Archive for the ‘zendikar’ Category

Drafting ZZW (in a 64-Man Premiere Event on MTGO)

Tuesday, March 9th, 2010

When I applied to write for Power9pro.com I highlighted the fact that I attended drafts pretty often and would be glad to write about them. One of the local stores has draft FNMs as well as a draft every Tuesday night as well. But with LOST moving to Tuesdays and trying to factor in dating with PTQs every saturday, my draft nights have been few and far between.

One of the great things about Magic Online (MODO from here on out) is it’s super easy to get in a draft. UNLESS those drafts happen to be the 64 man release event drafts. Those you have to sign up for days in advance. I haven’t had a chance to do one of these since I top 4′d an M10 64-man. What a top 4 in these events does is qualify you for the set release championship. It’s a sealed tournament where first place is a foil playset of the new set. Not bad. So my ultimate goal was to qualify for this. And being on a hot run of limited lately, I thought my chances were pretty good.

I had monday off so I spent it running errands and cleaning my apartment and playing MODO. I kind of got sick of that so I started playing xbox. I did this thinking I had all afternoon free b/c I signed up for the 8pm 64-man draft. Only I didn’t, I signed up for the 4pm. So when I got up to check my email for a second and saw the MODO tab blinking I was pretty pissed. Luckily I only missed one pick. I didn’t have my draft recorder set at the time (reformatted my CPU recently) but I can only imagine what I passed someone for the very sweet autopick of Soaring *Bleeping* Seacliffs.

Already disenchanted, I did my best with what I could scrounge up and ended up Red/Black with 2 plated geopede, 2 corrupted zendikon and light black removal. I had to pass 2 searing blaze because I was extremely low on creatures. I did end up with chain reaction, which I figure would get me back into games I was behind, but I only drew it once and I never cast it.

I never had to. I went 2-0, 2-0, 2-0 winning my pod and top 8ing.

Here’s the deck I ended up with. It’s missing a card but 3 of my game replays from the first pod were missing and whatever the card is, I never ever drew it in those three games.

Notable sideboard cards were Mind Sludge, Mire Toll and Bog Tatters. I don’t pick mire toll early, but it can deal with a guy who is otherwise undealwithable.

Now a few words about my personal feelings on Zendikar Block Limited.

-I really, REALLY like blue. All it’s good creatures are excellent. They have a lot of tricks with bouncing and tapping down and paralyzing. Vapor Snare might be the best non-rare in limited right now.Everything they do is really strong but you have to stay aggressive with them. I think that UB or UR are exactly what I want to be seeing and while I’m not willing to force it, I feel like if I can get blue even if it’s UW I’m going to be happy with having the chance to play into the top 4.

-I think white is really strong, but I don’t ever know what to couple it with. I’ve never been able to pull off mono white but I think if one could pull that off it’d be pretty awesome. White has some great stuff and I’d e happy to open any white.

-Unless I’m mono green I don’t really want anything to do with it.

-Above all else, I want to open Ob Nixlis he is the card I pray for every time I queue a draft or sign up for a sealed.

The draft converter software online does not come out well on our webblog here so I’m pasting the good old MODO converter text below so you can check out my picks with commentary!

Pack 1 pick 1:
–> Ob Nixilis, the Fallen
Piranha Marsh
Sky Ruin Drake
Journey to Nowhere
Makindi Shieldmate
Caller of Gales
Mark of Mutiny
Bladetusk Boar
Needlebite Trap
Grazing Gladehart
Desecrated Earth
Cobra Trap
Forest
Cliff Threader
Turntimber Grove

1 – I barely looked at the rest of the pack and saw I was sending Journey and mostly junk. I don’t like BG so I didn’t care about the gladehart, but I do like Black with any other color and wanted to be cognizent of what was shipping. Ob Nixlis is my favorite first pick. He’s the guy I pray for every time I start a draft. I even joked to my friend Andy about likely passing him in the first draft when I missed my pick.

Pack 1 pick 2:
Ruinous Minotaur
Slaughter Cry
Blade of the Bloodchief
Joraga Bard
Stonework Puma
Feast of Blood
Scythe Tiger
Akoum Refuge
Mire Blight
Sunspring Expedition
Paralyzing Grasp
–> Mark of Mutiny
Pillarfield Ox
Mountain

2 – This pack blows. My options are paralyzing grasp, mark of mutiny, stonework puma, slaughter cry or blade of the bloodchief. Forcing vampires is hard, so blade and feast of blood are off the table. I narrow it to mark and grasp, I’d really like to be UB but I don’t want to force it and I take the mark.

Pack 1 pick 3:
Ior Ruin Expedition
Swamp
–> Disfigure
Pillarfield Ox
Explorer’s Scope
Punishing Fire
Trapmaker’s Snare
Vampire Lacerator
Kor Hookmaster
Bala Ged Thief
Brave the Elements
Sky Ruin Drake
Timbermaw Larva

3 – I don’t like lacerator much and it’s not nearly as much a signal as disfigure, as disfigure rules combat so well. For disfigure to get 2 packs to the left means I should have no problem getting enough black to justify my bomb.

Pack 1 pick 4:
Seascape Aerialist
Noble Vestige
Merfolk Wayfinder
Tempest Owl
Shatterskull Giant
Spell Pierce
Zektar Shrine Expedition
Hedron Scrabbler
Plains (FOIL)
–> Giant Scorpion
Bloodghast
Swamp

4 – I go back and forth on this pick quite a bit and I actually originalyl almost slam-clicked bloodghast. Bloodghast is fine but like lacerator gets outclassed quickly so I take the scorpion who is usually a great piece of removal.

Pack 1 pick 5:
Kabira Crossroads
Mold Shambler
–> Windrider Eel
Goblin Ruinblaster
Hagra Crocodile
Graypelt Refuge
Cliff Threader
Soaring Seacliff
Island
Oran-Rief Recluse
Teetering Peaks

5 – It could be wrong but I took the presence of EEL to be a signal. Eel is great if they don’t have removal and can end games on his own. I really would like to be blue over any other color so I slam this down figuring the croc will wheel if I really want it.

Pack 1 pick 6:
Swamp
Unstable Footing
Beast Hunt
Cancel
Quest for Ancient Secrets
–> Bog Tatters
Shieldmate’s Blessing
Crypt of Agadeem
Slaughter Cry
Kor Outfitter

6 – Even if I’m not playing black this guy blocks big guys well and is a force to be reckoned with when turned sideways.

Pack 1 pick 7:
Vampire Lacerator
Highland Berserker
Landbind Ritual
Vastwood Gorger
Harrow
Trailblazer’s Boots
Kor Cartographer
Island
–> Whiplash Trap

7 – Another tough one, again I don’t like lacerator and though my deck isn’t aggressive right now, I don’t expect it to stay that way and I windmill slam one of my favorite cards in the format.

Pack 1 pick 8:
–> Goblin Shortcutter
Plains
Desecrated Earth
Caller of Gales
Spidersilk Net
Caravan Hurda
Trailblazer’s Boots
Narrow Escape

Pack 1 pick 9:
Piranha Marsh
–> Sky Ruin Drake
Caller of Gales
Needlebite Trap
Cobra Trap
Forest
Turntimber Grove

9 – one of my favorite blue cards, should be called Stabilizer Drake.

Pack 1 pick 10:
Scythe Tiger
–> Akoum Refuge
Mire Blight
Sunspring Expedition
Pillarfield Ox
Mountain

Pack 1 pick 11:
Ior Ruin Expedition
Swamp
Explorer’s Scope
Trapmaker’s Snare
–> Bala Ged Thief

11 – She could make it if I end up with some Umara Raptors or other allies.

Pack 1 pick 12:
Noble Vestige
–> Tempest Owl
Plains (FOIL)
Swamp

I don’t hate tempest owl as a board card when I’m playing a deck that will just stall the board out.

Pack 1 pick 13:
Kabira Crossroads
–> Soaring Seacliff
Island

Pack 1 pick 14:
Swamp
–> Quest for Ancient Secrets

Pack 1 pick 15:
–> Island

—— ZEN ——

Pack 2 pick 1:
Bog Tatters
Archmage Ascension
Shoal Serpent
Khalni Gem
Grim Discovery
Kor Outfitter
River Boa
Spell Pierce
Runeflare Trap
Torch Slinger
–> Crypt Ripper
Forest
Demolish
Territorial Baloth
Soaring Seacliff

16 – Pretty bad pack, but I’m heavy black and would like to stay that way and Ripper is just fine for that. He also commands the board if I run 10+ swamps.

Pack 2 pick 2:
Heartstabber Mosquito
Beast Hunt
Gomazoa
Summoning Trap
–> Welkin Tern
Forest
Needlebite Trap
Spidersilk Net
Soul Stair Expedition
Shieldmate’s Blessing
Shoal Serpent
Plated Geopede
Molten Ravager
Sejiri Refuge

17 – Tough call here, but as I said before I’d like to be aggressive and welkin tern is the most aggressive 2 drop that blue has.

Pack 2 pick 3:
Turntimber Basilisk
Highland Berserker
Reckless Scholar
Magma Rift
Savage Silhouette
Zendikar Farguide
Shieldmate’s Blessing
–> Mind Sludge
Bog Tatters
Mountain
Slaughter Cry
Kabira Crossroads
Cancel

18 – Awful pack. I don’t much like reckless scholar, and in the off chance I am nearly mono black I take the sludge.

Pack 2 pick 4:
–> Guul Draz Vampire
Tuktuk Grunts
Narrow Escape
Expedition Map
Blood Seeker
Kazandu Refuge
Spreading Seas
Harrow
Island
Seismic Shudder
Hagra Diabolist
Goblin Shortcutter

19 – I’m not a huge fan of guul draz but I don’t love blood seeker either. Guul draz has a lot more upside so I snag it.

Pack 2 pick 5:
Ior Ruin Expedition
Scythe Tiger
Nimbus Wings
Harrow
Relic Crush
–> Summoner’s Bane
Frontier Guide
Trapfinder’s Trick
Vampire’s Bite
Mountain
Spire Barrage

20 – I don’t love this pick but it is a great sideboard card and a tempo swing. Vampire’s bite is possible but I didn’t see myself running it as most of my guys have some form of evasion so far.

Pack 2 pick 6:
Magma Rift
Baloth Cage Trap
Mountain
Mire Blight
Zendikar Farguide
Soul Stair Expedition
Khalni Heart Expedition
–> Jwar Isle Refuge
Quest for Pure Flame
Molten Ravager

21 – this pack sucks but I’ll take the fixing.

Pack 2 pick 7:
Plains
Goblin Shortcutter
Lethargy Trap
Tanglesap
Hellfire Mongrel
Goblin Bushwhacker
–> Crypt Ripper
Blood Seeker
Spidersilk Net

22 – Was really excited to see this guy, at pick 7 in this pack I’m likely the only heavy black drafter.

Pack 2 pick 8:
Savage Silhouette
Ravenous Trap (FOIL)
Hagra Crocodile
Island
–> Windrider Eel
Stonework Puma
Quest for Pure Flame
Kor Cartographer

23 – Though I now have a lot of high drops, they’re all top notch.

