Category Archives: type 2

Opening the Vaults at the Superstars 5K *Top 16*

I generally do my best to keep up on deck tech. I don’t consider myself a rogue deck designer, most of my creations have been pretty straightforward or modifications of known strategies. I tend to look for interesting decks that I feel would be fun to play and tweak them. Sometimes this means I will play a straight tier 1 deck, and other days I’ll try something rogue. I tend to have this issue of not focusing as much on my own decks as much as playing the “bad guy” deck in our gauntlets and testing. I generally have 3 or 4 decks and offer to play whichever my opponent needs, and of course Jund was the matchup everyone wanted. While this makes me a fine a Jund player I really didn’t see myself playing infinite Jund on Jund matches so I’ve had my eye open.

What interested me about Open the Vaults was Niels Viaene’s performance at PT San Diego. Considering Boss Naya was the deck to beat leaving that tournament, I heard from folks on and off the team that Naya was not looking forward to playing against it at all. Yet there was no discussion on whether it was a valid deck or not. It seemed like a cool deck in the write ups, it just stumbled on mana in the finals. I asked around and no one had really played with it or against it. I had also played a lot of Turbo Fog and it seemed an auto-win over so many decks. However, Olivier Ruel did poorly with it at the PT and when we tested Boss Naya against it I just couldn’t beat its fast starts. I broke apart the shell and thought about playing U/W Chapin control but I knew testing would be even worse since it takes so long to resolve games. I finally just decided to put together Filigree, tested a few games, and took it to my FNM. I figured if it didn’t work I’d audible to Jund or just play Vampires at the 5K, which seemed decent in our testing.


Overall the strategy is pretty simple –

  • Cycle your men to get your combo and fill up the yard.
  • Use spreading seas as a psuedo-remand – it can definitely slow their mana down and gives you a card.
  • Use all your enchantment-based removal to shut down their men.
  • Stabilize your defense with Sphinx, or one of your artifact men if you have no choice.
  • Open the Vaults and win.

FNM Feb 26th

Round 1 vs. GWU Bant Ramp
Neither of these games was very close, with all my removal for his big guys going unanswered. We did have a nice O-ring battle over Baneslayer for a while but I pulled out a 117 life combo and Open the Vaulted a dead O-ring onto the angel.

Round 2 vs. Vampires
This was a closer match – I had multiple spreading seas in both games to make his Mind Sludges less valuable. In game two he had a Ravenous Trap for me when I open the vaulted, but I had enough time to hardcast an angel and gain enough life to survive, filled my yard, and Open the Vaulted again for the win. Sphinx of Lost Truths is such a power card with great toughness and a great way to refill your hand after getting hit by discard.

Round 3 vs. UW
I honestly don’t remember much about this matchup, but I did win it.

Round 4 vs. Eldrazi Green
In both games he curved out quickly into Eldrazi and I never drew wrath or an O-ring for his ultimate Garruk.

I walked away from the games feeling pretty confident in the deck overall, but felt I needed more answers to aggressive starts so I put in the 3 Journey to Nowhere main. I thought I would get Pithing Needles for the board as well but never got around to it.

I spent the remainder of the night practicing and making some extra decks to give out at the 5K so I arrived in San Jose at exactly 5 minutes til the tournament started and scribbled out my decklist quickly with the original sideboard.

5K Main Flight Feb. 27th

Round 1 vs. Chapin control: 1-1-1
I found myself staring down a string of PTQ top 8 pins attached to a rather old playmat. I was a little embarrassed of my worndown Windwright Mage mat, but after seeing his mat I brought it out.

Game 1 – He thought I was U/W as well at first (common mistake everyone made) – Then I Spreading Seas his early white sources and Tectonic Edges but this let him cast Jace. I eventually O-ringed Jace out, but he countered almost everything I cast, eventually drew Iona and called White, and that was basically game. This was about a 25 minute game mainly waiting for him to decide Jace effects and resolve draw spells

Game 2 – I sided in my negates, stopped his early Jaces, got the combo off going to 27, which he Martial couped, but I combo’d again to 91 life. We now had about 10 minutes left.

Game 3 – I get smashed down with Baneslayer to 6, but I had three negates in hand early and eventually got the combo through as we went to time. I dealt with Baneslayer, and swung for 24 on turn 4, but it wasn’t enough to finish the game out before time was up. So now I’m in the draw bracket…

Round 2 vs. Naya 2-0
Double Spreading Seas made short work of his mana, and I let him flail around with a Hierarch or two and saved my removal for his big finishers. Knight of the Reliquary and Ajani are the big threats out of this deck. My removal aced all his threats one by one. He did hit me a bit but I never got below 12 and ended both games well above 20 life.

Round 3 vs. UWR 2-1
Good games, but getting Open the Vaults was too strong- He had Jace but instead of drawing cards he kept fatesealing me. This is bad when you’re playing a slow control deck. I drew O-ring for Jace and eventually combo’d out. He got Ajani out really early on the second game and blew all my lands with Jace at one step away from ultimating me. In Game 3.Spreading seas kept him off red and Ajani and I combo’d pretty early and finished him out.

Round 4 vs. Aggro Red 2-1
My opponent was undefeated but freely admitted he didn’t play standard much. This was my worst match up and he quickly blew me out with Goblin Guides, Ball Lightnings, and direct damage.

Game 2 – Spreading seas kept him off Ball Lighting mana. He got down early goblin guides but I Journeyed them. He really didn’t draw much more gas and I instead of cycling my two Architects of Will, I played them and kept him from drawing any thing else while I set up my Vaults.

Game 3 – He kept a two fetch land hand but failed to draw anymore land. At end of turn he would discard Punishing Fire instead of casting it – I think didn’t want to fetch for fear of decreasing his potential land count and I got down double sphinx to finish him off. He showed me a hand of Hell’s Thunder and Ball lightning after I finished him.

Round 5 vs. Jund 2-1
This was a pretty long match as we both got deck checked, then when I got my deck back we noticed my sleeves (which I had just bought) had some color imperfections in them. I had to re-sleeve after the match but it was definitely a distraction.

Game 1 – My removal aced his early Putrid Leeches, but I didn’t do much while he got quickly to Bloodbraid into Thrinax, and I didn’t get much down to block or trade.

Game 2 Was almost the same scenario with the top end of him casting Malakir Bloodwitch multiple times and my wrathing at least Three times. He eventually got some men to stick and hit me down to 4, and I Opened the Vaults back up to a very healthy life total and took him out.

Game 3 was similar to game 2 except my end life total was even higher. Admittedly though I would have lost without a topdeck Open the Vaults.

Round 6 vs. Naya 2-0
This was covered on Channelfireball. Again it was spreading Seas basically keeping him out of the game.

Round 7 – We draw in to the money round.

Superstars 5k – Top 32

Round 1 vs. 5-Color Cascade
Game 1 – This was a crazy matchup since I had no idea what he was doing. I seas his Exotic Orchard and Rupture Spire which allows him to cast Jace. I o-ring the Jace, but I’m stuck on 4 mana. He casts two enlisted wurms which cascade into Bitumous blast (no targets). I journey and wrath his men, and down comes Jace #2, which I eventually draw into O-ring for. He hit me with Bloodbraid into a Blighting (discarding Angel),and lands Ajani but Sharuum comes down with his pal Filigree Angel and Ajani dies. We trade back and forth a bit with him running extreme cascades but I Open the Vaults and my force overwhelms him.

Game 2 I seas his stuff again and deal with planeswalkers and Open the Vaults a small army which he has no answer for.

Round 2 vs. 27 land Jund.

Game 1 I get down early Spreading Seas, he casts rampant growth, and gets out a turn 3 elf, which I kill, and thrinax, which I kill, and turn 4 siege gang, which I wrath.

He casts broodmate and I wrath.

He casts broodmate again and I get out a Sphinx drawing and discarding 3 cards. I had OTV in my hand but never drew a third removal spell or put Angel in the yard. Broodmate took me out.

Game 2 he’s smart enough not to blightning me and though I can kill all his men on the ground, it’s his man lands that eventually get past me.


The new sideboard is still a work in progress. Courier’s capsule is “most likely to get sided out” in favor of what game you’re playing, and depending on how many and what type of men your opponent is playing you go up or down on the removal. Pithing Needle tends to hit all the cards you would O-ring (Ajani, Jace) but it mainly combats the man lands as well, which this deck has trouble with. Mind Control goes in against U/W against baneslayers and Iona.

61 card Open Filligree v.2


Trying to Grind at Pro Tour San Diego and the New Standard

Attending my first Pro Tour last weekend was a hip-check to my Super Ego. I’ve been to dozens of card conventions and large tournaments, but this is the first time I attended when I wasn’t even invited to the big dance. There was never a VS System Pro Circuit Championship that I wasn’t qualified for. Since 2002 there’s only been one year where I participated in Star Wars CCG Worlds that I didn’t have a bye to the second day. And when Decipher had a Fantasy Lord of the Rings TCG contest for Worlds on their official website I was worth 15 points!

Joking aside, the transition to magic has been oft-fruitless and never had that been so abundantly clear than when I was on the side of the convention hall near the dealers, looking accross at the “pros” duking it out for zeros.

I will say that if you love Magic you should definitely attend a pro tour. 8 man events fire from 9am to 3am. You can play a MTGO Draft for free. Some of the tournaments have insane prizes (xbox, flights to San Juan, Foil uncut sheets of Worldwake), and there’s plenty of room to battle EDH style, trade, or loaf around dishing about the game.

I fancy myself a competitive Magic Player so I didn’t do anything *fun* last weekend other than a 2HG sealed event. I had never played 2HG and my brother and I built our deck pretty suboptimally since we didn’t understand that Pulse Tracker was an inherent powerhouse. We had some fair bombs for regular sealed decks, but 2HG is a much different breed.

My first event was the LCQ. My pool was pretty fair and I thought it would allow me to do some work. It was a RG ally deck with a light black splash for Bojuka Brigand and Nimana Sell-Sword to up the ally count to double digits. Its bread and butter was the Kazuul Warlord and the double Graypelt Hunter. My first heartbreak came in game 3 of round 2 when I passed the turn to my opponent while tapped out with a 2/3 a 2/1 and the warlord untapped. I was at 11 life and he was at 4. My only card in hand was a burst lightning that I could kick next turn. My opponent had 2 counters on Quest for the Grave Lord and a Hagra Crocodile and a Ruthless Cullblade on board. My opponent draws, putting two cards in his hand. He says “Well, he can’t block” and swings in with the croc. I go into the tank: I’ve already drawn out his Groundswell so I’m not super worried about the swing. I’m a little bit concerned about Vampire’s bite, which I haven’t seen but some people board in vs. red. I also know he hasn’t played either of the Bloodhusk Ritualists that he had. I felt that if I blocked and let him put a 5/5 zombie on the field, I’d be hard pressed to get my four damage in if he just drew the ritualist. I decided not to block and the two cards in my opponent’s hand were Harrow and a second Groundswell dealing me exactly 11 damage. I stayed in but I was pretty broken after that. I think I ended up 2-2 or 2-3.

I was however, geared up for Extended and sleeved up Combo Elves the night before I left for San Diego while I caught up on my favorite USA shows White Collar and Psych. I’m big into television so if anyone ever wants to talk tv, comment away; I watch a lot.

I didn’t have the opportunity to test the elves much because of all the standard testing for my friends and roomates on the PT, so when I went into the PTQs with it I ended up 1-3, 2-3; but I learned a lot about the deck and had the chance to chat up Matt Nass during some heated games of Guillotine over the course of the weekend about sideboard plans and I feel a lot better slinging it tomorrow at the local PTQ.

What I really want to get to though, is standard. Since worlds, about everyone on my team other than my brother (turbofog) has been rocking Marijn “I hate the world” Lybaert’s Jund list. After the event he posted up the deck with updates and it looked a little something like this:

We call this list STUND (stock Jund); it’s about the least spicy Jund list ever made. I top 8′d states with it in New Hampshire and it has fared well for my friend and top 100 constructed player on planet Earth Jason Ford; the dude who x-1′d the first day of the Pro Tour with the above list (swap out 2 Rootbound Crag for 2 Raging Ravine) and dealt talk of the town Tom Ross his only constructed loss all weekend.

Like I said, this list isn’t spicy. It doesnt put Siege-Gang in, which is what a lot of Jund decks are doing right now. It doesn’t even consider Rampant Growth or Explore, but instead opts for the board developing Borderland Ranger in the MD (with two more in the board!). Most people who look at Jason’s list and ask me about it question these Borderlands and the Chandra Nalaar most often. A lot of times Chandra just gets there, we even bring her in for the mirror (cutting 4 leeches and 3 Pulse, always – no matter what). Against control decks, she gets there in the face of Wall of Denial, in matchups with creatures she’s recurring removal. Borderland Ranger is a little bit harder to defend, so I’ve asked JFord to give me 100 words on why the borderlander. He gave me doulbe that.

“Borderland Ranger is probably the card that gets the most funny looks, besides maybe the Chandra in the sideboard. Borderland Ranger, despite only being a 1 of, is largely the foundation of the deck. It lets you essentially play 25.5 lands, fixes your mana, fetches a basic against pesky Ruinblaster shenanigans, and even acts as a body – a 2/2 should not be ignored. Some ask why I wouldn’t just play another Ravine in its spot, as manlands largely do much of the same – they let me play a higher land count with much of the same utility of a spell, and they even tap for 2 colors to boot. However, the manlands don’t let you develop as well. Ravine never actually wants to block a Bloodbraid Elf, as it will cost you both a land drop and an entire turn (to keep the mana untapped), on top of doing nothing for your Ruinblaster situation. Furthemore, Borderland lets me cast Garruk, Bloodwitch, and Chandra post board – not something that just one land outside of Savage Lands is helping.

