Posts Tagged ‘draft’

Jinxed! Tales from the M11 Prerelease

Friday, July 23rd, 2010

Hello everyone! Magic 2011 is finally out in stores and I’m sure everyone is having fun slinging new leylines and titans, as well as favourites like Baneslayer Angel and the original planeswalkers.

This last weekend I had the privilege to draft Magic 2011 three times, including 2 Launch Parties. On Friday I drafted a white-green deck with Day of Judgment and a fair few other removal spells for the launch party during the day. In the evening at FNM, I drafted a near mono black deck with a slight blue splash for Mind Control, Foresee and Diminish. Both of these drafts went rather well, but today I’m going to examine the one draft I did which contained some very interesting moments, and which was one of my worst days of Magic in a while. However, it is through the analysis and understanding of mistakes that we get better, and it is a weak player who will ignore unfavorable results.

Let’s go to the draft, shall we?

Pack 1
In the first pack we see Black Knight, Pyroclasm, Doom Blade and Angelic Arbiter. I opted to take the white bomb and send some solid black to my left.

The second pack is very weak, with the only solid cards being a Corrupt and a Condemn. Remembering that I shipped some good black earlier, I decided to keep up the signal and take the on-colour removal spell in Condemn.

The third pick shows us Foresee, Cultivate, Nantuko Shade and Ice Cage as the relevant cards. I take the Foresee, as white-blue is a colour combination that is perfectly fine, and Foresee is the best blue common in the set, in my opinion.

For the fourth pick, we have a choice between two blue cards of note: Water Servant and Augury Owl. I take the Owl, as it’s one of the best 2-drops in the set, setting up your 3rd and 4th turns very nicely, and it provides a lot of insight as to the direction that your game plane will take.

I’m not sure what was correct in this pack. The only playable card was a Quag Sickness, and the rare was a Dragonskull Summit, and there was nothing in either blue or white. I took the Quag Sickness, but it may have been correct to simply take the rare for the few dollars it’s worth, and continue to send the strong mono black signal to the left.

The next picks are very similar to each other, with each pack containing an on-colour card, as well as a playable black card. I take Ice Cage over Child of Night, another one over Necrotic Plague, Cloud Crusader and Siege Mastodon over Nightwing Shades. When I get passed a 10th pick Corrupt I take it. Again, I have my doubts about this pick, and I’m wondering if sending such a late pick Corrupt was safe, considering that the player on my left should already be in heavy black.

My last 4 picks are a foil Plains, Nightwing Shade, Incite and a Canyon Minotaur.

Pack 2
After Pack 1, we’re looking to make a white-blue deck, although we’re looking for some more solid creatures, and better removal if we can upgrade our Ice cages to Pacifisms. The cards of note in the pack I opened were an off-colour Hoarding Dragon, a Squadron Hawk, an Inspired Charge as well as no blue cards that I’d be happy to play. The charge may look similar to Overrun, but I can’t get behind that comparison. Because the white spell only boost half as much as the green bomb, it will be used more often than not as a combat trick. Trying to use it as a way to punch through extra damage makes it more similar to a Trumpet Blast, which wasn’t exactly a great card in M10. Having not played with the new Welkin Hawk, I decided to go for it, and draft another one if it came by. Note that I would not normally pick a hawk this early in a given pack without others to back it up, but the charge seems like an inferior card, and I have to play with Squadron Hawk at some point.

Pick 2 gets me a Serra Angel, just the sort of card my deck needed. I follow that pick up with a White Knight, Pacifism and Jaces Ingenuity.

Pick 6 gives me a decision between Celestial Purge and Preordain. I haven’t played with Preordain, but when I’ve seen it cast it’s seemed like a worse Augury Owl. When you’re scrying, you’re creating virtual card advantage through the putting of dead draws on the bottom of your library. This factor is diminished because of the low scry number found on preordain, so I opted for the purge.

The seventh pick gives me a nice Armored Ascension, and I pick up a Roc Egg shortly after. The egg is an interesting card that shines against green decks that need to break through on the ground and also lack many ways to defend against a flying assault.