Pack 2 pick 9:
Archmage Ascension
Shoal Serpent
–> Spell Pierce
Runeflare Trap
Forest
Demolish
Soaring Seacliff

Pack 2 pick 10:
Beast Hunt
Forest
–> Needlebite Trap
Spidersilk Net
Shoal Serpent
Sejiri Refuge

Pack 2 pick 11:
Savage Silhouette
Shieldmate’s Blessing
Bog Tatters
Mountain
–> Cancel

Pack 2 pick 12:
Expedition Map
–> Blood Seeker
Island
Seismic Shudder

Pack 2 pick 13:
Scythe Tiger
–> Trapfinder’s Trick
Mountain

Pack 2 pick 14:
Mountain
–> Mire Blight

Pack 2 pick 15:
–> Plains

—— WWK ——

Pack 3 pick 1:
Surrakar Banisher
Jagwasp Swarm
Nature’s Claim
Kitesail Apprentice
Eye of Ugin
Corrupted Zendikon
Swamp
Kitesail
Smoldering Spires
Crusher Zendikon
–> Bloodhusk Ritualist
Join the Ranks
Refraction Trap
Cosi’s Ravager
Ricochet Trap

31 – This pack is brutal. I love corrupted Zendikon and I really want it, and it would go along with my “be aggressive” aim here, but Bloodhusk ritualist is a blowout, look for it to win me a game down the road.

Pack 3 pick 2:
–> Horizon Drake
Claws of Valakut
Mordant Dragon
Groundswell
Veteran’s Reflexes
Quest for Renewal
Surrakar Banisher
Fledgling Griffin
Grotag Thrasher
Snapping Creeper
Plains
Halimar Excavator
Shoreline Salvager
Khalni Garden

32 – Shoreline salvager is awesome and obviously with UB he’s so premium, but is a 3/3 four drop really going to compare with 2 rippers and 2 eels? probably not. Though horizon drake is tougher on my mana, he makes the three best Zendikons look so stupid, and he gets in for 3 in the air.

Pack 3 pick 3:
Mire’s Toll
Battle Hurda
Island
Halimar Depths
Quag Vampires (FOIL)
Twitch
–> Dead Reckoning
Leatherback Baloth
Permafrost Trap
Refraction Trap
Akoum Battlesinger
Explore
Agadeem Occultist

33 – I hate to see a second refraction trap get passed as it’s probably the biggest blow out instant in the format, but I love dead reckoning, especially with Ob Nixlis considering I couldn’t snag any grim discoveries.

Pack 3 pick 4:
Swamp
Kitesail
Enclave Elite
Nemesis Trap
Dread Statuary
Bojuka Bog
Ruthless Cullblade
Grappler Spider
Hedron Rover
Bull Rush
–> Caustic Crawler
Iona’s Judgment

34 – Another high drop, but he has so much value in this format. there are hundres if not thousands of creatures in Zendikar and Worldwake with just 1 toughness. But it was tough to pass a two drop.

Pack 3 pick 5:
Walking Atlas
Ruthless Cullblade
Hedron Rover
Roiling Terrain
Sejiri Steppe
Battle Hurda
–> Urge to Feed
Dispel
Forest
Calcite Snapper
Sejiri Merfolk

35 – Here I pass another ruthless cullblade for urge to feed because I’m really removal light. Calcite snapper was another option but I would rather not double blue.

Pack 3 pick 6:
Grotag Thrasher
Surrakar Banisher
Forest
Veteran’s Reflexes
Vastwood Animist
Selective Memory (FOIL)
Snapping Creeper
Perimeter Captain
Khalni Garden
–> Halimar Excavator

36 – Halimar Excavator is fine, he blocks a ton of guys. I don’t end up maindeckiing him but I board him in every match.

Pack 3 pick 7:
Bull Rush
Iona’s Judgment
Island
Grappler Spider
Scrib Nibblers
Bojuka Bog
–> Ruthless Cullblade
Enclave Elite
Spell Contortion

37 – Finally I take a ruthless Cullblade.

Pack 3 pick 8:
Perimeter Captain
Forest
Cosi’s Ravager
Kitesail Apprentice
Grappler Spider
Mysteries of the Deep
–> Æther Tradewinds
Halimar Depths

38 – I’m not going to run mysteries and I really like tradewinds, bounce in general is good when you’re trying to be aggressive.

Pack 3 pick 9:
Surrakar Banisher
Nature’s Claim
–> Corrupted Zendikon
Swamp
Smoldering Spires
Cosi’s Ravager
Ricochet Trap

39 – Never have I been so happy to see a card wheel.

Pack 3 pick 10:
Veteran’s Reflexes
Quest for Renewal
–> Surrakar Banisher
Snapping Creeper
Plains
Khalni Garden

40 – He won’t make the cut.

Pack 3 pick 11:
Mire’s Toll
Island
Halimar Depths
–> Quag Vampires (FOIL)
Twitch

41 – This guy is an all-star and I got him 11th pick, makes my curve so much better with his presence.

Pack 3 pick 12:
Swamp
–> Enclave Elite
Bojuka Bog
Bull Rush

42 – Same potential as the vampires but not as good and could come in out of the board.

Pack 3 pick 13:
Roiling Terrain
–> Dispel
Forest

43 – Awesome. In case of refraction trap!!!

Pack 3 pick 14:
Forest
–> Veteran’s Reflexes

Pack 3 pick 15:
–> Island

Here’s the 40 I end up with:

I ran the maindeck cancel over mind sludge b/c if I drop Ob Nixlis with Cancel backup they only have one turn to kill him before he’s going to end the game. Also it’s just good for dealing with bombs that my deck is not built to handle very well. Also cancel is just a huge tempo swing when you have crypt rippers beating in next turn.

I ended up boarding out Guul Draz Vampire almost every match for Halimar Excavator. the 1/3 is just too good of a statline to ignore and I never drew GDV.

Top 8 Round 1 vs. LAB103

Game 1 I kept 2 swamp, 2 island, Jwar Isle Refuge, Urge to Feed, Windrider Eel on the draw.

He starts with Bojuka Brigand on turns 2 and 3 but he never sees a third land. I drop a topdecked Welkin Tern on 2, urge to feed his 3/3 on 3, drop my eel on four, then on 5 drop a land with corrupted Zendkon and crush.

Game 2 I brought in Bog Tatters for Guul Draz Vampire and kept this on the draw: 2 Island, Jwar Isle Refuge, Windrider Eel, Bloodhusk Ritualist, Cancel, Bog Tatters.

He gets stuck on land again after leading with a Bojuka Brigand and Corrupted Zendkon. I trade Death Scorption with his 3/3, then Curve into Eel then Bog Tatters. He has hideous end for the Eel, so I drop a cullblade leaving cancel mana up. He taps out for Nimana Sell-Sword and I cancel it, then drop ripper and strike him down to 4. He has gatekeeper to pare down my board but he has nothing for Bog Tatters who swing in ftw.

So I’m qualified for the Worldwake championship, which was my goal. I missed the 64 man drafts for Zendikar, but I got to the top 4 in an m10 64-man. That time I bounced out due to bad keeps in the top 4 when I had an extremely strong deck. I didn’t want that to happen this time.

Round 2 vs. Ace of Drafts

Game 1 is missing from my recaps but I know I got there with Ob Nixlis despite his Felidar Sovereign. I know I was really low so I had to triple block the Sovereign to kill it even though I feared refraction trap, luckily he didn’t have it and Ob Nix went the distance.

Game 2 I decided not to bring in dispel b/c I didn’t see refraction trap but I did bring in the excavator. I kept: 2 Swamp, 1 Island, Eel, Drake, Crawler, Whiplash trap.

Definitely a slow hand, but he had a slow w/r deck game 1. This game he comes out swinging with Kazaandu Blademaster followed by cliff treader. He swings on 3 and tries to Join the Ranks to pump his blademaster but I cancel it.I drop my eel and trade with his treader, which may have been a mistake b/c when he dropped Grotag Thrasher next turn I really was behind in combat for the rest of the game. I stabilized a bit until he dropped Bladetusk Boar who went the distance.

Game 3 I keep 3 swamp, ripper, crawler, bloodhusk ritualist, halimar excavator on the play.

Not the best hand but it’s fine and I almost never mulligan in limited. He has a turn 2 steppe lynx, I play a turn 3 Corrupted Zendikon and a turn 4 blood seeker without a fourth land and swing with the Zendikon. He swings with his lynx and on my turn I rip blue and drop the excavator after swinging with Zendikon, seeker. He join the ranks and trades a token with my seeker. He swings in with his lynx and a hellfire mongrel he played the previous turn. I block the lynx with the excavator and disfigure the mongrel. He has no play so I drop ripper and swing him down to four, still fearing a refraction trap that never comes. Then he drops Felidar Sovereign. Great. So he has 2 card in hand, I have 5 lands out but one is the Zendikon. I can Bloodhusk Ritualist him out of a hand, but he’ll definitely be able to swing in with his Sovereign, I decide on this and he discards Land, Brave the Elements which would’ve had me calling my mama if he had the chance to play it.
On his turn he swings and goes up to 8 and I’m at 8. I go in with just the ripper with 4 swamps up, he chumps with the ally token. I pass b/c I just ripped urge to feed. He comes in with sovereign after Passing Ionas Judgement on my Zendikon. I block with Ritualist and Excavator, Urge to Feed pumping my Ritualist and he scoops to his dead Sovereign despite being at 9 life.

Finals vs. DutchMojo – This guy was cool, one of the cool few people I’ve come across on modo. He wasn’t spiteful about my bombs and even pointed out when I handed im game 2. He said he doesnt modo a lot but I threw him on my buddylist b/c I like to see when ppl are in certain rooms playing events. I’m a total stalker.

Game 1 on the draw I keep – 1 island, soaring seacliffs, jwar isle refuge, disfigure, ob nixlis, ritualist, ripper.

His first two turns he spits out Adventuring gear and Trusty machete, with no guys, and only mountains.

He plays a goblin shortcutter on 3 and equips the gear, figuring he’s short on guys I disfigure it. I rip cullblade and drop that. He pays three for a goblin torchslinger. I attack and he doesnt block, so I drop ritualist kicking once, he discards grazing gladeheart. He double equips the slinger and beats me down to 15. I swing him down to 14 and drop ripper in main 2 with a swamp up so I can trade if he doesn’t hit a land. He hits a forest and swings me down to 9 and drops summit apes. I’ve got ob nixlis and 2 islands in hand. I drop my ob nix and make him a 6/6. he double equips the apes, plays a land making him a 9/5 and swings. I trade my cullblade, my ripper and my ritualist for the apes. My turn comes I rip whiplash trap, make Ob nix a 9/9 and drop a welkin tern that I drew the turn before. He drops oren-rief recluse and passes. In his endstep I whiplash his 2 blockers and alpha ftw.

Game 2 on the draw I keep 2 swamp, Island, Jwar Isle Refuge, 2 rippers and Aether Tradewinds.

He leads with a shortcutter and I rip bloodseeker and drop it. He plays claws hitting me for 5. I swing for 1. He drops goblin guide and swings in. He gives me a swamp and I tradewinds the bloodseeker and his shortcutter getting rid of his claws. He redrops shortcutter in main 2. I rip horizon drake and drop it hoping to block and trade b/c I don’t want to trade either of my rippers who will totally outclass his 2 power guys on turn 5 becuase I can pump and control the board. I trade with his goblin guide after it reveals Quag Vampires. I decide instead of ripper to drop the Quag as a 2/2 and drop bloodseeker, hoping to trade across the board and then let my crypt rippers reign supreme. In his main 2 he drops a slinger for 3 and passes. I do my aforementioned play but he has a second shortcutter to mess up my blocks. I play a ripper next turn and swing pumping once and drop my second ripper with just 2 islands in my hand. He drops adventuring gear, equips and passes. I swing with a ripper for 3 and drop a windrider eel keeping my 2 lands in play. He plays a land and swings with his equipped shortcutter which I chump with bloodseeker. Then he drops summit apes.