Don’t find yourself falling into the trap of automatically shaving the one Borderland, either when initially building or when sideboarding. It is as much of a core to this build as the 4 Bloodbraids are. ”

That’s all pretty well said without even considering it’s red zone implications. It trades with bloodbraid and is great to block a leech when you’ve got mana up with a bolt backup. He also lets you keep a lot of unkeepable hands as well. Even though I do sometimes get burned by them (more on this later), I’ll keep a two lander with borderland and gas no problem.

Jason ended up 8-2 in the constructed portion and 46th overall at the PT, his second straight top 50 finish and he’ll be riding the train into San Juan later on in the year.

So after my PTQing was done, they had a WPN event on Sunday with a first place prize of a flight and hotel to the next PT in San Juan. I decided to sleeve up STUND (though when I sat down for round 1 I totally forgot that I put my fetches in my elves deck and had to run and snag Jason’s deckbox to avoid DQ). I ended up in the top 8 with a sole loss to white weenie where in G1 I had to mull to 4 with no land and game 2 he just had more threats than I had removal though I likely incorrectly terminated a Conquerer’s Pledge token when my life was starting to get low. I beat Bant Twice, B/R burn, and UW Control.

Some Highlights:

R1 vs. UW Control, dropped game 1 but got there on game 2 with a double bloodwitch hand and game 3 with Chandra’s Ultimate against 3 Wall of Denial.

R3 vs. Bant my opponent could’ve had the draw but decided not to kill my garruk w/ 4 counters and let my lone bloodwitch beat past his two Baneslayers for 7 when I topdecked burn while he was at 8 life.

R5 vs. B/R aggro my opponent. In game 1 my opponent stuck on two lands and all I saw was Goblin Guide and Hellspark Elemental so I think I kept a slower hand in game 2. He went t3 Ball Lightning, T4 Ball Lightning, t5 Elemental Appeal (soaking two of the damage with a borderland!) dropping me to 2 life. He has a lavaclaw reaches out and 1 card in hand so I’m forced to play Bloodbraid Elf and luckily I hit Blightning stripping him of his own Blightning. He activated reaches and traded with the Elf. I cast a Broodmate Dragon on 6 and he played Hell’s Thunder and traded with one. I cast BLightning leaving terminate mana up and stripped him of his searing blaze, swung in to put him to 8 life. He whiffs the next turn and I drop him to 4. He rips elemental appeal but I had the terminate (and a bit blast if he found burn, to try and cascade into my own burn) and I win while playing all but one of my spells with just 2 life against BURN.

In the top 8 I lost to a pro named Ari Lax in the mirror. I kept a 2 land w/ borderland Ranger hand on the play with a bloodbraid and a goblin ruinblaster with Thrinax and Blightning to boot. I didn’t get there and even though first place was flight and a hotel, second place was an uncut foil sheet of worldwake, third and fourth place got a foil set of worldwake. What’d 5-8 get? THREE PACKS. awesome. I ripped my 4th Quest for the Nihil Stone of the weekend in the WWK pack and burned the other two for warmth.

I have a lot more to say about standard, especially the “Boss” Naya that everyone seems to really like. By now everyone knows that Scott-Vargas whent 17-0 and Tom Ross got the Whammy hitting ninth by two % points. Knight of the Reliquary is not a must have card in the standard environment and dealears at the PT were actually sold out of them accross the board. I’m glad I picked some up when Zendikar first hit because now they’re up to $12. I will say that Knight is now an absolute must kill and you really cannot let Bant and Naya untap with a Knight in play or it’s curtains for you and your spells.

The Naya deck is interesting and I hope I get to take it to some FNMs soon. There is certainly concerns about the mana, as I heard all weekend how those of the CFB guys who ran it and didn’t do well were losing to their mana all day. I decided to chat up Jason about it since all we do is dink around on Gmail all day:

Mike: so you dealt tom ross his only loss.. what are your thoughts on his naya and how is that gonna hold up?

JFord: I mean..its kinda tough to say because it was just one match where both games were basically blowouts. It’s funny…the naya decks mana is worse than jund. I almost think it costs you too much to be playing wild nacatl, but if you cut those then ranger does much much less and so on. It’s another intrinsically powerful deck, but im slantted towards jund just cuz im a fanboy. You also gotta kinda question if the sparksmage/collar thing is too cute or whether it is that sick.

Mike: well it seems sick against these decks that are almost all creatures, the bant that sam black played or even in the mirror where you will exhaust their sejeri steppes right quick.

JFord: this is definitely true. But, then you gotta ask where the metagame stands. He did take down 3 other jund maybe im just a sack haha.

Mike: haha, do they bring in the sparkmages against jund?

JFord: no I dont believe so

Mike: the buzz around the convention center was that the guys on that squad that did bad with the naya lost primarily to mana issues so that does say something.

JFord: yea i mean..the mana is pretty poor
like i said…the deck works pretty hard to make nacatl happen
and its it worht it? Maybe.
But if you cut nacatls for better mana then what is your deck doing?
not a whole lot probably.
also not sure why they’re playing scute mob over dragonmaster outcast, but im sure they know.

Mike: i agree on the nacatl thing, but my big question is why not wooly thoctar. like, I dont see the point of the one drop because you’re mana is so iffy, why not take the approach of the bant decks which is to spit out a big monster on t3? Like knight is fine obviously, but when are you playing your ncatl?

JFord: Well… first, the Ranger of Eos engine.
Secondly, which piggybacks on it, is stoneforge mystic.
Basically, more threat density for your equipment.
Your guys dont have to be THAT good if you can play more/ get them down quicker
because the equipment should trump.

Mike: I guess ranger tutoring up two 3/3s dying to be equipped is good.

JFord: Right. And it lets you do cutesy things like scutes and gives more value to your 1 drops
so i guess its kinda’s also pretty good

Mike: looking at this naya list its actually pretty good, I hadnt broken it down.
its got some weak cascades though.

JFord: Its got a lot of em, but it isn’t like jund where you’re depending on them either.

Mike: no

JFord: but yea..bloodbraid in jund =/= bloodbraid in naya
not even close

Mike: I just imagine all those times you hit mana birds or a t4 scute mob youre like, “suck”

JFord: Yea, but if you have a hierarch or two down..hasty wooly thoctar?

Mike: I mean yeah that’s an upside……….

Then we started delving into Chapin’s UW List. Something that has a bunch of us here at kind of fired up. I think a few of us are going to explore that list quite a bit in the upcoming weeks. I know I already have my Jaces, including a German one, which is pretty sweet.

That’s it for this week. Not sure how I feel about throwing a chat into the article but we’ll keep it spicy. Editing that bear took longer than it would’ve taken to summarize the whole sh’bang. Standard definitely seems a lot of fun right now, and I’m looking forward to playing the standard queues on MTGO as well as some FNMs.

But for now, back to the grind of extended and sleeving up combo elves tomorrow morning in Beantown.

Til next time,

Mike Gemme
bobbysapphire on MTGO

How to Quest for the Goblin Lord in Standard.

Decks can sometimes come from the most off-handed and reckless thoughts or actions. It seems a fitting occurrence that such impulsiveness would get Goblins into my bag for a trip to our local store’s new “Playtest Tuesday” event. The plan was to have players gather at the store for a couple hours of building, trading, talk, and testing, followed by a brief casual three round swiss tournament. Part of the idea is to try out deck ideas that you maybe wouldn’t want to trot out at FNM, but still want to give a good shake.

My Tuesday afternoon was to be busy and as I’m about to head out the door I looked at all the halfway torn apart decks and my FNM deck and decided this simply would not do. Needing to get out the door, I quickly put together in my head the not-yet-complete Legacy Goblins deck that I’ve been piecing together and a seemingly random Uncommon out of Worldwake: Quest for the Goblin Lord, which I remember being last pick in a recent draft.

Goblins are a competitive consideration for Legacy, made occasional showings in Lorwyn-era Standard, and briefly blipped on the radar shortly after M10 was released. Decks built around the tribe can put out impressive damage very quickly; there was a new card to play with, and I had a core set of cards to pull from already set aside and aching to be played. Besides, the night was to be ideas and semi-casual competition, right?

With around ten minutes of searching and sleeving, I cobbled together the following decklist, although I will admit a certain amount of shame at the poor sideboard that I just slapped together:

I arrived at the store just before the tourney, and I didn’t really get any time for small talk or discussion of the deck. I quickly asked around for my missing Quests, as I only had that single draft reject when I built the deck, and the folks there were plenty happy to be rid of them.

With only three rounds, the night was due to go quickly, but I was excited to try out my contraption against some of the decks I saw there. My matches went Jund, Boss Naya, and ended on UW Chapin. I ask forgiveness as in my haste and the casual nature of the night, I lack detailed notes on each game, and that’s not really the point of this article anyhow, but I will recall briefly what I can.

Jund seemed to suffer from being Jund against the massively fast amounts of damage Goblins could dish out, being slow on mana, and only getting guys down on turn two and three allowed me to quickly roll them. Getting Quest online and dropping Chieftans into play as early as turn 3 didn’t hurt either and Jund stumbling on mana just laid down and died.

Boss Naya, other than the name giving flashbacks to my console gaming days, gave me figurative fits. I quickly applied ludicrous amounts of pressure game one, but quickly came under the hammer, quite literally, as a resolved Behemoth Sledge began to eat my guys and bring the Naya player from burn range to victory in short order. This is where I became grateful for one quick consideration I did make during my speed-building session: Tuktuk Scrapper in the SB.

This little Goblin Ally comes in with a handy Shatter that will handle a Sledge or Basilisk Collar and ping the owner of such implements while he’s at it. My only regret is not having at least one more SB. Thanks to the Scrapper, I take game two. Surprisingly, and thanks to game one’s Naya come back from the brink, game three ends with a draw due to a frantic race in turns with Naya only one (missing) top decked Lightning Bolt away from death.

UW Chapin is a frustrating and strange deck to sit across from. Game one, again I get a high-powered Warren Instigator in before there is anything the opponent can do, and I roll them like a ball downhill. Game two, and for this I kick myself, I fail to consider that the opponent might side in Kor Firewalkers, In my defense, I had not seen the UW Chapin list yet, so I was not fully informed, but I slapped a playset of Unstable Footing in just for such a circumstance.

Quickly applying pressure, I bring him down to the single digits when he drops a Firewalker. I mentally roundhouse myself, but also can’t help but smile at what may be one of my new favorite creatures.  Besides, even with him gaining life and having a protected blocker, my goblin swarm can get damage through, and if I resolve an Eldrazi Monument, the game will be mine. I keep him on low life, even with him countering my guys and gaining from it. Of course this means when I have him at two life he drops another Firewalker.  Thanks to Ruinblaster and Edge eating his manlands, the game goes on till he finally drops Iona, Shield of Emeria with only 2 minutes left in the round. We called it a draw.

Good for a cheap pack, I took this deck to play against some buddies the next night. My goblin horde has eaten a weak Vampire deck, a UB Ally Combo deck, and in the toughest matchup, they lost to a Bant Shroud deck, courtesy of Deft Duelist.

In discussion of the deck, we have considered a couple of splash opportunities, using either Arid Mesa to enable a Stoneforge Mystic package with Firewalker as a possible extension, or going with Scalding Tarn and a package of cheap and unexpected counterspells like Dispel to help power down things in the control match, or fend off opposing removal.

I’m personally leaning towards the white splash, allowing me to do tricks such as the one suggested by fellow Power 9 Pro team member Dillon Wilson, equipping SGC with a Basilisk Collar. Tentatively, I think the package will look something like this:



The sideboard needs some help, but I know that I’m going to be looking for at least one more Ruinblaster and Scrapper, likely more Searing Blaze, and possibly a Path to Exile or two. I want to avoid going too Boros, but the power of the Stoneforge Mystic and Basilisk Collar are undeniable, and having a couple non-goblins allows me to run Assaults without leaving the door open. Another great thing is that the Quest for the Goblin Lord only cares about goblins as they enter the battlefield. Once it is online, it’ll gladly give everyone a +2/+0 boost.

Now, I’ll open up another thought or two for feedback which you can leave in the comments below. Should Voracious Dragon take the place of Eldrazi Monument? Should we look at Glory of Warfare instead of the Quest?

I’ve had a lot of fun with this randomly thrown together, Quest-inspired deck and look forward to working on it and making it as strong as possible. Is there a chance that WotC is throwing us a bone here and that the tribal deck that maybe poised to kick Jund off its throne is not Vampires, but rather Goblins? Packing synergy, speed, and power, I really think the little red guys have a decent chance.

Rob J.
P.S. Follow me on Twitter @RobJelf

Hype, and testing Grixis in Standard

When it comes to Magic: The Gathering, hype is a strange beast. With the universal language of the internet greasing the wheels, a magic meta can spin out of control in a mere 24 hours. I fell into this trap last night playing in the latest online ptq. Today I’m going to take a look at what transpired over the 24 hours leading up to the PTQ and how I bought into the hype and got burned, and then address some of the same issues I’m dealing with in preparing my friend on the Pro Tour for PT San Diego.