My last picks of this pack are Deathmark, Ajanis Pridemate, Greater Basilisk, Sylvan Ranger and Demons Horn.

Pack 3
Here we’re looking to round out our deck with more creatures, as our spells seem to be alright so far. We’re especially looking for another Squadron Hawk to hope that our early pick last pack was not in vain. The opening pack gives us a choice between Scroll Thief and Warlords Axe I don’t like picking the Axe so early because it does require such a mana investment. The thief also gets better if I can Ice Cage a blocker and regain a card worth of advantage in cage the cage gets melted, so I take the watered-down Shadowmage Infiltrator.

The second pack is a sight for sore eyes, as we pick up our second Squadron Hawk over a Diminish. I love Diminish, but I can’t run the risk of not wheeling the hawk or getting another one.

The next pack shows us a Wild Griffin, Cloud Elemental and a Mighty Leap. I take the elemental, as it provides some decent offense as well as blocking many crucial early fliers like Stormfront Pegasus and Wild Griffin.

The next pack shows me a Diminish, a Jinxed Idol and a Wild Griffin. I opt for the combat trick, thinking that I might be able to wheel the idol to combine with my Roc Egg and Squadron Hawks.

In the next pack I nab a Crystal Ball over a Cloud Crusader. Every time i’ve played this card i’ve been impressed, so I see no reason to go against the tried and true.

I get a Knight Exemplar in the next pack which goes well with my White Knight and Cloud Crusader. At worst, it’s a 2/2 with first strike for 3, which while not amazing, is still fine.

My next picks are as follows: Unsummon, Palace guard, Solemn Offering, Jinxed Idol, Alluring Siren, Blood Tithe, and a Sorcerers Strongbox.

The draft went okay for us, but we might have been able to do better. We may have been able to jump in on mono-black in pack 1 and things may have been different, but we have to play the cards we’re dealt.

Here’s the deck I built:

In building this deck, I had 21 cards with which I had no reservations about running. The 22nd and 23rd cards were, respectively Jinxed Idol and Solemn Offering. I decided to try the idol because of the aforementioned synergies with Roc Egg and Squadron Hawk. The offering also is a good answer to some of the high-power artifacts and enchantments in this set such as Warlords Axe, Whispersilk Cloak and Pacifism. I don’t advocate running such a card maindeck, I like it better than my other options.

The cards that didn’t make the cut were: Unsummon, Palace Guard, Ajanis Pridemate and Alluring Siren. I’ve never been impressed with Unsummon, espesially in a slower deck like this. However, it does have some synergy with the Jinxed Idol, but I simply don’t like it when they’ll most likely simply suffer a minor tempo setback. While could play another creature, I’m much more worried about my opponent having some relevant enchantment or artifact which I can’t deal with than having a random early guy. If either of them was a knight, to take advantage of my exemplar, it would be a different story.

Here’s how the matches went:

Round 1: vs Mike

Mike starts off aggressively with a Merfolk Spy and Goblin Piker. I play out my Jinxed Idol on turn 2, which is not normally a great idea. However, I have a Roc Egg in my hand for the next turn. He brings out anArc Runner, and smacks me down to 11. I drop my Egg and trade off my idol for a bird token, and he swings in again. I block his Piker and then he Thunder Strikes his goblin. He sacrifices his spy to return my idol. My next play is a Crystal Ball and I promptly die to the Idol.

In this game, playing a turn 2 idol after he played 2 guys was definitely wrong. If I had just played out my Egg and lost it to his trick I would have been in much better shape with my ball.

For game 2 I board out my Solemn Offering (Red-blue usually plays few enchantments, and I saw not artifacts) and my Crystal Ball (which is too slow compared to his aggressive deck). I bring in Unsummon and Celestia Purge, but in retrospect, the Unsummon should’ve been a Palace Guard.

