I admit, I was foolish. I saw the gift horse and I looked it directly in the mouth. For this I will don my Dofus-Cap and go stand in the corner. I would appreciate a moment of patience on your part while I complete this operation.
........
........
Ok, I'm back and I have got something to say: I just got excited by New Phyrexia.
I mean really excited. Homer excited.
It happened about 30 minutes ago and only the rising tide of my homer-esque donut-inspired drool threatening to drown me finally managed to break my delirious funk about a seriously interesting card.
Everyone ready with their best Homer-seeing-fresh-donuts voice?
Birrrrrrr-thing Pooooooooooooood!!
I may have mentioned previously that I wasn't particularly excited about Birthing Pod, I mean, what's another tutor when we want better monsters, eh? It turns out that the Pod is a monster too, just a different sort of monster. As I was pondering what to do in my sealed deck, with a Pod in play beside a Trinket Mage and a Deceiver Exarch hiding somewhere in the untapped potential of my library. This is pretty insane as either one gives you and extra use to jump straight from your 2-drop right to your 4 drop (one with the COTB trigger, the other searching out a Voltaic Key)
What would happen if we opened this out to a Vintage card pool where we don't just have undercosted monsters, we also have a large number of overcosted monsters with benefits that allow us to skip up the chain a little Maelstrom Djinn & Scornful Egotist both allow you to invest 3 to play a morph, a similiarly pithy amount to flip it over (3 & 1 respectively) and skip directly from a 3 mana creature to a 9 mana creature with the Pod. Now there many not be anything at 9 worth adding such pityful cards to your EDH deck for.... what?! There is?
All the Bringers are 9 mana as are Inkwell Leviathan, Iona, Reya, Spirit of the Night, Nullstone Gargoyle and Demon of Death's Gate. The Bringers & the Demon raises another interesting category of creatures: Creatures that you can pay less for.
The sacrifice cost of the Demon allows you to pay no mana for a 9cmc creature. This allows you to trade up into a 10cmc creature for an investment of 1-2 mana with the pod. Allosaurus Rider allows you to do the same for an investment of 2 green cards (ouch!) though Vine Dryad pitching a single green card allowing you jump directly to 5 seems like a workable deal.
The cost cutting doesn't stop there as all suspend creatures with a suspend cost inferior to their cmc will give you value when recycled through your Pod. It's perhaps fortunate that the Pod ability is only available at sorcery speed given the playability of evoke creatures, paying 2 or 4 to process a Mulldrifter through play and into your graveyard and a Primeval Titan onto the battlefield from your deck is probably a little too good.
A bit of noise has been made about Melira, Sylvok Outcast and creatures with Persist when combined with a sacrifice effect. It's also interesting to note that there are persist creatures on the curve from 2cc all the way to 6cc before skipping to 8cc with Woodfall Primus. With a means to re-use your Birthing Pod and sufficient mana, you can Pod your way to any CC up to 10cc without losing any of the creatures you are sacrificing barring your chosen 7-drop.
There's also another way to skip up your curve with Birthing Pod if you already have a creature-based, cotb, untap effect in play such as Deceiver Exarch or Pestermite. You play Clone / Sakishima / Phyrexian Metamorph into Vesuvan Doppelganger into a 6 drop. Unfortunately, there's two holes in the plan: firstly, you have to keep the Exarch or Mite in play to be copied by the incoming Clone and you'll have to skip a spot on the curve before you get to your Quicksilver Gargantuan but you'll either want to stop at 6 anyway or your 6-drop has given you some value on the way in (a Titan) or out (Wurmcoil Engine). The Gargantuan allows you to get to 8, the number of Akromas, Avatars, Hellkites, Terastodons and Elder Dragons among many others.
And while we're on the subject of Deceiver Exarch and Pestermite, let's look at the following chain: Pestermite -> 4 drop + Voltaic Key -> Karmic Guide (targetting your dead 'Mite) -> Gleancrawler. Here we're going to go straight from 2 or 3 directly to 6 and, if Gleancrawler makes it to the end of the turn, get everything back in addition to an extra creature from the returning Karmic Guide.
There are also a couple of creatures that you want to kill off for various reasons: Noble Benefactor, Veteren Explorer or something your've stolen from an opponent. Having it active in play beside a Grave Pact or a Butcher of Malakir sounds like it could be a lot more fun for you for you than for your opponents. While you are climbing up the curve, you get to fritter away your opponents' creatures.
Ok, it's obvious that you can play it and that it will be useful but where are you going to play it?
Untapping seems to be where the value lies which suggests that the Pod best be paired with Blue, the colour of untapping and finding cards that untap artifacts. Tezz 1.0, Clock of Omens and Voltaic Key along with the afforementioned Deceiver Exarch & Pestermite seem like nice fits. It also gives you Filigree Sages and, if you can transform the Birthing Pod into a creature, Voltaic Construct. These last two are of most interest to us given that they both benefit from Training Grounds. Suddenly your Pod reload costs UG or just G and it's re-usable.
Blue for the artifact related stuff and Clones; Green for the Pod itself and all of the "advantage" creatures you can search out; Black for the Oversold Cemetary that's benefitting from you throwing all this lovely food into the graveyard, White has some advantage cards as well like Sun Titan and Karmic Guide.
I think all that's left to say is that this little machine is restricted only by your imagination.
Oh, and sorcery speed.
And green Commanders.
Apart from that, what have the Romans ever done for us, eh?
Showing posts with label EDH. Show all posts
Showing posts with label EDH. Show all posts
Monday, 16 May 2011
Sunday, 10 April 2011
That Old Chestnut (aka what the community wants banned!)
Ah, I love the smell of bannings in the morning!
Actually, recently it's been the internet warriors chumpioning their favourite target for "The Hammer" that's been smelling up our mornings because nothing got banned (or, more controversially, unbanned) during the last update. Sheldon's announcement (which you can read here in his aptly nammed column on SSG: "The Banned List") pretty much ammounted to a ringing of the evening bell and a hollered "MIDNIGHT AND All'S WELL!"
Of course, the majority of the faceless masses, who had been pushing for one unbanning in particular and individually hoping for a wide range of bannings, were unhappy with the RC maintaining the status quo and hopped right onto their righteous indignity to bemoan the presence or lack there-of of their pet/hate card in the format. [We're going to gloss over the whole "in your own playgroup do what you want" thing; hand holding has been set to 100 for the purposes of this post. Ed.]
One enterprising poster on MTGSalvation, Tantarus, decided to take the discussion to the next level by opening a new thread that welcomed players to "ban" up to 5 cards and, if they wanted to, "unban" one. The unbanning was by-and-large ignored but 9 pages in we have a list of the 344 submissions comprising 115 different cards, of which 14 were legendary and accounting for 29 votes. This 0.08% representation in the vote by your mosted hated generals suggests that it may not be the leaders of opposing armies that you hate but rather the armies they lead and the tools they ply to beat you. Let's have a closer look at the generals first and get them out of the way.
Iona & Erayo both got 5 votes followed by Kiki-Jiki on 3 and a group of five on 2 votes: Arcum, Azusa, Jhoira, Niv-Mizzet & Rofellos. The list is rounded out with a group of 6, each garnering a single vote each: Sisay, Gaddock, Hokori, Phelddagrif, Clique & Zur. Personally I'm surprised that Zur & Arcum didn't figure much higher on the list given the almost unilateral distain the community holds for those generals. Iona at 5 votes also suggests that, while she may not be the white general of choice, she's annoying enough in the remaining 99 to be the most hated non-general legend in the format.
In a study (and I use that term very losely here) with anywhere between 70 and 85 people where the opinions of the previous respondants are visible to subsequent posters, there was a certain amount of herd behaviour happening (This would explain "Island" in the top 20 and could also go some way to explain how "Forbid" somehow managed to garner 3 votes*). As a result we can look at certain cards garnering a lesser number of votes as pertinant and original opinion rather than one-offs and certain higher scorers as just those following the herd mentality. Those finishing near the top would probably end up near there anyway, especially when functional similiarities are taken into account. Let's look at the top 5 to see what's up there:
Sol Ring 24
Mana Crypt 22
Magister Sphinx 17
Sorin Markov 16
Sundering Titan 14
Ok, yeah, there's a message here somewhere, let's see if I can discern it.........
1.) Fast Mana = Bad
2.) Dropping someone to 10 life = Bad
3.) Destroying multiple lands repeatedly = Bad
Point 1.) is that old chestnut in EDH, fast mana. While a lot of players really enjoy it and get a kick out of it, others see it as the evil core of the format. Just for completeness Mana Vault (5), Grim Monolith (3), Cabal Coffers (2) Gaea's Cradle (2) Rofellos (2), Azusa (2) and Primeval Titan (10) are all in there making fast mana and it's associated enablers account for 20% of the vote. People just don't seem to like their opponents having a lot of mana, though, given the presence of a wide range of land destruction spells on the list as well, the don't seem to like having their lands blown up either (Point 3.)). Maybe what we're really seeing here are answers from players sitting on either side of the arguament: the Mana Players and the Mana Haters? [Don't be a hater. Ed.]
The other obvious aspect of the top 5 is your opponents ability at any time to drop you to 10 life and honoured member of the lowest hanging fruit club. I initially doubted that Sorin's "Mindslaver" ability was a relevant reason for his being voted so high until I looked lower in the top 10. Man, that guy is pretty hated coming and going! Players want to play, not be knocked out at the earliest opportunity. While there's no rule that says that everyone has to have been given a fair shot at winning before they are eliminated, using Magister Sphinx or Sorin offensively in the early game is just a really unwelcome strategy.
Moving on to spots 6-10 there some more of the same and a couple of new candidates:
Sensei's Divining Top 12
Mind over Matter 10
Mindslaver 10
Primeval Titan 10
Time Stretch 10
We've mentioned Primeval Titan briefly but there's another aspect to him that goes over and above mere "ramping" mana and it's that the format is chocked full of land based questions, utility and answers, not just another couple of basic land. Imagine quickly the mana ramp version playing a GBx deck: You have 4-6 lands in play when you hit the PTitan, you get an Urborg, ToY and Cabal Coffers (2). Without playing any other land the following turn you go from 6 mana to 11-13 just by untapping and every land you play now essentially gets you BX.
That's the Ramp, what about when you are under pressure? Maze of Ith (1) and Vesuva (copying the Maze) is going to keep two threats off your back for quite a while while you use your Titan to find more land or just be a blocker. Why not both actually? Attack with PT, resolve his ability and untap your own PT to stay back as a blocker. That works for me.
And if he get's killed as sometimes happens? Volrath's Stronghold. Protection against him getting stolen? High Market and it's ilk. Need regeneration? Yavimaya Hollow. And so on, and so on. There's litterally no other creature in the format with this much potential once it's in your deck. Opponents tired of crushing defeats masterminded by the slippery fish that PT can potentially become would naturally want him banned. Let's face it, if you build your land base properly, there's nothing he can't do. And he makes a mean expresso too.
The remaining cards between 6 and 10 are not surprises either. If you have sat across from 2 or 3 opponents constantly stacking their Tops, you know how annoying it can be. This one is purely a time and annoyance card and, while I disagree that a ban is needed, it's certain that people need to play their Tops quickly and efficiently or not at all.
Mind over Matter is a combo enabler, nothing else. What we're talking about here is a card that may have nice applications but in reality will be used to fuel a game-ender. The intent of the MoM player will often determine if you're going to have a fun game but I've yet to meet a player who put the card in a deck for the LOLs rather than to power out a stupid "I win!" moment. Time Stretch is the same. In fact, I'd go so far as to say that if the person playing Time Stretch hasn't essentially won the game by the time they have finished their 2 extra turns, they are either toying with you (thus are annoying) or are deliberatly annoying (thus are idiots). Remember, no-one plays Time Stretch unless they can concieveably replay Time Stretch multiple times.
The last card in the top 10 is Mindslaver. I'm going to put this one down to intent and on a par with MoM and Time Stretch with a rider: Mindslaver can be a great one-shot effect. It's when players start to recur it repeatedly that it becomes an issue. As much as Time Stretch gives you, well, time to win the game and multiple Time Stretches actually win you the game, Mindslaver does the same if repeatedly recurred. MoM is never used for the fun, it's used to just finish playing the game alone and eventually declaring that you've won, much like 'Slaver and Time Stretch. None of these are any fun when played like this (or at all in the case of MoM and possibly Time Stretch) and, as the saying goes, if you wanted to play with yourself, you can do it in the privacy of your own bedroom. We don't need to see it.
Do these cards need to be banned? It depends. If you want the RC to make all your decisions for you, hold your hand and tuck you into bed at night, sure we can ban them. If not, you may have to exercise that most elusive of qualities: discretion.
There's a lot more on the list but they, generally, fall into catagories already mentioned: Ramp or cards that enable you to do something a lot earlier than you normally could (Bribery, T&N, Acquire); cards that stop other players playing their spells (Erayo, Iona, Winter Orb & Land destruction); combo cards (Power Artifact, Kiki, Arcum); and cards that allow a player to draw a large number of cards (Consecrated Sphinx, Necropotence)
It's also nice to see that players retain a sense of humour when replying to these threads as evidenced by the basic lands and that power-house Kithkin Healer (1). Geez, I hate that guy!