Two weeks ago when I top 8′d my first PTQ, the meta was pretty much one deck: Dark Depths / Thopter (DDT). In the two weeks leading up to that tournament, DDT was absolutely dominant and top 8′s were littered with the list all over MTGO. I was more than happy to sleeve up a very fast zoo deck to beat them to the punch; it was such a good meta-call that I could play sloppy whilst drunk and on no sleep and still go 7-1 losing only to running turn 1 blood moons- but I digress.

The last two weeks have seen the online, Extended meta get mixed up a little bit more. There was a bit more dredge, some faeries, and a little zoo but most of the good players online were still playing DDT. I had tested some different zoo builds in that time and mainly not done great, but I finally settled on one with maindeck meddling mages with damping matrix in the sideboard and 3-1′d a daily event the night before the ptq.

When I looked at the decklists from the event the next day, there were a LOT of zoo decks that 3-1′d or better. And then I caught the lists fromt he Premiere event that started at midnight on Thursday morning and six of the top eight decks were zoo with Knight of the Reliquary, most with maindeck Jitte and one with main deck Blood Moon!

Well my friends and I went into crisis mode: we needed Deathmark in the sideboard; I needed Jittes, probably in the maindeck; my Goblin Guide had to be Knight now that it was going to be outclassed. My Gmail inbox was overloaded during my Thursday workday and the two hours after work leading up to the PTQ was crafting the perfect deck to beat Zoo and probably still be good against DDT.

Guess how many Zoo decks I faced: ZERO.
I even dropped a match to DDT, something I’d only done once and mainly do to mulligans.

Would three maindeck Meddling Mage gotten me past my gauntlet last night? Perhaps, I did face Hive Mind, Pox Rock and Thopter Foundry three times. Did Jitte win me any games? Nope. Did I attack once with Knight of the Reliquary last night? Septuple Nope.

I bought into the hype, and I got burned.

A card that has received a ton of Standard buzz lately is Jace, The Mind Sculptor. I’m expecting to have to face this guy tonight at Friday Night Magic as I battle for 90 in store credit so that I can buy my own 1.5 Jaces.

I have had the opportunity to play with and against the Mind Sculptor on Magic Workstation and so far I’m not buying into the hype.

My friend Jason Ford is Qualified for San Diego after his top 50 finish in Austin and we’ve been testing the balls off of Grixis and the new blue cards in Worldwake and here is some of the things we’ve found.

Treasure Hunt is doing just what you want it to. It’s smoothing out your draws and getting you a spell. Sometimes it flips another treasure hunt and it’s kind of lame and sometimes it gets you through three land and hits Earthquake after your opponent cast Martial Coup and has you dead on board.

Calcite Snapper is better than advertised. I’ve been loving this card. It locks down a board that can’t swarm, and when you’re packing 4 Lightning Bolt and 4 Terminate you can probably keep the swarm down. Then, when your opponent over-extends to push through, you can earthquake his team or drop a land and beat in for four.

Then there’s the aforementioned Jace. We’ve played a bunch of games with Jace and I think a blue deck won when he hit the table once, maybe twice. He’s not easy to protect as a Jund player can simply hold his Blightning or Maelstrom Pulse for when a Planeswalker hits the table. And unless you’re scrying for one right when he hits the table (which isn’t very gamebreaking) and Lightning Bolt will do.

Grixis, mainly, has not been cutting it. The deck is no Jund. It can do some fun stuff and has some strong cards but it has struggled to get the win. After some games there are always times where an Earthquake here would’ve won it, or if this Cruel ultimatum was a Sphinx of Jwar Isle the Blue deck likely would’ve won, but Jund doesn’t normally have those games where it couldn’t draw enough to win. What Jund does is unfair, what Grixis does isn’t.

One thing We’ve taken to doing with some of our standard builds is make a list with a bunch of singletons in it, so that we’re constantly hitting different “game plans” and generally get a taste for things that are working and arent. I would say that counters are not working right now, and spot removal is. I think if you’re playing blue and red, then you should pack Double Negative in your 75 because it’s at worst a cancel.

A couple more things about Grixis: you can leave Mysteries of the deep on the bench, you’ve only got 4 fetches in the deck and while instant speed is good, you’re better off just playing divination if you want to draw two cards.

Cruel Ultimatum isn’t that good. When your only 7 creatures have shroud, there’s a damn good chance you’re not getting a guy back from your graveyard. And playing things like Architects of Will is not even remotely the same as packing Mulldrifter like in the days of yore. A number of times the Grixis player has cast Cruel Ultimatum and still lost because it’s not that hard to play around discarding three cards, and in Jund when almost every creature you play is actaully two creatures, sacrificing one doesnt matter.

The thing that is ending games for Grixis is Sphinx of Jwar Isle. No he does not beat Baneslayer Angel but you have answers for that guy in Terminate and Jace. The only thing Jund has for this guy is double blocking with Broodmate Dragon (unless you’re dead on board already), which is pretty darn narrow.

There is some Buzz about using Everflowing Chalice to get you to Nicol Bolas, Planeswalker but that just further turns on your opponent’s maelstrom pulses. I know I’m focusing a lot on Jund right now, but if you’re not beating Vampires with this deck you need to see if you can beat Jund and UWR and we started with Jund. Grixis couldn’t beat it so we mostly moved on.

This is the list I would run if I was going to sleeve up Grixis, using Cruel Ultimatum Only in the Board. This might get you through Jund, but vamps and other control decks are still a major issue.

My opinion is that the blue decks are going to have trouble finishing games no matter what. Sphinx of Jwar Isle is clearly the answer in my eyes, it’s just a matter of getting to him.

For the record, I would just play Jund. Jund may have some issues with Ajani Vengeant and UWR (though I did get a 9/9 Raging Ravine to take out some Wall of Denials), but for the most part Jund isn’t losing much. I’ve been using Jund and beating the control decks at a steady clip, doing it without Great Sable Stag to boot. A lot of your removal is dead against these control decks obviously, but savvy Jund players are terminating their Sprouting Thrinax with Oren Rief out to make a little army in their opponent’s end step to push through damage and kill planeswalkers.

Thanks for reading,

Mike Gemme
Bobbysapphire on MTGO

Worldwake’s affect on Standard decks

Worldwake is an interesting set with a few tricks up its sleeve when it looks onto the Standard scene. We have some powerful cards that are sure to make it into every archetype available. Lets look at Jund first.

Jund became the most powerful deck when Zendikar first pushed Lorwyn and company out of the way. Jund only had to use a single card, Verdant Catacombs, from the Zendikar block. It was easy to build, and had so much raw power from cascade that decks could not compete with the card advantage. At Worlds, players were replacing Putrid Leech with Rampant Growth to help fix their mana, and ramp up to their more powerful cards such as Broodmate Dragon and Siege-Gang Commander. Now, Jund gets to look at the new face of mana ramping: Explore.

exploreImagine your turn 4 Bloodbraid Elf cascading into Explore. I like that it allows me to draw a card before I play my land, so I get a chance to draw a land that I might prefer to put into play. Explore will be a go-to mana ramp spell for decks that run off Valakut, the Molten Pinnacle, or are trying to just play Warp World. It is a fantastic choice for many different decks other than Jund.

Speaking of lands, Jund gets the option of a couple new ones.

ragingravineRaging Ravine plays nicely with Explore, where it wouldn’t with Rampant Growth as it is a non-basic land and can’t be tutored up. Raging Ravine is the perfect example of how these new manlands are so powerful. They fix your mana and can be a threat at any moment. My friend Seneca pointed out a trick with this land as you can pay the 2RG multiple times to stack the “Whenever this creature attacks, put a +1/+1 counter on it” ability, so when it does end up attacking it will be granted multiple +1/+1 counters. This land can surely get out hand pretty quickly. The other beautiful thing about these lands other than being able to help your land and being almost no investment in a reusable creature resource, is that it will be living through Day of Judgment and will be unaffected by things like Sleep and Oblivion Ring. These lands will almost be invaluable in every deck they rest in.

Vampires is the pet tribe of Wizard’s right now. They want it to succeed, and they want it to be a powerful deck. With Worldwake they got their wishes. Vampires get access to a plethora of different spells one of them being Urge to Feed.

urgetofeedThis will be competing with the already powerful removal spells Disfigure and Tendrils of Corruption, but I see this replacing Disfigure in nearly all Vampire main decks. There is another removal spell that is returning from a hiatus nearly as long as I have been playing this game, its name is Smother. Both Urge to Feed and Smother are powerful cards, but Urge to Feed can do more relevant things such as kill Bloodbraid Elf, Ranger of Eos and even bring Baneslayer Angel down to size so that Vampire Nighthawk is able to tango with the big flier in town. The side to Urge to Feed that also interests me is its ability to pump an entire flock of Vampires. I can foresee turns where the Vampire player cracks a Marsh Flats and bring back their two Bloodghast from their graveyard, plays Urge to Feed on your Emeria Angel and pumps their entire crew of creatures getting ready for an alpha strike of their newly resurrected, now 3/2 Bloodghasts and a 3/4 Vampire Nighthawk. Its potential to turn combat so one-sided is what I love about this card. Smother on the other hand has fewer targets, but can hit things Urge to Feed can’t kill. For instance Smother can kill any token, be it a Broodmate Dragon token or a 5/5 Quest for the Gravelord zombie token. Smother can also hit the new manlands, which is pretty awesome. They both have their shining moments, but I foresee Urge to Feed being the crowd favorite by a long shot.

Another spell Vampires have in their clutches is Mires Toll. It is more of a controlling card but sure to be a hit among a lot of players.

mirestollIt reminds me of a middle ground between Ravens Crime and Blackmail, with a bit of Mind Sludge in there. I am still kind of up in the air about if it will beat out Duress, I’ll have to play with it a bit and see. What I do like about it is as long as they have cards in their hand, it will always hit, unlike Duress. It can also hit land, which might or might not be relevant. I do like the card though, it has a lot of power.

Vampire players get another gem in Worldwake, one that I think will be popular at first, but end up as a two-of in Vampires lists. Her name is Kalastria Highborn.


Kalastira Highborn is obviously very synergistic with Bloodghast with perhaps even an Eldrazi Monument mixed in there. She gives the Vampire players a bit of reach, but she with be battling with Vampire Hexmage as the ‘other’ two drop to Bloodghast and you obviously don’t cut any of him for Kalastra Highborn as they are nearly meant to work together. Vampire Hexmage having first strike is sometime invaluable, but in some matchups it might not even be relevant. I see Vampire Hexmage getting the full boat maindeck slot while Kalastria Highborn perhaps comes out of the board. Her “put into a graveyard” clause sometimes does not as trigger as much as the Vampire player would like due to Celestial Purge and Path to Exile picking off Bloodghasts and Vampire Nocturnus‘ left and right. That all being said, Kalastria Highborn is a powerful card in matchups like red deck wins, where cards like Bloodghast are nearly useless. She also has a cool synergy with Bloodchief Ascension that almost cannot be ignored.

White decks of all shapes and sizes get some creatures that, for the most part, are highly efficient. Lets look at Hada Freeblade first.


This is the friend Kazandu Blademaster has been looking for. These two guys will work together with Honor of the Pure to create a serious army within the first few turns. Also, they are both Soldiers allowing Veteran Swordsmith to perhaps pump them into the red zone. Not to mention Ranger of Eos can pickup Hada Freeblade and bring him into the battle, along with Elite Vanguard and Akrasan Squire. There is another card that allies are going to enjoy, and coming in at instant speed is Join the Ranks.

jointheranksJoin the Ranks is a card that will usually be a blowout in Limited, but in constructed it can be a house too. Getting multiple triggers on allies at instant speed very powerful. Imagine having a Turntimber Ranger on the battlefield and then playing Join the Ranks as your opponent attacks you. Turntimber Ranger will get two +1/+1 counters, he will put two 2/2 wolf tokens into play and then you will get your two 1/1 allies. That is an army at instant speed. Lets look at Hada Freeblade and Kazandu Blademaster both getting two +1/+1 counters, probably becoming a 4/5 and a 4/4 respectively, and you are getting two 1/1 allies. That is without an Honor of the Pure on the field. It is a powerful card, but the only problem with it is that it competes with Ranger of Eos at the four casting cost space, and we already Conquerors Pledge. It has its work cut out for it, that is for sure.

White also gets Admonition Angel.


She is able to Oblivion Ring targets just from a landfall trigger, and has a steady 6/6 body for six mana to boot. If you are facing down an Admonition Angel and you can’t find removal, I feel sorry for you. There are going to be games where she comes down, you either Tendrils of Corruption her or perhaps you Terminate her. Then as you pass your turn, during their upkeep their Emeria, the Sky Ruin just brings her back. The mono white control decks are going to be cutting their Felidar Sovereigns and playing with yet another angel.

White decks get Silver Knight 2.0 in the form of Kor Firewalker.

korfirewalkerKor Firewalker is a creature that not only shuts down an entire archetype in Standard, but will be reaching his way across the formats. He makes Hellspark Elemental utterly useless, Ball Lightning just hit for a mere 3, and makes Earthquake cry. With his built in Dragons Claw, which is already in a few sideboards, you get the body of a soldier, and a seriously powerful sideboard card. Jund decks can kill it with Maelstrom Pulse and maybe block it with Putrid Leech. I see Smothers sliding into the Jund sideboard to kill this guy. The Boros mirror is going to be a fight to see who gets him out first. He isn’t exactly metagame warping, but his presence is sure to create a lot of waves.

Red also get some good cards. It might be all for not because of Kor Firewalker, but we shall see. The first card is Chain Reaction.