I keep a hand with 3 islands and 4 blue spells, and I resolve a Augury Owl on turn 2. It’s awkward when I see 3 white cards, which I promptly ship to the bottom. I get a turn 3 Cloud Elemental, followed up by a turn 4 Roc Egg. He puts Volcanic Strength onto his Maritime Guard. I happily chump the guard with my Egg and get a bird out of the deal. Over the next few turns he puts out a Manic Vandal, Water Servant and Goblin Piker. However, these are no match for my flying force and I beat him into submission.

In game 3 I mulligan into 5 lands and a Serra Angel. Foolishly, I keep this hand, when against such an aggressive deck going to 5 on the draw was definitely correct. He plays out Maritime guard followed by a Goblin Piker. Things are looking up when he is stuck on 2 land for a few turns, but he is able to Diminish my angel when I block, and his plethora of 2-drops overwhelm me as I continue to draw lands.

0 – 1

Round 2: vs Shane

I start off strong with an Augury Owl and a Scroll Theif. Shane casts a combination of Diminish and Stabbing Pain to kill my thief and I bring out a Crystal Ball. He brings out an Alluring Siren on turn 4 and enchants it with an Unholy Strength. I cast my Jinxed Idol and Squadron Hawk, trading my Hawk for 2 points of damage. Shane gets stuck on 3 lands, and ends up sacrificing his siren to give me back my idol, which goes back again courtesy of my second hawk. We end up continuously trading creatures, and I’m able to gain a combat advantage by having more creatures so that he takes a few damage each turn form my team, and another 2 damage from the idol.

We both mulligan in game 2 and Shane brings out an Augury Owl. I play my own bird in the form of a Squadron Hawk. I bring out the Jinxed Idol, and he starts taking 2 points a turn. He suits his owl up with a Warlords Axe, and my attempt to cast Serra Angel is stifled by his Mana Leak. Without anyway to defend myself from the flyer, I roll over and die.

In game 3 we both have slow starts with my first play being a Roc Egg followed by a Scroll Thief which gets promptly Mana Leaked. I bring out a Cloud Crusader and Cloud Elemental. He casts a Jace Beleren which dies to my fliers in one fell swoop. He Diminishs his Ice Caged Nightwing Shade, which then gets hit by my Celestial Purge. I eventually resolve Angelic Arbiter, which decisively ends the game in my favour.

1 – 1

Round 3: vs Liam

My opponent starts off on the play, with a first-turn Birds of Paradise. I bring out a pair of Squadron Hawks and start to beat in. He attempts to race me by casting an Ornithopter and enchanting it with Unholy Strength. After taking one hit from the thopter I kill it with my Solemn Offering.

Before I continue with the match description, I’d like to say a few words about Ornithopter. When one is new to Magic, Ornithopter seems just awesome, as it’s a flying blocker that is free, and can go in any deck. However, t is virtually impossible to get value out of Ornithopter, whether it be in terms of life or card advantage. In either Limited or Constructed, your opponent’s creatures will simply get bigger than the 0/2 flier, and you’ll wish that you had played something different in it’s place that would have a greater effect on the game. In this game, my opponent opened himself up to major card disadvantage by enchanting the thopter with a pump aura, in an attempt to get value out of it. However, he would have been much better off if he had had a card whose impact would be felt by itself, without the need for an aura. Even had I not had a removal spell, all it would take would be a reasonably powerful flier to blank 2 of his cards, and he’s in the same conundrum as before: unable to gain value out of his Ornithopter. In short: don’t play Ornithopter.

My opponent casts Sign in Blood to refuel his hand and then wastes his Assassinate on one of my hawks. I bring out the JInxed Idol and trade off the last of my hawks to give it to Liam. I play out Scroll Thief and Cloud Elemental to keep up the pressure, and Liam simply doesn’t draw any gas and quickly dies to a combination of my fliers and the idol.

Liam starts game 2 by taking a mulligan to 6, and plays out a turn 1 Elixir of Immortality. This is a card that i’m unsure about, as it does not affect the board in any way, but in the late game it can make your deck more threat-dense, recouping removal spells and creatures that have died. What are your guys experiences with this card? Is it a table-turner or a dud? Let me know what you think in the comments!

