given to so choosing your moment carefully as to when to pass it on is advised. Thirdly, it's an activated ability that doesn't require you to tap it to activate the ability which means that you can activate it as many times as you want. This can be just the once if you want the Totem to be out there for everyone in either a Chaos or Group Hug setting, it can be multiple times in a big mana deck like Green that likes to steal multiple permanents to clear a passage to charge through for a turn, just be sure to pass items that can't block.

It is possible to activate this ability in response to itself and generate some odd combinations. For example, if you control this card and another permanent, you can use this card's ability and target the permanent you control. You can then use this card's ability again and target a permanent your opponent controls. The second usage resolves first and you get your opponent's permanent in exchange for this one. The first usage then resolves and swaps your other permanent for the Totem so you get it back. The net effect is that you can swap any non-land permanent you have for any of theirs if you can activate this ability twice. Note that your opponent does get the chance to use the Totem in between the resolutions of your two usages if they have the mana. You see what I meant about being good in a chaos deck? This requires paying strict attention when you are resolving the stack but is otherwise just a chaotic blast.

Can it be abused? Obviously yes, but it can be used to create a lot of fun situations too. Don't forget some important details if you decide to play the Totem:
1.) you can bounce it back to your hand when you want to get it back and you don't lose the item you received in return;
2.) you can play Brooding Saurian to "yo-yo" it back to you at each end of turn turn allowing you to profit for a turn and start afresh without worrying too much about what your opponent does with it. This is particularly good with Seedborn Muse as you can steal things every turn, you always have mana open. As creatures without haste are required to pass an upkeep under a player's control to lose summoning sickness, if you steal something and they take it back right away, they will not be able to attack with it that turn. This set-up essentially becomes an expensive Maze of Ith blanking huge threats turn after turn. It also stops people attacking you if they have two creatures as you can just steal one to block the other.
3.) Sacrifice effects and rendering untargettable become golden abilities as you will steal someone's shiney Bomb and either sacrifice it for fun and profit (saccing is generally in the payment part of an effect so, by the time an opponent can respond, their permanent is already dead) or make it impossible for your opponent to steal it back by adding a Lightning Greaves or similiar.

Altogether too many tricks in a 1cc artifact.


Seedguide Ash:
My pet hate in EDH (and all Magic) is being without mana whether simply land count or a colour requirement. My current Rafiq deck, which leans towards mid-game control rather than early game explosiveness, is an excercise in always getting the right mana at the right time. Even this deck suffers if someone decides to destroy all lands or play an Obliterate effect. Adding Life from the Loam and Crucible of Worlds can still be insufficient as both require you to have the requsite land in hand to play them out afterwards in order to recover. One means of getting around this is the effect that Seedguide Ash provides, when he dies you get +3 Forests directly into play tapped.

Now the first thing to note is that, one the face of it, this is not a very splasy effect outside of what I have just explained or simply using him to accellerate your mana off a chump-block or a sacrifice effect like High Market. If you allow that the "splashy" will happen elsewhere, then including the workhorse cards in your decks is perfectly acceptable.

What about the vanilla test? He's a 4/4 for 5 with no direct effect on your hand or the board. That's a bit weak. Even with Rafiq, he'll only get a boost to 5/5. For 3GG, there's obviously better around. However, no-one is going to want to kill this guy, he's a useless dork, and killing him is your plan so players will be even more reluctant to waste a creature or a spell on killing him unless they absolutely have to. This may occasionally even deter players from attacking into him. In addition, if you have him on turn 4 and an opponent kills him, they waste a card or ability to do so while you jump instantly to 8 mana, potentially 9 once you untap. There's a LOT more you can do with 9 mana in EDH than with 5 and players realise that. You have a vanilla 4/4 for 3GG that people will do their best not to kill.

Wait, there's more! He gets Forests, but not basic Forests, so he can find dual lands. As he puts them into play tapped in any event, it's the perfect time to search out Ravnica Duals and just forego the annoying choice of taking 2. He finds Dryad Arbor too, if that's your thing. Playing Seedguide Ash probably won't garner any "WOW!" from your playgroup, but it may put you in a great position to take over the game when needed.


Stonecloaker:
It's unlikely you haven't seen this card at some point but, if you haven't, you're in for a real treat!

One of the things we're always harping on about in Magic is Card Advantage (CA).

One of the things we're always harping on about in EDH is graveyard control.

One of the things you never expect is the Spanish Inquisition.

Stonecloaker is all three (ok, maybe not the Spanish Inquisition but definitely unexpected.) He's a creature. He attacks, flies, blocks and, because of Flash, you can play him any time you want. Your only requirements are 3 open mana and a creature in play: your general, a good utility creature, something with a great CotB effect or just any old dork (obviously better if it's not just a dork) You want to re-use their ability or save it from combat damage or a removal spell or ability so you throw down the Stonecloaker and return the other creature to your hand. Stonecloaker doesn't target the returned creature so you can bounce something Pro-white or untargettable. Your opponent has use card or ability X for no gain. You have an untouched 3/2 flier in play and the one he wanted to kill is safe in your hand. You have paid 2W for +1 CA. Actually, you've paid 2W for something more.

One of the most powerful resources in the game is your Graveyard. If your deck is set up to exploit it, your Graveyard can function as an extension of your hand. When you have a hand of 7 cards and a Graveyard of 14 cards, you have the potential for an accessible resource of 21 cards. In addition, cards that you take from a graveyard to use in play will eventually return to the graveyard making it an open door of reusable creatures & spells. This is precisely the reason why it's important to pack Graveyard hate against your opponents' Graveyards and Mr. Stonecloaker now has his hand up.

In addition to saving your poor creature, Stonecloaker exiles a card in a graveyard. This can be in your own in response to somone's reanimate effect, or in an opponent's for the same reason. As Stonecloaker has Flash, you can wait patiently until someone starts targetting their cards and remove them in response. Here we get back to our CA again. Your opponent is using a resource (a card or activated ability) to get something back and you're paying 2W to prevent that with no loss of physical resources on your part.

It gets even better. Imagine if you don't want to return a creature, or you have no creatures in play when you want to remove a card from a graveyard. Stonecloaker swoops in, exiles the offending card and then you return Stonecloaker to your hand. As he doesn't specify "another" creature, he's as good a candidate as any to bounce back up to your hand, ready to swoop again.

Like I said, no-one expects the Spanish Inquisition.


That's it for the uncommons. Check back soon for my 3 rares.