6mvou0qxyd_ENI nearly see this as a red Day of Judgment in some circumstances. Against Boros, obviously Pyroclasm is almost as useful, but it can kill Kor Skyfisher most of the time. Against Elf decks where they are all pumped up over 3 toughness, Chain Reaction can do some serious damage. I like because it can very easily do 3-4 damage to everything, which isn’t that common.

Next up, red gets Dragonmaster Outcast.

dragonmasteroutcastA new, and more powerful variant of Scute Mob, this gal can give you a board dominating presence in no time. Unfortunately, she has to live long enough for that to happen. Seeing as how every removal spell in the format can kill it, it isn’t going to be living long. It suffers the same problem as Elvish Piper, powerful effect, but too vulnerable. Obviously Dragonmaster Outcast has an advantage of only costing one mana, and she can be tutored up with Ranger of Eos, but at the same time, I just don’t see her being beyond a one-of card that you might get late game. She is good at what she does, but isn’t good at surviving.

Red got very few good cards, but the last one I think that will make some Red control deck happy is Kazuul, Tyrant of the Cliffs.

kazuultyrantKazuul, Tyrant of the Cliffs is the type of card that is costed just right. At five mana you can justify him almost all day long. Red doesn’t really get any good five mana spells other than Chandra Nalaar. The Tyrant and her seem like you could pair it with aforementioned Chain Reaction and you might just have a red control deck under your belt. Perhaps even some Valakut, the Molten Pinnacle and some burn spells. I think Kazuul, Tyrant of the Cliffs has just enough board presence and power to see play. I’m sure whoever builds this deck isn’t going to enjoy seeing Kor Firewalker though.

Eldrazi Elves got a few powerful cards, the big one is Joraga Warcaller.

joragawarcallerThis is what Eldrazi Elves have been waiting for. He has lots of synergy with Oran-rief, the vastwood, he is an Elf, and he makes their army of Elves really large, really quickly. The problem with cards like Elvish Archdruid is you usually just don’t have something to dump all that mana into. Joraga Warcaller is the guy who can take all that extra mana and make it worth your while. There are going to be those games where you just go Llanowar Elves into Elvish Archdruid and from there you can just play out your hand. Perhaps you just play Nissa Revane, summon up a Nissas Chosen, and then tap your Elvish Archdruid for GGG and get your Joraga Warcaller like another Elvish Champion on the table. There is also the ability to not play Nissa Revane and just dump it all into Joraga Warcaller. He is the type of card where he is sometimes ‘just’ an Elvish Champion but there are also times where is like an Elvish God, giving all your other Elves +5/+5. A cool trick I see is where you play Joraga Warcaller, as he comes into play he pumps your army, then after you attack some guys and your opponent blocks, you can tap your Oran-rief, the vastwood to put a +1/+1 counter on your Joraga Warcaller to pump them all a little more. Seems like something you can only really pull off a couple times against one person, but throughout a tournament could catch lots of people off guard. Once you do it though, be sure get back to me on how surprised they were.

Another card that has some serious board presence, and works well with Oran-rief, the vastwood is Bestial Menace.

bestialmenaceFor five mana you can get six power worth of guys, and they are all green. Also, the three different named tokens are Maelstrom Pulse proof, so it isn’t shut down like a Conquerers Pledge would be. I remember Cloudgoat Ranger seeing a lot play back in his day, although that is a bit different as they put Kithkin soldiers into play and they were all pumped by Wizened Cenn, but nowadays we have Oran-rief, the vastwood to pump them all. Although, we don’t have Windbrisk Heights to put this spell underneath. Either way, times have changed, but Bestial Menace is still a powerful card either way you look at it. There isn’t much else Green would rather spend five mana on. You could argue Ant Queen but Bestial Menace is harder to handle with removal, and if next turn you are looking to play Eldrazi Monument then Bestial Menace is going to deal more damage, faster, unless you have a bunch of mana to spill into Ant Queen, but at that point, you are probably winning anyway.

Control decks have mustered some power in Worldwake, too. First off is their go-to draw spell Treasure Hunt.

treasurehuntThis is one of the cards I am really excited to play with alongside Ponder. Going first turn Ponder and then setting up a beneficial Treasure Hunt turn is going to almost be backbreaking for your opponent. Control decks are notorious for running 25-27 land as it is, so they are the ones who will be getting the most bang for their buck with Treasure Hunt. The library manipulation will go a long way for these hunters. This spell would be great with Brainstorm.

In comes, Jace, the Mind Sculptor.

jacemindsculptorHis ability to Brainstorm every turn without losing loyalty is incredibly powerful. Then, when things get rough, he can start Unsummoning to create an easier board for you to find your Day of Judgment or Essence Scatter to deal with that nasty Baneslayer Angel or Knight of the Reliquary. Perhaps, you are in a stalemate so you begin building up loyalty, deciding what your opponent will draw with his +2 ability. Also, like most Planeswlakers, his ultimate ability is usually game winning, and Jace’s is no different. Exiling their library and replacing it with their hand will almost certainly win you the game. This is an incredibly powerful Planeswalker, and deserves to see a lot of play in anything running blue. If people are talking about how the old Jace Beleren came down a turn earlier, just show them Everflowing Chalice.

chaliceThis can come down on turn two for the control deck and push out a turn three Jace, the Mind Sculptor kind of like old times. Everflowing Chalice doesn’t stop there though, it can get you to Martial Coup mana on turn five if you play it on turn four. Unfortunately it isn’t Mind Stone with the ability to draw you a card, but it can help cast some really powerful spells much sooner than certain decks would have ever seen. I see Everflowing Chalice finding its way into many decks that are more top heavy. Also, it is important to note that how it produces mana is by having charge counters on it. You can remove those with Vampire Hexmage. Also, if you want to stop your opponent from removing those counters you can set a Pithing Needle on “Vampire Hexmage” and it won’t be able to activate. I also see Jund and Naya decks perhaps packing Vithian Renegades in their sideboard to destroy their opponent’s Everflowing Chalices. It will be an important card for the control player.

I hope you enjoyed my thoughts on Worldwake. Have fun at the Prerelease this weekend.


Premium Control: A New Deck for Standard

This past Monday I had the desire to build a new deck that could be competitive in the more or less fully-defined standard environment. However, this deck was a product of another long and arduous task that had come to completion earlier that day.

Yes, 6 months after the release of Magic: 2010, I have finished my playset of what is arguably one of the best creatures in standard, Baneslayer Angel. This card has been one of the most controversial aspects of modern Magic, primarily due to its prohibitive price tag. I’ve recently been in contact with some Magic players around the globe, discussing the necessity of Baneslayer Angels, and whether or not they are worth the price, especially when they play a role in some of the top decks such as Luis Scott-Vargas’ UWr control build which won the recent Star City Games 5k tournament in Los Angeles. So now, with my set on angels in hand, I wanted to make something new that wasn’t really on the radar. So I set about looking for other cards that would be good in a deck with my new angels.

Believe it or not, the card I chose to pair my 5/5 flier with has only one thing in common with the mythic rare: its huge power level and impact on the game.

Blightning is another one of the best cards in standard. The ability to take out planeswalkers is highly underestimated, and the advantage you get from a Blightning is almost game-breaking, whatever stage of the game it is.

These 2 cards have only been played together in one deck this season: 5 colour cascade, and I really didn’t like how shaky and slow the 5 colour mana base is in today’s standard, especially with everyone running Spreading Seas and Goblin Ruinblaster. Thus, I decided to do a build using only red, black, and white, along with some of the best cards these colours have to offer.

My guiding idea for this deck was to have cards that will be good during almost all parts of the game. I only play 3 different creatures in the deck, but they are all cards which require an answer immediately. In addition to the aforementioned Baneslayer Angel, I selected Vampire Nighthawk and Siege-Gang Commander.

Vampire Nighthawk is amazing at what it does, and is often a mini-Baneslayer Angel that is able to deal with Sphinx of Jwar Isle or Wooly Thoctar with relative ease. It’s a powerful threat that can also act as a wall against the aggro decks, and is a ton of power in a small package.

Siege-Gang Commander is one of the most overlooked cards in current Magic, only seeing play in some Jund variants. It demands an answer in the form of a sweeper, and in testing has been one of the most powerful cards in the deck, being able to punch in for immense amounts of damage if you can untap with him. Even Maelstrom Pulse is less effective against SGC than against other finishers. The most amazing thing that I’ve found about the goblin is that I often am able to win games by using him as a 7 mana Shock or even a 9 mana Flame Javelin.

Well, without further ado, here’s the current decklist.

RWB Premium Control

This deck’s main focus is to control the board with removal, and then eventually drop a threat. Ajani Vengeant is an all-star in this deck, capable of doing… well pretty much everything. The sheer amount of removal in this deck is key in ensuring that his ultimate goes off, which happens around 50% of the time, a surprisingly high percentage, and it makes the rest of your game almost a lock.

Terminate is a card that is boarded in against any deck that runs Baneslayers or Malakir Bloodwitch, but for game 1 I really find that the versatility of the current removal package is more effective. One match I recently played, my opponent was at 17, but I realized that my normal game plan wouldn’t simply work (he was a control deck packing Rite of Replication, and had something like 10 mana available). I then started casting burn spells during his end step, and was able to win that way, without having to risk getting my face bashed in by 5 Baneslayer Angels. This deck packs 13 sources of potential burn, and 4 more if you count Siege-Gangs. This gives the deck an alternate route to victory during games which go longer.

I’ve found the singleton Burst Lightning to be extremely effective, both at killing off creatures and (more commonly) taking out a freshly dropped Garruk Wildspeaker or Ajani Vengeant. However, too much burn would alter the focus of this deck too much for my liking, and you need the 4 Path to Exiles in order to have a good mainboard answer to Baneslayer.

Bituminous Blast is another great way of stabilizing the board. Sometimes it cascades into Ajani Vengeant or Blightning which is awesome, but more of the time it can take out 2 creatures at once, which is awesome when you have something like a Siege-Gang Commander out and you need to punch through.

If there is one thing I would like to improve about this deck, it would be the mana base. Unfortunately, the best cards in this deck are very colour-intensive, namely Vampire NIghthawk, Day of Judgment, Baneslayer Angel, Siege-Gang Commander. Note that getting all 3 colours is almost never a problem, but getting doubles of the ones you need is. I might fiddle with the number of Terramorphic Expanse, but I have a personal attachment for the card. Others might use Akoum Refuge, but think the expanse would be better. Because you don’t do very much in the early game, a few more ETBT lands don’t hurt that much.

The sideboard is pretty standard, and I’ll go through what cards I would board in against the top decks.

Obviously the Ethersworn Canonists come in here, to stop or at least slow down cascade effects. Celestial Purge is crucial in this matchup, able to dispatch Sprouting Thrinax. I would board out the Burst Lightning, Bituminous Blasts and 2 Lightning Bolt, because non-exile removal isn’t nearly as good against them.

UWr Control
All our targeted removal is pretty bad against them, so I would take out Bituminous Blasts and Path to Exiles for a Wall of Reverence (It blocks Sphinx of Jwar Isle), 3 Though Hemorrhage (name the aforementioned Sphinx), and 2 Malakir Bloodwitch (they get through Wall of Denial and Baneslayer Angel).

Grixis Control
Again we board out Path to Exile because it’s largely useless, and we put in Thought Hemorrhage for the Sphinx of Jwar Isle. Depending on how many planeswalkers they play you may board out some burn, but it’s usually pretty good when just sent to the dome.

Red Deck Wins
Here we board out Siege-Gang Commanders and a Bituminous Blast in favour of 2 walls and 3 purges. It is crucial to use exile removal on things like Hellspark Elemental, and burn-style removal for Ball Lightnings, but other than that your removal and lifegain should be enough.

Eldrazi Green
In this match, we want to have Thought Hemorrhage and Ethersworn Canonist. We can take out the Bituminous Blasts and 3 Siege-Gang Commanders, because they generally get outclassed by whatever elves can bring to the table.

Boros Bushwacker
Here we need to lower our curve and win out with lifegain. In come Wall of Reverence and, if you want, Terminates. Siege-Gang Commander is just too slow, as is Bitumonous Blast, so pick how much of each of those to remove. I would probably leave 1 Blast in, jest because It can cascade into removal or lifegain, but SGC will just provide chump blockers.

Premium control is a great deck to play, it’s powerful, yet fun at the same time, and few decks know how to play correctly against it. I strongly encourage you to take it to some tournaments and try it out. If any of you have any questions or comments, feel free to email me at zak -AT- or via my twitter feed at



Provincial Championships Tournament Report (7th)

Hello everyone and welcome to the week after The 2009s. I hope that everyone had a great time and that we have some new rising stars in the Magic community. Please excuse me not writing anything for a while, as my workload for school has been extremely busy, and I’m reduced to about 1 Magic tournament a week (if that). However, the much-needed rest that is the Christmas vacation is fast approaching, so I hope to refocus some of my energies on Magic.

The night before the tournament, after I got home from work, I had to come up with the final build for my deck. My choice? A variant on Gerry T’s “Spread ‘Em”. I liked the deck a great deal for a few reasons. First, it has a stellar matchup against the likes of Jund and Naya, both of which I expected in full force. Second, post-board it’s matchup against RDW and Boros is extremely close, and infinitely better than game 1. However, I did not expect a great deal of Boros decks (turns out I was wrong).