Here’s where my opponent says I screwed the pooch and after rewatching I totally did. He’s at 11 with a summit apes and a goblin shortcutter. I have eel, and 2 crypt ripper with 7 black mana sources. I dropped an island making my Eel 4/4 and decided not to swing with just the eel. But If I had done the math I would’ve realize that he had to block both my guys or he dies. As a result he ended up dropping two more guys and being able to get me to 4 and spire barrage me out. so I lose game 2.

Game 3 on the play I keep 2 swamp, 1 Island, death scorpion, crypt ripper, urge to feed, whiplash trap.

He has a turn 1 goblin guide (for the record has anyone ever won with a turn 1 goblin guide in limited? I know I haven’t) revealing halimar excavator which I play on turn 2. His turn 2 is Basilisk Collar. SERIOUSLY?!. I swing w/ my 1/3 and drop another 1/3 in Death Scorpion. Instead of equipping he plays claws of valakut putting me to 14 since I can’t block it. His GG gives me a swamp and I rip another swamp on my turn. I attack him to 17 with my army of 1/3s and urge to feed his goblin guide. He has no play on turn 4 so I drop the ripper with one swamp up but I choose not to pump for fear of punishing fire or burst lightning or something. (while I haven’t seen these cards, I almost never tap out with ripper on the board if I can help it, he’s too important to let die).

On his turn he drops highland bezerker and equips the basilisk collar. I rip jwar isle refuge, drop it and then aether tradewinds it and his bezerker so I can beat in for 5 and catch him down to 8. He plays Spire Barrage on my ripper then passes and I swing him to 6. I topdeck dead reckoning which I use to get back my ripper and shoot his bezerker for 2 but he has groundswell to keep it alive! Haymakers are going left and right right now and I’m out of answers to his basilisk collar for the moment.

He goes, equip gear, plays a land and drops shortcutter and goes up to 10. My hand is whiplash trap and swamp with Crypt Ripper on top of my deck. I drop my ripper but he moved his collar to the shortcutter to hold me off. This turn he swings in and trades with my scoprion but goes up to 14. Then he equips his bezerker and passes. My draw is ritualist, so if I wait on attacks and whiplash trapping, I can let him gain more life but will be able to bounce in his end step, then make him discard his whole hand, basically taking him out of the game. So I wait again and he swings again and I don’t block so it’s 18-8 in favor of him and I’m pretty sure he thinks he has the game. He drops Crusher Zendikon in main 2 and passes. In his end step I bounce his enchanted land and his bezerker, then in my main2 I discard his hand with ritualist after swinging for 10. On his turn he rips a shortcutter and equips but I drew disfigure so I kill it and swing in for the win before he can try and re-stabilize with life gain.

So I win my first ever premiere event, pocketing 20 packs and 6 QPs. I’ve come up short on QPs the last two seasons with 7 each, but this season I’m already at 9 and it hasn’t even been a week, so at this point I’ll be just trying not to choke. But with a trip to New Orleans slated for next week I’m going to be hard pressed to fit in MODO. I’m also going to be missing one of almost a dozen PTQs online and in New England over the next two weeks, which is kind of a bummer, but I already let magic affect my every day life well… every day, I really don’t want to let it affect the special plans I make to take trips and do things with friends and/or babes.

Thanks for reading,

Mike Gemme
mike@power9pro.com
Bobbysapphire on MTGO

Hype, and testing Grixis in Standard

Friday, February 12th, 2010

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
mike@power9pro.com

More Tales From the Worldwake Prerelease

Friday, February 5th, 2010

I hope that everyone had a great prerelease weekend and enjoyed playing with the new Worldwake cards; I know I did. Unfortunately things like school and work have prevented me from posting this earlier, but I have, as promised, a second Worldwake prerelease report for you guys. I was thankful that I had gone to the tournament the day before, because now I had some semblance of an idea as to how all these new cards worked. Let’s dive right in, shall we?

Here’s what I opened on Sunday:

There were a few things I really liked about this pool. First we have a nice, foil Celestial Colonnade and a Nissa Revane, which are always exciting to open. We also have a higher number of playables than the previous day’s pool.

The two colours that jump out at me right away are black and white. Black has some serious removal from the Zendikar packs (2x Disfigure, a Hideous End and a Marsh Casualties), and white has 2 copies of one of my favourite cards: Brave the Elements. However, I realized that there were 2 bombs I really wanted to play that warranted a splash: Vapor Snare and Celestial Colonnade. Then of course I struggled with the dilemma of how deep to make my splash. Cards like Welkin Tern and Calcite Snapper were attractive, and I became faced with a decision. Do I play only a light splash and keep the mana in my deck more consistent, while at the same time perhaps playing some poorer-quality cards in my main colours? Or do I risk the bigger splash for an increased overall card quality with a shakier mana base?

I think I made the right call here and decided to play blue only for the Colonnade (which itseld taps for blue) and the pseudo-Mind Control. The lesser strain on my mana base also permitted me to more safely play some colourless lands, such as Quicksand and Dread Statuary. I figured that a single Island would be enough to satisfy my blue requirements, and with the Pilgrims Eye I opened, it could be searched out rather easily.

Here’s the list I ended up playing.

Round 1: vs Atilla

Atilla is a local player who is know for always playing Bant. Be it extended, standard, or legacy, the man plays Bant. For this sealed deck he neglected green and went with a white-blue control type of deck. He gets a turn 1 Hedron Crab and follows it up by playing lands for the next 5 turns, defending with an impressive 3/7 Makindi Shieldmate. However, I manage to get Celestial Colonnade online with enough blockers to stave off his attacks. This absolutely destroys him, as his only removal is a Surrakar Banisher which doesn’t do enough against my flying land.

In game 2 I get a turn 1 Vampire Lacerator and follow it up by equipping it with Hammer of Ruin on turn 3. By the time his Kor Sanctifiers is able to deal with the equipment, I have an Archon of Redemption which finishes the job.

1-0 (2-0)

Round 2: vs Blaine

Blaine is a guy who started playing years ago, quit, and came back a few months ago. He’s a great guy who is always trying to become a better player (aren’t we all) and is a fun guy to play with. He starts things off aggressively with an Umara Raptor and a Stonework Puma and starts pummeling me in the air. Luckily I draw a Hideous End and dispatch the flyer. He fights back with an Oracle of Mul Daya who probably drops him an additional 6 lands over the course of the game, and he combines her with Living Tsunami to keep increasing his land count. However, I’m able to keep up with Hedron Rover, Ruthless Cullblade and Archon of Redemption. Eventually, I trick him into blocking an un-pumped Rover, and I then blow him out with Marsh Casualties. My creatures then just get there.

In game 2 I keep a sketchy hand of 2 land and a Pilgrims Eye. Turns out that Blaine also had a hand that was light on mana, and he had no blue mana on top of that. I drew into a land quickly and got my Eye down. Equipping it with Hammer of Ruin did so much damage to Blaine that by the time he drew another land, it wasn’t enough to block my army of the thopter, Vampire Lacerator and Ruthless Cullblade.

2-0 (4-0)

Round 3: vs Brian

Brian is one of the best players in the province of Alberta, and I was hoping that my deck would be able to take whatever brew had got him to the 2-0 bracket. In game 1, his tempo was hindered by the fact that nearly all his lands came into play tapped, and I was able to bring in Hedron Rover, Ondu Cleric and a host of other allies to capitalize on his deck’s lack of speed. A timely Vapor Snare was all it took to bring his Umara Raptor over to my side, and a Marsh Casualties cleared the way to victory.

In game 2, I noticed Brian sideboarding a single card, but I didn’t now what. All I knew was that his deck was blue-black, and I was clueless as to what he had against me. At the end of Brian’s turn 4, I cast Join the Ranks in an effort to swing in big next turn. It resolved, and on my turn I tapped out for a kicked Marsh Casualties to wipe his board. It turned out that he had sided in a lone Spell Pierce and used it to counter my board sweeper. After he cast a kicked Heartstabber Mosquito to kill my last flyer while I was at 4, I foolishly animated my Celestial Colonnade and swung with my team for the win, forgetting that his mosquito could block my land. I regretted it as soon as I did it, but I after joking with Brian about what a terrible play it was, I scooped up and we were off to game 3.

In the final game, Brian got mana screwed out of black, and my removal was more than enough to destroy what little attempt at an offense he could muster. I resolved a Hammer of Ruin and just kept swinging with my guys for the win.

3-0 (6-1)

Round 4: vs Gabriel

This is the last round, and the winner of this round gets a full box of Worldwake. We agree to split the finals, and then play out our game with only 2 packs at stake. I win in 2 games (although game 1 took half an hour due to an Eternity Vessel set at 13), and I went home with 20 packs.

So all in all the day was a success. I got a nice foil rare, and a bunch of packs, and some DCI rating points (my limited play was very poor during the summer and now it’s finally back to where it was).

As always, feel free to post in the comments or email me at zak -AT- power9pro.com with any questions or article suggestions. You can also find me on Twitter at www.twitter.com/zturchan.

Cheers, and have a great Worldwake Launch Party.

-Zak-

PS: I also got this for coming in first (Gabriel said he didn’t want it).

IMG_0167

Zendikar and Worldwake: A Combined Limited Format

Friday, January 29th, 2010

Well it’s that time of year, where Magic players from all around the world gather together to play in the prerelease for the latest set, in this case, Worldwake. This set brings with it some of the most powerful cards to hit standard in recent memory such as Jace, the Mindsculptor and Abyssal Persecutor. However, standard isn’t currently in season, and I’m still getting a feel for extended, so I decided to write about limited, and how to best succeed at your local prerelease.

Unlike Zendikar before it, Worldwake is a second expansion, which means that we’ll still be using three packs of Zendikar for our sealed pool. Thus, we cannot simply consider cards in the context of the Worldwake set, we must consider them in the context of the entire Zendikar block thus far.

For example, take the new one-drop ally, Hada Freeblade. In Worldwake, there are 11 allies, 4 of which are rare. We can discount the rare ones because they will seldom show up in a limited card pool. Of the other 6 non-rare allies, none of them share a colour with the Freeblade, and although we will often play multiple colours in a limited format, the benefit of any ally is greatly reduced when you have a low density of allies. Of course you could remedy this by increasing the number of colours you play, but then you run the risks associated with an unstable mana base. Thus, we can say that in a format that only includes worldwake, the Freeblade is most often going to be a white Norwood Ranger.

However, when your sealed pool is a 3-3 split of product, the power of freeblade goes up because of the number and quality of allies in the Zendikar expansion. Freeblade is best when you can follow it up with a turn 2 ally, ideally Kazandu Blademaster, but something like Oran-Reif Survivalist also works. Compare the survivalist to something like Bojuka Brigand, and you see the difference in card quality.

Another card I think has huge potential in Limited is Marsh Threader, the companion to Zendikar’s Cliff Threader. We saw in 6x Zendikar sealed that the most popular colour combination was without a doubt red/black. This card is a tool that will hopefully be good enough to see mainboard play because of the sheer number of players that choose to play black for cards like Hideous End, Urge to Feed and Disfigure. The allure of the removal spell is a strong one, and many players will choose these colours for that reason. Therefore, I think that this card is an extremely viable candidate for any deck playing white. In Zendikar limited, having efficient creatures is of the utmost importance, and so when we have a creature that will be unblockable against the majority of the field, we might wish to overvalue it a little bit more. In the same vein, Quag Vampires might be a bit more playable in this format than it normally would, but the colour commitment for that card is slightly higher and thus makes the vampires slightly less attractive.