Here's the remainder of the list for completeness:
Power Artifact 9
Consecrated Sphinx 8
Bribery 5
Erayo, Soratami Ascendant 5
Infect 5
Iona, Shield of Emeria 5
Island 5
Mana Vault 5
Necropotence 5
Shahrazad 5
Armageddon/Ravages of War 4
Winter Orb 4
Blightsteel Colossus 3
Crucible of Worlds 3
Forbid 3
Forest 3
Grim Monolith 3
Hermit Druid 3
Kiki-Jiki, Mirror Breaker 3
Mountain 3
Obliterate 3
Ruination 3
Serra Ascendant 3
Arcum Dagson 2
Azuza, lost but seeking 2
Blood Moon 2
Cabal coffers 2
Decree of Annihilation 2
Force of Will 2
Gaea's Cradle 2
Jhoira of the Ghitu 2
Knowledge Pool 2
Niv-Mizzet, The Firemind 2
Plains 2
Rings of Brighthearth 2
Rofellos, Llanowar Emissary 2
Seedborn Muse 2
Skullclamp 2
Survival of the Fittest 2
Swamp 2
Tooth and Nail 2
Tunnel Vision 2
Warp World 2
Yawgmoth's Will 2
Acquire 1
Aether Vial 1
Apocalypse 1
Back to Basics 1
Boil 1
Capsize 1
Captain Sissay 1
Contamination 1
Curiosity/Ophidian Eye 1
Death cloud 1
Demonic Tutor 1
Duplicant 1
Extraplanar Lense 1
Felidar Sovereign 1
Flashfires 1
Font of Mythos 1
Gaddock Teeg 1
Gauntlet of Power 1
Genesis Wave 1
Giant Strength 1
Grip of Chaos 1
Hall of Gemstone 1
Heartbeat of Spring 1
Hive Mind 1
Hokori, Dust Drinker 1
Hornet Sting 1
Imperial Seal (Price cards) 1
Insurrection 1
Jokulhaups 1
Karma 1
Kithkin Healer 1
Leyline of the Void 1
Life from the Loam 1
Lightning Greaves 1
Magus of the Moon 1
Maze of Ith 1
Minions' Murmurs 1
Myojin of night's reach 1
Nihil Spellbomb 1
Oath of Druids 1
Palinchron 1
Phelddagrif 1
Phyrexian Battleflies 1
Relic of Progenitus 1
Rhystic Study 1
Sorrow's Path 1
Strip Mine 1
Strong tutors 1
Tangle Wire 1
Tempting Worm 1
Thawing Glaciers 1
Timesifter 1
Tormod's Crypt 1
Trinisphere 1
Tuck 1
Vendilion Clique 1
Voracious Cobra 1
Wasteland 1
Wild Nactl 1
Withered Wretch 1
Zur the enchanter 1
*I've been cataloguing the suggestions made on MTGCommander.net for bannings, those cards that someone makes a serious case for banning. The inclusion of "Forbid" on the MTGSalvation list reminded me of some of the wacky suggestions that the community has come up with.
http://mtgcommander.net/Forum/viewtopic.php?p=84654#p84654
Actually, recently it's been the internet warriors chumpioning their favourite target for "The Hammer" that's been smelling up our mornings because nothing got banned (or, more controversially, unbanned) during the last update. Sheldon's announcement (which you can read here in his aptly nammed column on SSG: "The Banned List") pretty much ammounted to a ringing of the evening bell and a hollered "MIDNIGHT AND All'S WELL!"
Of course, the majority of the faceless masses, who had been pushing for one unbanning in particular and individually hoping for a wide range of bannings, were unhappy with the RC maintaining the status quo and hopped right onto their righteous indignity to bemoan the presence or lack there-of of their pet/hate card in the format. [We're going to gloss over the whole "in your own playgroup do what you want" thing; hand holding has been set to 100 for the purposes of this post. Ed.]
One enterprising poster on MTGSalvation, Tantarus, decided to take the discussion to the next level by opening a new thread that welcomed players to "ban" up to 5 cards and, if they wanted to, "unban" one. The unbanning was by-and-large ignored but 9 pages in we have a list of the 344 submissions comprising 115 different cards, of which 14 were legendary and accounting for 29 votes. This 0.08% representation in the vote by your mosted hated generals suggests that it may not be the leaders of opposing armies that you hate but rather the armies they lead and the tools they ply to beat you. Let's have a closer look at the generals first and get them out of the way.
Iona & Erayo both got 5 votes followed by Kiki-Jiki on 3 and a group of five on 2 votes: Arcum, Azusa, Jhoira, Niv-Mizzet & Rofellos. The list is rounded out with a group of 6, each garnering a single vote each: Sisay, Gaddock, Hokori, Phelddagrif, Clique & Zur. Personally I'm surprised that Zur & Arcum didn't figure much higher on the list given the almost unilateral distain the community holds for those generals. Iona at 5 votes also suggests that, while she may not be the white general of choice, she's annoying enough in the remaining 99 to be the most hated non-general legend in the format.
In a study (and I use that term very losely here) with anywhere between 70 and 85 people where the opinions of the previous respondants are visible to subsequent posters, there was a certain amount of herd behaviour happening (This would explain "Island" in the top 20 and could also go some way to explain how "Forbid" somehow managed to garner 3 votes*). As a result we can look at certain cards garnering a lesser number of votes as pertinant and original opinion rather than one-offs and certain higher scorers as just those following the herd mentality. Those finishing near the top would probably end up near there anyway, especially when functional similiarities are taken into account. Let's look at the top 5 to see what's up there:
Sol Ring 24
Mana Crypt 22
Magister Sphinx 17
Sorin Markov 16
Sundering Titan 14
Ok, yeah, there's a message here somewhere, let's see if I can discern it.........
1.) Fast Mana = Bad
2.) Dropping someone to 10 life = Bad
3.) Destroying multiple lands repeatedly = Bad
Point 1.) is that old chestnut in EDH, fast mana. While a lot of players really enjoy it and get a kick out of it, others see it as the evil core of the format. Just for completeness Mana Vault (5), Grim Monolith (3), Cabal Coffers (2) Gaea's Cradle (2) Rofellos (2), Azusa (2) and Primeval Titan (10) are all in there making fast mana and it's associated enablers account for 20% of the vote. People just don't seem to like their opponents having a lot of mana, though, given the presence of a wide range of land destruction spells on the list as well, the don't seem to like having their lands blown up either (Point 3.)). Maybe what we're really seeing here are answers from players sitting on either side of the arguament: the Mana Players and the Mana Haters? [Don't be a hater. Ed.]
The other obvious aspect of the top 5 is your opponents ability at any time to drop you to 10 life and honoured member of the lowest hanging fruit club. I initially doubted that Sorin's "Mindslaver" ability was a relevant reason for his being voted so high until I looked lower in the top 10. Man, that guy is pretty hated coming and going! Players want to play, not be knocked out at the earliest opportunity. While there's no rule that says that everyone has to have been given a fair shot at winning before they are eliminated, using Magister Sphinx or Sorin offensively in the early game is just a really unwelcome strategy.
Moving on to spots 6-10 there some more of the same and a couple of new candidates:
Sensei's Divining Top 12
Mind over Matter 10
Mindslaver 10
Primeval Titan 10
Time Stretch 10
We've mentioned Primeval Titan briefly but there's another aspect to him that goes over and above mere "ramping" mana and it's that the format is chocked full of land based questions, utility and answers, not just another couple of basic land. Imagine quickly the mana ramp version playing a GBx deck: You have 4-6 lands in play when you hit the PTitan, you get an Urborg, ToY and Cabal Coffers (2). Without playing any other land the following turn you go from 6 mana to 11-13 just by untapping and every land you play now essentially gets you BX.
That's the Ramp, what about when you are under pressure? Maze of Ith (1) and Vesuva (copying the Maze) is going to keep two threats off your back for quite a while while you use your Titan to find more land or just be a blocker. Why not both actually? Attack with PT, resolve his ability and untap your own PT to stay back as a blocker. That works for me.
And if he get's killed as sometimes happens? Volrath's Stronghold. Protection against him getting stolen? High Market and it's ilk. Need regeneration? Yavimaya Hollow. And so on, and so on. There's litterally no other creature in the format with this much potential once it's in your deck. Opponents tired of crushing defeats masterminded by the slippery fish that PT can potentially become would naturally want him banned. Let's face it, if you build your land base properly, there's nothing he can't do. And he makes a mean expresso too.
The remaining cards between 6 and 10 are not surprises either. If you have sat across from 2 or 3 opponents constantly stacking their Tops, you know how annoying it can be. This one is purely a time and annoyance card and, while I disagree that a ban is needed, it's certain that people need to play their Tops quickly and efficiently or not at all.
Mind over Matter is a combo enabler, nothing else. What we're talking about here is a card that may have nice applications but in reality will be used to fuel a game-ender. The intent of the MoM player will often determine if you're going to have a fun game but I've yet to meet a player who put the card in a deck for the LOLs rather than to power out a stupid "I win!" moment. Time Stretch is the same. In fact, I'd go so far as to say that if the person playing Time Stretch hasn't essentially won the game by the time they have finished their 2 extra turns, they are either toying with you (thus are annoying) or are deliberatly annoying (thus are idiots). Remember, no-one plays Time Stretch unless they can concieveably replay Time Stretch multiple times.
The last card in the top 10 is Mindslaver. I'm going to put this one down to intent and on a par with MoM and Time Stretch with a rider: Mindslaver can be a great one-shot effect. It's when players start to recur it repeatedly that it becomes an issue. As much as Time Stretch gives you, well, time to win the game and multiple Time Stretches actually win you the game, Mindslaver does the same if repeatedly recurred. MoM is never used for the fun, it's used to just finish playing the game alone and eventually declaring that you've won, much like 'Slaver and Time Stretch. None of these are any fun when played like this (or at all in the case of MoM and possibly Time Stretch) and, as the saying goes, if you wanted to play with yourself, you can do it in the privacy of your own bedroom. We don't need to see it.
Do these cards need to be banned? It depends. If you want the RC to make all your decisions for you, hold your hand and tuck you into bed at night, sure we can ban them. If not, you may have to exercise that most elusive of qualities: discretion.
There's a lot more on the list but they, generally, fall into catagories already mentioned: Ramp or cards that enable you to do something a lot earlier than you normally could (Bribery, T&N, Acquire); cards that stop other players playing their spells (Erayo, Iona, Winter Orb & Land destruction); combo cards (Power Artifact, Kiki, Arcum); and cards that allow a player to draw a large number of cards (Consecrated Sphinx, Necropotence)
It's also nice to see that players retain a sense of humour when replying to these threads as evidenced by the basic lands and that power-house Kithkin Healer (1). Geez, I hate that guy!
Here's the remainder of the list for completeness:
Power Artifact 9
Consecrated Sphinx 8
Bribery 5
Erayo, Soratami Ascendant 5
Infect 5
Iona, Shield of Emeria 5
Island 5
Mana Vault 5
Necropotence 5
Shahrazad 5
Armageddon/Ravages of War 4
Winter Orb 4
Blightsteel Colossus 3
Crucible of Worlds 3
Forbid 3
Forest 3
Grim Monolith 3
Hermit Druid 3
Kiki-Jiki, Mirror Breaker 3
Mountain 3
Obliterate 3
Ruination 3
Serra Ascendant 3
Arcum Dagson 2
Azuza, lost but seeking 2
Blood Moon 2
Cabal coffers 2
Decree of Annihilation 2
Force of Will 2
Gaea's Cradle 2
Jhoira of the Ghitu 2
Knowledge Pool 2
Niv-Mizzet, The Firemind 2
Plains 2
Rings of Brighthearth 2
Rofellos, Llanowar Emissary 2
Seedborn Muse 2
Skullclamp 2
Survival of the Fittest 2
Swamp 2
Tooth and Nail 2
Tunnel Vision 2
Warp World 2
Yawgmoth's Will 2
Acquire 1
Aether Vial 1
Apocalypse 1
Back to Basics 1
Boil 1
Capsize 1
Captain Sissay 1
Contamination 1
Curiosity/Ophidian Eye 1
Death cloud 1
Demonic Tutor 1
Duplicant 1
Extraplanar Lense 1
Felidar Sovereign 1
Flashfires 1
Font of Mythos 1
Gaddock Teeg 1
Gauntlet of Power 1
Genesis Wave 1
Giant Strength 1
Grip of Chaos 1
Hall of Gemstone 1
Heartbeat of Spring 1
Hive Mind 1
Hokori, Dust Drinker 1
Hornet Sting 1
Imperial Seal (Price cards) 1
Insurrection 1
Jokulhaups 1
Karma 1
Kithkin Healer 1
Leyline of the Void 1
Life from the Loam 1
Lightning Greaves 1
Magus of the Moon 1
Maze of Ith 1
Minions' Murmurs 1
Myojin of night's reach 1
Nihil Spellbomb 1
Oath of Druids 1
Palinchron 1
Phelddagrif 1
Phyrexian Battleflies 1
Relic of Progenitus 1
Rhystic Study 1
Sorrow's Path 1
Strip Mine 1
Strong tutors 1
Tangle Wire 1
Tempting Worm 1
Thawing Glaciers 1
Timesifter 1
Tormod's Crypt 1
Trinisphere 1
Tuck 1
Vendilion Clique 1
Voracious Cobra 1
Wasteland 1
Wild Nactl 1
Withered Wretch 1
Zur the enchanter 1
*I've been cataloguing the suggestions made on MTGCommander.net for bannings, those cards that someone makes a serious case for banning. The inclusion of "Forbid" on the MTGSalvation list reminded me of some of the wacky suggestions that the community has come up with.
http://mtgcommander.net/Forum/viewtopic.php?p=84654#p84654
Wednesday, 30 March 2011
Rats and Reanimation: A Zombie PBP
After having Thada's butt swiftly kicked by Elves (along with that of Wrexial and Treva too) in a game that totalled a mere 40 minutes, I verbaled into Balthor's Zombie Legions (c) for what would hopefully be an equally swift second game as we had only 25 minutes on the clock.
My opener had 2 Swamps, Twisted Abomination, Reanimate, Grave Defiler, Lord of the Undead and Rotting Rats. I can cast everything in my hand but the Defiler off that hand and still have a potential 6/4 regenerator in play. I decided to keep.
Turn 1: Playing first, I drew Swamp, played Swamp and passed.
Turn 2: I drew Carrion Feeder, played Swamp and passed with the intention of going EOT: Swampcycling, untap Reanimate. Instead I Swampcycled and drew a Grave Titan in my draw step......... Hum.
Turn 3: Swamp, play Rotting Rats discarding Grave Titan. Play Reanimate targetting the Grave Titan and end the turn with the start of a small army.
Turn 4: Swamp, play Lord of the Undead, revenge attack Rys with the Titan, the 2/2 Rat and two 3/3 Zombies. He takes 14 on the chin. During his turn he Oblivion Rings the Grave Titan.
Turn 5: Swamp, Grave Defiler finding nothing. Meh. Send the team (without Lord) back into Rhys. He chumps two of the tokens and takes another 8, slipping to only 4 due to damage from the other 2 players.
Turn 6: Bury Alive for Noxious Ghoul, Death Baron and Vengeful Dead. I neglect to play the Carrion Feeder and it costs me a Grave Titan. When I kill Rhys his Oblivion Ring leaves play. In our playgroup we get back what's under Rings etc., a decision that Treva & Wrexial are now regretting. I get two more tokens but Treva sends it on a Path to Exile before I can profit any more.