The 2009s in Edmonton was a gongshow to put it lightly. The day before, Edmonton became immersed in about a foot and a half of snow, probably more in some parts. The entire Highway 2 was closed down, which meant that all the people from Calgary could not make their way down, including teammate Sean, which was disappointing. I woke up at 7am on Saturday, Dragon’s Egg in hand (on shoulder?) and was all ready to go smash some face. Unfortunately, life enjoys throwing curveballs at us. Unfortunately, the entire city’s bus system had gone down due to the weather, yet neither their transit help line or their website would admit to this fact. I only found out because I was able to get a hold of a judge at the event who filled me in. He promised that they would keep registrations open for a half hour, and I was able to snag a ride to get to the site with 5 minutes left.

However, all was not well and good. I was looking through my deck and filling out my list at breakneck speed when I noticed my deck was playing 26 land. I knew this couldn’t be right, as the list I had been testing prior to the event only had 25. So I moved my last Convincing Mirage from my sideboard to the main, and had to think of what I had on me that could replace a sideboard card. The only other cards I had on me were a red deck wins that I had intended to lend to a friend of mine, who ended up not showing up that day. I took the only card that I thought might, just might work. Manabarbs. I was in such a rush that anything would be better than not having a sideboard at all, so at the very worst I was running a 14 card sideboard, so sue me.

Here’s the decklist I filled out.

And the sideboard looked like this:

Now there are some card choices here that are not standard. The most obvious of these is Stoic Angel. The reasoning behind the Bant Angel is threefold. First, It is a solid four drop creature that I found the deck needed, something that could go on the offensive once my opponent’s mana was sufficiently screwed. Second, the angel provided a solid form of defense against one of my worst matchups, Eldrazi Green, as well as a way to potentially pull out a game 1 against Boros.

Obviously this deck should play a full set of Baneslayers, but some people simply don’t have them. No one in my city is selling them for less than $60, and I can’t justify spending that much when I have to pay off some debt for my new computer.

Just as I was about to go hand in my decklist and pay my entry fee, Jason Ness (the organizer) yelled out “Pairings for Round 1 are up!” I was flabbergasted, and rushed to see if I could still get in. Jason, being a pretty understanding guy, paired me against the player who would have had a bye, and I was all set to play. Compared to the stress of getting to the site and registering, playing a few rounds of Magic seemed quite easy.

Round 1 – vs David (UWR planeswalker control)

Game one is great for me. I screw him out of red and ensure he only has a single white mana so I cast an Ajani Vengeant who goes ultimate, and he can’t deal with a Sphinx of Jwar Isle.

In game 2, he has Wall of Denial which makes for a hard time getting to his life. To top it all of he casts his own Ajani Vengeant, which locks me out of my red mana. This in turn results in me not being able to cast my copy of the planeswalker, and overall mana screw (hot helped by his copies of Spreading Seas) prevents me from casting something big like Obelisk of Alara or Sphinx of Jwar Isle to try and win out. When he blows up all my lands and swings with a pair of shrouded sphinxes, I scoop and we go to game 2.

Because there are only 5 minutes left in the round, I go all out aggro in a hope to win it all, because his deck will not be able to kill me before time is called. In come Deft Duelists, Rhox War Monks and the 2 more Stoic Angel (a creature matters more to me than something like gaining 4 life against his deck).

I get a great start, with turn 2 Deft Duelist and turn 3 Rhox War Monk. However, his Wall of Denial makes my aggro plan go awry, and the last of our 5 extra turns is up with him at a precarious 5 life.

0 – 0 – 1

This is an awkward spot to be in. A round 1 draw means that each round I’ll be getting paired up or down, mostly up for the rest of the tournament, but I still have to win 4 of my next 5 in order to top 8.

Round 2 – vs (another) David (Bant)

I lose the die roll, and we both play Seaside Citadels to start. He has a Noble Hierarch and eventually a Rhox War Monk. I simply make all of his lands into islands and swamps, and I have the Day of Judgment for a timely 3 for 1. On my next turn Ajani Vengeant comes down and starts further decimating his mana. Eventually, I resolve both a Baneslayer Angel and a Sphinx of Jwar Isle and I think I’ve got the game won. He casts a $60 mythic angel of his own, and passes the turn to me. Thinking for a fair bit, I swing with Sphinx of Jwar Isle, and leave Baneslayer back to block in case my plan doesn’t work. He falls for my trap and blocks the sphinx with his angel. Combat went something like this:

Me: Attack with Sphinx?
Him: Block with Baneslayer.
Me: Okay, it dies.
Him: No, first strike.
Me: Yes, Ardent Plea has exalted.
Him: Ohh S***! (looks at hand, dejectedly)

I proceeded to win game 1 from there on out. I board in the Wall of Denials to protect against a possible Rafiq of the Many, as well as Oblivion Ring to take out his Noble Hierarch and Birds of Paradise, lest they make make mana and allow him to, you know, cast spells.

He plays first, and has a Noble Hierarch. My turn sees a Jungle Shrine and he plops down a second land and a hierarch. Luckily, he doesn’t play any more lands, and on my turn 4 I get a 4-for-1 Day of Judgment, taking out the mana dorks as well as a Qasali Pridemage and Emeria Angel. He draws a couple lands after that, but they’re not enough to stop a Sphinx of Jwar Isle.

1 – 0 – 1

Round 3 – vs Devin (Jund)

I was quite happy to face Devin, as his deck is probably my deck’s best matchup. A turn-two Spreading Seas on his Savage Lands was just the first in a long chain of mana denial spells. Follow them up with a Day of Judgment and a Baneslayer Angel, and game 1 is easily won.

Game 2 is much the same, with him having to have Broodmate Dragon and her baby sit back while Baneslayer cruises into the red zone. Although my first angel gets hit with Terminate, my second one sticks, and I win the round handily.

2 – 0 – 1

Round 4 – vs Sylvester (Jund)

I was so happy to see Dragonskull Summit and a forest from Sylvester, who had asked me before the game “Are you playing Jund or anti-Jund?” to which I shrugged and said “we’ll see.” Again, not much to say here, as the match is almost a bye for our deck, and Sylvester had to deal with some mana screw in game 2 to make a bad situation worse.

3 – 0 – 1

Round 5 – vs Sean (Turbo Fog/Jacerator)

Sean was playing one of the worst matchups for my deck. I had scouted Sean’s deck and knew that my matchup was abysmal. However, I committed myself to play the Magic I possibly could. Game 1, I was able to resolve an Ajani Vengeant, which was able to go ultimate. Follow that up with a Sphinx of Jwar Isle, and the turbofog deck had nothing to do, and got the win in game 1.

After sideboarding out Spreading Seas and adding in Oblivion Ring and Manabarbs, my opponent and I were called by my good friend Matt who was judging for a mid-round deck check. Nothing was wrong with our lists, but some of Sean’s cards were boxed, and he received a warning.

Sean cast a turn one Pithing Needle, naming Ajani Vengeant. This turned off my strongest out against the fog deck, and I wasn’t able to break through his wall of fogs.

I decided that a more aggro approach would be prudent, and so out came the expensive creatures in favour of more lightweight ones from the board. Spreading Seas aIso came out to ensure maximum mana denial had to win this one fast.

In game 3, I was told we had 10 minutes left, but that was extra time we had been granted due to the deck check. The judge behind me began to take on my shuffling duties for things like fetchlands, and directed the game pace. I went first with a land, and he played a Glacial Fortress. On turn 2, I cracked a Misty Rainforest for an Island with a Convincing Mirage in hand. Due to his desire to keep the game moving, the judge said “go” just after I got my island, and the entire crowd laughed when I told the judge my turn wasn’t done. His land was made a forest, as was the one he played next turn. He evetually dropped a Howling Mine, and I was able to cascade a Bloodbraid Elf into an Oblivion Ring to rid him of the mine. He dropped another land and another mine, and I repeated my turn, with an elf into a ring to get rid of the mine. Adding a Deft Duelist was enough to win the final game while he was hold white spells he
couldn’t play.

4 – 0 – 1

Round 6 vs ???(???)

When I sat down at table 1, my opponent and I agreed to draw, which would get us both into top 8.

4 – 0 – 2

Top 8 – Quarterfinals vs Olav (Boros Bushwacker)

After going an entire day without playing against the super-fast red white deck, I had to face in a match where it really mattered. Game 1 was just us going through the motions, as we both knew it wouldn’t be a probable for his creatures to decimate me.

My sideboarding was obvious. Duelists, Walls, Monks and Angels all come in, and the more expensive stuff and lack screw packages come out. Game 2 sees the antithesis to game 1, with Deft Duelist, Wall of Denial and Rhox War Monk making it virtually impossible for the aggro deck to bring me down from a life total well above 30.

Game 3 is a nail biter. I get down a duelist and a wall, and he has Plated Geopede, Steppe Lynx, and 3 fetchlands. After he casts a Ranger of Eos to get even more dudes, I start to panic, but I soak up all the hist well after gaining life with Captured Sunlight. I’m at 7, and cast my MVP for the day Stoic Angel. All of his army remains tapped, and my Angel is set to take him down, as he continues having to make poor combat decisions with only a single creature. I get him down so that I will have game next turn. He has 2 cards in hand, and 5 lands out. I’m racking my brain to see what he could possibly have. My mind settles on the fact that he needs a Burst Lightning, a Lightning Bolt, as well as a 6th land to cast them both if he wants to pull it out. He draws, gasps, and shows me his hand.

Lightning Bolt
Burst Lightning
Arid Mesa

Surveying the board, I sigh, and extend the hand.

4 – 1 – 2

I ended up getting 7th place overall, and was happy to have top 8ed my first ever big tournament. I like the playmats we got, even though the years haven’t been kind to Serra Angel. I really like Spread ‘Em as a deck, and give major kudos to Gerry T for coming up with the idea. It’s an awesome deck, being fun to play and extremely powerful, but that is obviously heavily metagame dependent.

Props go out to Jason Ness, the organizer/head judge, who coordinated a giant pizza delivery for lunch. He’s a terrific organizer who has organized Grand Prix tournaments in the past, and is a valuable asset to the Alberta magic scene.

I’m relieved that the heavy competitive magic season is done. I can get back to school work, enjoy the holidays, and not worry about attaining the perfect 75 card list. I’ll still write here, especially over the holidays, and I hope that you all had fun with your respective championships. We’re heading into Worldwake spoiler season, so expect lots of commentary on Smother, Celestial Collonade, and Leatherback Baloths. (Hint: They’re awesome!).

As always, email me at zak -AT- with questions or comments, or you cna check out my twitter feed at



2009 States Primer Part Two: Introducing Red Black Burn

Right now I’m looking out my window, staring at a foot of snow. With the event site for my Provincial Championships 3 hours away under normal driving conditions you can imagine how long it would take to get there this weekend. Due to the increased likelihood of winding up in a ditch, I’m afraid that I’m not going to brave the journey, as much as I want to. For those of you who saw part one of my States Primer you might recall I promised a deck, so without any further ado:

Black Red Sunburn

3 Bloodchief Ascension

4 Burst Lightning

4 Lightning Bolt

3 Terminate

4 Blightning

4 Earthquake

4 Goblin Guide

4 Plated Geopede

4 Hellspark Elemental

3 Hell’s Thunder

2 Arid Mesa

1 Scalding Tarn

2 Marsh Flats

2 Verdant Catacombs

4 Teetering Peaks

4 Dragonskull Summit

4 Swamp

4 Mountain


4 Duress

3 Pithing Needle

3 Volcanic Fallout

3 Deathmark

1 Terminate

1 Bloodchief Ascension

What a beauty.

Red Deck Wins has no game against Baneslayer. Not so with this deck. Bloodchief Ascension turns the burn mirror into a breeze and best of all we get to play Blightning. Nobody sees this deck coming. It has some of the best features of Barely Boros without the terrible weaknesses. If you were looking for a deck to play, then congratulations, you found it.

The deck bares a strong resemblance to the powerful red decks played at Worlds. In a nutshell, it ditches the 4 mana spells and x/1 men for powerful black cards and tweaks the mana base accordingly.

The Matchups:

Jund – A good matchup. Most of their spells are based on killing creatures and you have few of them. Half the time a Bloodbraid cascades into nothing relevant. The number one threat they have is Blightning. They may be tempted to remove their Pulses against you, so be sure to mention how great Bloodchief Ascention is against them before sideboarding. If you do a good sales job they will have one more dead card for you in games 2 and 3, because your Bloodchiefs come out along with a single Terminate for Duress. Terminate is OK against them but it is one of the few cards that aren’t great. If you want to make the matchup extra strong take out a Needle from the board and replace it with a Mind Rot to give you an extra virtual Blightning.

Boros – A good matchup. Take out 2 Goblin Guides and 2 Hell’s Thunder for 3 Fallout and 1 Bloodchief. You can often catch them for multiple creatures with your mass removal spells and a well-timed Blightning can prevent them from having an explosive turn. Skyfisher can be a minor problem, but it’s nothing to worry about as long as you don’t take to much damage early. An early Bloodchief will often win the game for you. Save your Terminates in case of Baneslayer when possible post-sideboard and the match will be a breeze.

Eldrazi Green – A good matchup. Take out your Goblin Guides and bring in a Bloodchief, a Terminate and 2 Deathmarks. Kill their big stuff before they can make tokens and pound them. They are often way too slow if you kill their mana elves.

Other good matchups include Mono Red, TurboFog UWR and Magical Christmas Land, all for obvious reasons.

There are a few tricky matchups. Bant and random white lifegain decks can prove to be problematic and Naya can be a bit tricky. If you expect to see a lot more Naya than Red and Boros consider maindecking an extra Terminate in place of a Bloodchief. Your sideboard strategy for these types of decks is to load up on targeted removal spells to kill the big threats like Baneslayer and Rhox War Monk.