Oftentimes in Zendikar limited, I would notice that some creatures were amazing in a vacuum, but never stayed alive long enough to be absurdly powerful. I’m talking about cards like Territorial Baloth, Merfolk Seastalkers and Baloth Woodcrasher. All these cards were powerful, but they were only a Hideous End or Inferno Trap away from being destroyed. Even some bombs out of Zendikar packs could be quickly invalidated by removal, making them a lot less spectacular. For this reason, I believe that Canopy Cover is a Worldwake spell that should not be overlooked. Of course it can be responded to, but it adds so much resiliency to your creatures that are otherwise so vulnerable that I would run the risk of the 2-for-1 that accompanies all aura to better enhance my long-term game plan.

These are the 3 cards that I believe should not be undervalued now that Worldwake has been added into the mix. While most players will be able to identify the likes of Bestial Menace and Apex Hawks as powerful in limited, the best players will look beyond those for the cards that are best suited to the environment.

If you have any ideas as to what cards might be great in limited out of Worldwake, sound off in the comments. Any questions/comments/suggestions can also be aired there, by emailing me at zak -AT- power9pro.com or via my twitter feed at www.twitter.com/zturchan.

I wish you all luck in your prereleases, and may open many copies of Jace, the Mindsculptor.

Cheers,

Zak

Worldwake’s affect on Standard decks

Wednesday, January 27th, 2010

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.

kalastriahighborn

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.

hadafreeblade

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.

8bjdgc5ifh_EN

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.

-Dillon

PTQ San Diego Tournament Report (Zendikar Sealed)

Monday, November 9th, 2009

Saturday was my first PTQ in a year (school, work, and a girlfriend will do that), and 5 of my friends and I left early in the morning to make the 3.5 hour drive down to Calgary. The event was hosted in the banquet room of a local arena, and we had 129 players, a record for Alberta. The format was Zendikar Sealed deck, and everything went relatively smoothly. We were in the banquet room of a local arena, which while not an amazing venue, still worked well. After swapping our sealed pools, I got to look at the following pool.

This pool looked quite playable, and so I looked through a number of potential builds. The white had some solid removal in Journey To Nowhere, Arrow Volley Trap and Pitfall Trap. However, the only mana fixing that would help me was the Greypelt Refuge, which only made white attractive if I was playing green.

The blue was solid. However, I wanted something more for a main colour, and while there were some excellent playables in blue, there simply weren’t enough of them. Unfortunately the best blue card in the pool (Seastalkers) only shines when you can get multiple activations out of him. Not to say he’s not one of the best blue cards in the set (He is), but it didn’t make me want to play blue as a main colour.

When we get to black, we finally see something of substance. We have our first big bomb (Kalitas) and some removal and solid creatures. I’m a huge fan of Nimana Sell-Sword, and the pair of them makes them even more appealing. Top it all off with Surrakar Marauder and some Giant Scorpions and we’ve got our main colour.

Red also looks very promising, with one of the best bombs in the set (Hellkite Charger), and some nice removal and creatures. We also have a couple more Allies to pump our Sell-Swords if we play black, which is always useful. Again, the red had good potential for a main colour.

I was sorely tempted to play green, and it was extremely difficult to leave the green cards in the sideboard when I filled out my decklist. It had good creatures and a nice little bomb, but I wasn’t able to settle on a list I was happy with that included green.

The artifacts were quite nice to me, providing a Blazing Torch and a pair of Adventuring Gears. I didn’t play Stonework Puma, but I just don’t like a Grey Ogre variant that only has a relevant effect if another Ally is out. However, I wouldn’t fault anyone for playing it, as Allies can be quite good.

Here’s the list I ended up running.

This build aims to be aggressive enough to get the jump on the slower decks, yet have enough late game to win outright in a standstill. There are 5 Allies that were all terrific during the day, with Nimana Sell-Sword topping the list. There are 18 land to ensure that I both hit my bombs and got the most effect out of double Adventuring Gear. Other than that, the game plan of the deck is pretty simple” play guys, play bigger guys, play bombs, win. I submitted the decklist with 30 seconds to go, and was on my way to round 1.

Round 1 vs Jesse (UR Allies)
In the first game I mulligan and Jesse gets a Umara Reaptor and a Windrider Eel and a couple of allies, including Highland Berserker and Tuktuk Grunts. Unfortunately, I can’t deal with his fliers and we’re off to game 2.

I get a double Giant Scorpion and start bashing face with one that’s suited up with Adventuring Gear. Unfortunately Jesse resolves a Gomazoa and is able to Magma Rift one of my insects. He then resolves the Umara Raptor and a Stonework Puma which flies over me and knocks me eventually to 0, although he was at 2 when the final blow was struck.

0-1

Round 2 vs Connor (RB Aggro)
Connor and a few of his friends had traveled all the way from Victoria for the PTQ, so it made my 3.5 hour drive look ridiculous (although thery flew). He started off with an Akoum Refuge, and made a turn 2 Bloodghast. Luckily my Giant Scorpion blocked it all day long and prevented the little vampire from ever hitting my life total. Although his forces of Geyser Glider, Gatekeeper of Malakir and Torch Slinger was able to put me at 5, but Hellkite Charger changes the game state to an unbelievable degree. A single swing from the dragon is enough to win game 1.

In the second game, Connro gets stuck on 3 lands, and is using Goblin Guide and an unkicked Torch Slinger to try and beat me down. However, I have a Highland Berserker and Adventuring Gear which get in for some great beats, and my draws eventually outclass him so much that I can finish him off with a Needlebite Trap.

1-1

Round 3 vs Nick (GW)
I watched Nick play in the feature match of last round against teammate Sean, so I know he’s packing multiple Steppe Lynx and Cobra Trap, as well as mutiple landfall boosters. Nick gets a turn 1 Trusty Machete, and a turn 2 River Boa, which makes for a discouraging board position. Or, it would have if I didn’t have a turn 3 Gatekeeper of Malakir. Nick gets stuckon 3 land, and I just overrun him.

In games 2 and 3, River Boa and Trusty Machete both make repeat appearances, to which I have no answer. This gets even more awkward when a Quest for the Gemblades gives him a 6/5 regenerator. I can’t deal with it, and my hopes of top 8 are dashed. However, if I win from here on out I can still make prizes. I think my deck is good enough, so I do not drop.

1-2

Round 4 vs Ryan (RB control-ish)
In game 1 I go the full allies route, with double Sell-sword and berserker paving the way. His creature’s die to my removal, and a timely Goblin Shortcutter clears the way for my allies to take him to 0. My life sheet for Ryan goes 20, 16, 7, 0. Just shows how great multiple allies are.

In game 2 Ryan goes all out, and starts with Plated Geopede and backs it up with Quest for the Gravelord and Shatterskull Giant. I have no answers, and don’t deal a single point of damage.

Game 3 has Ryan lamenting the inclusion of Grappling Hook and Chandra Ablaze in his deck, due to their prohibitevely high costs (a 4 mana equip and discarding a red card respectively). I have a Sell-Sword and a pair of Giant Scorpions, which work great. I eventually cast Grim Discovery to get back Tuktuk Grunts and swing for the win.

2-2

Round 5 vs Christophe (RB)
It seems like everyone and their best friend is playing Red-Black today, and Christophe starts the game off with a Vampire Hexmage. He misses about 5 Quest for the Gravelord triggers, and my allied eventually overrun him.

In game 2, he resolves a Vampire Nighthawk, but I have the timely Inferno Trap. I when it looks like he might win (I’m at 10), I draw Hellite Charger and just win in an obsene fashion, bringing him from 19 to 0 in a few swings. Seriously, that card is so awesome.

3-2

Round 6 vs Blair (UB control)
Blair has a very nice deck, packing both Sphinx of Lost Truths and Sphinx of Jwar Isle. However, neither see play, as he struggles to play threast and remove my guys while I just keep augmenting my forces. He doesn’t have enough Hideous Ends (he had 2), and my allies just take him to the cleaners. In game 2 I resolve my Kalitas, which slaughters any chance my opponent had of defending himself.

4-2

Round 7 vs James (BWR Control)
James lets it slip that he has an Ob Nixilis. the Fallen, He casts double Kor Hookmaster and taps down my blockers, and I go all the way down to 0 without having dropped him below 20.

Game 2 is slightly better off for me, with my Bog Tatters taking put the largest chunks of his life total[/card], and we head off to game three with half an hour left in the round.

It gets to the point where I’m at 1, and he’s at 10. I have a Bog Tatters equipped with an Adventuring gear. I’m sitting on 4 Swamps and a Mountain, and see my great Hellikite Charger staring at me from my hand. I’m thrilled when I pass my turn, hoping to rip the mountain that will win me the game. However, James says he has effects on my upkeep, and casts Disfigure on my swampwalker. Of course. The card on the top of my library? Of course it was the mountain that would’ve won me the game.

4-3

While the best card of the day was undoubtedly Hellkite Charger, and unexpected gem was the double Nimana Sell-Sword They arte just so good with other allies that it’s unbelievable. They also don’t die to Hideous End!

I think that the key to Zendikar Sealed is to be agressive, and play your bombs. I can’t stress that enough, because they won me at least half my games. I also think that black is the most played colour in the format, so main-decking Bog Tatters isn’t a bad idea.

My only colour preference coming into this event was that I really didn’t want to play blue, and that sentiment hasn’t changed (Although give me the cards Blair had in Round 6 and we’ll talk). Obviously if you have enough cards to support it, go for it, but I’ve found that the most consistent push is given by green, red and black, and I’m always happy to be in one or two of those colours.

While the final results have yet to be displayed on the DCI webpage, I believe my final place to be around 29th out of more than 120 competitors. Considering that my last PTQ a year ago had me going 1-3 drop, I’ll happily take this result. The next PTQ is in 3 weeks in my home town of Edmonton, and feel free to stop by and say hi. I’ll be wearing a bright orange Power 9 Pro shirt, so I’ll be easy to spot.

Props to Jason Ness and West Can Events for hosting the PTQ, they do an admirable job at this sort of thing.

Any thoughts on this particular deck or the Zendikar sealed format in general can always go in the comments section, or through my email (zak-AT-power9pro.com) or via my twitter feed at www.twitter.com/zturchan.

Cheers,

Zak

Tales From the Zendikar Launch Party

Thursday, October 8th, 2009

So Zendikar is finally available for purchase, and players have been casting traps, triggering landfall and summoning allies for this last weekend at the Zendikar launch party, where participants were awarded a promotional Valakut, the Molten Pinnacle just for attending. I went off to my Launch party only having done one draft before, and keeping in mind that black, green, and red seemed to be the colours to pick, but to watch for blue in case it was underdrafted as pointed out by James in the comment section of my previous article.

We went into 3 pods of 6, and I was happy to be plopped between to very experienced drafters, so I knew that my signaling would pay off. My first pack showed me a Bloodchief Ascension, which I happily took. I think that the Ascension is solid in limited, and I think that it will definitely have a home in a couple of Standard decks. I took a second pick Pitfall Trap in a pack that was rather lacking, and I took another black card for my third pick. In pick 4 I was sorely tempted to switch to black-green because I knew that green had the overall stronger colours, and with a lack of playable white cards I opted for a fourth pick Territorial Baloth. However, that pack proved to be something of an anomaly, when I got fed almost all black cards with a smattering of white for the rest of the draft. I knew I would need to play a very aggressive deck again, which seems to be key in this format. Here’s the final list I decided on.

One thing I immediately noticed was the fact that I had no Vampire Nighthawks, Hideous Ends nor any Journey to Nowheres or Shepherd of the Losts. There I was without any of the best commons or uncommons for my colours, not that I had seen any. However, I realized that with my playset of Surrakar Marauders and other early, evasive creatures, that I just might be able to get in a couple aggressive wins.