Turn 7: Death Baron and attack to kill Wrexial. The Wrexial player has put a Quietus Spike on a Rotting Rats and attacked Treva the previous turn. This, along with my leftover attacks, leaves Treva very suceptible to having his brains eaten the following turn. His draw doesn't yield solutions and he splatters his brains over the canteen roof rather than join the shuffling legion.
Total game time: 15 Mins. Moral of the Story: Don't f%#k with dead people. Or Grave Titan on turn 3 is good.
Either one.
PS: I'm currently re-reading The Walking Dead. It's thrilling and sickening in equal parts. I don't remember thinking about the human condition this much when I read it the first time. Maybe I've matured. Maybe I'm secretly interested to see if I'd make it. And, just a tiny little bit, maybe I'm curious to see if I could do what needed to be done, if it really had to be done.
I'm pretty sure it's an accurate description of what people would be capable of given the lack of any social restraint. Chapeau bas!
Friday, 18 March 2011
The battle to defend the peaks.
A scree of pebbles sprayed outwards as Aisling bounded down the sheer mountainside. “Fighting after lunch always gives me heart-burn,” she grumbled, casting her eyes at the exhausted Vedalken as she swept back past him. “A slap on the wrist, just a taste of what that Sphinx will get if she pokes her nose into the mountain passes. She can stay on the wet lowlands! The mountains are no place for such as her. Keys and Dynamos: Devices, toys, gadgets! Useless thrash, polluting the ground, spewing smoke and restricting the magic of free folk, though, that's hardly a bad thing when it come to the “dragon”.
"What sort of dragon doesn’t spit fire? How can a beast with no affinity to the high places, the crags and peaks, no molten flame in her blood, call herself a "dragon"? Pwah! She’s a soft thing of the woods and plains and water! Water!? Unnatural! A cow with wings, no "dragon"!
“Ah, Koth, my friend, there you are. The summits bless you for answering my call! My thanks for bringing these mighty gauntlets. Do you see what I must contend with? Endless plains, seas, bogs and trees with only the strength of the mountains as my comfort. Can you see?! That mythical throw-back has started a Forge in the foothills and that flying Cow thinks a pair of boots can protect her!! An abomination! There will be vicious repercussions, I will have them fleeing in fear from the very shadows cast by my flames.
“YOU DARE COME TO MY MOUNTAINS?! YOU DARE?! You will feel the fiery claws of the Molten Pinnacle! You will feel my elemental fury! I promised repercussions and you shall have them! I AM YOUR FLAMING DOOM!!”
.
.
.
.
.
.
--------------------
Treva settled, exhausted, upon the scorched plain and licked at her burns. “It will heal”, she thought peacefully, “It always does.”
She lifted a booted claw and turned it to better catch the sun shining on the lightning flashes etched down the side.
“She can certainly deal with Sphinxes in rather explosive style but she has no taste in fashion, that girl!”
"What sort of dragon doesn’t spit fire? How can a beast with no affinity to the high places, the crags and peaks, no molten flame in her blood, call herself a "dragon"? Pwah! She’s a soft thing of the woods and plains and water! Water!? Unnatural! A cow with wings, no "dragon"!
“Ah, Koth, my friend, there you are. The summits bless you for answering my call! My thanks for bringing these mighty gauntlets. Do you see what I must contend with? Endless plains, seas, bogs and trees with only the strength of the mountains as my comfort. Can you see?! That mythical throw-back has started a Forge in the foothills and that flying Cow thinks a pair of boots can protect her!! An abomination! There will be vicious repercussions, I will have them fleeing in fear from the very shadows cast by my flames.
“You must speak with Tezzeret for he has signed a pact with worse than Bolas if he thinks to serve that junkyard scavenger Sphinx. If we’re lucky, the “dragon” will see his duplicity and chase him off. Look Koth, she’s even brought a friend, a metal Hellkite, another unnatural creation. Koth? Answer me, Koth!"
Ashling cast round frantically for her ally, panicked by his loss but strangely bouyed by the mountain rock under her feet, thrumming in harmony with her heartbeat, pumping fiery blood though her veins. Understanding came even as she noticed Koth's Hammer sigil etched into the rock-face where she had last seen him standing. She smiled; what odds that he didn't stand beside her in the fight if the mountains themselves could rise up to defend themselves? She turned to face her adversaries crouched below her and raised her voice.
“YOU DARE COME TO MY MOUNTAINS?! YOU DARE?! You will feel the fiery claws of the Molten Pinnacle! You will feel my elemental fury! I promised repercussions and you shall have them! I AM YOUR FLAMING DOOM!!”
.
.
.
.
.
.
--------------------
Treva settled, exhausted, upon the scorched plain and licked at her burns. “It will heal”, she thought peacefully, “It always does.”
She lifted a booted claw and turned it to better catch the sun shining on the lightning flashes etched down the side.
“She can certainly deal with Sphinxes in rather explosive style but she has no taste in fashion, that girl!”
Friday, 11 March 2011
The World's Mightiest Mortal
After a previous co-operation* with my friend Antoine on the Elvis/Momentary Blink which you can find at the top of this post, I decided that I would try my hand at a new alter, alone.
*For "co-operation" read: "Me mucking it up and Antoine rescuing with brilliance"
It was to be an Ice Age Adarkar Wastes full art. I spent the first week curling the card with too much water when I was clearing away the borders. I then put it between a couple of books and forgot about it. Clearing house this weekend uncovered the unfinished Adarkar Wastes and a surprise Season's Beatings. I filed the SB and finished the Wastes. While I accept that it's not exactly on a level with Poxy14, I wasn't expecting it to be. It's now flat and finished and here in all its glory.
After initially forgetting about the Adarkar Wastes, my delusional brain thought I could somehow overcome my inability to paint detail (or complete a project) so I savaged a Hellkite Charger extension. It came out acceptably well considering but remains a good lesson of what not to do to cards you are painting. Scraping off the existing layers with a cutter before painting = bad.
How could I cap such a streak of unfinished mediocrity?
I know! Alter a Captain Marvel onto a Rafiq. It couldn't be all that difficult, could it?
Em....
Ok, the intent was good. The cloak covering the lion was obvious and lightning cover the sword wasn't a bad idea either, it's just that my artistic ability isn't really much more advanced than that of my 7-year-old.* Maybe determination wasn't a suitable substitute for skill in this instance. It kinda looked like my mock-up in MS Paint. Knowing that my MS Paint skills are worse than my usual artistic endeavours should give you an idea of what I had when I took stock.
*Probably an unfair comparison. She's much better.
Cap and card in hand, I presented myself once more before the master and begged favour. At great sacrifice to happiness in his household, he gave me back this:
Thank you Antoine. I am Billy Batson your Captain Marvel.
Shazam!!
Friday, 25 February 2011
My Fires Sapling – The Games
My Fires Sapling – The Games
These are a few of the games I’ve played with the deck this week.
4 man Sharuum, Sapling, Glissa, Treva
I have a mana flood start (sometimes keeping that all mana hand doesn’t work out!) and hide behind Sapling, poking my head out only to kill any infect creatures I can’t block as Glissa flies out of the blocks. Treva, despite having the numbers and an active Vedalken Anatomist, chooses not to block Glissa and eats Tainted Strike & a boost to get knocked out. Worst still he was poisoned to exactly 10 so using the Anatomist at any time during the attack would have left him at a precarious 9 but still alive. Tel-Jilad Fallen & boost did for Sharuum who had no removal in hand. I hit VT straight after Sharuum was eliminated which gave me a Damnation to clear the table. I proceeded to draw into Artisan of Kozilek -> E-Wit -> Nim Deathmantle and stalled Glissa’s short recovery for a couple of turns before I could DT for Ulamog. Glissa never really recovered from the Damnation and the Eldrazi finished everything at the bell.
3 Man Sapling, Treva, Rayne
On a mulligan to 5, I hit Sol Ring which allowed for a turn 4 Primeval Titan. Rayne had an extremely slow start and Treva didn’t find removal. Left to his own devices, PT ensured it got silly quickly. That one didn’t last very much longer.
3 Man Sapling, Treva, Sharuum
Rayne audibled into Sharuum and I kept a 2 lander with Sakura Tribe Elder and Cultivate. Right on queue I drew Primeval Titan. Treva had a tapper for a few turns to lock down Primeval Titan but it ended up dead to an evoked Shriekmaw and the game got out of hand after that.
Apparently an unanswered Primeval Titan is good. Who knew?
3 Man Sapling, Treva, Sharuum
I keep Stronghold, Swamp, Urborg, Coffers, Avenger of Zendikar, Cultivate, Damnation and, of course, didn’t find a Green source for a full 7 turns. Despite sticking Sapling out there, I was beaten down to 10 before finding a forest and stabilizing. There were a couple of dead turns where Sharuum could and should have forced the issue as he had Akroma’s Memorial in play.
My Cultivate allowed Acidic Slime on the Memorial. I follow that with Rampaging Baloths and drop Deserted Temple to make a 4/4 Beast token. A very lucky series of top-decks gave me Mosswort Bridge which hid away a Decree of Pain and made another Beast. The previous turn’s Deserted Temple untapped Bridge straight away to allow me to cast Decree directly, drawing 12 cards and leaving Sapling alone in play. In the 12 was Creeping Corrosion which crippled Sharuum and it snowballed from there into an eventual Genesis Wave for 24. Deserted Temple on Cabal Coffers with Urborg in play is slightly unfair.
Sharuum was really ticked off that he didn’t press when he could have. You snooze, you lose. ;op
5 man Sapling, Treva, Sharuum, Rayne, Merike Ri Berit
Rayne & Treva had sworn revenge on me for beatings the previous 2 days so I was forewarned. I mulliganed all spells keeping only 2 land (High Market, Overgrown Tomb) and drew Maelstrom Pulse, Cultivate, Shriekmaw and Mimic Vat. I decided to keep this as it’s a very good hand with just 1 additional land. Of course I didn’t draw that land right off.
I drew Praetor’s Council. I drew Ulamog which I discarded at EOT. I drew Oracle of Mul Daya & discarded Praetor’s Council. I drew Spiritmonger and discarded it. Merike is as mana screwed as I am but manages to fire off a turn 5 Balance to slow everyone else down to our level. I peel a Stronghold on turn 5 and get some land. Find and pay a Necrogenesis, then hung about for a bit clearing out some graveyards. Despite a very active Rhystic Study and a couple of turns with a Consecrated Sphinx backed up with Reliquary Tower, Rayne isn’t doing anything particularly impressive. Treva gets a slow start and refuses to play anything into my Shriekmaw/Mimic Vat. Sharuum keeps playing huge beasts and keeps losing them. It’s all very scattered. The game kind of limps on for a few minutes and time is called with no real loser (maybe Rayne as he’s got less than 30 cards in his library). I must have missed a pile of decent Mimic Vat triggers in all that time: Consecrated Sphinx, Primeval Titan, Clone, Emperium, Gilded Drake, Sun Titan. I got too focused on removing them with the Necrogenesis rather than putting them in the VAT. Worse still, I had enough mana to recur Shriekmaw with Stronghold to reset the vat and remove the offending creature with Necrogenesis afterwards. It was a thoroughly abysmal display on my part.
We’re done for the week so it’s time for some changes. I need more land and more coloured land so I'm going to increase both counts by 1:
Out:
1 Ulamog/Kozilek. (One Eldrazi is probably enough for all my Eldrazi needs.)
1 Ezuri, Renegade Leader. (It says Elf! ELF!!!!! :facepalm: )
1 of Wasteland/Stripmine (I only need one and I need coloured mana more.)
1 Mana Reflection (Yes, it’s excellent but my mana at the moment has more issues getting from 1 to 6 rather than from 6 to 12. It’s a necessary cut.)
In (the list is currently):
1 Forest/Swamp
1 Dual (Golgari Rot Farm? Reflecting Pool? Exotic Orchard? Pine Barrens? Just going on what I own, I’m not overly enamoured with the choices.)
1 Life from the Loam
1 Crucible of Worlds
1 Kamahl, Fist of Krosa
1 Skeletal Scrying
1 Black Sun’s Zenith (This could be a real bonus as I have no outs to Sharuum’s Darksteel Forge and he's mostly creature/combat based.)
1 Filth (This was in my first incarnation. It was cute though not sure I want it here. Thanks for the reminder Marcus, I’ll keep it in mind.)
This is the last in this particular series (initially intended to have been a single post but you know how it goes!) I'll post the final changes and any major issues in the comments and, as always, you're all very welcome to chime in. If you can think of a way to allow me to get around Darksteel Forge, I'd be happy to hear it.
These are a few of the games I’ve played with the deck this week.
4 man Sharuum, Sapling, Glissa, Treva
I have a mana flood start (sometimes keeping that all mana hand doesn’t work out!) and hide behind Sapling, poking my head out only to kill any infect creatures I can’t block as Glissa flies out of the blocks. Treva, despite having the numbers and an active Vedalken Anatomist, chooses not to block Glissa and eats Tainted Strike & a boost to get knocked out. Worst still he was poisoned to exactly 10 so using the Anatomist at any time during the attack would have left him at a precarious 9 but still alive. Tel-Jilad Fallen & boost did for Sharuum who had no removal in hand. I hit VT straight after Sharuum was eliminated which gave me a Damnation to clear the table. I proceeded to draw into Artisan of Kozilek -> E-Wit -> Nim Deathmantle and stalled Glissa’s short recovery for a couple of turns before I could DT for Ulamog. Glissa never really recovered from the Damnation and the Eldrazi finished everything at the bell.
3 Man Sapling, Treva, Rayne
On a mulligan to 5, I hit Sol Ring which allowed for a turn 4 Primeval Titan. Rayne had an extremely slow start and Treva didn’t find removal. Left to his own devices, PT ensured it got silly quickly. That one didn’t last very much longer.
3 Man Sapling, Treva, Sharuum
Rayne audibled into Sharuum and I kept a 2 lander with Sakura Tribe Elder and Cultivate. Right on queue I drew Primeval Titan. Treva had a tapper for a few turns to lock down Primeval Titan but it ended up dead to an evoked Shriekmaw and the game got out of hand after that.
Apparently an unanswered Primeval Titan is good. Who knew?