In conclusion, this deck is a great choice for States. It gives you an excellent chance to win and is both fast and easy to play. It beats most of the popular decks out there and you have a big edge if they don’t have a sideboard strategy for you. No matter what you play, best of luck and have fun this weekend, because really thats what States is all about.


@SeanP9P on Twitter

2009 States Primer Part One

December is finally here! This year that means two things, Christmas sales and the 2009 State Championships, news of which I was the first to report on earlier this fall. This time around States comes after Worlds, so we have a pretty good idea of what the metagame has in store for us. In part one of my States series I’ll take a look at the top decks so you know what to look out for this weekend.

The Top Dogs:


In the post Worlds metagame there can be little doubt that Jund is king. Posting an impressive 51% of decks that finished 5-1 or better in Rome, Jund is clearly the defining deck of the format. The raw power of being able to cascade yourself out of almost any situation makes it very difficult to attack. Almost every card in the deck is a two-for-one, so defeating it requires a very focused strategy. If you are looking for a last minute deck you could do far worse than Jund. Even with its impressive results, I feel people don’t give this deck the respect it deserves.

3 Bituminous Blast

4 Blightning

4 Bloodbraid Elf

1 Boarderland Ranger

2 Broodmate Dragon

1 Garruk Wildspeaker

2 Great Stable Stag

4 Lightning Bolt

3 Malestrom Pulse

4 Putrid Leech

4 Sprouting Thrinax

2 Terminate

3 Dragonskull Summit

3 Forest

3 Moutain

1 Oran-Rief

4 Rootbound Craig

4 Savage Lands

4 Swamp

4 Verdant Catacombs

Also, be on the lookout for variants that cut in Putrid Leech, often in favor of Rampant Growth and Siege-Gang Commander. I don’t care for the change personally, but untaping with SGC out is pretty scary.


The deck that took home the title at Worlds is no doubt a worthy contender. It’s nearly endless supply of powerful monsters can overwhelm many decks. In exchange for this awesome power your mana can be a bit awkward. Many of the strategies to combat Jund have some crossover into this matchup in the way of Goblin Ruinblaster. This deck might not appear at States as much as it should due to the hefty price tag. A set of Baneslayers alone can be upwards of $200, if you can get your hands on them at all. It’s something to keep in mind when predicting your local metagame.


The second most successful deck at worlds is also a fine choice. This deck may have fallen off the radar a bit of late and I don’t feel that’s justified. The deck is solid and has a slightly favorable Jund matchup to boot. You also have the fact that people aren’t gunning for you and may catch some by surprise. If you want an alternative to Savage Lands this weekend, Boros could be a good call.

The Other Players:

GW, Junk and Bant

These decks tend to play various knights, angels and other threats in the hopes of overpowering the Jund menace. Although the attempt is noble, an experienced Jund mage can often power through your men. The deck failed to gain traction at Worlds and ultimately I have to advice against it. Naya is simply a stronger deck choice right now.

Eldrazi Green

The allure of random green monsters have been on the forefront of the Magic community since the Anderson’s took down the Star City 5k last month and I’ll admit that my inner small child loves the thought of bashing with an endless army of beasts, insects and elves. Sadly as long as Jund is around, the deck will need to remain on the bench.

Magical Christmas Land

Ever since Lotus Cobra has been spoiled people have dreamed of casting turn 3 ultimatums. Conely Woods sleeved up the deck for the Pro Tour and lived the dream. The best part about his take on the deck is that it actually does something in the event that your Lotus Cobra dies or, gasp, isn’t in your opener. I’m still not sold on the deck due to its poor red matchup, but it may be the most fun deck around right now.


I imagine some duelist’s this weekend will continue their undying support of team Edward at states. Stay alert for their telltale pale sleeves that sparkle ever so slightly in the light. In all seriousness, the vamp deck isn’t that bad. It is a little underpowered, but if you get lucky with having black cards on top at the right time for Nocturnous, even poor matchups can be won. Someone did 6-0 Worlds with the deck after all. I’m not suggesting that you pack the deck on Saturday, just be prepared for it.

RDW and Barely Boros

Red Deck Wins is a solid deck choice that I think will be popular with budget card slingers this year. The problem with this deck is its difficulty powering past lifegain cards like Baneslayer Angel. If someone untaps with one against you it is almost always over. Some decks try to combat this deficiency with Mark of Mutiny or Act of Treason but I find these cards to be quite underwhelming otherwise. Mike Flores has recently suggested a version featuring a splash of white for Ajani V and sideboard Paths. I like both decks, but I think the Flores version is a little stronger.

UWR Control

A few lists are running around competing for the mantle of the format’s control deck. These decks run different combinations of planeswalkers, sphinxes and angels to fight Jund. While certainly not bad, they suffer from Standard’s poor card draw and counterspells. I would recommend this deck if not for the influx of aforementioned burn spells.

Turbo Fog

While this might be a bit of a knee-jerk reaction to Jund, I expect fog to see plenty of play at Champs. While you do have a good matchup with the top deck, don’t be fooled into believing it is unlosable. A well-timed cascade into pulse can leave you playing catch-up. I think in many ways it is a sign of the warped format. Without a true control deck or a proper combo deck, the format becomes a slew of midrange cards running into each other. In any case, I would leave fog at home and try a deck with more Blightnings.

Spread ‘Em

The LSV titled, GerryT created, cascade monster is quickly becoming a popular 60 in the format. People’s enjoyment over mana screwing Jund is in many ways like their desire to watch the Yankees lose. Unfortunately, the secret is out. Jund never forgives and rarely forgets. People know how to play their fetches now if they suspect the cascade onslaught. Furthermore, the deck is a bit of a glass cannon, needing to transform entirely to fight of the likes of Boros. It’s good for a spot of fun, but I’d be surprised to see it bring home my Province’s trophy.

The Rest:

I’ve gone over a few of the big decks for this year, but you can expect all kinds of wacky homebrews at States that might not find their way to a Pro Tour stage. Unlike a PTQ, there is little pressure to perform, so don’t be afraid to take a risk. Casual gems like Valakut and Crypt of Agadeem are sure to make it to the battlefield somewhere. And who knows? Cascade Swans burst on to the scene after regionals; maybe the next great deck is sitting on your kitchen table right now.

So what do I recommend? None of the above. My list is so crazy nobody has posted it yet. Interested? Then come back for part two tomorrow!

Until tomorrow,


@SeanP9P on Twitter

Luis Scott-Vargas, Pro Tour Champion and Magic-Strategy Coach

Just this past week, we notified Power 9 Pro customers that we’re launching another series of MtG workshops led by Luis Scott-Vargas. We definitely wanted to keep our blog readers up to date too!

I’m especially excited to have Luis Scott-Vargas on as an instructor/coach with Power 9 Pro. It’s taken a lot of juggling of schedules but we finally figured out all the details just in time for an excellent finish to 2009.

If you don’t know Luis (often endearingly called LSV by the Magic community) from his win at Pro Tour Berlin or numerous top 8′s at multiple GPs and Pro Tour events, you may know him from his “Drafting with LSV” series on YouTube/Channel Fireball. Regardless of how you first heard about LSV, his record is extremely impressive.
His most notable finishes include:

  • 1st – Nationals 2007
  • 1st – GP San Francisco 2007
  • 3rd/4th – GP Philadelphia 2008
  • 1st – Pro Tour Berlin 2008
  • 1st – GP Atlanta 2008
  • 1st – GP Los Angeles 2009
  • 2nd – Pro Tour Kyoto 2009

LSV is a great new addition to the instructor base at Power 9 Pro, where he’ll be able to leverage years of article writing as well as his foray into online video. He’s written content for BlackBoarder and Channel Fireball, conducted interviews with WotC and much more. Power 9 Pro Online Workshops are the next step in LSV’s consistently giving nature that always results in a fostering of the Magic the Gathering community and player base.

There are numerous benefits to the online workshops for players, the most notable of which is summed up by “Learn from the best to be the best.” Truly top-level coaching is hard to come by and here’s your chance to dive deep into relevant discussions on Magic. You’ll have an opportunity to ask questions about what cards to include when evaluating your sideboard options–whether prep’ing for an FNM or Grand Prix Trial. LSV himself is excited to share his insights into drafting Zendikar. His perspectives from over 1200 matches (not counting MTGO!) will be leveraged for your benefit. Don’t miss out on this opportunity. The last workshop of 2009 is a “Deck Doctor” format which means you can send in your deck for LSV to make a list of adjustments. See how he would adjust the card base for optimum results for your deck. Talk about an unique experience!

Here’s an example clip from our recent workshop series led by Ben Lundquist.

You can learn more about the workshops at or in another recent blog post.

Further information about Luis Scott-Vargas is located at You can also read some of his latest articles at Channel Fireball where he also does a weekly video-cast called Magic TV. LSV has also written for notable Magic the Gathering strategy sites Black Boarder and Starcity Games, though his writing is exclusively available on Channel Fireball as of early 2009.

FYI, if you sign up for Power 9 Pro’s (very infrequent) newsletter, we’ll send you a mp3 clip with Ben Lundquist discussing the in’s-and-out’s of the Metagame. This single 2 min clip alone will help you make better choices when it comes to what decks to expect at the next tournament and how to track the best decks in a format. We’re happy to provide this as a small sample of what Power 9 Pro aims to accomplish with our workshops.

As always, we want to hear from you. If you have workshop topic requests, thoughts or concerns, feel free to lets us know in the comments. I can also be followed on twitter where I post updates, commentary and discussions with fellow MtG players. :)

Deck Spotlight: Mono White Soldiers

Hello Everyone, and I’m happy to say that I’m fast approaching a glut of magic tournaments. The first Saturday in November is a PTQ, then comes the 2009s (aka provincials) and another PTQ is scheduled for the winter, but a date has not been pinned down.

What does this all mean? It means that most of my spare time is now going to be devoted to becoming better at sealed deck and Standard, which means (hopefully) more frequent articles about my findings.

Today I’ve decided to write about my favourite deck for Standard, which only became a real deck after M10, and my best Standard performance is always with this deck. Maybe it’s just me, but I love the idea of getting 9 power worth of guys for 6 mana. Add on to that one of the best pump effects the game has ever seen, and you’re looking at a pretty solid deck.

The deck, if you’re wondering, is Mono White Soldiers.

I began playing this deck shortly after M10, and I’m pleased to say that it’s still a very strong contender in the new Standard. The funny thing about the deck is that the only cards it really lost in rotation were cads that weren’t actually soldiers. I’m talking about Spectral Procession, Figure of Destiny, and Windbrisk Heights. Obviously this deck loses a lot of potential for the “god hand”, but it still has a very solid game plan, even with aggro’s nemesis Day of Judgment running around.

Lets start off with the decklist that I’ve been running lately.

Mono-White Soldiers

While some of the card choices are obvious, there are a fair few that aren’t so much.

The most controversial card as a four of is actually Captain of the Watch. Many people think that a weenie deck shouldn’t play something so expensive, but I find that the quantity and quality of tokens you produce is much more important than sheer speed. This does not mean that this deck is not an aggro deck, it very much is,it just has a more developed curve than perhaps traditional white weenie. Rather than dropping a bunch of small guys on turns 1-4, and then petering out, this deck keeps going, with it’s late drops supplementing the early drops. With cards like Pyroclasm and Day of Judgment available to wipe the board, it is of the utmost importance to have a play that will more or less put you back where you were after they Wrath. The Captain is the perfect card for this, because it demands yet another immediate answer after they wrath.

We also have a few other cards that really shine after a board wipe. Conquerors Pledge is simply amazing, and it wins so many games that soldiers otherwise couldn’t. Note that I’ve never kicked a pledge, even in my games against Turbo Fog, because soldiers already applies so much pressure that you shouldn’t ever hit 12 land. Pledge is greatly amplified when you have a pump effect out, and makes games just disgusting. I’m considering a fourth copy because they work so well, but I haven’t decided yet.

Super Tech Tip: Playing against Jund? Be very careful as to what token they target with Maelstrom Pulse. Conquerors Pledge produces Kor Soldiers, while Elspeth and co. produce garden variety Soldiers. For this reason, make sure you have different types of tokens, and you don’t short change yourself.

Back pre-Zendikar, this deck had 2-3 Ranger of Eos, and it was great for both card advantage and getting back into the game. However, he was able to search for Figure of Destiny, which was often a much better target than Elite Vanguard. Thus, I cut the Rangers down to 1 and added in the random Baneslayer Angel. It randomly wins games, and is one more great topdeck you can draw into. Note that I only have 1, and I haven’t really considered any more, even if I could get them.

In pre-Zendikar standard, the deck played a full set of Harms Way, and was able to blow out most decks with it. Unfortunately, due to the rising threat of Baneslayer Angel and Vampire Nocturnus, It has been necessary to have at least some spot removal in the main deck.

Elspeth is a card that I feel has gotten more powerful with rotation. There is now almost no chance of her getting countered, and the impact she has on the board is just amazing. I actually find myself getting more value out of pumping an existing soldier and swinging in for usually 5+ points of damage than I do from making another soldier. However, it depends greatly on the game state.

Super Tech Tip: When playing against vampires, don’t be afraid to just run out Elspeth or Ajani when they have a Vampire Hexmage out. Simply announce that you wish to retain priority, use an ability, and let them die. The fact that you get rid of a 2/1 first striker (and a potential 4/2 with Nocturnus), is actually quite important in the vampire matchup, and getting an ability off is quite nice. Note that Elspeths are generally more valuable than Ajanis, so if you fear a Hexmage, it’s generally better to let the cat die off first. Of course, If you already have a sizable army, you could very well wish to do it the other way around for more rounds of pumping, but normally Elspeth should be conserved.