Round 1: vs Chris (W/B)

It was Chris’s first tournament, but he had played Magic for a fair bit before coming, so there were no rules disputes like there are when playing against newer players, which was nice. Nothing against newer players, it’s just that this is a complex game whose rules take some time and effort to fully understand, and Chris knew the rules to a tee. When he cast a turn one Steppe Lynx, I was unsure of how to proceed. I had a Disfigure in my hand, but I waited to see if he was hurting on land. He wasn’t, and I cast the black spell in response to the Landfall trigger to ensure it didn’t get out of hand. He then followed it up with a variety of Kor, while I played 3 Surrakar Marauders back to back, and I hit my land drops every turn to swing for 6 unblockable, and he couldn’t muster a black creature.

In game 2 I boarded in a Bog Tatters, because I had seen swamps from him, and a lack of removal. I saw the swampwalker in my opening hand, and after playing little evasive guys in the early game, he was my best out against an unkicked Conquerors Pledge, while Giant Scorpion and a 5/5 Zombie token held the fort. Sure enough, he didn’t draw removal for my guy and lost.

1 – 0

Round 2: vs Umir (RGBu Allies)

Umir had been in my draft pod, and he had joked afterward about how terrible his deck was. He had 4 refuges, and splashed black off them to support double Hideous End, which was relatively ineffective against most of my guys. His only blue card was a Sea Gate Loremaster, and I didn’t expect a whole lot. He cast a turn 2 2/1 FS ALLY which was promptly Disfigured, and I cast Surrakar Marauder, which went unanswered. Soon joined by a Bloodchief Ascension, Umir couldn’t let any of his cards go to the graveyard, and he promptly died. In the second game I just overwhelmed him with my Surrakars, and was undefeated going into round 3.

2 – 0

Round 3: vs Atilla

Atilla is a relatively new player who’s become quite good in the months that he’s been playing. He had a really good blue-green deck that took advantage of Windrider Eel and Living Tsunami to bring tons of power in the air. However, I was able to get a quick win in game 1 thanks to a turn 1 Lacerator, turn 2 Surrakar and turn 3 kicked Gatekeeper of Malakir, which dispatched his Umara Raptor. He quickly got below 10 life, and Guul Daz Vampire just got there thanks to the evasion provided by intimidate. In game 2 I hit a bit of a mana flood, and we shuffled up for game 3. Here, Atilla made 3 critical misplays. The first was not responding to my Pitfall Trap with his Caller of Gales, the second was not responding to my final Bloodchief Ascension trigger, and playing an instant after it resolved, and the final misplay was not attacking with a Living Tsunami because he forgot about my guys having intimidate. I don’t think I deserved to win, but being able to capitalize on misplays is a necessary skill in the tournament scene.

3 – 0

Round 4: vs Matt

We decided to intentionally draw the final round to give us both 7 packs in prizes. When we actually played it out, I was able to win easily in 2 games, because my deck was just faster (although his mana screw in game 1 helped) and the ceremony match was quickly decided.

3 – 0 – 1

So the deck I drafted told me a fair bit about the tempo and style of Zendikar limited matches. The first thing is that intimidate is simply awesome, and Surrakar Marauder should not be underestimated. Even Guul Daaz Vampire is a great inclusion if you’ve got a fast enough deck, and you’ll often just consider them unblockable.

A few days ago the team and I had a discussion about limited, and when to play Kor Skyfisher was a topic of discussion. I’m an advocate of playing it on turn two, because it doesn’t die to Burst Lightning (unkicked) or Disfigure. I also find that Zendikar limited is slow enough that bouncing a land is a weatherable loss, and if you bounce something like a 1 drop equipment or quest is always an option. It’s a great choice for when your opponent drops a Paralyzing Grasp or something like that. The interaction with Landfall is also noteworthy, as well as bouncing any ally that would be advantageous. All in all, I think that the skyfisher should be picked around 3-4th in draft, much higher than what I’ve seen it going.

I also believe that Bold Defense is worth a second look. It will often resolve kicked, and the first strike ability is almost always relevant. At it’s worst, it will help your guys punch through for a few additional points of damage, much like Warriors Honor, and at best it can be a one sided Day of Judgment. I think that it’s a solid card that should not be going later than 7th or 8th.

The key to being successful in Zendikar limited is (in my opinion) to be very agressive. Many decks will be quite slow, and an agressive deck will likely be able to keep the opponent off balance. Conversely, it’s not a bad thing if a slower deck packs a Kraken Hatchling, because it does an excellent job of slowing your opponent down. Nobody wants to waste removal on a 0/4, and while I wouldn’t pick it early, you should definitely consider it. Obviously River Boa is even more awesome in that situation, but you already knew that it was good.

Next week I’ll probably discuss my first standard deck in the new environment, free from faeries and five colour control and all the other cards from Lorwyn Block. Until then, send any questions or suggestions to zak-AT-power9pro.com, or via my twitter feed at www.twitter.com/zturchan.

Cheers,

Zak

Halfway Between the Zendikar Prerelease and Launch Party

Thursday, October 1st, 2009

Well, we’re at the halfway point between the Zendikar prerelease and the Launch Party. Halfway between Rampaging Baloths and Valakut, the Molten Pinnacle. Halfway between a standard format defined by Faeries and 5 colour control and a standard format defined by vampires, soldiers, and Naya Zoo (Or so though Ben Lundquist in our most recent workshop).

So with this halfway point in mind, I though I’d split my article for today in half. I want to talk a little bit about the prerelease and Zendikar sealed, and then a bit about the upcoming launch party and the Zendikar draft format. In homage to Evan Erwin, Let’s Go!

Sealed at the Zendikar prerelease was, if I may quote a friend who was next to me as we built our decks, “like Christmas.” The smell of brand new cards (or not in the case of a signed Scrubland that was opened) and the sound of cracking packs was a great start to the day.

The shop I play at, Wizards Comics & Collectibles in Edmonton normally has a limit of 16 players for tournaments, because that’s really all they have space for. When I got to the shop with 20 minutes to spare, I entered and found out that I was the 30th person to enter. I still don’t know how we managed to fit everyone in there, and we were informed that we were playing 5 rounds, when usually we only have 3 or 4. The only problem was where would 1/3 of the people play? All the tables had been set up and the chairs were all filled, so there were 8 people without seats.

Luckily, John, the store owner came to the rescue. He called on myself and 4 other players that he knew and trusted (I’ve been going to Wizards for Magic for 2.5 years now), and asked that we set all our stuff up behind the counter. Not only was I going to play more rounds than I expected, but I was going to do it standing up. Ah well, you win some, you lose some.

Obviously I was hoping to crack a priceless treasure, but I was still happy to see an Arid Mesa among my rares, as well as bombs Gigantiform and Beastmaster Ascension. Yeah, I thought I could do something with this.

Unfortunately for me, no two of my colours were deep enough to warrant a nice, streamlined 2 colour deck. While I had the aforementioned green bombs, only 3 of my other green cards were playable, so it took me a while before I decided on my colour combinations. I probably could have gone with 2 colours, but I would have had to play a number of sub-par cards in order to round out my 23. Thus, I remembered what Alara Block taught me about playing 3 colours and set to work playing the best of green, red and black. Luckily I also had a number of equipment that didn’t care about my mana base, including one my new favourite cards for limited, and the younger brother of Vulshok Morningstar: Trusty Machete.

Here’s the list I ended up playing.

Now, the first thing I realized was that I had to play a super-aggressive deck. I got this idea from the double Zetkar Shrine Expedition and double Ruinous Minotaur. I believed that I had enough removal to ensure that my opponent’s board would be more or less empty, allowing my 7/1s and 5/2s to attack relatively unhindered. Now one thing I understand is that these cards should not by any means be played in any deck that can support you. Without a large source of constant, high-level pressure, these cards can be more of a hindrance than a help.

Now, in the context of the sealed environment at the prerelease, I’d like to give my initial impressions of some of these cards. Obviously removal like Hideous End is really good, but there are some cards whose abilities may not be as obvious.

One disadvantage of Hideous End is its inability to deal with Vampire Nighthawk, one of the biggest and most potent cards in the format. Thus, anything that can kill the 2/3 vampire is always worth a consideration. Thus the inclusion of Oran-Reif recluse and Burst Lightning becomes even more relevant.

Speaking of the new Shock variant, I think that it warrants an extremely close look. I would say that I kicked it 80% of the time, and many times it was used to blast my opponent for the last few points of damage. It’s a super versatile card that could easily be a first pick, and should definitely not go later than 4th.

Now one of the cards I was extremely disappointed in was Beastmaster Ascension. I’ve seen many claims that this is a limited bomb, but although I resolved it multiple times, I never got it online once. The sheer number of quest counters is almost impossible to achieve without killing your opponent. If you get off 7 successful attacks, and were able to tap 4 for an enchantment, you should have won outright. Should the seventh quest counter ever be added to the enchantment, the extra +5/+5 will be nearly negligible.

River Boa was a great addition to the deck, because it provides an ample shield against opposing fatties, and the islandwalk is a really nice ability to have. The Boa’s cheap cost also makes it a really great target for all sorts of equipment while having regeneration mana open.

The final two cards I want to talk about that really shone in my sealed deck were Adventuring Gear and Plated Geopede. Yes, they’re both great, and yes, I was able to go turn 1 Gear, turn two Geopede, turn 3 equip and play Arid Mesa. I think that they both are really great with landfall, and just enable Harrow to be simply game breaking.

I was able to go 3-2, losing to a WB deck featuring Feledar Soverign and WUG Allies featuring Turntimber Ranger, Kabira Evangel and Sea Gate Loremaster, as well as 8 other Allies. It seemed like an amazing pool, and my opponent admitted as such after our games. My other games were just me running over anything that wasn’t as fast as I was. The constant slew of removal and fast creatures just was too much. However, the allies were just as fast but helped his board position more, and the lifegain from the black white deck nullified many of my offensive threats.

In short, the key to Zendikar sealed is to have a mix of mid-cost and early creatures that can impact the board as much as possible, with a few late game bombs to seal the deal.

Drafting Zendikar

I have not done an actual Zendikar draft yet, as our prerelease didn’t have any, but I will do at least 1 tomorrow and 1 more on the weekend, so I want to give you my first impressions as to what stands out and some potential strategies for the Launch Party.

Personally, I think that the blue cards in Zendikar are lacking, especially for limited. Thus, I don’t intend to draft it, but if you do, Whiplash Trap seems like a really great card. The ability to bounce 2 creatures is huge, especially when you can clear the way for an attack.

Black in Zendikar is extremely strong, and Mark Rosewater tweeted earlier in the year about 3-0-ing a Wizard’s employees draft with mono-black, and I can easily see how it was done. With super efficient cards like Quest for the Gravelord and Vampire Nighthawk, It seems probable that a fast black deck would be almost unbeatable. Black (as usual) has some of the best removal in the set, such as Hideous End and DIsfigure, in addition to the new Infest variant: XXX. Just like in M10 draft, mono black decks can take advantage of Crypt Ripper as an upgrade to Looming Shade as a great outlet for excess mana. However, because of this, I think that black will be overdrafted and you might want to consider leaving the vampires alone for a bit.

The red in Zendikar is pretty solid, with all-stars Burst Lightning and Unstable Footing able to deal out their fair share of burn damage, and Geyser Glider and Bladetusk Board provide some low-rarity evasion in red, something not often seen. There is great depth to red in this set, and I think that it’s not a bad colour to try and force through. Even cards like Slaughter Cry and Shatterskull Giant are terrific role players in a red deck. I also think that Plated Geopede is something that you should try and pick up multiples of, especially if you’ve got a couple Adventuring Gear or Harrows lying around.