3 Man Sapling, Treva, Sharuum
I keep Stronghold, Swamp, Urborg, Coffers, Avenger of Zendikar, Cultivate, Damnation and, of course, didn’t find a Green source for a full 7 turns. Despite sticking Sapling out there, I was beaten down to 10 before finding a forest and stabilizing. There were a couple of dead turns where Sharuum could and should have forced the issue as he had Akroma’s Memorial in play.
My Cultivate allowed Acidic Slime on the Memorial. I follow that with Rampaging Baloths and drop Deserted Temple to make a 4/4 Beast token. A very lucky series of top-decks gave me Mosswort Bridge which hid away a Decree of Pain and made another Beast. The previous turn’s Deserted Temple untapped Bridge straight away to allow me to cast Decree directly, drawing 12 cards and leaving Sapling alone in play. In the 12 was Creeping Corrosion which crippled Sharuum and it snowballed from there into an eventual Genesis Wave for 24. Deserted Temple on Cabal Coffers with Urborg in play is slightly unfair.
Sharuum was really ticked off that he didn’t press when he could have. You snooze, you lose. ;op
5 man Sapling, Treva, Sharuum, Rayne, Merike Ri Berit
Rayne & Treva had sworn revenge on me for beatings the previous 2 days so I was forewarned. I mulliganed all spells keeping only 2 land (High Market, Overgrown Tomb) and drew Maelstrom Pulse, Cultivate, Shriekmaw and Mimic Vat. I decided to keep this as it’s a very good hand with just 1 additional land. Of course I didn’t draw that land right off.
I drew Praetor’s Council. I drew Ulamog which I discarded at EOT. I drew Oracle of Mul Daya & discarded Praetor’s Council. I drew Spiritmonger and discarded it. Merike is as mana screwed as I am but manages to fire off a turn 5 Balance to slow everyone else down to our level. I peel a Stronghold on turn 5 and get some land. Find and pay a Necrogenesis, then hung about for a bit clearing out some graveyards. Despite a very active Rhystic Study and a couple of turns with a Consecrated Sphinx backed up with Reliquary Tower, Rayne isn’t doing anything particularly impressive. Treva gets a slow start and refuses to play anything into my Shriekmaw/Mimic Vat. Sharuum keeps playing huge beasts and keeps losing them. It’s all very scattered. The game kind of limps on for a few minutes and time is called with no real loser (maybe Rayne as he’s got less than 30 cards in his library). I must have missed a pile of decent Mimic Vat triggers in all that time: Consecrated Sphinx, Primeval Titan, Clone, Emperium, Gilded Drake, Sun Titan. I got too focused on removing them with the Necrogenesis rather than putting them in the VAT. Worse still, I had enough mana to recur Shriekmaw with Stronghold to reset the vat and remove the offending creature with Necrogenesis afterwards. It was a thoroughly abysmal display on my part.
We’re done for the week so it’s time for some changes. I need more land and more coloured land so I'm going to increase both counts by 1:
Out:
1 Ulamog/Kozilek. (One Eldrazi is probably enough for all my Eldrazi needs.)
1 Ezuri, Renegade Leader. (It says Elf! ELF!!!!! :facepalm: )
1 of Wasteland/Stripmine (I only need one and I need coloured mana more.)
1 Mana Reflection (Yes, it’s excellent but my mana at the moment has more issues getting from 1 to 6 rather than from 6 to 12. It’s a necessary cut.)
In (the list is currently):
1 Forest/Swamp
1 Dual (Golgari Rot Farm? Reflecting Pool? Exotic Orchard? Pine Barrens? Just going on what I own, I’m not overly enamoured with the choices.)
1 Life from the Loam
1 Crucible of Worlds
1 Kamahl, Fist of Krosa
1 Skeletal Scrying
1 Black Sun’s Zenith (This could be a real bonus as I have no outs to Sharuum’s Darksteel Forge and he's mostly creature/combat based.)
1 Filth (This was in my first incarnation. It was cute though not sure I want it here. Thanks for the reminder Marcus, I’ll keep it in mind.)
This is the last in this particular series (initially intended to have been a single post but you know how it goes!) I'll post the final changes and any major issues in the comments and, as always, you're all very welcome to chime in. If you can think of a way to allow me to get around Darksteel Forge, I'd be happy to hear it.
Thursday, 24 February 2011
Finalising Sapling
Cuts, Deck and Mana
Usually, when I'm building a deck, I have a very solid idea what I want to include in my land base. What I ended up doing in this case is picking a number of lands I wanted to use and fix the rest of the deck afterwards. I settled at a number between 37 and 40 as a starting figure to be rechecked after a few games. As I'm sure there will be a number of cards that don't produce coloured mana or, in a couple of cases, any mana at all, I'm likely to err on the large side on my mana base and increase this over the 40 mark. Well, that was the basic idea.
Let's get to the cuts first because, as expected, I went a little too large. Obvious things to go when the list got tight were the cards that I don't want to play with for irrational personal reasons:
1.) Blightsteel Colossus: I had a lot of fat in the deck and my sole copy of BSC was probably something that would eventually (quickly) become the "go to" creature of choice to end games. The problem with this is that it quickly becomes the only creature you Survival or Tooth and Nail for. If I have one single creature that becomes the default choice, the rest of the deck should probably just be junked in favour of some Sam Black-style, ultra focused deck that just zones in on getting one or two specific creatures into play again and again. I have kept the legal Legendary Eldrazi if I want to smash someone and shorten a game drastically but, as my default after BSC is probably Primeval Titan rather than those two, I'm probably ok for now. I'm a firm believer that it's the intent of players rather than the potential their deck holds that defines whether they are griefers or DBs. At some point I'm going to want to play an Eldrazi. I'm ok with that.
In the "Fat" category I've also cut Darksteel Colossus, It that Betrays and I suppose you could count Butcher of Malakir in there too. These were all simply a question of space over creatures that had more Oomph! or utility.
2.) Necropotence: As expected, I have cut Necropotence. This is a card I can't seem to use without feeling like a huge dick and it paints one of the largest targets on your head that you can have in multiplayer. Not only are you drawing an abhorrent number of cards, but you're also putting yourself closer to being knocked out in the process. In addition, if you want to counteract the life-loss you're skewing your deck around the Necro. I didn't want to do this and decided to cut the Skull.
It appears that I have issues with drawing cards as Promise of Power (expected) and Skeletal Scrying (surprising) also didn't make the list. I have the Scrying sleeved up in case I come to my senses and put it back in. The rule of thumb I have taken on this and a number of other cards is to just go with what seems more fun. The 8 mana Praetor's Council is currently in the slot of the much more playable, efficient XB spell. if/when the council goes off though, I expect a much more spectacular return. From the 4 games I've played since I initially sleeved it up, the deck relies on a lot of cards providing small incremental advantages (generally revolving around land development), a situation I'm more than happy with.
3.) Withered Wretch: One of the deck-building constants I have for EDH is the acceptance that your deck needs to be the dog to something. I don't believe in building the all dominant, all crushing behemoth (though I'll happily make an exception for a deck specifically built for Archenemy). Occasionally, that weakness will be inherent in the colours or the strategy you choose and, occasionally, you need to just accept that it's ok to skimp on certain aspects of your game either because everyone else has it covered or because space dictates that you need to make a choice and being weak to something isn't a bad thing in a regular playgroup. My choice in this deck was graveyards but specifically because I want to profit from them myself. When Sharuum is an active threat in your playgroup, that can be a bit risky though I've already made a change specifically to counter artifacts, more on that later.
Part of this approach to cards that interact with graveyards has led me to cut Buried Alive, Beacon of Unrest and Recollect. Buried Alive got in a fight with Corpse Connoisseur and the permanent, while slower, can provide a more measured, constant means of filling your graveyard. It can also attack, block and interact with Genesis, Volrath's Stronghold, Artisan of Kozilek among others. And who wants to steal a Corpse Connoisseur or exile it from your graveyard? Recollect became redundant with the volume of recursion staying in the deck and Beacon of Unrest was trumped by the twin threats of Puppeteer Clique and Geth. Why remove something with Withered Wretch when you can use it yourself? Lord of Extinction is also a fan of gutsy calls in this regard. Worst case scenario I have Necrogenesis, slightly more durable than a 2/2.
4.) Wild Pair, Worldly Tutor, Fierce Empath: The EDH philosopher Fugu once said:
Wild Pair also didn't make the deck. I laid everything out and started to figure what could tutor up with what. After about 3 minutes trying to figure what I'd liketo get with X, Y or Z, I just decided to exclude it. I don't want to waste more time that I will already be doing with my land & creature tutors.
Let's look at the deck.
The creature suite can be divided into three catagories: "Fat", "What gets me to Fat" and "Disruption". While there's occasional overlap, this is pretty much all she wrote. Surprisingly (not,), my curve reflects this top-heavy approach, skimping on lower-end plays and glutting at 5-6cc before running all the way to 11cc.
2cc
Sakura-Tribe Elder
3cc
Krosan Tusker
Wood Elves
Yavimaya Elder
Ezuri, Renegade Leader
Eternal Witness
4cc
Solemn Simulacrum
Oracle of Mul Daya
Brooding Saurien
5cc
Sapling of Colfenor (General)
Lord of Extinction
Indrik Stomphowler
Acidic Slime
Puppeteer Clique
Shriekmaw
Corpse Connoisseur
Spiritmonger
Genesis
Seedborne Muse
6cc
Primeval Titan
Grave Titan
Geth, Lord of the Vault
Rampaging Baloths
Duplicant
7cc
Avenger of Zendikar
8cc
Terastodon
Woodfall Primus
9cc
Artisan of Kozilek
10cc
Kozilek, Butcher of Truth
11cc
Ulamog, the Infinite Gyre
As expected, Ezuri got the call over Kamahl purely on mana cost. I was unlikely to threaten one-sided Armageddons every time some presented a Wrath effect in any case so the choice was quite easy in the end.
The enchantments are next up and probably the area most likely to lose one or two representatives should I need the space.
2cc Survival of the Fittest
Necrogenesis
3cc
Pernicious Deed
Phyrexian Arena
4cc
Greater Good
Gravepact
6cc
Lurking Predators
Mana Reflection
One of the things you may notice here (and in their absence from the creatures list) is that the Bloodghast/Lotus Cobra/Perilious Forays combo didn't make the cut after the deck had been played a couple of times. I need a sacrifice outlet that doesn't cost mana, preferrably cheaper and with a more immediate benefit. The creatures were fragile and generally irrelevant. I also needed space and it was the cleanest cut I could make. Into their places went Ashnod's Altar which was left out initially, Harmonize which I had somehow overlooked and Creeping Corrosion. There's a pretty large volume of artifacts in my playgroup and it seems like it will be a pretty devestating play when it's needed.
Speaking of Artifacts:
1cc
Expedition Map
Sol Ring
Sensei's Divining Top
2cc
Nim Deathmantle
Lightning Greaves
3cc
Ashnod's Altar
Darksteel Ingot
Mimic Vat
Nothing has been added here since the first list was set up. Ashnod's Altar had been cut for Perilious Forays initially but once that was gone, the Altar came back in.
And, finally, the spells:
1cc
Vampiric Tutor
2cc
Regrowth
Demonic Tutor
3cc
Krosan Grip
Putrefy
Maelstron Pulse
Kodama's Reach
Cultivate
4cc
Harmonize
Creeping Corrosion
Damnation
5cc
Living Death
8cc
Praetor's Council
Decree of Pain
9cc
Tooth and Nail (Entwined)
Xcc
Genesis Wave
Green Sun's Zenith
The final card that didn't make the list, but is also sleeved up and waiting, was Black Sun's Zenith. I really want to play this and I want it to be great. For the moment, it's just not there.
Let’s finish up with the lands.
8 Forest
8 Swamp
Llanowar Wastes
Overgrown Tomb
Verdant Catacombs
Rupture Spire
I’d love to be able to list Bayou here but I don’t have one. I also don’t have Gilt-Leaf Palace, Twilight Mire or Tainted Wood. Definitely cards to pick up. In the meantime I have to make do. In terms of land that tap for colour but that do something else/additional:
Mosswort Bridge
Gaea’s Cradle
Bojuka Bog
Cabal Coffers
Urborg, Tomb of Yawgmoth
Cradle and Coffers/Urborg are obvious though, at only 36 lands, they really need to be active whenever they are in play. I realize I’m cutting it tight here and I have no safety net if some is playing MLD (Mass Land Destruction). A more reasonable approach would probably have seen me cut three cards for, at a very minimum, Crucible of Worlds, Life from the Loam and an extra land. When I’ve learned my lesson the hard way, I’ll come back and revisit this.
One area where my mana base could be an issue is getting the right colours early on to get me going. I’m running 11 lands that produce colourless or nothing at all.
High Market
Deserted Temple
Tower of the Magistrate
Volrath’s Stronghold
Yavimaya Hollow
Strip Mine
Wasteland
Mystifying Maze
Maze of Ith
Temple of the False Gods
Vesuva
Upon mature reflection, at least one of Wasteland or Strip Mine should be coloured land #23. Our playgroup is noticeably light on non-basic lands worthy of their inclusion. If the LftL or Crucible ever do make it into the deck, they would make it possible to recur the necessary land should the rare eventually arise when I should ever need to use it more than once. In that event, I’ll cut one of those lands directly for either a dual of some sort or a basic.
A note on High Market, Deserted Temple and Tower of the Magistrate:
Miren, the Moaning Well didn’t make it into the deck because of the increased number of colourless lands getting a slot. I had to make a choice between the two and Miren got the axe. It will end up in Thada Adel when I get round to re-making her. High Market is essentially anti-Control Magic effect but occasionally the couple of life points can make a difference.
Deserted Temple is to give extra activations to Cradle, Coffers, Maze of Ith, Yavimaya Hollow, High Market, Tower and to allow me to use Mosswort Bridge the turn it comes into play. When you absolutely need an answer and you have the Bridge in your hand, the ability to flip it the same turn is often overlooked by your opponents. This play has already (and quite luckily) allowed me to play a Decree of Pain off the top and tying up a grand total of 3 other lands (Temple, Forest + colourless). My remaining mana went towards casting some of the 12 cards I drew off the Decree.