I start to assemble my flying armada with Augury Owl and a pair of Squadron Hawks. The Hawks are taken down with a Doom Blade and a Stabbing Pain. I cast Celestial Purge on his Child of NIght and run out a turn-7 Angelic Arbiter, which also meets its death via Doom Blade. I try to break the stalemate with Cloud Crusader but he has a Quag Sickness for that too. Finally, I draw my game-changer and cast White Knight. Followed up with a Knight Exemplar, I’m able to break through and reduce Liam to 0 life.

2 – 1

Round 4: vs Brian

Brian is one of the best local players, and I get paired up against him. He’s also playing a blue-white deck, but with the notable absence of Jinxed Idol and Squadron hawk. In short, the deck I was looking to draft after pack 1. He starts off strong with a turn 2 Blinding Mage, and I reply with my Squadron Hawk. I attempt to cast a Crystal Ball but it gets stopped by Mana Leak. When I cast Ice Cage on his Blinding Mage, it turns out Brian is also packing a maindeck Solemn Offering which means he can keep tapping my fliers. I bring out a Cloud Elemental to increase my beatdown, but he brings out Serra Angel. I manage to kill the Angel with Diminish, but he Mind Controls my elemental and casts Jaces Ingenuity. Unable to draw a relevant spell for multiple turns on end, I lose to his freshly-cast Harbor Serpent which islandwalks me to death.

In game 2 I start with a turn 2 White Knight, and he brings out a Silvercoat Lion. I cast a turn 3 Crystal Ball while Brian misses his third land drop. My turn 4 play is Forsee and Brian casts Wild Griffin. I reply with both a Cloud Elemental and a Squadron Hawk. Brian Foresees, and then casts a Holy Strength (sided in to deal with Ice Cage), on his griffin. I bring out a Cloud Crusader but it pales in comparison to his Harbor Serpent. Just like last time, I lose to the islandwalking monstrosity.

2 – 2

Round 5: vs Blake

We both have lackluster starts with his being a turn 3 Chandras Spitfire, and my first play being a turn 4 Foresee off of a mulligan to 6. He puts out a Whispersilk Cloak and equips his spitfire. I bring out Serra Angel which dies immediately to Doom Blade. I bring out a Scroll Thied and enchant it with Armored Ascension. I put him on a fast clock with my 5 power flier and win out handily in the air, using the Roc Egg/Jinxed Idol as a finisher.

In game 2 I start off with a Squadron Hawk. Blake resolves a turn 2 Ajanis Prdiemate, and I bring out the Jinxed Idol on the following turn, so we continue to trade guys pack and forth. He brings out a Cloud Crusader and sacrifices it to the idol, only to cast Rise from the Grave to reanimate it. He then casts a Chandra Nalaar which spells my defeat when I can’t draw a relevant spell for several turns in a row, staring at the double Solemn Offering in my hand.

Before game 3 I take another gander at my sideboard and realize that I forgot to bring in Celestial Purge. I take out the extra Solemn Offering I had boarded in previously and bring in the removal spell. Make this a note: when sideboarding, look at your entire sideboard, if you leave a card you boarded in previously in a different position, you’re liable to forger

Game 3 is where I make the biggest mistakes of my tournament, but the game starts off alright. I mulligan to 6 and play a turn 2 Augury Owl followed by a Scroll Thief. He plays a Whispersilk Cloak and then Excommunicates my thief. I reply the thied and it dies a fiery death to Chandra Nalaar. I Foresee on my next turn and he replies with a Hoarding Dragon. I Condemn the dragon and then get my Jinxed Idol/Roc Egg combo online. He is forced to sacrifice each creature he plays and then I manage to stick a Crystal Ball to improve my draws. I get in for a fair bit of damage with my bird token before it gets destroyed by a Fireball.