White is an interesting colour in Zendikar, in that it has some commons that are totally bonkers, and others that are the epitome of “meh”. Cards like Shepherd of the Lost and Journey to Nowhere are obviously good and first-pickable, but there are a fair few common slots given to just mediokre spells, like a couple of guys with high toughness/low power, or cards that gain you life or prevent a single point of damage. In short, I don’t think going white is worthwhile unless you open up a bomb rare, or have multiples of the good commons/uncommons that would warrant it. However, the slim pickings are likely to be picked up by other drafters and you won’t have the luxury of all the best white cards.

Last we come to green, the colour that is probably a must if you really and truly wish to abuse landfall shenanigans. Obviously Harrow is amazing, but so are Khalni Heart Expedition and Frontier Guide. There are also some awesome pseudo-removal spells in there like Orang-Reif Recluse, which is just the think for taking out a Shepherd of the Lost or Vampire Nighthawk. I also believe that Mold Shambler is an excellent pick, because at it’s worst, it’s a Hill Giant which is absolutely fine in limited. At its best, It can kill an enemy quest or (as I saw at the prerelease) aggravate an opponent you has hiccoughed on their mana.

In short, when drafting Zendikar I think that black, red and green are the best colours with the deepest card quality. Send good signals in pack one and you should be rewarded with some choice uncommons in the later packs. Remember, this is not Alara block where you can decide halfway through pack 2 to go 5 colour and come out all right. If you can manage a solid mono-coloured deck (Mono red and black would be my ideals), go for it, but do not take poorer cards instead of adopting a second colour. There’s more fixing in Zendikar than M10, so your mana base is much easier, with about the same colour restrictions.

I’ll be at the Zendikar Launch Party this Sunday at Wizards Comics in Edmonton if you want to say hi. I’ll be wearing the bright orange Power 9 Pro t-shirt, so don’t be afraid to stop by. As always, article suggestions or questions can be put in the comments field, sent to zak(AT)power9pro.com, or via my twitter feed at www.twitter.com/zturchan.

Cheers,

Zak

Zendikar Card Review batch 04 (249/249)

Friday, September 25th, 2009

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.

JOE

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.

JAMES
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)
Lifelink
1/5

JOE

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.

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

Cliff Treader – 1W
Creature – Kor Scout (Common)
Mountainwalk
2/1

JOE

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.

JAMES
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.
1/1

JOE

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.

JAMES
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.

JOE

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.

JAMES
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)
Defender
Whenever Makindi Shieldmate or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Makindi Shieldmate.
0/3

JOE

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.

JAMES
Boo.

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

JOE

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.

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

Pillarfield Ox – 3W
Creature – Ox (Common)
2/4

JOE

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.

JAMES
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.

JOE

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

JAMES
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.

JOE

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.

JAMES
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.

JOE

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?

JAMES
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)
Islandwalk
{2}{U}: Tap target creature without flying.
2/3

JOE

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.

JAMES
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.
2/3

JOE

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

JAMES
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)
Defender
Landfall – Whenever a land enters the battlefield under your control, Shoal Serpent loses defender until end of turn.
5/5

JOE

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.

JAMES
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.

JOE

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.

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

Bog Tatters – 4B
Creature – Wraith (Uncommon)
Swampwalk
4/2

JOE

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

JAMES
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)
Haste
{B}: Crypt Ripper gets +1/+1 until end of turn.
2/2

JOE

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).

JAMES
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.)
1/1

JOE

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.

JAMES
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.
3/1

JOE

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.

JAMES
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.)
Flying
When Heartstabber Mosquito enters the battlefield, if it was kicked, destroy target creature.
2/2

JOE

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.

JAMES
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.

JOE

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.

JAMES
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.
2/2

JOE

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

JAMES
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
2/2

JOE

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.

JAMES
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.
2/1

JOE

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)
Intimidate
3/2

JOE

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

JAMES
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.
2/1

JOE

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.

JAMES
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.
2/1

JOE

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.

JAMES
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.

JOE

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

JAMES
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.

JOE

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.

JAMES
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.

JOE

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.

JAMES
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.
0/4

JOE

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

JAMES
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.

JOE

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.

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

Shatterskull Giant – 2RR
Creature – Giant (Common)
4/3

JOE

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.

JAMES
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

JOE

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.

JAMES
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.

JOE

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).

JAMES
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.
2/2

JOE

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

JAMES
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.
1/4

JOE

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.

JAMES
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.
1/2

JOE

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

JAMES
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.

JOE

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.

JAMES
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.
2/2

JOE

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.

JAMES
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)
5/6

JOE

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.

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

Zendikar Card Review – Batch 3

Thursday, September 24th, 2009

Welcome to batch 3 of our ongoing Zendikar preview series.  As with the last two batches, I will give each card a knee-jerk reaction within the paradigm of limited play, occasionally speculating on legacy and EDH, while James will primarily comment on Block, Standard, and Extended, with occasional banter on other topics.

We love hearing from you in the comments section.  Without further ado…

Armament Master – WW
Creature – Kor Soldier (Rare)
Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
2/2
Illus. Steven Belledin
#1/249

JOE

Might randomly be awesome in the right pool / draft, but there’s a lot of pieces that have to fall into place.  Usually this is a rare that’s a slightly-worse-than-usual runeclaw bear.

JAMES
This is a great theme-driven deck (”Tribal”) but I don’t see a fit for this in anything competitive.

Arrow Volley Trap – 3WW
Instant – Trap (Uncommon)
If four or more creatures are attacking, you may pay {1}{W} rather than pay Arrow Volley Trap’s mana cost.
Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures.
#2/249

JOE

The trap cost here isn’t a huge savings, but it hardly matters.  Whether for the trap cost, or full price, this is top shelf removal for white.  This should take down a minimum of two attackers, and will often leave your opponent wrecked.

JAMES
Maybe I’m just a sucker for the Trap mechanic (I think I’ve said this same thing about 6x ! lol!) but I feel the non-trap cost is a bit ridiculous. 5cc? That’s more than Wrath of God and Day of Judgment and really it’s not going to kill anything that frightening. The ability to divide the damage is certainly appealing. I see this card fitting more into control decks. I’m not sure that 5 color control/cascade has a future because of loss of Reflecting Pool, filter-lands and vivid lands; that being said, it’d be a great side-board option if token-based/winnie decks make a comeback. Outside that, I see better removal spells in Path to Exile, Harms Way and even to some extent (some) Celestial Purge and Martial Coup. Martial Coup may be a better benchmark because for two more cc you get to “wrath” and fill the board back up with 5 of your own dudes.

Kor Aeronaut – WW
Creature – Kor Soldier (Uncommon)
Kicker {1}{W}
Flying
When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn.
2/2

JOE

A solid creature with a respectable kicker.  At 1WWW, it’s white-intensive, but this can often push through important damage for aggressive archetypes that are a white mainstay.  I like this uncommon just fine.

JAMES
Pretty interesting card. It helps to have it on turn 2 because of the flying and then mid/late-game you can cast with kicker to just send in a dude with flying. That being said, for the same cc I would rather play Elspeth, Knight Errant or Ajani Goldmane–Elspeth pulling the majority of weight in my mind because she gets a loyalty counter & gives a creature +3/+3 and flying. Maybe this will go into that Kor-themed deck I mentioned above but not into anything competitive.

Kor Hookmaster – 2W
Creature – Kor Soldier (Uncommon)
When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn’t untap during its controller’s next untap step.
2/2

JOE

Another tempo-oriented card that’ll shine in aggressively curved decks.  A solid gray ogre variant.

JAMES
I’m trying to figure out if this is playable or not. I want to say yes. The appeal of a targeted Sleep is pretty strong and it’s not overly costed. You can trust that this creature will get in for 2 the next turn–well, big assumption but let’s roll with it for a moment. With that assumption we have to assume that we’re tapping down something bigger than this 2/2. Is the 2/2 going to cause enough of a tempo change? Probably not alone it won’t! What board position would we want to see this in? Certainly not in an opening hand; we want it for punching through the final points of damage. Tapping a Baneslayer Angel seems hawt. What else? Hmm, my surmise is that we’d rather play Brave the Elements (new from Zendikar) which at 1cc gives all your creatures pro-whatever-color-you-need-at-the-moment (i.e. one-turn evasion for the finishing alpha strike). Definitely not a good choice for Extended or Standard and highly unlikely for Block.

Kor Outfitter – WW
Creature – Kor Soldier (Common)
When Kor Outfitter enters the battlefield, attach target equipment you control to target creature you control.
2/2
#21/249

JOE

This will only ever save you a couple mana, so it’s mainly a bad grizzly bears, but still has a place in what looks to be a white-heavy aggro archetype in this set.

JAMES
Plays well with the first card on our list today, Armament Master but that’s assuming an “ideal world” where we have Armament Master in play AND a worthwhile equipment. I’d like to pitch this as playable if you’re equipping a bomb equipment like Sword of Fire and Ice or Umezawas Jitte but really wouldn’t we rather just pay the two and equip it than put another dude into play? I sure would so…yeah, this isn’t really that great of a creature.

Nimbus Wings – 1W
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +1/+2 and has flying.
#28/249

JOE

Auras always have the “exposure to 241s” danger.  The risk is that you enchant your guy only to lose two cards to the opponents single removal spell.  If the rewards are greater than this risk, the aura in question is playable.  It’s my opinion that flying and a small boost are probably worth it in some cases.  Evasion is very nice, and giving the right creature flying can win the game.  I think this will have a home in WG decks with lots of ground-based fat green creatures.  Suit one up with Nimbus Wings, and you should be putting your opponent on a fast clock.  I like it.

JAMES
I don’t see this being played outside limited. Maybe there’s a spot for in block (?) but really for 2cc (1 & W) I would rather drop Honor of the Pure. The bigger butt (i.e. Holy Strength) makes this a somewhat defensive card which runs against the grain of giving a creature evasion. What’s the point of having evasion if you’re just going to sit around and block with the creature? It’s a little underwhelming imo.

Ondu Cleric – 1W
Creature – Kor Cleric Ally (Common)
When Ondu Cleric or another Ally comes into play, you may gain 1 life for each Ally you control.
1/1

JOE

Life gain has been growing in popularity.  I think this will see play, but it’s not my kind of thing… however, the Ally deck is reminiscent of affinity in Mirrodin in the sense that “the more the merrier” seems to hold true.  I can see running this mainly for its type line.  Its own ability is incidental to the fact that it’s an ally.  It’s like running off-color mana-producing myr or off-color spellbombs in mirrodin.  It’s about critical mass.

JAMES
If Ally makes a surge in Block, maybe otherwise no. As sad as it is to say Essence Warden & Soul Warden seem better since they aren’t “ally” based. Plus, how many allies are you going to have in play at any given time? 3? Regardless, I see better Ally-cards in White at 2cc (such as Kazandu Blademaster–which after seeing more and more of the spoiler, I realize I was too quick to judge as “just a 2/2″).

Quest for the Holy Relic – W
Enchantment (Uncommon)
Whenever you cast a creature spell, you may put a quest counter on Quest for the Holy Relic.
Remove five quest counters from Quest for the Holy Relic and sacrifice it: Search your library for an equipment card, put it onto the battlefield, and attach it to a creature you control. Then shuffle your library.
#33/249

JOE

Well, if you’re particularly creature heavy and have one bomb equipment, maybe this is worth a slot.  Almost always, it’s not.  You want cards that do good things all by their lonesome.  This has a lot of strings attached.

JAMES
Too bad the quest is “when you cast” because it’s probably just too slow to justify. Being able to tutor out a Jitte is pretty sexy but it’s altogether under-powered and slow. It’s not on the same threat-level as Luminarch Ascension which I find a lot more appealing. General aside: The vulnerability of these ‘quest’ cards is that a simple Naturalize hoses 5 turns or more investment. (Qasali Pridemage comes to mind as a playable)

Windborne Charge – 2WW
Sorcery (Common)
Two target creatures get +2/+2 and flying until end of turn.