Tower of the Magistrate is another overlooked card. On top of the usual plays giving blockers protection and pushing through damage against Sharuum, who expects their Duplicant ability to fizzle or suddenly finds that their equipment has fallen off mid combat? It’s little plays like this that start to add up as the game goes on.
The land count ended up at 36 which is definitely too low. I'm going to leave it here and come back in a week or so to see how it went. I predict some changes will be needed.
Usually, when I'm building a deck, I have a very solid idea what I want to include in my land base. What I ended up doing in this case is picking a number of lands I wanted to use and fix the rest of the deck afterwards. I settled at a number between 37 and 40 as a starting figure to be rechecked after a few games. As I'm sure there will be a number of cards that don't produce coloured mana or, in a couple of cases, any mana at all, I'm likely to err on the large side on my mana base and increase this over the 40 mark. Well, that was the basic idea.
Let's get to the cuts first because, as expected, I went a little too large. Obvious things to go when the list got tight were the cards that I don't want to play with for irrational personal reasons:
1.) Blightsteel Colossus: I had a lot of fat in the deck and my sole copy of BSC was probably something that would eventually (quickly) become the "go to" creature of choice to end games. The problem with this is that it quickly becomes the only creature you Survival or Tooth and Nail for. If I have one single creature that becomes the default choice, the rest of the deck should probably just be junked in favour of some Sam Black-style, ultra focused deck that just zones in on getting one or two specific creatures into play again and again. I have kept the legal Legendary Eldrazi if I want to smash someone and shorten a game drastically but, as my default after BSC is probably Primeval Titan rather than those two, I'm probably ok for now. I'm a firm believer that it's the intent of players rather than the potential their deck holds that defines whether they are griefers or DBs. At some point I'm going to want to play an Eldrazi. I'm ok with that.
In the "Fat" category I've also cut Darksteel Colossus, It that Betrays and I suppose you could count Butcher of Malakir in there too. These were all simply a question of space over creatures that had more Oomph! or utility.
2.) Necropotence: As expected, I have cut Necropotence. This is a card I can't seem to use without feeling like a huge dick and it paints one of the largest targets on your head that you can have in multiplayer. Not only are you drawing an abhorrent number of cards, but you're also putting yourself closer to being knocked out in the process. In addition, if you want to counteract the life-loss you're skewing your deck around the Necro. I didn't want to do this and decided to cut the Skull.
It appears that I have issues with drawing cards as Promise of Power (expected) and Skeletal Scrying (surprising) also didn't make the list. I have the Scrying sleeved up in case I come to my senses and put it back in. The rule of thumb I have taken on this and a number of other cards is to just go with what seems more fun. The 8 mana Praetor's Council is currently in the slot of the much more playable, efficient XB spell. if/when the council goes off though, I expect a much more spectacular return. From the 4 games I've played since I initially sleeved it up, the deck relies on a lot of cards providing small incremental advantages (generally revolving around land development), a situation I'm more than happy with.
3.) Withered Wretch: One of the deck-building constants I have for EDH is the acceptance that your deck needs to be the dog to something. I don't believe in building the all dominant, all crushing behemoth (though I'll happily make an exception for a deck specifically built for Archenemy). Occasionally, that weakness will be inherent in the colours or the strategy you choose and, occasionally, you need to just accept that it's ok to skimp on certain aspects of your game either because everyone else has it covered or because space dictates that you need to make a choice and being weak to something isn't a bad thing in a regular playgroup. My choice in this deck was graveyards but specifically because I want to profit from them myself. When Sharuum is an active threat in your playgroup, that can be a bit risky though I've already made a change specifically to counter artifacts, more on that later.
Part of this approach to cards that interact with graveyards has led me to cut Buried Alive, Beacon of Unrest and Recollect. Buried Alive got in a fight with Corpse Connoisseur and the permanent, while slower, can provide a more measured, constant means of filling your graveyard. It can also attack, block and interact with Genesis, Volrath's Stronghold, Artisan of Kozilek among others. And who wants to steal a Corpse Connoisseur or exile it from your graveyard? Recollect became redundant with the volume of recursion staying in the deck and Beacon of Unrest was trumped by the twin threats of Puppeteer Clique and Geth. Why remove something with Withered Wretch when you can use it yourself? Lord of Extinction is also a fan of gutsy calls in this regard. Worst case scenario I have Necrogenesis, slightly more durable than a 2/2.
4.) Wild Pair, Worldly Tutor, Fierce Empath: The EDH philosopher Fugu once said:
"Man who cut tutor, play more varied game."While there's a lot to be said about his grasp of English grammar, his may have a point. What does it behove a us to pack decks with a multitude of tutors just to do the same thing again and again? Surely we're in this for the variety. When it comes down to it, how many tutors do I really need? I can count these 3 that got cut and another 7 that didn't (including Expedition Map & Prime Time but excluding basic land "tutors"). There comes a point where you need to scale back and these are the initial ones I chose to leave out. I'm happy to take guidence from famous philosophers, though I may still be a step or two away from full enlightenment.
Wild Pair also didn't make the deck. I laid everything out and started to figure what could tutor up with what. After about 3 minutes trying to figure what I'd liketo get with X, Y or Z, I just decided to exclude it. I don't want to waste more time that I will already be doing with my land & creature tutors.
Let's look at the deck.
The creature suite can be divided into three catagories: "Fat", "What gets me to Fat" and "Disruption". While there's occasional overlap, this is pretty much all she wrote. Surprisingly (not,), my curve reflects this top-heavy approach, skimping on lower-end plays and glutting at 5-6cc before running all the way to 11cc.
2cc
Sakura-Tribe Elder
3cc
Krosan Tusker
Wood Elves
Yavimaya Elder
Ezuri, Renegade Leader
Eternal Witness
4cc
Solemn Simulacrum
Oracle of Mul Daya
Brooding Saurien
5cc
Sapling of Colfenor (General)
Lord of Extinction
Indrik Stomphowler
Acidic Slime
Puppeteer Clique
Shriekmaw
Corpse Connoisseur
Spiritmonger
Genesis
Seedborne Muse
6cc
Primeval Titan
Grave Titan
Geth, Lord of the Vault
Rampaging Baloths
Duplicant
7cc
Avenger of Zendikar
8cc
Terastodon
Woodfall Primus
9cc
Artisan of Kozilek
10cc
Kozilek, Butcher of Truth
11cc
Ulamog, the Infinite Gyre
As expected, Ezuri got the call over Kamahl purely on mana cost. I was unlikely to threaten one-sided Armageddons every time some presented a Wrath effect in any case so the choice was quite easy in the end.
The enchantments are next up and probably the area most likely to lose one or two representatives should I need the space.
1cc
Concordant Crossroads Necrogenesis
3cc
Pernicious Deed
Phyrexian Arena
4cc
Greater Good
Gravepact
6cc
Lurking Predators
Mana Reflection
One of the things you may notice here (and in their absence from the creatures list) is that the Bloodghast/Lotus Cobra/Perilious Forays combo didn't make the cut after the deck had been played a couple of times. I need a sacrifice outlet that doesn't cost mana, preferrably cheaper and with a more immediate benefit. The creatures were fragile and generally irrelevant. I also needed space and it was the cleanest cut I could make. Into their places went Ashnod's Altar which was left out initially, Harmonize which I had somehow overlooked and Creeping Corrosion. There's a pretty large volume of artifacts in my playgroup and it seems like it will be a pretty devestating play when it's needed.
Speaking of Artifacts:
1cc
Expedition Map
Sol Ring
Sensei's Divining Top
2cc
Nim Deathmantle
Lightning Greaves
3cc
Ashnod's Altar
Darksteel Ingot
Mimic Vat
Nothing has been added here since the first list was set up. Ashnod's Altar had been cut for Perilious Forays initially but once that was gone, the Altar came back in.
And, finally, the spells:
1cc
Vampiric Tutor
2cc
Regrowth
Demonic Tutor
3cc
Krosan Grip
Putrefy
Maelstron Pulse
Kodama's Reach
Cultivate
4cc
Harmonize
Creeping Corrosion
Damnation
5cc
Living Death
8cc
Praetor's Council
Decree of Pain
9cc
Tooth and Nail (Entwined)
Xcc
Genesis Wave
Green Sun's Zenith
The final card that didn't make the list, but is also sleeved up and waiting, was Black Sun's Zenith. I really want to play this and I want it to be great. For the moment, it's just not there.
Let’s finish up with the lands.
8 Forest
8 Swamp
Llanowar Wastes
Overgrown Tomb
Verdant Catacombs
Rupture Spire
I’d love to be able to list Bayou here but I don’t have one. I also don’t have Gilt-Leaf Palace, Twilight Mire or Tainted Wood. Definitely cards to pick up. In the meantime I have to make do. In terms of land that tap for colour but that do something else/additional:
Mosswort Bridge
Gaea’s Cradle
Bojuka Bog
Cabal Coffers
Urborg, Tomb of Yawgmoth
Cradle and Coffers/Urborg are obvious though, at only 36 lands, they really need to be active whenever they are in play. I realize I’m cutting it tight here and I have no safety net if some is playing MLD (Mass Land Destruction). A more reasonable approach would probably have seen me cut three cards for, at a very minimum, Crucible of Worlds, Life from the Loam and an extra land. When I’ve learned my lesson the hard way, I’ll come back and revisit this.
One area where my mana base could be an issue is getting the right colours early on to get me going. I’m running 11 lands that produce colourless or nothing at all.
High Market
Deserted Temple
Tower of the Magistrate
Volrath’s Stronghold
Yavimaya Hollow
Strip Mine
Wasteland
Mystifying Maze
Maze of Ith
Temple of the False Gods
Vesuva
Upon mature reflection, at least one of Wasteland or Strip Mine should be coloured land #23. Our playgroup is noticeably light on non-basic lands worthy of their inclusion. If the LftL or Crucible ever do make it into the deck, they would make it possible to recur the necessary land should the rare eventually arise when I should ever need to use it more than once. In that event, I’ll cut one of those lands directly for either a dual of some sort or a basic.
A note on High Market, Deserted Temple and Tower of the Magistrate:
Miren, the Moaning Well didn’t make it into the deck because of the increased number of colourless lands getting a slot. I had to make a choice between the two and Miren got the axe. It will end up in Thada Adel when I get round to re-making her. High Market is essentially anti-Control Magic effect but occasionally the couple of life points can make a difference.
Deserted Temple is to give extra activations to Cradle, Coffers, Maze of Ith, Yavimaya Hollow, High Market, Tower and to allow me to use Mosswort Bridge the turn it comes into play. When you absolutely need an answer and you have the Bridge in your hand, the ability to flip it the same turn is often overlooked by your opponents. This play has already (and quite luckily) allowed me to play a Decree of Pain off the top and tying up a grand total of 3 other lands (Temple, Forest + colourless). My remaining mana went towards casting some of the 12 cards I drew off the Decree.
Tower of the Magistrate is another overlooked card. On top of the usual plays giving blockers protection and pushing through damage against Sharuum, who expects their Duplicant ability to fizzle or suddenly finds that their equipment has fallen off mid combat? It’s little plays like this that start to add up as the game goes on.
The land count ended up at 36 which is definitely too low. I'm going to leave it here and come back in a week or so to see how it went. I predict some changes will be needed.
Thursday, 17 February 2011
Sapling of Colfenor - Brainstorming BG Goodstuff
I recently broke apart Wrexial – Artifacts with the intention of rebuilding Thada Adel – Artifacts but never quite got to the point of finishing it. I used the black Wrexial cards to flesh out Balthor a little and I threw some artefacts into a GW Gaddock Teeg deck that just kind of fell together over the course of a couple of months when I started breaking up Rafiq.
I was intending to bring Teeg, Thada & Balthor to GP/PT Paris but, due to personal reasons, I missed work on Friday (Balthor was on my desk at work!) and didn’t have time to finish Thada so I was left holding Gaddock Teeg as my only complete and available deck to go have fun with at the Magic Weekend in Paris. Embarassing:
"Hi, I want to play Commander with you. I'm not a DB, I swear!"
[opponent looks at Teeg] "Yeah right!"
As I arrived late, I missed the GP but happily settled for gun-slinging. Gaddock got rolled by a Momir Vig, Simic Visionary deck that, had I not seen the general, could just have easily been a mono-G ramp deck. I don’t think Gis played a single blue spell as ramped through Primeval Titan up to Kozilek & Ulamog. I didn’t have very many permanents to start with and it was all over bar the pitiful sobbing by yours truly. I did score a Tezzeret, Agent of Bolas from the pack I won, so I’m not complaining too much.
On the table beside me, another Primeval Titan was tearing up things as well and, when I swung by later on to find no-one gun-slinging, I got to sit down again and destroyed things with my own Primeval Titan. This card is ripe for debate but it suffices to say for now that, if you have him, you should be playing him. He’s probably even better in Commander than the hype suggests.
I came back home with a hankering to sort out some decks. I wanted a new challenge but also something I’d not have to rack my brains too much about. New cards, getting into the Red Zone and having lots of fun was to be the order of the day. I decided on the colours first and that locked me into my general choice: I'd be revisiting my Sapling deck.
Sapling isn’t anything special in terms of its life gain ability but it is indestructible and costs only 5 mana. For a Green Black deck that is really nothing. Next step was deciding whether I’d try for Treefolk or just go straight to good-stuff. As I riffled through my folders I realised that I was missing a fair few Treefolk that I’d like to put into such a deck so good-stuff looked like the way to go.
There’s generally a clamour for things like Gift of the Deity or Worldslayer when you play Sapling as both clear the table pretty well. Of the two, Gift has a shot which I’ll decide when it comes down to the last few picks. Worldslayer on Sapling is just a move I don’t want to make in my playgroup.
So, we're down to a Green-Black deck that just wants to have fun. I have to warn you right from the off that there won’t be a particularly huge volume of innovation in this deck-list, maybe some kooky choices, but it’s unlikely I’ll be running cards you will need to look up on gatherer if you’ve been playing any length of time. If nothing else, this will probably end up being a free flowing ramble that illustrates how I go about building a deck that’s not constrained by flavour.