With the Jinxed Idol in play, the power of my Ice Cages and Pacifism is significantly reduced, but I end up needing to cast them to make him sacrifice them to the idol, with me just able to keep alive at 9 life. he has double Siege Mastodon and I have Squadron Hawks and my Knight Exemplar. With him at 10 life, I start to race with my fliers, with the notion that every pair of hawk hits I get in is another turn knocked off of the Jinxed Idol clock. However, this ends up being my undoing, as I attack with one Hawk while i’m sitting at 5 life, without realizing that he still can get in for 3 damage from an unblocked Mastodon as well as 2 from the Idol that he can give to me. Had I played differently, I would have been able to resolve Angelic Arbiter and Pacifism, which were sitting in my hand, drawn off of a Jaces Ingenuity. My notes don’t precisely describe the game state at that time ,but all I do know is that I had game if had blocked with both my Hawks.

Final Record: 2 – 3

On Jinxed Idol
This card was one that played a major role in the day, killing my opponent’s 3 separate times, and being responsible for my own demise in 2 games (I kept track on the card itself with black and red Sharpie). One mistake I made was playing it in a control style deck. This card wants to be played in an aggressive deck so that you can either pave the way for your early drops or just deal continuous amounts of damage. In order for this card to be effective, you have to be in the drivers seat, you have to be the one deciding where the game is going. Otherwise your own card will be your undoing. I want to try this card out in standard in a deck with Bloodghast for some constant damage, not only because it would be fun, but because it would allow me to put more black and red notches on my idol. Final Verdict: Jinxed Idol is a potent card, but one that should be used in a deck that absolutely warrants it. I think this deck would ideally be green-white with both the Roc Egg and Squadron Hawk interactions.

One of the things that I made sure to do about that day was to not get down on myself, quit magic, or blame bad luck. Because our game was the longest running, I talked with no less than 4 different people about how I could have played my games better. This is crucial if one is to become better at Magic, because learning from your mistakes can be much more valuable than winning all the time.

I believe it was Gerry Thompson who said something along the lines of “There are a lot of people in Magic who could really benefit from getting a good ass-kicking”. The joke was that there were maybe 7 people who this would not apply to, but I believe that everyone does need to lose really badly sometimes so that we can reevaluate how we’re playing and thinking about the game. Note that I’m not advocating punting matches for a learning experience, but if you happen to do so, try and salvage what you can from the experience.

I fully admit I made some bad plays, kept some bad hands, and played relatively poor Magic over the day, but I resolved to play more, play better, and play smarter. I’m going camping for the next 2 weekends so I’ll most likely only have a couple gams of casual here or there before returning to the tournament scene with a vengeance in early August.

As always, any comments or questions or future article suggestions can be brought to my attention in the comments field below, via email at zak -AT- power9pro.com or through my twitter at www.twitter.com/zturchan.

Until next time, Cheers,

Zak

Top Picks in Rise of the Eldrazi Draft

Thursday, April 22nd, 2010

The Prerelease was very eventful. I started with draft, and first picked Joraga Treespeaker because to me green seems like the most powerful color in Eldrazi limited. My second pick was Ondu Giant, and once third pick came around I knew it was a Prerelease: Ulamog, the Infinite Gyre was in the back of my pack. From there I got a few Smite, an Oust and Guard Duty to combat the Eldrazi. I ended with two Skittering Invasion, Artisan of Kozilek, a bunch more ramp in the form of two Overgrown Battlement, two Joraga Treespeaker and Growth Spasm. My back up plan, if I wasn’t ramping into a turn 4 Ulamog, the Infinite Gyre was just beat down. Dawnglare Invoker and Wildheart Invoker were absolutely ridiculous. Needless to say I went undefeated in four rounds of swiss.

What I took from the draft were top five picks for commons and uncommons in each color:

White:

1. Dawnglare Invoker

2. Knight of Cliffhaven

3. Oust

4. Kabira Vindicator

5. Guard Duty

Dawnglare Invoker breaks through stalemates, flies, and makes an aggressive strategy viable. It is how you can stop those blasted Eldrazi from attacking with Annihilator, and making the green decks unable to ramp with Joraga Treespeaker and Overgrown Battlement, so tap them down during their upkeep. I honestly feel that Dawnglare Invoker might be the most important limited card in this format.