JOE

Another way to ram through damage in the white rush archetype.  I like it just fine.  Also great in the WG kind of deck I mentioned above.

JAMES
Expensive. So far as constructed goes, same comments vis a vis Elspeth apply here. Just straight up better: both are at sorcery speed, Elspeth sticks around to be a continuing threat, and does a better job pumping the creature (33% better).

Summoner’s Bane – 2UU
Instant (Common)
Counter target creature spell. Put a 2/2 blue Illusion creature token onto the battlefield under your control.

JOE

Not bad at all!  I seldom play control in limited, but this is an essence scatter I can definitely get behind.  It’s somewhat easy to see coming, alas, but still… a good counter for limited.

JAMES
Certainly provides the right kind of card advantage that U needs to win. I wish the illusion had flying but maybe I’m just being a bit greedy. This is a really good card in limited, btw. It’s cancel on steroids imo. (Maybe Essence Scatter is a better counter examle but the 2 U in the casting cost makes me think of Cancel more than Essence Scatter). I can see this being a great counter spell in Block and also making some appearances in standard. Unless I’m totally blanking on some amazing control cards in U, the counter-suite seems a bit dry–probably because Cryptic Command has played such a meta-defining role and its absence is a gaping whole where once was a God of CounterMagic. I do like this counterspell.

Caller of Gales – U
Creature – Merfolk Wizard (Uncommon)
{1}{U}, {T}: Creatures you control gain flying until end of turn.
1/1
#43/249

JOE

Nice one!  Levitation always suffered from being an enchantment and from being costly.  This is a lower mana investment and can occasionally beat for 1.  I like it.

JAMES
It’s good that it’s multiple creatures otherwise it’d be strictly underpowered. I personally wouldn’t want to rely on getting my miniature creatures through on the back of this card but the Merfolk decks will probably toy with this. —-CORRECTION–checking out the spoiler on mtgsalvation right now and it looks like it’s changed to target creature. Okay, so it’s underwhelming.

Cosi’s Trickster – U
Creature – Merfolk (Rare)
Whenever an opponent shuffles his or her library, you may put a +1/+1 counter on Cosi’s Trickster.
1/1
#45/249

JOE

Interesting card.  Soldier of Fortune had a torrid love affair with this merfolk in the late 90s… little known fact.  No, this is potentially interesting in constructed, but it’s basically a 1/1 for U in limited.  You can’t ever count on it being much more.  I mean, maybe it grows to 2/2 or 3/3, but it’s almost certain to be out of your control.  Usually, this sits the bench; that’s my prediction.

JAMES
This could be a really aggressive card. Fetchlands will be making a strong appearance in every format from Extended to Block so I would expect this to be an amazing tempo-play. If you’re going full on merfolk then sleeving this up with Merfolk Sovereign is a great choice. What I really find appealing about this card is that in the early game U players can flop this puppy down and then simply protect it and keep counter magic available to tempo-play the opponent all the while exerting pressure on the opposing player. It’s proably not a game winner in and of itself but I definitely see this having a spot on the team.

Gomazoa – U
Creature – Jellyfish (Common)
Kicker {1}{U}
When Gomazoa enters the battlefield, if it was kicked, return target creature to its owner’s hand.
0/3
#46/249

JOE

An 0/3 makes me sad.  As a 1/2 I’d play this every time.  This is just a weird, pricey unsummon.  It still has a place, but I’d probably use it in a spell slot, not a creature slot, and I’d rather this guy had flash.  It’s an effect that needs to be instant to be fully useful.

JAMES
I don’t see the point of this card. Just play Unsummon[card] and then play a better creature (like [card]Cosis Trickster above).

Paralyzing Grasp – 2U
Enchantment – Aura (Common)
Enchant tapped creature
Enchanted creature doesn’t untap during its controller’s untap step.
#58/249

JOE

This has been done many times, and it’s a good example of “soft removal,” which is the normal kind of removal for blue.  Not bad at what it does.

JAMES
Very playable in limited though I can’t think of many instances where this would see play in constructed decks. Better to just have an Essence Scatter and not get that creature into play in the first place. Imo.

Sky Ruin Drake – 4U
Creature – Drake (Common)
Flying
2/5
#66/249

JOE

A solid flier in common.  Will definitely see play.

JAMES
Very interesting for limited. The big butt makes it easily a stabilizer against early-rush strategies while the 2 power lets it switch over to an attack after it played its stabilization role. Pretty cool. That being said, it’s not playable in constructed decks. (too expensive).

Sphinx of Jwar Isle – 4UU
Creature – Sphinx (Rare)
Flying, shroud
You may look at the top card of your library.(You may do this at any time)
5/5
#68/249

JOE

In limited, being a 6-drop 5/5 flying shroud makes it a bomb.  The top card thing is gravy, but mostly just a cute sideshow.  In constructed, maybe this can pair with djinn of wishes?  I dunno.

JAMES
Weird. I don’t see the value of looking at my library as worth it in this instance. It’s certainly a fairly efficient creature but it’s very boarderline. U-based decks typically don’t use big creatures for exerting pressure–simply because tapping out for a big spell like this allows your opponent to “finally” play their win-condition and they’ve been playing around the permission strategy for a few turns. Why give them permission?

Umara Raptor – 2U
Creature – Bird Ally (Common)
Flying
Whenever Umara Raptor or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Umara Raptor.
1/1
#75/249

JOE

This might end up being the most popular common ally.  This is playable all by itself as a flying (you guessed it) gray ogre.  The fact that it can easily go well beyond makes this, in my mind, a likely first pick for blue.  Definitely a very high pick.

JAMES
Agreed. Strong ally at 3cc for a 2/2 flyer and mid-to-late game it’s not a dead card. A player can cast this spell and still leave some mana open for countering another spell. Well balanced. I’d expect to see this floating around in Block.

Welkin Tern – 2U
Creature – Bird (Uncommon)
Flying, defender
{T}: Shuffle Welkin Tern and all creatures it’s blocking into their owners’ libraries.
0/3
#76/249

JOE

Pretty neat!  I like that it’s the chump blocker par excellence!  This ought to be thought of as a soft removal spell… it’s not terrible.  Block a few bears until a scary beast comes to town, then send him packing.

JAMES
I don’t quite get “and all creatures it’s blocking.” It’s not allowed to block multiple creatures so it’s just a one-for-one right? It’s ‘aight…but probably not worth it.

Grim Discovery – 1B
Sorcery (Common)
Choose one or both – Return target creature card from your graveyard to your hand; and/or return target land card from your graveyard to your hand.

JOE

An awesome raise dead variant.  This will help you get double-duty out of whatever fetchland you cracked if you got lucky with landfall.  Worst case it’s raise dead for 1B.  Worth it for sure.

JAMES
I find this card really good. For the Vampire/MBC this seems like a great option. It’s cheap, does more than one thing, etc. In fact, I’ll bet it will fit really well into the Grixis-Control style decks using Soul Manipulation and Architects of Will.

Hagra Diabolist – 4B
Creature – Ogre Shaman Ally (Uncommon)
When Hagra Diabolist or an other Ally enters the battlefield, target player loses life equal to the the number of Allies you control.
3/2

JOE

A solid ally capable of doing double digits worth of life loss with the right number of allies.  However, as a 5-drop, you’ll need a few early allies to maximize your return with this guy.  3/2 is a little weak on 5 to run this guy as a sole ally.

JAMES
I just don’t have enough exposure to these allies to get a gauge on their power. Assuming you’ve been exerting even a modicum of pressure on your opponent this could be a very simple way of getting in the last few points of damage. (Assuming 3 or allies total on the battlefield). He’s pretty expensive though.

Malakir Bloodwitch – 3BB
Creature – Vampire Shaman (Rare)
Flying, protection from white
When Malakir Bloodwitch enters the battlefield, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
4/4
#100/249

JOE

Damn.  This is a bomb.  Even as your only vampire, a 5-drop 4/4 flying is solid.  Just ask air elemental!  This should see a lot of play in constructed too, as vampires are on the rise.  This will probably be worth some $$ as well.  Pro white positions him quite well to battle a certain baneslayer angel, as well as dodging wall of reverence.  Constructed ain’t my thing really, so this is partly “on-a-limb” but I’m thinking this is a shoe-in for constructed vampires.dec.

JAMES
Seriously? This is ridiculous. Vampires is looking so damn strong. I see this as super playable. Even if the “total vampires” you control is only 2 (counting this one), then a four point swing in life with a 4/4 flyer is looking good. Pro-white is just gravy.

Mire Blight – B
Enchantment – Aura (Common)
Enchant Creature
When enchanted creature is dealt damage, destroy it.

JOE

This is on the extreme weak side of soft removal, but sometimes we all do things we’re not proud of.  Running this will be one of those times.  It happens.

JAMES
Weak.

Hellfire Mongrel – 2R
Creature – Elemental Hound (Uncommon)
At the beginning of each opponent’s upkeep, if that player has two or fewer cards in his hand, Hellfire Mongrel deals 2 damage to him or her.
2/2
#130/249

JOE

Who can guess what red creature I’m about to compare this to favorably?  If you said gray ogre, give yourself a gold star.

JAMES
Blightening loves this. There’s looking to be a few great discard spells in this set that will mesh well for a B/R strategy. I see this making an appearance in Type2. It only cost 3cc, will put pressure on an opponent and is sorta like a Sulfuric Vortex. Not bad.

Obsidian Fireheart – 1RRR
Creature – Elemental (Mythic Rare)
{1}{R}{R}: Put a blaze counter on target land without a blaze counter on it. Lands with blaze counters on them have “At the beginning of your upkeep, this land deals 1 damage to you”. (The land continues to burn even after Obsidian Fireheart leaves the battlefield.)
4/4

JOE

I’m not sure whether that parenthetical remark, “The land continues to burn even after Obsidian Fireheart leaves the battlefield,” is a joke or not, but it seems like sloppy rules execution.  The fact that the land gets this new ability already indicates that the effect is not dependent upon Obsidian Fireheart being in play.  The “continues to burn” thing is unnecessarily confusing.  Here’s hoping it’s a joke.  Anyway, the card itself seems more like a constructed card with RRR in the cost.  In limited, there’s no question it’s a huge creature for 4 mana though, so if you’re base-red, this should be a bomb for you.  The fact that it doesn’t require tapping to add counters makes him sweet.  On turn 6, they’ll already be taking lightning bolt-worth of damage per turn… FROM THEN ON.  I think it’s a bomb, but a quirky and odd one.  You need to be base red, but if so, you’re probably good to go with this guy.

JAMES
I’m not commenting on this card until I see it. It’s wording is all weird–total FUBAR imo. I can’t get a straight answer on the forums about whether this is confirmed or complete conjecture. Seems like random guesses in the dark about what it could do. Let’s see a scan of the card! ;-)

Unstable Footing – R
Instant (Uncommon)
Kicker {3}{R}
Damage can’t be prevented this turn. If Unstable Footing was kicked, it deals 5 damage to target player.

JOE

I only like it when it’s kicked.  How often is damage prevented?  An instant lava axe though?  Sign me up.

JAMES
I can think of instances where preventing the prevention of damage would be really useful. Too bad it doesn’t stop lifegain too. Would be a total shoe-in for SB. Harm’s Way cries a little in the dark when it sees this card. The kicker just gives it late-game viability. This is worth experimenting with in SB (before the tourney of course).

Oran-Rief Recluse – 2G
Creature – Spider (Common)
Kicker {2}{G}
Reach
When Oran-Rief Recluse enters the battlefield, if it was kicked, destroy target creature with flying.
1/3

JOE

Not bad.  If it had deathtouch too, it’d be properly insane.  This seems decently balanced as is.  I run him in green.  Fliers are green’s traditional downfall.  Maindecking an answer is not such a bad plan, usually.