My best ever PTQ finish came off the back of a BGW extended Junk deck featuring Spiritmonger and Pernicious Deed so there was no chance I was going to miss out on those. Digging into the rest of my collection of gold/hybrid cards, I have:
Lord of Extinction
Maelstron Pulse
Necrogenesis
Pernicious Deed
Putrefy
Spiritmonger
That's some fun Magic right there! Two versitile pinpoint removal spells, a mass removal spell, some graveyard hate and a couple of cheap, fat bodies. I want to see a lot of fat (preferrably with benefits, sorry Doomgape!) hitting the field so it looks like adding some titans, an elephant and some plants to start with though I'll re-visit fat things in the list a little later:
Avenger of Zendikar
Primeval Titan
Grave Titan
Terastodon
K Tusker, E-Wit or Yav Elder: Who is your #1? |
Darksteel Ingot
Sol Ring
Krosan Tusker
Yavimaya Elder
Wood Elves
Sakura Tribe Elder
Cultivate
Kodama’s Reach
Solemn Sim
Oracle of Mul Daya
This list gives me 8 colour fixers and another accelerator. While I’m not yet decided on the final list, it’s enough fixing to leave out Mana Vault, Golgari Signet and Colition Relic if I see the need to make space in this section. There will be ways to recur these creatures and spells so they aren’t 1-shot tricks:
Eternal Witness
Volrath’s Stronghold
Genesis
Living Death
Recollect
Regrowth
Now, I’m fairly sure you’re all pretty bored by now because, let’s face it, I haven’t named a single card that you guys don’t see in every singly other Green or Black deck every day of the week. I’ll try to switch that up now because I’ve been itching to try a particular combination for a while now and I’ve finally got the pieces to do so:
Lotus Cobra (though I’d really like to find an amulet of Vigor for the deck as well)
Bloodghast
Perilous Forays
The concept is pretty straight-forward: You play the enchantment and the Cobra and get Bloodghast into play with 1 mana open. You sacrifice the Bloodghast to the Forays and go find a basic land to put into play tapped. That triggers the landfall on the Cobra and the Bloodghast which leaves you back at square #1 except you have an extra (tapped) basic land in play. As this is something you can do as an instant, it’s best to try it at the end of the turn of the player to your right before untapping your huge board and drawing threats, spells and non-basics. Is it going to happen often? No, it’s not. The statistical chances of it going off is pretty low in a 100-card deck anyway and forewarned opponents aren’t likely to let you have simultaneous access to all the parts if they can help it.
In order to increase the chances of pulling it off, even once, we’re going to have to resort to tutors, which won’t hurt the rest of the deck either:
Demonic Tutor
Vampiric Tutor
Worldly Tutor
Corpse Connoisseur
Buried Alive
Green Sun’s Zenith
Tooth and Nail
So now we have a potential mana engine and ways to find it, we can work on improving it a little bit and using it to fuel some fun plays. I’m thinking of adding Mana Reflection to all that in order to fuel huge a Genesis Wave. In no particular order of preference, here’s some things I’d really like to hit with my huge Wave in addition to everything that’s gone before:
Artisan of Kozilek
Blightsteel Colossus
Darksteel Colossus
It that Betrays
Kozilek, Butcher of Truth
Ulamog, the Infinite Gyre
The jury’s still out on what exactly I’m going to include but if I’m true to the cheese, it’s unlikely that I’ll look past BSC & the 2 remaining legal Eldrazi legends. As Bribery and Acquire as well as multiple Control Magic-type cards are heavily played in my group, I have no real problem running these from a power standpoint. In a tamer enviornmant I'd be a little less gung-ho but I think my opponents can handle it. I’m going to stick a Brooding Saurian in for good measure because, well, I’d still prefer to be killed by their creatures rather than my own. I'm not a charity after all.
Backing up a little, there is a hidden advantage to running Perilous Forays in that it counts towards my necessary quota of sacrifice outlets. I generally include most of the following list when building a deck:
High Market
Mirren, the Moaning Well
Ashnod’s Altar
Greater Good
Depending on the land mix, I can now afford to skimp on something here. As an additional tool against having my hard-earned beasties stolen from me, sacrifice outlets really should be put into every deck along with ways to find them. The more ways you have to find them, the less you need to run. If I go for Crop Rotation and/or Sylvan Scrying on top of Primeval Titan, I can afford to snip another card off this list. What’s additionally impressive about sacrifice outlets is when you can get a window to run out a Living Death, you can sacrifice all your creatures to an outlet, wrath the table and get back the entirety of your own board, possibly with friends. That’s the sort of crushing play that ends games, especially if you’re bringing back Titans, Elephants or Plant-thingies.
Greater Good reminds me that I need to look at some more enchantments to add to the deck. I’ll probably forego Doubling Season given that it’s going to combo with so few cards and I’m prepared to make less zombies, elephants or plant tokens just to stick in a card that’s going to be relevant more often. Another card that’s not going to make the list, but for quite different reasons, is Sylvan Library. My sole copy is in my Cube and I’ve learned through long hours of cube building that it pays more to have an additional copy than to strip the Cube for any reason. I’m looking at the following enchantments:
Phyrexian Arena
Necropotence
Gravepact
Survival of the Fittest
Wild Pair (I’ll have to check my P/T’s though I doubt I will be short targets for this.)
Lurking Predators
Mana Reflection
Concordant Crossroads
I’ll probably end up cutting the Necropotence from the final list, though not necessarily for the negative press it will give me at the table, more for not wanting to jump through hoops to avoid the drawbacks. Despite the obvious power level there's a couple of things I don't like about the card: when I discard, I like it to go to the graveyard and I don’t like delayed card drawing. Needing to add more cards to make up for the life loss is also going to be an issue because I’m getting the feeling that the deck is starting to bloat a bit and this is a cut I’ll happily make for all those reasons.
The rest of the remaining picks are pretty straight forward B/G cards, only the Crossroads looks a bit strange. There will come a time when you want to drop your hand and kill someone now either because they will kill you before you untap for your next turn or there’s some effect on the board freezing you out of playing your hand. If you forget about the downsides of Concordant Crossroads and take it to read “G, Sorcery: Your creatures have haste. Make it count!”, then you can see how it can be a pretty potent tool in any deck that likes to get big quickly.
We will need some small amount of board control, to deal with creatures and artifacts mostly and here’s the bones of the suite I’m thinking of:
Black Sun’s Zenith
Damnation
Decree of Pain
Indrik Stomphowler
Krosan Grip
Acidic Slime
Shriekmaw
Woodfall Primus
Duplicant
Butcher of Malakir
And that's pretty much it for the specific non-land card groups. From here I'm essentially flipping pages of my folders and finding things I want to play for their utility or cool factor. Here's what I'm down to for the moment:
Black:
Geth, Lord of the Vault: He's a huge house and a "must answer" for your opponents whenever he hits play. I plan to have a lot of mana to play with and if I can get him into play with Seedborn Muse, things will get out of hand very, very quickly.
Puppeteer Clique: I can't keep calling everything a "house" but it's clear that certain cards are just great at what they do. This creature version of Gruesome Encore is another excellent tool at stealing a problematic creature from an opponent's graveyard and dealing with it in a permanent fashion after you've had your wicked way with it first. Unlike the [MBS] sorcery, however, the loophole to avoid the Exile effect is there so you have to be careful how you use this.
Withered Wretch: I don't know if I want to run the Wretch because I want to be able to interact with opponent's graveyards but he's in the pile to be considered at any rate.
Beacon of Unrest: Adding this I was thinking about which point I need to consider the deck as a whole in light of certain cards like Genesis Wave. If I'm not too pushed about what the Wave flips over then the Beacon is almost an auto-include but if I want to maximize my hits, at some point I'm going to have to consider the type of cards that get added. As I really want to play Genesis Wave, I'm more likely to fall on the side of permanents over spells if I need to cut out cards with similiar effects. Adding Geth & Clique but cutting Beacon won't disturb me in the slightest.
Promise of Power: Here's a confession: I hate Promise of Power, but, like Necropotence, there is so much up-side that I feel a little silly leaving it out of any B/x deck. I've included it in the list to mention this but it's most likely one of the first cards getting cut if I go over 100. As to why I hate it, I suppose that it's the feeling I get of not "winning" on the cards I draw off it but that is probably as much a criticism of the decks I build than the card in itself. :o)
Skeletal Scrying: Let's get picky here, sometimes you want to S-Scry for a lot but there's cards in your graveyard you just don't want to exile. Ok, I'm being overly pedantic, this is excellent.
Green:
Fierce Empath: In a deck with a reduced number of fatties, the Empath is a king. I don't see that as being the case here and I have tagged a number or tutors to go into the deck already. Does it warrant a place over Worldy Tutor in order to increase the permanent count? We'll have to see though WT's ability to find useful weenies may push it over the edge and Genesis Wave be damned.
Kamahl, Fist of Krosa/Ezuri, Renegade Leader: Here I have a little bit of a pickle because I'm very aware that the average CC of the deck, even with the ramping and fixing, is creeping up and up. Do I opt for a 2/2 for 1GG or a 4/3 for 4GG, both featuring the ability I want to have: Overrun on a stick? When it comes down to it, Ezuri's first ability is pretty much a non-issue so it's Kamahl's Animate Land ability fighting against Ezuri's cheaper cost. I'll probably go with Ezuri here as I'm unlikely to be using Kamahl's first ability very often anyway. Both are on the pile but only one can make the cut!!
Rampaging Baloths: Silly with Genesis Wave, silly with Perilous Foray and silly with the additional ways I have of droping an extra land into play. I'm not sure that this Baloth isn't just flat out better than another, larger-but-dumber beater. In Azusa/Broccoli it was an auto-include as the entire deck was concepted around hitting multiple landfall triggers. This made the Baloths a 1-Beast army. I'm interested to see how I feel about him here come cut-time.
Seedborn Muse: Benny Smith over on Star City games believes Seedborn Muse is ban-worthy in Commander. I'm not sure I share that sentiment exactly but that could be because I'm not building decks specifically to take advantage of her untap ability. Just the idea of having her and Geth in play together would be enough to get me to play her. The fact that she untaps my team after I attack is just gravy.
Praetor's Counsel: Last on the green list is the Counsel. I want to play it but it's really hard to get a bead on how good it's going to be. I'll probably end up not playing it initially and subbing it in for a fatty that I don't feel like running after a few tries.
Artifacts:
Expedition Map: We're going to be running a lot of fun & functional non-basics and the Map will find them all. It's probably likely that this will get the nod over Crop Rotation and Sylvan Scrying in the final list.
Lightning Greaves: Not so much for my Commander, this, along with the Concordant Crossroads will help to give someone a very nasty surprise.
Mimic Vat: Here's a bold claim: Mimic Vat may just be the best artifact in Commander. It's this close -> <- to being the uncontested best only by virtue of the fact that occasionally it won't have a decent target (or too many good targets) but that's like saying something like "Sol Ring turn 1 isn't as great if you don't have a 4-drop to play on turn 2." It may not be relevant turn 2, but it will be relevant turn 3. For Mimic Vat, in a format where, if you're playing a creature, it's generally something that's worth playing, it becomes a de-facto factory that spits out copies of some of the most useful or most efficient creatures in the history of the game. If there's nothing on the board now, there will be soon and it's a serious set of brakes for players who were planning to drop that bomb-creature soon after. Now any creature in play is potentially yours for the very convenient cost of killing it. Not only do you remove a direct threat, you can stop opponents reanimating it from the graveyard and you give yourself a shot at churning out multiple hasty clones. To make things even better, you can then kill your own Vat to permanently exile an imprinted threat, especially tasty when you have a way of getting the Mimic Vat back into play under your control. Sun Titan says "Hi!". This is one sick puppy and should make every Commander deck.
Nim Deathmantle: Scars of Mirrodin also gave us this particular gem. It's essentially a hideously expensive anti-Wrath and sacrifice-combo engine. At 4 mana per creature heading to your graveyard, you're unlikely to save very many but sometimes there's an essential 1 or 2 that just need to stick around to have a little more fun. Mix this in with some sort of sacrifice effect (Ashnod's Altar is particularly sweet for the mana to help reduce the reanimate cost) and you can push through a few "goes to graveyard" and/or "comes into play" triggers. When you have a tapped creature, the mana for the Deathmantle and a useful sacrifice outlet, you're probably going to be able to block. It's very important to remember that the ability triggers even if the creature wasn't equipped in the first place because, often enough, your opponents will.
Sensei's Divining Top: We know it's good, I'm playing it.
And that's about it! Let's do a quick count.
Ha! Just my list of additional cards here runs to 17 cards which equates to about 33% of an average EDH deck. Add to the 68 that I listed previously and we have a total 85 cards, only 2 of which are lands. We need to make that list of 83 non-land cards into something about 63-65 long.
Rather than keep going at this point (I still need to do lands), I'm actually going to finish editing this a little bit and start the cuts offline. I'll come back with the land and the "final" list in a few days but feel free to comment on what you'd like to see stay, go or anything I've overlooked altogether!
Saturday, 5 February 2011
Sad Panda Time: Islands
We're all very happy about Consecrated Sphinx. Well, all of us who play Islands are happy about Consecrated Sphinx, those of you who hate that little drop of water probably loathe "Mind's Eye Sphinx". While everyone was looking at ways to draw silly amounts of cards with the Sphinx (Windfall, Wheel of Fortune etc.), others were pondering what would happen if two copies of Consecrated Sphinx were in play simultaniously under the control of two different players whether it be two original copies or some sort of Clone of the original.
What happens is this:
A player draws a card.This triggers the draw ability of both Player A & Player B's Sphinxes. Both draw 2 cards off his Sphinx's triggered ability. This, in turn, triggers the ability of the other conrtroler's Sphinx, who can draw up to 4 cards, and so on, and so on until one of the two players chooses to stop drawing cards. This will repeat every single time any player draws a card. Sad face for everyone else in the game.
Consecrated Sphinx is not the only offender for this sort of silly trickery. Imagine a similiar situation where the two players in question don't control Consecrated Sphinx but instead each has a fully levelled up copy of Lighthouse Chronologist.
Chronologist A player takes his turn and announces that it's finished. Then Chronologist B player takes their extra turn. When that's finished, they pass the baton back to Player A, and so on, and so on until one wins the game.
The only little problem with both the double Chronologist and the double Sphinx situations is that they are both creatures and, as we all know, creatures are pretty fragile in EDH/Commander. That said, both situations are potentially very easy to set up and anyone looking to avoid these situations needs to keep their wits about them to avoid "EDH Mafia"-type situations developing.