Knight of Cliffhaven is the best aggressive creature in white. You could probably make an argument for Caravan Escort, which I might switch out for later down the road, but I have a feeling that Knight of Ciffhaven flying over early turn walls, and being out of Last Kiss and Staggershock range is more important.

Oust is amazing at dealing with Eldrazi, fully leveled creatures, early ramp creatures, creatures with Totem armor on them, and pretty much everything. It is the best soft removal white has, and might edge up to second place down the road.

Kabira Vindicator has a huge toughness, and makes your Eldrazi spawn relevant attackers. He sits out of Flame Slash range very quickly, and hard even to kill with Induce Despair.

Guard Duty is an interesting choice for top 5 but I think if you don’t have an answer for an Eldrazi you should pretty much scoop em up. It does combo well with Grotag Seige-Runner, which is kind of cool.

Smite and Hyena Umbra are both honorable mentions. Perhaps even Demystify as there are a lot of important enchantments.

Blue:

1. Regress

2. Enclave Cryptologist

3. Narcolepsy

4. See Beyond

5. Domestication

Regress is tempo setter, combat trick, Totem armor disruptor, level resetter, and a catch all card for blue. It’s 2U casting cost is easily splashable and a great first pick for blue.

Enclave Cryptologist is a looter in a bomb oriented format, with “haste” on turn two after playing her on turn one. She eventually becomes a straight up Archivist and is incredibly powerful. Also fairly easy to splash as you only really need one island.

Narcolepsy is an answer to an Eldrazi hitting board. Also punishes Totem armor on creatures, and all around locks a creature out of the game.

See Beyond is like a looter effect but allows you to shuffle your unwanted Eldrazi spells in the early hand back into the library for later use. It helps dig to your key spells, which blue will usually be a support color due it’s weak creatures and spells.

The only reason Domestication is in over Hada Spy Patrol is because it needs an answer for Dawnglare Invoker. The power of Dawnglare Invoker is really that large.

An honorable mention is Sea Gate Oracle, as he might be better than See Beyond in certain decks, but probably not most.

Black:

1. Nirkana Cutthroat

2. Induce Despair

3. Vendetta

4. Suffer the Past

5. Bloodrite Invoker

Black is a difficult color to rank due to its tremendously underpowered spells. It has a couple good removal pieces, but really lacks in good creatures. It mainly excels in its bombs at rare/mythic rare status. Nirkana Cutthroat is the most  efficient black creature the color has. Probably the next creatures in line are Zof Shade and Null Champion which isn’t saying much. It isn’t bogged down by big walls due to it’s Deathtouch, and it can trade with big ol’ Eldrazi when it is on defense.

Induce Despair is a bit situational due to the creature needing to be in the hand clause. With an Eldrazi in your hand, it doesn’t make it such dead weight. Also, it gets around Totem armor by giving the creature -X/-X instead of dealing damage.

Vendetta is good at killing little creatures at instant speed in response to leveling or even Totem armor. It might not be better than Induce Despair the more I play, but I like where it is positioned right now.

Suffer the Past is an interesting variant on X spells. It can certainly end games pretty quickly, and at instant speed to boot. Right now I like this card a lot, but it may drop over time, I’m slightly on the fence, but I like it a lot.

Bloodrite Invoker is an invoker that ends the game very quickly. Like most invokers, they are great in stalemates.

Black isn’t a very deep color at all, with very little variance in their spells and not a lot of tricks, just rares that are very color specific and incredibly powerful.

Red:

1. Flame Slash

2. Staggershock

3. Brimstone Mage

4. Heat Ray

5. Traitorous Instinct

Flame Slash kills nearly everything in the format. I like Staggershock as a burn spell a lot too, but I think what it doesn’t kill is really annoying, although both are tremendously powerful. Staggershock can hit players where Flame Slash cannot. Creatures have bigger butts in this format.

Brimstone Mage is a tank. He gains a formidable power and toughness, and decimates creatures and opponents. He might be the best pinger of all time.