Brave the Elements is one of my favourite cards from Zendikar. It enables a sense of assurance that you can deal with whatever your opponent throws at you, whether they be removal spells of blockers, you can save your guys for the small price of one mana. This is another card I’m considering playing more of in the mainboard, it’s just that good.

With the loss of Windbrisk Heights, I looked to see what other non-basics couls spice up the deck’s mana base. I could play fetchlands, but see little positive benefit to me, whereas vampires can use them to trigger the effects of Bloodghast and Vampire Nocturnus. However we have no such effects here. With cards like Black Knight and Malakir Bloodwitch running around, it is crucial that we have some form of answer. Gargoyle Castle is good at stopping a late-game Knight, and it also chumping a Bloodwitch. If you can get an Ajani counter onto the gargoyle, all the better for the long haul.

Emeria, the Sky Ruin is for the long games against control decks. Being able to recur Captain of the Watch every turn is prety good. It also gives you something to aim for when you keep drawing plains. I’m tempted to drop it down to one, but then you run the risk of not drawing it in the matchups where you need it most.

Vampires is probably this decks worst matchup, while Jund is actually quite good both pre and post board. Cards like Kazandu Blademaster are just great at blocking Bloodbraid Elf, and your guys quickly get so strong that they even force them to chump with Broodmate Dragon. Here’s what I generally board against Jund.

2 Path to Exile
3 Celestial Purge
2 Ethersworn Canonist

2 Harm’s Way
1 Ranger of Eos
2 Elite Vanguard
2 Ajani Goldmane

Against Vampires we have a great deal of cards we bring in. We must simplify the board state as much as possible so that we don’t take too much damage from a resolved Nocturnus. This means making lots of one for one trades in the early game, and eventually out-aggroing them. Thus, White Knights and Kazandu Blademaster are serving double duty on both offense and defense, and you have to out aggro them. If they don’t have board slots targeted at white weenie, your job becomes infinitely easier.

2 Path to Exile
3 Celestial Purge
2 Brave the Elements
4 White Knight

2 Harm’s Way
1 Ranger of Eos
4 Elite Vanguard
3 Captain of the Watch
1 Veteran Armorsmith

In the mirror match, you have to be faster than your opponent, and make profitable trades. Thus a full set of Harms Way is needed, as well as Brave the Elements are the best things you can possibly have, but your opponent will have them also, so it becomes a very skill-intensive match.

2 Harm’s Way
2 Brave the Elements

2 Path to Exile
1 Ranger of Eos
1 Elite Vanguard

These are the 3 decks that have been doing well at my local store, and I believe that white weenie is extremely powerful because few people see it coming. It’s favourable matchup against Jund is one of the most attractive things about it, and it has a good shot against Vampires after board.

Oh, and you auto-win against turbo fog as I found out last FNM. Just play out enough guys to win, and conserve your hand. Emeria shines, and no matter how many Wrath effects they have you still win.

What decks have you guys been playing lately? Is there anything awesome and fun you think I should take to FNM? Sound off in the comments, through my email (zak -AT-, or via my twitter feed at



Zendikar Card Review batch 04 (249/249)

Welcome to the fourth and final batch of Zendikar preview cards.  We’d like to take a moment to thank the tireless folks at mtgsalvation for their work on the spoilers we’ve all come to know and love.

Below you’ll find the first impression, knee-jerk reactions of myself and my teammate James, upon seeing these cards for the first time.  As usual, James is focused on constructed formats, specifically block, standard, and extended, while I evaluate the cards in the paradigm of limited, with a smattering of commentary related to EDH and legacy.  Without further ado, here come the cards!

Bold Defense – 2W
Instant (Common)
Kicker {3}{W}
Creatures you control get +1/+1 until end of turn. If Bold Defense was kicked, those creatures get +2/+2 and first strike instead.


This is a good execution of the kicker mechanic.  The card has a decent ability, but at a slightly increased mana cost than you’d usually find, in this case, we can compare the card to glorious charge.  In exchange for this nerfed initial ability, you get a card that doesn’t lose as much relevance in the late game.  When you top-deck this card later on, when you actually have seven mana, suddenly it’s a much more powerful combat trick.  This is a well rounded trick and will be commonly seen in white decks lacking harder removal.

I don’t see this being good enough. I’d rather just play Glorious Charge and have some mana left open for 2nd main phase shenanigans–or more Attack phase shenanigans like a Harms Way. That being said, I haven’t run Glorious Charge in any constructed decks…maybe I should! That’d give me a better benchmark on this card. My gut tells me Bold Defense is just over-costed for the affects.

Caravan Hurda – 4W
Creature – Beast (Common)


This creature’s raison d’etre is to stall the ground while your fliers and other evasive creatures push through the winning damage.  Creatures like this epitomize what’s known loosely as a “skies” archetype, traditionally found in the UW color combination.  A 1/5 lifelink is a real bummer for an opposing green mage whose early drops become less appealing.  He does what he does, and that’s great.  Just don’t mistake the deck he belongs to.  This guy is out of place in a curve-conscious aggro white deck, but at home with a slower, more controlling WU skies type deck.

Seems great for limited but the 5cc for constructed is underwhelming.

Cliff Treader – 1W
Creature – Kor Scout (Common)


He’s not a bad grizzly bears kind of guy… 2-drop with 2 power.  This cost and power define the white aggro decks, and some limited formats in general.  He’s randomly superb against red opponents, but will often be maindecked just because his power and CMC are right for your curve.

I like this for constructed, SB in particular. I really wish it was Pro-Red because it would be some serious SB-beats against a red deck. Mountainwalk just isn’t enough; oh well…

Kor Duelist – W
Creature – Kor Soldier (Uncommon)
As long as Kor Duelist is equipped, it has double strike.


An interesting card.  He seems to be an improvement upon boros swiftblade, a card which was always suited up anyway.  I’m guessing he’s got more applications in constructed, but will occasionally make an appearance in limited as well.  Again, this is a card with a proper home.  His proper home is the aggro archetypes, and obviously he’s more appealing with a trust machete or whatnot.  Every so often, you might run him sans equipment if your curve really wants to be as low as possible.

Umezawas Jitte and Sword of Fire and Ice really like this guy. He’s so cheap. Too bad the stack-in-combat’s been removed. Previously we could have removed charge counters from the Jitte after the firststrike damage was done, and pumped our guy to keep him around (and do more damage) during ‘normal combat damage.’ Alas, we’re stuck with the current rules [probably perpetually from here on out--or so we should assume]. What sort of stinks is that he’s pretty conditional and equipments do cost a fair bit of mana to get going. The only equipment I could see effective on a creature like this is the Bone Saw which you could play and equip without too much disruption to your normal curve-creature-drop. Behemoth Sledge is also on-color and would offer considerable tempo but it wouldn’t come into play until at least turn 4. In the end, I’m trying to keep an open mind about this creature but my main concern is that activating the doublestrike requires quite the investment. I mean, let’s face it; the two equipments I cited (Jitte & Sword) are a couple of the best equipments printed thus far, so they’re for the most part good on any creature. Doh, I guess I have to say “nope, not good enough.”

Landbind Ritual – 3WW
Sorcery (Uncommon)
You gain 2 life for each Plains you control.


Lifegain, though more popular now than perhaps ever, has never been my cup of tea.  I can’t see running this card in limited, nor constructed.  However, I’m a bad person to ask about this card.  I suppose it’s capable of gaining you 10 life for 5 mana under ideal conditions.  Some people may think that’s worth it… I just don’t.  I’d much rather have a card which advances my board position or reduces my opponent’s.

I don’t see lifegain as worth it unless it changes the board state. As it is, gaining life just to gain life isn’t worth it. If you’re dying, just play the new Day of Judgment and reset the board. I mean, Kitchen Finks is so awesome because you’re gaining life on top of presenting an efficient beat-stick (with persist which is just amazing). This does nothing of the sort…

Makindi Shieldmate – 2W
Creature – Kor Soldier Ally (Common)
Whenever Makindi Shieldmate or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Makindi Shieldmate.


I’m none too stoked about the Defender ability on this guy.  He’ll be played to attain a critical mass of allies at times, but I sure would rather have more copies of the blue ally with the same ally-ability, only having flying rather than defender and starting as a 1/1 rather than an 0/3.  That common ally will be nuts.  This one is kind of a dud, but critical mass is critical mass.


Noble Vestige – 2W
Creature – Spirit (Common)
{T}: Prevent the next 1 damage that would be dealt to target player this turn.


A forgettable spirit, this… Spirits are a creature type I’ve been following closely since creating my Ghost Council of Orzhova EDH deck.  I shall not be including this creature therein.  It does have evasion, which is a plus, though his ability is pretty weak.  Sometimes a 1/2 flier for 2W makes the cut, but I’m always hoping for better.

Underpowered in a world of crazy goodness. Find a better creature. ;-)

Pillarfield Ox – 3W
Creature – Ox (Common)


Ox?  Really?  A new creature type for Ox?  Not “Bovine” or something?  Meh.  “Mammal?”  Nope.  Ox.  Oh well.  Whatever.  This guy’s less exciting to me than hill giant, unless I desperately need another ground-staller in a skies deck.

Not so horrible in limited but pretty boarderline. Probably a late pick but we should all be aiming for better 4 drops. I see no reason to include this in any constructed decks.

Shieldmate’s Blessing – W
Instant (Common)
Prevent the next 3 damage that would be dealt to target creature or player this turn.


Strictly worse than healing salve is not the kind of endorsement you’re looking for.  This card sucks ass, people.

I can get behind this–exact opposite of Joe!!111!!! lol. It’s cheap and prevents all damage from a Lightening Bolt. I don’t see a reason for not playing this in limited where you can bluff or create a creature attrition situation. It’s one less than Harms Way but loses the ability to redirect. Because of that, I think Harm’s Way will remain the constructed include but I wouldn’t be all to surprised to see this in a constructed deck. It’s not the worst card in the world. What is the worst card in the world? I’m going to ask on Twitter now! lol

Sunspring Expedition – W
Enchantment (Common)
Landfall – Whenever a land enters the battlefield under your control, you may put a quest counter on Sunspring Expedition.
Remove three quest counters from Sunspring Expedition and sacrifice it: Gain 8 life.


If you want lifegain, use this rather than Landbind Ritual.  If they use removal on this, consider it a success for you.  I won’t be playing this card.

Same comment as on Landbind Ritual (above).

Lethargy Trap – 3U
Instant – Trap (Uncommon)
If three or more creatures are attacking you, you may pay {U} rather than pay Lethargy Trap’s mana cost.
Attacking creatures get -3/-0.


Not terrible, I guess.  You can sometimes get favorable combat exchanges, making trades your opponent accepts into pure losses, but this isn’t likely to make the cut in my decks either.  The trap cost will probably be turned on fairly often, but I still don’t feel very warm and fuzzy about the card.  If this is the level of trick you’re resorting to, is blue really that strong for you?

This looks pretty good for an Esper-Control style deck. I’m not exactly sure if token-based decks will be around much longer but there’s certainly an opportunity for a Solider deck developing from the cards printed in M10 and Zendikar so being attacked by 3 creatures is all together possible. The trap cost makes it pretty sweet for U/Esper decks since it’s cheap and will leave room for casting Esper Charm @ EOT (for example). We’re entering a new Extended format where Zoo looks poised to make a strong finish. Zoo is essentially “the” aggro deck of the upcoming Meta and from discussions with Ben Lundquist this past Wednesday the Meta-cycle starts with a ‘big splash aggro deck’ [deck X] transitioning to a control-style deck [deck Y] and then decks geared to beat the control deck [deck Z]. From this POV, I say this looks good for people considering Fairies for the upcoming extended season where it’s likely to have 3 creatures attacking. Even the creation of a one-turn Fog for U can be enough for stabilization to occur. The single-Blue commitment for Trap/Non-Trap casting also makes it very splash-able.

Merfolk Seastalkers – 3U
Creature – Merfolk Wizard (Uncommon)
{2}{U}: Tap target creature without flying.


Whoa.  This is deceptively powerful.  Tapping a single creature makes for a solid utility creature.  Being able to tap multiples in the late game is fairly crazy.  The stats aren’t terrible either, given he has islandwalk.  This one gets a big nod.  Thumbs up.

I don’t see how it’s goign to tap multiple creatures late game…What am I missing on this one? Anyway, tapping down creatures in limited is pretty good but I worry the cost is too high–its 300% the cost of Blinding Mage for example. From what we’ve seen of Merfolk in this set, I believe there are better options for constructed play.

Seascape Aerialist – 4U
Creature – Merfolk Wizard Ally (Uncommon)
When Seascape Aerialist or another Ally enters the battlefield under your control, Allies you control gain flying until end of turn.


Cool… this is a great ally to build around.  Evasion is something a lot of allies lack.  Giddy up.

Pretty interesting for an Ally. Since Allies all trigger off each other, we can assume we’re getting at minimum +1/+1 to our other allies. Swinging in with a big team of flying, pumped up creatures sounds good in my head but a lot of flop ideas sounded good in people’s heads and ended up being duds. (Spam comes to mind but that’s just me). Test it out for block, for shiz.

Shoal Serpent – 5U
Creature – Serpent (Common)
Landfall – Whenever a land enters the battlefield under your control, Shoal Serpent loses defender until end of turn.