Things that are harder to contend with are locks like Erayo, Soratami Ascendant and Arcane Lab and a new, nefarious lock featuring Teferi, Mage of Zhalfir and Knowledge Pool. I mentioned in my review of the Mirrodin Besieged artifacts that someone would probably find a way to break this otherwise annoying chaos card. Lo and behold, it's now officially broken.
Here's a resume from Sinis on the MTGcommander.net boards:
1. Knowledge Pool exiles spells as they are cast from hand as a triggered ability. Exiled spells do not resolve. This triggered ability is more involved than a mere exiling of spells cast, it allows you to cast a spell exiled by knowledge pool without paying it's cost.
2. If Teferi, Mage of Zhalfir is on the table, opponents of the Teferi controller can only cast spells when they could cast a sorcery. This means that you can only cast a spell when the stack is empty (i.e. there are no spells or abilities on the stack already, and it is your main phase).
3. The triggered ability from Knowledge Pool is still on the stack when you are selecting a spell to cast without paying its mana cost (after your initial spell from hand is exiled). Because that triggered ability from knowledge pool is still on the stack, Teferi expressly forbids casting a spell under these circumstances (the stack is not empty, no spells for you) unless you are the controller of Teferi. If you are not: Sad Panda Face.
All is not lost, there are outs: Ancient Grudge, Bash to Bits and Ray of Distortion, Ulamog, the infinite Gyre and a few others will help you but you need to be both running these and have them in the correct zone when you need them. The combo doesn't stop cycling, activated abilities, spells cast from the graveyard, Commander Zone or exiled (with rebound or suspend) but again you have to have all these in the right zone at the right time which makes your ability to respond to this combo quite narrow.
While this is not the straw that broke the camel's back, it is the third card in 3 non-core sets that gives Blue based Commander decks an extra tool and makes a mockery of interactivity. If we keep getting cards that slot too easily into blue-based decks, the oft joked about suggestion of banning Islands may gather pace.
What do you guys think?
Saturday, 29 January 2011
Balthor Bob Listed
Wow, has it really been so long since I built my Balthor deck? I realised when I printed up my list of current decks that, while the generals may still be pretty up-to date, the contents surely weren't. I'm going to have to do an overhaul of all of them once I get the Mirrodin Besieged cards I'm interested in.
Munke has asked for a full list for my Balthor deck. I've done a flavour piece already which you can read through the link above. I must stress that this is one of my "fun" decks where the object is to lurch in with Zombies rather than a minor Zombie theme in an MBC deck. It also has a huge and obvious weakness to Tormod's Crypt & similiar which I've decided to just accept as a necessary evil. If you want to play a Balthor deck seriously, you'll need to address that.
Balthor, the Defiled
Land:
30 Swamps
Urborg, Tomb of Yawgmoth
Cabal Coffers
Leechridden Swamp
Dakmor Salvage
Darksteel Citadel
Zombies:
Twisted Abomination
Geth
Corpse Connoisseur
Cairn Wanderer
Corpse Harvester
Noxious Ghoul
Vengeful Dead
Grave Defiler
Escaped Null
Graveborn Muse
Gravedigger
Soulless One
Undead Warchief
Viscera Dragger
Fleshbag Maurader
Death Baron
Lord of the Undead
Cemetary Reaper
Phyrexian Ghoul
Shepherd of Rot
Yixlid Jailer
Rotting Rats
Cabal Interrogator
Carion Feeder
Maggot Carrier
Non-Zombies:
Grave Titan
Puppeteer Clique
Thrashing Wumpus
Plague Spitter
Phyrexian Rager
Bloodghast
Nether Traitor
Reassembling Skeleton
Artifacts:
Coat of Arms
Door of Destinies
Brittle Effigy
Expedition Map
Sensei's Divining Top
Nim Death-Mantle
Skullclamp
Lightning Greaves
Enchantments:
Bloodchief Ascension
Zombie Infestation
Grave Pact
Bitterblossom
Infernal Genesis
Spells:
Damnation
Patriarch's Bidding
Living Death
Reanimate
Zombify
Beacon of Unrest
Stitch Together
Rise from the Grave
Cruel Revival
Buried Alive
Mutilate
Corrupt
Tendrils of Corruptions
Go for the Throat
Diabolic Edict
Sadistic Sacrement
Sign in Blood
Skeletal Scrying
Exsanguinate
So nothing special (in fact, it needs a lot of work!)
Notes to self: Skinrender is a Zombie.
Edit: I traded at the MBS pre-release for some cards and have switched out Infectious Horror, a Swamp, Quest for the Gravelord, Soul Burn and Terror for Go for the Throat, Damnation, Coat of Arms, Door of Destinies and Urborg, Tomb of Yawgmoth. Skinrender will go in too, probably for a spell and I will be adding a Mimic Vat once I get my hands on a copy.
Munke has asked for a full list for my Balthor deck. I've done a flavour piece already which you can read through the link above. I must stress that this is one of my "fun" decks where the object is to lurch in with Zombies rather than a minor Zombie theme in an MBC deck. It also has a huge and obvious weakness to Tormod's Crypt & similiar which I've decided to just accept as a necessary evil. If you want to play a Balthor deck seriously, you'll need to address that.
Balthor, the Defiled
Land:
30 Swamps
Urborg, Tomb of Yawgmoth
Cabal Coffers
Leechridden Swamp
Dakmor Salvage
Darksteel Citadel
Zombies:
Twisted Abomination
Geth
Corpse Connoisseur
Cairn Wanderer
Corpse Harvester
Noxious Ghoul
Vengeful Dead
Grave Defiler
Escaped Null
Graveborn Muse
Gravedigger
Soulless One
Undead Warchief
Viscera Dragger
Fleshbag Maurader
Death Baron
Lord of the Undead
Cemetary Reaper
Phyrexian Ghoul
Shepherd of Rot
Yixlid Jailer
Rotting Rats
Cabal Interrogator
Carion Feeder
Maggot Carrier
Non-Zombies:
Grave Titan
Puppeteer Clique
Thrashing Wumpus
Plague Spitter
Phyrexian Rager
Bloodghast
Nether Traitor
Reassembling Skeleton
Artifacts:
Coat of Arms
Door of Destinies
Brittle Effigy
Expedition Map
Sensei's Divining Top
Nim Death-Mantle
Skullclamp
Lightning Greaves
Enchantments:
Bloodchief Ascension
Zombie Infestation
Grave Pact
Bitterblossom
Infernal Genesis
Spells:
Damnation
Patriarch's Bidding
Living Death
Reanimate
Zombify
Beacon of Unrest
Stitch Together
Rise from the Grave
Cruel Revival
Buried Alive
Mutilate
Corrupt
Tendrils of Corruptions
Go for the Throat
Diabolic Edict
Sadistic Sacrement
Sign in Blood
Skeletal Scrying
Exsanguinate
So nothing special (in fact, it needs a lot of work!)
Notes to self: Skinrender is a Zombie.
Edit: I traded at the MBS pre-release for some cards and have switched out Infectious Horror, a Swamp, Quest for the Gravelord, Soul Burn and Terror for Go for the Throat, Damnation, Coat of Arms, Door of Destinies and Urborg, Tomb of Yawgmoth. Skinrender will go in too, probably for a spell and I will be adding a Mimic Vat once I get my hands on a copy.
Friday, 28 January 2011
Mirrodin Besieged - The Big EDH/Commander Review Part II -Artifacts
Ok, here's Part 2: The artifacts.
I had said there there may be more artifacts than non-artifacts but, as it turns out, there's only 10 to the pervious 14. Shucks! The same rules apply vis-a-vis the mechanic-centric cards needing to stand up by themselves. They really don't, so we'll be doing this without them.
Sword of Feast and Famine:
Let's start with the straight forward stuff first. Long gone are the days when we wet the bed over a Sword of X and Y. Let's have a look at this one: Basic 2 colour protection and +2/+2 boost. Pro-Green and Black are nice and obviously relevant in the format, maybe less so than G/U but nice nonetheless. The discard ability is a lot weaker in multiplayer Commander than in any of the 1v1 formats, it could even be a disadvantage if you're unable to remove whatever they discard. When you're moving a card from a zone they can use to another zone they can use just as easily, you always have to be careful. I'd prefer if the discard was random or chosen by you but we're stuck with the defending play choosing not to block because he really wants that Genesis in his graveyard and you're going to help him with that.
The second ability is what makes this Sword interesting and it's probably what will ultimately determine whether it will be widely used. What do you need to do before combat that you're willing to spend your mana on with the idea that you should be able to untap once you've dealt damage. The "should" is important because, if you were counting on that "untap" trigger and your attack is Mazed or Fogged, you're an unhappy bunny. Someone will find a great use for this in Commander. Until then it's a good Type 2 sideboard card against Infect decks.
Bonehoard:
Bonehoard is one of the nicer Commander cards in the set IMO. Firstly, it's rare but nothing too fancy or splashy so getting a single copy shouldn't be too hard. SSG are pre-selling them for $1.25 and there's nothing really there that suggests that they are going to rise all that much above that. You're getting an "almost" Lhurgoyf for 4 colourless mana. According to the calculation of coloured/colourless mana, it should cost us 6, but for the loss of 1 toughness, we get it at 4. That's a good deal.
We all know about Living Weapons: Equipment that CIPs attached to a 0/0. This one gives a +X/+X boost so, as long as the graveyards are stacked, it's an X/X for 4. When it dies, it doesn't: it reverts to being a normal Equipment. The initial deal on equipment was that you needed mana, the equipment card and a creature to equip it to. In that sense, it was a dead top-deck on an empty board. Bonehoard is that equipment that will always be attached to a creature so it's never a dead draw on an empty board. The rest of the Living Weapons are, frankly, disappointing but this is one that could come out huge and help your smaller guys be huge too. If ever the graveyards get exiled or shuffled back in, it sticks about ready for when they get filled back up again. Stuff dies all the time in EDH, if you are patient, it will always be a player.
Another minor advantage to this: Bribery doesn't hit it. You have a guarenteed creature in your deck that can never be pulled against you on a Bribery. You can go find it with your Fabricate and drop it into play as a monster but your opponent need to be running Acquire to do the same.
For once, I'm happy to rubber-stamp a vanilla P/T boost equipment.
Darksteel Plate:
We've see this before as the legendary Shield of Kaldra but this is the knock-off version. We've traded in the protection for Helm & Sword for a huge mana reduction. The original at 4 & 4 was really only played if you were running the remaining 2 but this will slide right into decks looking to protect their general at all costs. 3 to cast and 2 to equip, both the creature and the Plate are indestructible, it comes in all sizes from Shaggy Dog (Isamaru), through Elemental (Ashling) right up to Dragon (Insert Dragon Legend Name here).
As a direct comparison to Living Weapon equipment it still falls short at the "onto an empty board test" but realistically you want to be playing this onto your general more often than not.
Ironically the gung-ho flavour text comes from a charater that you can never equip this to: Koth. Flavour fail.
Phyrexian Revoker:
Last of the straight forward ones, Phyrexian Revoker is a Pithing Needle on legs. A 2/1 for 2 colourless is an acceptable set of stats, if a little fragile. A smaller front end and larger butt whould have been batter because, let's face it, if you fear a card enough to run this and name it, you're not going to put it into any danger.
Big differences between the master and the student, Needle said "a card" while the Revoker stipulates non-land. Needle says mana-abilities are sacrosant but the Revoker doesn't care about that. Between them they can both shut down planeswalkers, creatures and artifacts, seperatly they can handle the likes of Gilded Lotus and Maze of Ith.
Our only real concern with these two obviously good cards is where we draw the line as to the number of answers we're willing to run balanced against the threat count our deck needs to maintain. With lovely disruption cards like this, we have answers if we need them.
Mirrorworks:
In the recent Commandercast Generals Redux competition, I submitted a version of Mishra that allowed an artifact token copy of a cast artifact to come into play. He had text that exiled any existing tokens so as to avoid overly confusing boards. You got 1 token at a time.
Now R&D have come out with this monster of a card that allows you to pay 2 to make a single copy of any artifact that comes into play under your control. It doesn't go away. The board is going to be multiple different artifact token heaven.
Were they high when they made this?
Any artifact?
I'm going to plagerize Fugu from the official mtgcommander.net boards as he put it so very, very well:
But hey, I mean, why stop there? Fugu stopped well before doing something stupid. At best, your opponent will waste 30 mins of your life trying to figure out some über combo to copy a Sol Ring (Hint: Just tap it when the copy ability is on the stack) but, at worst, it will make you wish you had a Shahrazad handy to start a sub-game with the rest of the table. Extreme cases may also require a Twincast. (Benoit, I'm looking at you!)
That all said, I'm going to play this until it gets group banned or real banned and I'm going to kill it on sight across the table from me. As a bonus I'm going to harrangue any R&D member that I meet about this because it's just stupid. I love my playgroup though so I'm going to learn how to use it first before I go sticking it randomly into a deck. I owe them that much.
Myr Welder :
Hey! Myr Welder, whatcha doing with Phyrexian Revoker's stats?
Here we go: a useful ability on a body that's not going to die when someone sneezes. What's the useful ability? I kid you not, it's the first one, not the second. Here we have an ability that any single colour can use: targetted artifact removal from graveyards. That's the ability that will mean the most in any game of Commander. It's almost irrelevant if he dies subsequently (as he will because, let's face it, "artifact" and "creature" are pretty low on the food chain in the format) because that dratted Mindslaver will be GONE! That Nev's Disk? GONE! Academy Ruins targetting Duplicant at EOT? >fizzle!< This is the "little" ability on Myr Welder, but it's the one that will mean that you can win games.
Guess what? He can also win games. Remove your Voltaic Key, remove your Soliton (whatever), machine gun your graveyards, tap, untap, draw a card, everyone draws a card, tap, untap, he gains flying, he gains trample, he returns an artifact to my hand and puts a new one into play, he taps target permanent and then untaps, tap, untap, and so on. Then he dies and you shrug because he's solved a lot of problems for you for the rest of the game. He's going to own some artifact decks so hard and we will laugh the laugh of victors (or cry like a baby because he's just dismantled my Wrexial deck).
Knowledge Pool:
This is going to be a pain.