JAMES
Pretty expensive. I don’t see this having the goods for constructed play. But heck, it will destroy a Baneslayer Angel so it can’t be all bad. Maybe think of it as a 6cc spot removal for Green? Does that make it swallow-able? Maybe…

Quest for the Gemblades – 1G
Enchantment (Uncommon)
Whenever a creature you control deals combat damage to another creature, you may put a quest counter on Quest for the Gemblades.
Remove a quest counter from Quest for the Gemblades and sacrifice it: Put four +1/+1 counters on target creature.

JOE

Only needs one quest counter eh?  And blocking will do the trick.  I think it’s a solid giant growth kind of card… it’s a little weird, and a little slow, but it’s like a seal of strength, essentially.  Lets you bluff your way through future combats for sure.  I’m down with that.

JAMES
Very interesting. The cheapest Quest of all? (cheapest as in “most accessible to actually achieve the goal of the quest). Pretty damn cheap. Too bad the counters can’t be divided. I guess that would make it over powered? Well, blocking occurs pretty frequently in combat, I’m just a little wary of saying, “put this in your deck” because I’m viewing the quests as all together un-reliable a strategy. Maybe someone will play this in some decks and leave a comment on how they work out. For now, I’m a skeptic.

Relic Crush – 4G
Instant (Common)
Destroy target artifact or enchantment and up to one other target artifact or enchantment.

JOE

Solid.  Should go into many EDH decks the day of the pre-release.  This is not terrible in limited either, since by the mid-to-late game, you’ll usually see some kind of enchantment or artifact.  Maybe it’s a sideboard card, maybe not.  This set has tons of equipment and weird enchantments of all shapes and sizes.  I’m guessing a fair number get maindecked.

JAMES
Too expensive and what artifacts are we talking here? Pass

Savage Silhouette – 2G
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +2/+2 and has “{1}{G}: Regenerate enchanted creature”.

JOE

Hmmm… it’s better than regeneration, but I still worry about the 241 exposure here.  It’s right on the margin here for me.  I guess it depends on what my creature suite looks like.  I dunno.  I’d much rather not be in the situation where I need another card in my deck, and this is among the top contenders for the slot, let’s put it that way.

JAMES
Definitely not a bad pick in limited. Being able to Regenerate isn’t bad either. Has to be played late game when you’ll have the mana open to protect it. I don’t’ see this making the cut for constructed play though. (for example, I’d rather just play Cudgel Troll–but I don’t run that as it is…)

Territorial Baloth – 4G
Creature – Beast (Common)
Landfall – Whenever a land enters the battlefield under your control, Territorial Baloth gets +2/+2 until end of turn.
5/5

JOE

5-drop 5/5 is alright by itself.  Occasionally a 7/7 makes it superb.  A solid common sure to be a vertebrae in the backbone of many green decks, and the splashed beef of others.

JAMES
Probably too expensive for constructed play; there’s better G in this set.

Expedition Map – 1
Artifact (Common)
{2}, {T}, Sacrifice Expedition Map: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.

JOE

Neat, flavorful name!  This is a colorless civic wayfinder without the creature.  Surely has a place as a common fixer for non-green multi-color decks.  That’s its purpose, and it serves it well, but fairly.

JAMES
This is a tad bit better than Civic Wayfinder since we can pull any land (i.e. pain lands). I’ll wager this is excellent in limited and then not quite good enough for constructed play (due to the lack of a body).

Explorer’s Scope – 1
Artifact – Equipment (Common)
When equipped creature attacks, you may look at the top card of your library. If it is a land card, you may put it onto the battlefield tapped.
Equip {1}

JOE

Whoa, nice!  Free lands, free landfall occasionally.  If you have multiples in play, they stack up nicely, letting you hit a two-land pocket every blue moon.  I dunno… it sort of doesn’t do much… that’s my only beef here.  Getting free lands is nice, but it doesn’t really enhance your creature any.  It’s a weird kind of accelerator, being on an equipment.

JAMES
Interesting enabler. And you just have to attack. Free lands = card advantage and can be activate as early as turn 2. Not bad at all. I’ll bet this little puppy finds a home in some creative decks. I wouldn’t even laugh if it was in Extended. Getting the mana boost will go a long way in that format. Heck, it’s great for a Naya-Zoo deck that wasn’t able to get a Plains-Mountain-and-Forest onto the Battlefield (Wild Nacatl). I’d test this card out. It’s major draw back is that if you want to reliably have this card early game (when it’s useful as it’s not as game-impacting late game) you’d have to run 4x. That being said, it’s still somewhat helpful late game when mana is plentiful and players are entering near-top-deck mode….that’s essentially what makes it construction-worthy imo.

Grappling Hook – 4
Artifact – Equipment (Rare)
Equipped creature has double strike.
Whenever equipped creature attacks, you may have target creature block it if able.
Equip {4}

JOE

Awesome.  Steep in cost and equip cost, but a huge payback in the end.  I don’t see myself ever opening this and not playing it.  Not exactly a bomb, I’d say, but quite solid as equipment goes.

JAMES
Dang expensive but late game as a 2-of it’s not horrible. I just worry that at 8cc total investment, it’s too pricey to justify. Being able to Lure can be great but it’s only one target creature. “any number of target creatures” would make me think this could be excellent. As it is, I don’t see it providing the pressure necessary to justify inclusion. Maybe I’m missing something…

Khalni Gem – 4
Artifact (Uncommon)
When Khalni Gem enters the battlefield, sacrifice it unless you return two lands you control to your hand.
{T}: Add two mana of any one color to your mana pool.

JOE

Okay, so you can still tap this once for two mana, then sac it… I’m thinking the tempo loss might be a bad thing… maybe not worth it.  On the other hand, this is an awesome way to enable many-colored decks.  I think it’ll see play, but will be a risky thing to do with decent artifact removal floating around.  I’d rather not have to resort to this kind of fixing.

JAMES
It’s not my style. I don’t like to open myself up like this. If it’s bounced or destroyed, you pretty much have to scoop.

Spidersilk Net – 0
Artifact – Equipment (Common)
Equipped creature gets +0/+2 and reach.
Equip {2}

JOE

Weak.  Not that interested.

JAMES
lol. Too bad the equip cost isn’t 1. That’d make it okay. I don’t see it being worthwhile outside of limited.

Soaring Seacliff
Land (Common)
Soaring Seacliff enters the battlefield tapped.
When Soaring Seacliff enters the battlefield, target creature gains flying until end of turn.
{T}: Add {U} to your mana pool.

JOE

This can, again, help push through valuable damage.  In this cycle, this is probably my favorite card.

JAMES
Free jump I guess but at the cost of playing something on curve. Certainly looking at this as a one-of in a limited deck makes me think it’s fine since it could be a game finisher (enabler, that is).

Turntimber Grove
Land (Common)
Turntimber Grove enters the battlefield tapped.
When Turntimber Grove enters the battlefield, target creature gets +1/+1 until end of turn.
{T}: Add {G} to your mana pool.
#227/249

JOE

Kind of a weak effect, really.  I’ll pass.

JAMES
I feel like we reviewed this cycle already. Blah, pass.

Zendikar Card Review Batch 02 (170 / 249)

Monday, September 21st, 2009

Welcome to batch two of the Zendikar preview season. We’ve got ~59 new cards or so to review today. As usual, these are knee-jerk reactions, in most cases, and we try to keep these reviews as much of a first impression as possible. With the exception of Lotus Cobra, previewed by our pal Mike Flores, we haven’t seen any of today’s cards yet.

I’ll (Joe) be reviewing everything from a limited standpoint with occasional comments geared towards legacy and EDH, while James will default into evaluating the cards for constructed, particularly upcoming standard and block formats, though the latter is trickier than the former given the limited number of block cards known to date.

Enjoy, and please chime in in the comments section! That’s what it’s there for.

Brave the Elements – W
Instant (Uncommon)
Choose a color. White creatures you control gain protection from the chosen color until end if turn.

JOE

Neat little trick… should make for some favorable combat outcomes. This can be devastating soft-removal for a base-white archetype. Dr. Obvious says, “This card increases in value in direct proportion to the number of white creatures you have on board.” Thank you, Dr. Obvious.

JAMES
This is a pretty good card actually. –potentially not as good as the green version of this cycle (see below) but definitely a good card because it will hose your opponents’ attempts at 2 for 1′ing you. I’m thinking Volcanic Fallout for example, which is easily one of the best two-for-one’rs in Type2 right now. It’s also great for an alpha strike, if you’ve got lethal on board but some pesky blockers, here’s your chance to walk right on by and bash your opponent’s face in. The question becomes is this better than Harms Way? Probably; it just doesn’t have the advantage of redirecting that damage. It’s going to come down to testing so my recommendation is to test this card versus Harm’s Way.

Conqueror’s Pledge – 2WWW
Sorcery (Rare)
Kicker {6}
Put six 1/1 white Kor Soldier creature tokens onto the battlefield. If Conqueror’s Pledge was kicked, put twelve 1/1 white Kor Soldier creature tokens onto the battlefield instead.

JOE

Hmmm… you might occasionally play it for 5, in which case it’s a fair deal. You’ll likely never see 11 mana, so that’s slightly irrelevant. But as far as token-barfer cards, this is a good one. I’m guessing there are way better versions for constructed, such as martial coup.
JAMES
This seems pretty playable to me. At 5cc this is better than martial coup–martial coup is awesome at 7cc but because of that high cc, it’s more of a 2x. Well, I’m concluding this off experience with windswept heights which is rotating out so m.coup may get the bump. However, on a straight cc analysis, this is better than coup. At two more cc than spectral procession you get three more creatures so on a mana-efficiency level, this is a slight bump in efficiency. When B/W tokens was bashing face across the world, there were instances where Spectral Procession was played at 4cc, making this actually a bit more stable in the sense that you have two more turns to hit your third plains. The kicker does seem unlikely–and in all probability we’d probably rather see martial coup for 11 than Conqueror’s Pledge at 11 because you get the Wrath of God/Day of Judgment affect. Unfortunately it’s not as good as Cloudgoat Ranger which provides “that bigger body” as well as evasion. Tapping out on turn 5 to get Volcanic Fallout would be a kick to the nuts so it’s a tough call. I’ll probably sleeve this up post-Lorwyn in my G/W tokens…which very well may become mono-white. (Sigil Captain and even more so Dauntless Escort are very good).

Emeria Angel – 2WW
Creature – Angel (Rare)
Flying
Landfall—Whenever a land enters the battlefield under your control,
you may put a 1/1 white Bird creature token with flying into the battlefield.
3/3

JOE

Check out that foily promo goodness… Look ma, no textbox! This is a Super-bomb in limited, and would be highly awesome even if all it did was fly, cost 4, and have 3 power and toughness. Barfing out other fliers makes this celestial being a killer. Incredible. Looks constructed worthy to me as well, but that’s not my forte. Hill giant is solid. Flying hill giant is superb. Flying bird-barfer hill giant is bombastic-fantastic with a Jamaican accent like Shaggy.

JAMES
This is definitely worth toying with. The cc at 4 may make it a bit tough to fit–for example, would we rather play the bird-producing angel or would we rather drop an Elspeth, Knight-Errant or Ajani Goldmane? Planeswalkers are pretty much self-contained entities making for fairly ideal on-curve plays. That being said, you’re well rewarded for playing this angel. I mean, what deck doesn’t want to play a fifth land? (besides burn decks which don’t count in this instance). I don’t see 5 Color Control sticking around in the same st