Serpents in blue are usually piss poor creatures that have some weird ability to seem appealing despite that fact.  Hmm… let’s see.  6-drop 5/5… not bad.  Sometimes attacks… I dunno.  I’m on the fence here.  Blue just usually doesn’t want to go in the fatty direction, though it will be easier to pair with green than ever.  I just think this ends up sitting the bench in favor of far better creatures more often than not, but it’s probably more playable than a lot of Serpents in the past.

I got nothing.

Spreading Seas – 1U
Enchantment – Aura (Common)
Enchant land
When Spreading Seas enters the battlefield, draw a card.
Enchanted land is an Island.


Almost never relevant, almost never played.  If you’re doing island walk shenanigans with this, you’ve probably failed a skill test somewhere in there.  At least this cantrips.  God willing, I’ll never play this card.

It’s better than Seas Claim…if that means anything. lol.

Bog Tatters – 4B
Creature – Wraith (Uncommon)


I’d say it’s a sideboard card against black at best.  4/2 is too dang vulnerable on 5.  No thanks.

Might see play in limited, as Joe mentioned, restricted to SB where it would potentially shine. Otherwise, it’s way too expensive for its stats.

Crypt Ripper – 2BB
Creature – Shade (Common)
{B}: Crypt Ripper gets +1/+1 until end of turn.


I like this Shade alright.  Haste is a nice ability in my book… it’s often what helps you swing the tempo race back into your favor.  Shades are decent in general, and this one has a decent cost.  Just look at loch korrigan.  I dunno… in some decks, I definitely run this dude, but it’s always when I’m heavy black (thank you Dr. Obvious).

This wouldn’t be bad in a limited deck but I don’t think at 4cc it’s worth the affects for constructed. In its favor, here are the advantages: On turn 4 it’s a 2/2 Hasty (obviously). Late game (and this is what i mean by in “its favor”), it’s a hasty that you can pump for more damage–let’s say a 4/4 hasty. Not horrible. It is a threat in and of itself. Very, very borderline. I’d rather play the new Specter, Guul Draz Specter for 4cc. But that’s just me.

Guul Draz Vampire – B
Creature – Vampire Rogue (Common)
As long as an opponent has 10 or less life, Gull Draz Vampire gets +2/+1 and has intimidate. (It can’t be blocked except by artifact creatures and/or creatures that share a color with it.)


Looks like Wild Nacatl got bitten by a vampire or something.  This one’s solid and interesting.  The fact that he’s a piddly 1/1 early makes him far worse than nacatl, but later on, he’s the same size as the kitty cat, but with Intimidate, the new fear.  Evasion is nice, especially for little guys later in the game.  I think the vampire deck looks mighty sexy in this format.  We’ll see.

Not horrible. It’s pretty decent mid-game and Intimidate might make this worth having 2x in a deck. I mean a 3/2 “fear” (which intimidate is in this case) for one is not bad. The casting cost lets us play another spell, it’s splash-able, etc. I see some advantages to this little common but probably restricted to block play.

Hagra Crocodile – 3B
Creature – Crocodile (Common)
Hagra Crocodile can’t block.
Landfall – Whenever a land enters the battlefield under your control, Hagra Crocodile gets +2/+2 until end of turn.
The creatures of Zendikar are opportunists, eating whatever is available to them. Like goblins. Or boats.


5/3 on the attack for 4.  That’s good stats.  Fits into a suicidal black all-in kind of aggro deck.  Something about this guy doesn’t jive with my own style, but I definitely see him being played… paired with green to abuse landfall, this guy might well have a spot on 4.

I see this in limited but not making it to constructed. I just see better 4-drops in Mono-Black (such as Vampire Nocturnus

Heartstabber Mosquito – 3B
Creature – Insect (Common)
Kicker {2}{B} (You may pay an additional {2}{B} as you cast this spell.)
When Heartstabber Mosquito enters the battlefield, if it was kicked, destroy target creature.


Playable / decent without kicker, and with late game relevance (and how!) due to the kicker ability.  This is a saweet common for black.  No holds barred creature destruction for 2B more?  Awesome.

I wish the casting costs were reversed. It’s too pricey as a 4-drop. It’s also pretty dang expensive for a 7 drop. Probably not the worst card in limited but there are [again] better options for limited.

Marsh Casualties – BB
Sorcery (Uncommon)
Kicker {3}
Creatures target player controls get -1/-1 until end of turn. If Marsh Casualties was kicked, those creatures get -2/-2 instead.


Yet again, this is a good spell without kicker that gets better later on with the kick.  Building a deck around this will be easy, and sweepers like this card are often what win you the game.  I’m guessing this is a very high pick for anyone who opens a sweet black rare, and might draw other people into black too, if infest and the like are any kind of historical indicator.

Not bad at 5cc since you can wipe the board but (obviously) Infest is WAY better.

Mindless Null – 2B
Creature – Zombie (Common)
Mindless Null can’t block unless you control a Vampire.


gray ogre with a drawback?  I’m only playing him in a very-heavy vampire deck.

Nope. Not good enough.

Nimana Sell-Sword – 3B
Creature – Human Warrior Ally (Common)
Whenever Nimana Sell-Sword or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Nimana Sell-Sword.
“He asked if I had work for him. No wasn’t the right answer.”
- Samila, Murasa Expeditionary House


Hill Giant on his own means he’s playable with or without allies.  Obviously with allies is preferable, since he then helps critical mass and isn’t dead / weak on his own.  Top notch common ally here.

I’m really not down with these expensive 3/3′s (and 2/2′s). I guess the “advantage” to these is the ally trigger but that’s soooooo situational. I’m a doubter.

Surrakar Maurader – 1B
Creature – Surrakar (Common)
Landfall – Whenever a land enters the battlefield under your control, Surrakar Maurader gains intimidate until end of turn.


Meh.  Bear-ish.  Bear-cub.  I’m not too stoked on him, but in aggro decks, you take bears and whatever evasion you can, even if it only works most of the time.

JAMESDecent early game, dud late.

Bladetusk Boar – 3R
Creature – Boar (Common)


I guess for constant Intimidate, I’ll accept a loss of toughness off hill giant.  This one’s not bad.

This is fine for limited but R wants more than this in constructed paly.

Goblin Shortcutter – 1R
Creature – Goblin Scout (Common)
When Goblin Shortcutter enters the battlefield, target creature can’t block this turn.


Interesting bear here too.  All these bears are right on the borderline between playable and “meh”, but the ones like this with a sometimes relevant ability are okay in certain decks.  Being a goblin helps his stock too.  I dunno… I play him sometimes, but he’s not among the first creatures I’m putting into deck slots.

This is pretty good late game in limited when you want to squeeze a fatty through for the win or experiencing locked board positions. Off a Bloodbraid Elf this isn’t so bad–but hell, isn’t everything good off a Bloodbraid?

Highland Berserker – 1R
Creature – Human Berserker Ally (Common)
Whenever Highland Berserker or another Ally enters the battlefield under your control, you may have Ally creatures you control gain first strike until end of turn.


This is an awesome early-drop ally, and an example of a bear I’d probably run unless he’s my only ally.  I’d usually rather have him than the shortcutter above unless I had some sick goblin deck going.

This is a pretty good ally. I would figure to see this in block–but I’m not sure what colors will rule supreme for allies in block (and it’s DAMN early to call block cards since we’ve only got this first set out).

Inferno Trap – 3R
Instant – Trap (Uncommon)
If you’ve been dealt damage by two or more creatures this turn, you may pay {R} rather than pay Inferno Trap’s mana cost.
Inferno Trap deals 4 damage to target creature.


This is quite solid removal.  Probably a decently-high pick for red.

Not bad, not bad. Two creatures might be asking a lot and you’re only removing one of them. Still in limited this might be a good play. I’d pick it up were I in-color.

Magma Rift – 2R
Sorcery (Common)
As an additional cost to cast Magma Rift, sacrifice a land.
Magma Rift deals 5 damage to target creature.


I don’t know what to make of this one.  The removal is good, since 5 damage will deal with a lot.  But the downside is huge, losing a land.  This will depend entirely on the curve of the deck in question.  If I want to get to 7 eventually, there’s no way I run this.  If I top out at 5, it’s a different story.

Nah, that’s okay. Were it creature or player, I’d say we’ll see this in Austin as a mono-red include but as it is, this sucks.

Mark of Mutiny – 2R
Sorcery (Uncommon)
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. It gains haste until end of turn.


Interesting.  This is a little worse than act of treason, since you hand the guy back slightly bigger.  Still, this will win you some games when played at the right moment.  And obviously, this is sick with any kind of creature sacrifice outlet.

EEek. you better be winning with this or it’s toast for you. Gain control, put a counter on it, get your “damage in” and then hand them a bigger, better creature? No thank you.

Molten Ravager – 2R
Creature – Elemental (Common)
{R}: Molten Ravager gets +1/+0 until end of turn.


Not interested.  Good blocker, but yeah… I’m not into this kind of guy.

Not horrible in limited. Not at all. Big ass means that your opponent has to block or risks you tempo-ing them out. It’s pretty cheap too at 3cc. I don’t see this making waves in constructed play though.

Seismic Shudder – 1R
Instant (Common)
Seismic Shudder deals 1 damage to each creature without flying.


This will be really awesome as a splash card in flying-based decks.  As a sweeper, it will see play in a lot of decks, actually, but some red decks have too many X/1s themselves to be comfortable with this, so I’m guessing this sees the most play in decks that aren’t base-red.

Doh, had a comment then re-read it. ‘Without flying’ is not the same as ‘With Flying.’ Pass.

Shatterskull Giant – 2RR
Creature – Giant (Common)


Well hell, this is basically a better hill giant.  Paying R instead of 1 is a bargain for that extra point of power.  Playable as hell.

Not good enough for constructed play.

Slaughter Cry – 2R
Instant (Common)
Target creature gets +3/+0 and gains first strike until end of turn.
“Since when did ‘AIIIEEEE!’ become a negotiation tactic?”
- Nikou, Joraga bard


This is as removal-like as combat tricks can get.  It’s almost always going to kill a creature in combat, and every once in a while might steal a game in an alpha strike.  Good common.

Great shenanigan card. Act like you’re chumping and then remove the creature? Not bad but probably not quite good enough for constructed play.

Spire Barrage – 4R
Sorcery (Common)
Spire Barrage deals damage to target creature or player equal to the number of Mountains you control.


seismic strike can only hit creatures, so that’s why this gem is 2 more.  I think it’s worth it in a base-red deck.  Lava axe has won me some games, and this is way more versatile, but every bit as capable of doing 5 to end the game.  This gets the nod (in red).

Slightly too expensive for constructed play. It’s also conditional since you can’t really splash for this in constructed. For extended you don’t even want 5 mountains in play. That’s too many.

Torch Slinger – 2R
Creature – Goblin (Common)
Kicker – {1}{R}
When Torch Slinger enters the battlefield, if it was kicked, it deals 2 damage to target creature.


Shades of Flametongue Kavu here.  This is gray ogre early, and lets you shock too later on.  solid.

One more than Murderous Redcap and lacking in persist. Bummer.

Joraga Bard – 3G
Creature – Elf Rogue Ally (Common)
Whenever Joraga Bard or another Ally enters the battlefield under your control, all Allies you control gain vigilance until end of turn.


Well, it’s none too exciting, but this is another ally to help attain that critical mass I keep talking about.  I’m guessing that you’ll be rolling if you have more than 6 allies, and a creature that’s worse than another but has the ally creature type will sometimes make the cut for that reason.  If you already have 6 other allies that are decent, I dunno… I still might play him.  It’d really depend on the other options there, but this won’t be among the first allies I line up for inclusion.

Not the worst of the allies and far from the best.

Tajuru Archer – 2G
Creature – Elf Archer Ally (Uncommon)
When Tajuru Archer or another Ally enters the battlefield under your control, Tajuru Archer deals damage equal to the number of Ally creatures you control to target creature with flying.


Whoa… this guy’s very cool.  A cheap ally which helps green-based ally decks combat their historical nemesis, fliers.  Good stuff.

A great sb include for block-constructed going Allies. Ausser-dass, ich sehe nichts.

Tanglesap – 1G
Instant (Common)
Prevent all combat damage that would be dealt this turn by creatures without trample.


Weird.  Usually a fog, but in the color of trample, sometimes it’ll be more like safe passage or something.  Conditionally awesome, usually marginal.  I like my tricks to do more than buy me a turn most times.

Weird. Definitely worth considering in a limited deck since as we’ve seen (or you should have seen) Safe Passage is very playable in limited. I don’t see the point in constructed.

Timbermaw Larva – 3G
Creature – Beast (Common)
Whenever Timbermaw Larva attacks, it gets +1/+1 until end of turn for each Forest you control.


Hmm… I guess he’s hill giant or better on the attack, but in exchange he’s vulnerable the rest of the time.  Probably has a time and place to shine.

Sits around as a 2/2 but probably swings on T4 as a 4/4. (assuming dual-color decks). In mono-G, this is a pretty good beat stick. I just wish it was bigger than a 2/2. Maybe a 1/3 or something would make me feel safer. Otherwise, I feel like I’d be paying four for a creature that’s going to get zapped. Meh, just play Garruk Wildspeaker at the same casting cost.

Vastwood Gorger – 5G
Creature – Wurm (Common)


Weak.  Not my thing, but occasionally necessary when you’re the fatty deck and lack enough fatties… but wait… why are you the fatty deck then?  I dunno… 5/6 is pretty beefy.  It might see play, but I’m guessing it’ll usually be reluctant play.

Fine in limited since it’s obviously going to apply significant pressure. Not good enough for constructed.