First off, you don’t get to play anything you draw right away so if you want to resolve spell A, you need to play it (it gets exiled), trigger the Pool to play another spell from the pool and then play a second spell (it gets exiled) in order to play Spell A. Even then, I’m not sure that someone couldn’t gazump you with an instant once the “Exile that spell” trigger is on the stack. God forbid that some fool puts a counterspell on the pool so that anyone with an instant and a grudge can ruin your game.
Does needing to cast 2 spells to resolve the one you actually want remind you of any 2cc Blue flip general?
Knowledge Pool spells chaos, which is fun for some people. If your playgroup doesn’t like these overcomplicated cards where they feel they are getting scammed, this is one to avoid.
Oh, and from the FAQ, where this is the only card to have an entire page dedicated to it: X is 0 every time.
Psychosis Crawler:
The Phyrexians are really the Martians from Mars Attacks or so Psychosis Crawler would have you believe. A rare artifact creature in an artifact set, this had better be good. A */* for 5 colourless could be a great deal if you have 7 cards in hand or it could be a waste with only 1 other card in hand. Either way we don’t care really. If the fluctuating P/T is an interesting novelty, especially if you dream of growing it into a 15/15, it’s not what this card is about. It’s about winning the game: Psychosis Crawler is your win condition.
Either you set your deck up to draw a lot of cards and win slowly while controlling the table or you pair it with something that’s going to draw you a LOT of cards in one go and win right away. Something like Consecrated Sphinx and Teferi’s Puzzle Box or Memory Jar. Math time!
4-player game. You have Consecrated Sphinx & Psychosis Crawler in play along with Memory Jar. How much life will they lose when you activate the Jar?
You draw 7 cards, your opponents each draw 7 cards triggering the Sphinx which allows you to draw up to 14 per player. That’s… eh…. um…… lots? Actually, that makes 49 life loss for each opponent and you draw 49 cards, less of both if you are getting low as the Sphinx benefit is optional. If you didn’t just win, you’re doing it wrong. You can also attack with your 50/50 Crawler afterwards.
You can also replace the artifacts mentioned with any “draw 7” for a similar effect. Even if you can’t do the splashy kill, he’s incremental life loss tacked on to an effect you want to be doing anyway: drawing cards. It’s also obligatory so your opponents can’t “forget” to lose the life.
Spine of Ish Sah:
Speaking of things getting out of hand: What costs 0 and can destroy every non-shroud permanent on the battlefield?
Spine of Ish Sah, of course!
Spine also answers the question posed by Vindicate and Angel of Despair, to wit: What would a non-creature artifact version of Vindicate cost? The answer is obviously “7”.
So how do you destroy every non-shroud permanent for 0 mana? Well, I cheated a bit because it will cost some initial investment but once everything is in place, the Spine’s triggered graveyard ability makes this the cog in a nasty combo.
Spine of Ish Sah + Sculpting Steel + Krark-Clan Ironworks + 1 of Etherium Sculptor/Cloud Key/ Semblance Anvil. You play the Spine, then play the Sculpting Steel copying the Spine. Sacrifice the Sculpting Steel Copy to the Ironworks for 2 mana and it will return to your hand as the text on the Spine, copied by the Sculpting Steel, is still valid. Any of the cost reducers will then allow you to cast the Sculpting Steel for what’s in your mana pool, once again copying the Spine. Repeat until someone punches your lights out.
I had said there there may be more artifacts than non-artifacts but, as it turns out, there's only 10 to the pervious 14. Shucks! The same rules apply vis-a-vis the mechanic-centric cards needing to stand up by themselves. They really don't, so we'll be doing this without them.
Sword of Feast and Famine:
Let's start with the straight forward stuff first. Long gone are the days when we wet the bed over a Sword of X and Y. Let's have a look at this one: Basic 2 colour protection and +2/+2 boost. Pro-Green and Black are nice and obviously relevant in the format, maybe less so than G/U but nice nonetheless. The discard ability is a lot weaker in multiplayer Commander than in any of the 1v1 formats, it could even be a disadvantage if you're unable to remove whatever they discard. When you're moving a card from a zone they can use to another zone they can use just as easily, you always have to be careful. I'd prefer if the discard was random or chosen by you but we're stuck with the defending play choosing not to block because he really wants that Genesis in his graveyard and you're going to help him with that.
The second ability is what makes this Sword interesting and it's probably what will ultimately determine whether it will be widely used. What do you need to do before combat that you're willing to spend your mana on with the idea that you should be able to untap once you've dealt damage. The "should" is important because, if you were counting on that "untap" trigger and your attack is Mazed or Fogged, you're an unhappy bunny. Someone will find a great use for this in Commander. Until then it's a good Type 2 sideboard card against Infect decks.
Bonehoard:
Bonehoard is one of the nicer Commander cards in the set IMO. Firstly, it's rare but nothing too fancy or splashy so getting a single copy shouldn't be too hard. SSG are pre-selling them for $1.25 and there's nothing really there that suggests that they are going to rise all that much above that. You're getting an "almost" Lhurgoyf for 4 colourless mana. According to the calculation of coloured/colourless mana, it should cost us 6, but for the loss of 1 toughness, we get it at 4. That's a good deal.
We all know about Living Weapons: Equipment that CIPs attached to a 0/0. This one gives a +X/+X boost so, as long as the graveyards are stacked, it's an X/X for 4. When it dies, it doesn't: it reverts to being a normal Equipment. The initial deal on equipment was that you needed mana, the equipment card and a creature to equip it to. In that sense, it was a dead top-deck on an empty board. Bonehoard is that equipment that will always be attached to a creature so it's never a dead draw on an empty board. The rest of the Living Weapons are, frankly, disappointing but this is one that could come out huge and help your smaller guys be huge too. If ever the graveyards get exiled or shuffled back in, it sticks about ready for when they get filled back up again. Stuff dies all the time in EDH, if you are patient, it will always be a player.
Another minor advantage to this: Bribery doesn't hit it. You have a guarenteed creature in your deck that can never be pulled against you on a Bribery. You can go find it with your Fabricate and drop it into play as a monster but your opponent need to be running Acquire to do the same.
For once, I'm happy to rubber-stamp a vanilla P/T boost equipment.
Darksteel Plate:
We've see this before as the legendary Shield of Kaldra but this is the knock-off version. We've traded in the protection for Helm & Sword for a huge mana reduction. The original at 4 & 4 was really only played if you were running the remaining 2 but this will slide right into decks looking to protect their general at all costs. 3 to cast and 2 to equip, both the creature and the Plate are indestructible, it comes in all sizes from Shaggy Dog (Isamaru), through Elemental (Ashling) right up to Dragon (Insert Dragon Legend Name here).
As a direct comparison to Living Weapon equipment it still falls short at the "onto an empty board test" but realistically you want to be playing this onto your general more often than not.
Ironically the gung-ho flavour text comes from a charater that you can never equip this to: Koth. Flavour fail.
Phyrexian Revoker:
Last of the straight forward ones, Phyrexian Revoker is a Pithing Needle on legs. A 2/1 for 2 colourless is an acceptable set of stats, if a little fragile. A smaller front end and larger butt whould have been batter because, let's face it, if you fear a card enough to run this and name it, you're not going to put it into any danger.
Big differences between the master and the student, Needle said "a card" while the Revoker stipulates non-land. Needle says mana-abilities are sacrosant but the Revoker doesn't care about that. Between them they can both shut down planeswalkers, creatures and artifacts, seperatly they can handle the likes of Gilded Lotus and Maze of Ith.
Our only real concern with these two obviously good cards is where we draw the line as to the number of answers we're willing to run balanced against the threat count our deck needs to maintain. With lovely disruption cards like this, we have answers if we need them.
Mirrorworks:
In the recent Commandercast Generals Redux competition, I submitted a version of Mishra that allowed an artifact token copy of a cast artifact to come into play. He had text that exiled any existing tokens so as to avoid overly confusing boards. You got 1 token at a time.
Now R&D have come out with this monster of a card that allows you to pay 2 to make a single copy of any artifact that comes into play under your control. It doesn't go away. The board is going to be multiple different artifact token heaven.
Were they high when they made this?
Any artifact?
I'm going to plagerize Fugu from the official mtgcommander.net boards as he put it so very, very well:
I want to cast Mirrorworks, then cast Sculpting Steel as a copy of Mirrorworks, then use Mirrorworks to copy Sculpting Steel so I'll have three Mirrorworks. ...Then I'll Capsize Sculpting Steel and cast it again and copy it twice so I'll have five Mirrorworks. ...And then again, so I'll have nine! ...And then I'll cast Gilded Lotus, tap it, and copy it, and tap the copy, and copy it again, UNTIL I HAVE TEN GILDED LOTUSES! ...AND WITH MY TWELVE BLUE FLOATING I'LL CAPSIZE THE ORIGINAL GILDED LOTUS AND RECAST IT AND COPY IT NINE MORE TIMES AND CAPSIZE IT AND RECAST IT AND COPY IT NINE MORE TIMES UNTIL I HAVE ENOUGH MANA TO CAPSIZE SCULPTING STEEL AND RECAST IT AND COPY IT NINE TIMES SO I'LL HAVE NINETEEN MIRRORWORKS AND THEN........ I'll stop.
But hey, I mean, why stop there? Fugu stopped well before doing something stupid. At best, your opponent will waste 30 mins of your life trying to figure out some über combo to copy a Sol Ring (Hint: Just tap it when the copy ability is on the stack) but, at worst, it will make you wish you had a Shahrazad handy to start a sub-game with the rest of the table. Extreme cases may also require a Twincast. (Benoit, I'm looking at you!)
That all said, I'm going to play this until it gets group banned or real banned and I'm going to kill it on sight across the table from me. As a bonus I'm going to harrangue any R&D member that I meet about this because it's just stupid. I love my playgroup though so I'm going to learn how to use it first before I go sticking it randomly into a deck. I owe them that much.
Myr Welder :
Hey! Myr Welder, whatcha doing with Phyrexian Revoker's stats?
Here we go: a useful ability on a body that's not going to die when someone sneezes. What's the useful ability? I kid you not, it's the first one, not the second. Here we have an ability that any single colour can use: targetted artifact removal from graveyards. That's the ability that will mean the most in any game of Commander. It's almost irrelevant if he dies subsequently (as he will because, let's face it, "artifact" and "creature" are pretty low on the food chain in the format) because that dratted Mindslaver will be GONE! That Nev's Disk? GONE! Academy Ruins targetting Duplicant at EOT? >fizzle!< This is the "little" ability on Myr Welder, but it's the one that will mean that you can win games.
Guess what? He can also win games. Remove your Voltaic Key, remove your Soliton (whatever), machine gun your graveyards, tap, untap, draw a card, everyone draws a card, tap, untap, he gains flying, he gains trample, he returns an artifact to my hand and puts a new one into play, he taps target permanent and then untaps, tap, untap, and so on. Then he dies and you shrug because he's solved a lot of problems for you for the rest of the game. He's going to own some artifact decks so hard and we will laugh the laugh of victors (or cry like a baby because he's just dismantled my Wrexial deck).
Knowledge Pool:
This is going to be a pain.
First off, you don’t get to play anything you draw right away so if you want to resolve spell A, you need to play it (it gets exiled), trigger the Pool to play another spell from the pool and then play a second spell (it gets exiled) in order to play Spell A. Even then, I’m not sure that someone couldn’t gazump you with an instant once the “Exile that spell” trigger is on the stack. God forbid that some fool puts a counterspell on the pool so that anyone with an instant and a grudge can ruin your game.
Does needing to cast 2 spells to resolve the one you actually want remind you of any 2cc Blue flip general?
Knowledge Pool spells chaos, which is fun for some people. If your playgroup doesn’t like these overcomplicated cards where they feel they are getting scammed, this is one to avoid.
Oh, and from the FAQ, where this is the only card to have an entire page dedicated to it: X is 0 every time.
Psychosis Crawler:
The Phyrexians are really the Martians from Mars Attacks or so Psychosis Crawler would have you believe. A rare artifact creature in an artifact set, this had better be good. A */* for 5 colourless could be a great deal if you have 7 cards in hand or it could be a waste with only 1 other card in hand. Either way we don’t care really. If the fluctuating P/T is an interesting novelty, especially if you dream of growing it into a 15/15, it’s not what this card is about. It’s about winning the game: Psychosis Crawler is your win condition.
Either you set your deck up to draw a lot of cards and win slowly while controlling the table or you pair it with something that’s going to draw you a LOT of cards in one go and win right away. Something like Consecrated Sphinx and Teferi’s Puzzle Box or Memory Jar. Math time!
4-player game. You have Consecrated Sphinx & Psychosis Crawler in play along with Memory Jar. How much life will they lose when you activate the Jar?
You draw 7 cards, your opponents each draw 7 cards triggering the Sphinx which allows you to draw up to 14 per player. That’s… eh…. um…… lots? Actually, that makes 49 life loss for each opponent and you draw 49 cards, less of both if you are getting low as the Sphinx benefit is optional. If you didn’t just win, you’re doing it wrong. You can also attack with your 50/50 Crawler afterwards.
You can also replace the artifacts mentioned with any “draw 7” for a similar effect. Even if you can’t do the splashy kill, he’s incremental life loss tacked on to an effect you want to be doing anyway: drawing cards. It’s also obligatory so your opponents can’t “forget” to lose the life.
Spine of Ish Sah:
Speaking of things getting out of hand: What costs 0 and can destroy every non-shroud permanent on the battlefield?
Spine of Ish Sah, of course!
Spine also answers the question posed by Vindicate and Angel of Despair, to wit: What would a non-creature artifact version of Vindicate cost? The answer is obviously “7”.
So how do you destroy every non-shroud permanent for 0 mana? Well, I cheated a bit because it will cost some initial investment but once everything is in place, the Spine’s triggered graveyard ability makes this the cog in a nasty combo.
Spine of Ish Sah + Sculpting Steel + Krark-Clan Ironworks + 1 of Etherium Sculptor/Cloud Key/ Semblance Anvil. You play the Spine, then play the Sculpting Steel copying the Spine. Sacrifice the Sculpting Steel Copy to the Ironworks for 2 mana and it will return to your hand as the text on the Spine, copied by the Sculpting Steel, is still valid. Any of the cost reducers will then allow you to cast the Sculpting Steel for what’s in your mana pool, once again copying the Spine. Repeat until someone punches your lights out.
And, of course, Blightsteel Colossus:
Thanks to Adam for his Mirrorworks quote.
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