Heat Ray with a lot of mana can kill nearly any creature at instant speed. It also deals with bigger Eldrazi later in the game. It can be nearly any size and doesn’t take a lot of red mana investment. Very splashable.

Traitorous Instinct grabs Eldrazi, and clears the way of blockers. It is a Threaten that can put some serious pressure on the opponent. I like it a lot.

Green:

1. Joraga Treespeaker

2. Beastbreaker of Bala Ged

3. Pelakka Wurm

4. Wildheart Invoker

5. Kozileks Predator

Joraga Treespeaker ramps you so incredibly quickly, and you never even have to level it past the first level. The way it comes down on turn one and recycles the level investment you put into it the next turn by producing GG is remarkable. Five mana on turn three with only one spell played. The beauty of levelers.

Beastbreaker of Bala Ged is aggression and efficiency all in one. Tramplers are important in a format of chump blocking. Also, being able to dish out four damage to terminate walls is incredible.

Pelakka Wurm is a tremendous creature, with usefulness after usefulness. The 7 life and the 7/7 body gives you a great stabilizing card. The trample gives you aggression. The card lets dig to more spells after it hits the graveyard. It is the dream wurm for green.

Wildheart Invoker makes creatures into huge attackers with trample. They way he breaks stalemates is phenomenal. Even a lousy Eldrazi spawn can become a 5/6 trampler. A four mana, 4/3 is also nothing to scoff at. Wildheart Invoker is astounding for green to punish the opponent with.

Kozileks Predator makes two additional eldrazi spawn tokens when he enters, which allows for ramping, and blocking. The beauty of him is he is a 3/3, so he is fairly aggressive, and he creates board presence very early.

Rise of Eldrazi is an interesting draft format for sure, but unfortunately it isn’t very exciting. I can’t wait for M11 now. After a few drafts I feel like certain colors have little to no depth, and others just have everything. Also, losing to an invoker is probably the most common death.

Happy earth day!

Tales from the Rise of the Eldrazi Prerelease

Monday, April 19th, 2010

Well, another prerelease has come and gone, and we’ve all got our hands full of Rise of the Eldrazi. I was participating in a conference on water and sustainable development over the weekend, but I arrived back in Edmonton to make a draft flight or two.

Rise of the Eldrazi limited is something that’s quite different than the vast majority of limited environments, with a strong emphasis on massive creatures in the late game. However, these titans are not the only cards which determine how 40-card decks fair, there are levelers and aura which can easily swing the tide of the game.

For example, consider this deck I drafted:

So this deck has some really great things going for it. Most obviously we have bombs in the form of the board sweeper All is Dust and Deathless Angel. We also have 3 of (in my opinion) one of the best Eldrazi in limited: Ulamogs Crusher. As an additional win condition, we have Dawnglare Invoker, which will pretty much kill your opponent if it doesn’t get removed. Unlike the other members of the new Invoker cycle, this one has a much more drastic effect on the board.

During the mid-game, we have a pair of the always-awesome Wall of Omens, as well as a pair of Knight of Cliffhaven. This will hopefully allow us to make some early drops, and then effectively use our mana to follow through for the following turns with effective midrange drops. If all goes according to plan, we should be able to drop a win condition relatively easily.

One thing I’d like to address is the 19-land manabase. I had people at the launch party saying that it was a ridiculous call, and that it would be ineffective. However, I must tell you that the above deck would never have worked without the ability to consistently hit your land drops. The one or two turns i’ll draw an extra land are mitigated by the fact that I can almost assuredly win out with this deck in the late game.

Here’s how the deck faired:

Round 1: vs Steven

Steven is a player who just starting coming to Wizard’s comics, and he’s been a great addition to the crowd of local regulars. In game 1 he drops double Sporecap Spider with an Ogres Cleaver. However, I have a Wall of Blossoms and a Kabira Vindicator which levels up fully. This lets me stall enough to force Steven to overextend, and I happily cast All is Dust to reset the board. An Ulamogs Crusher just gets there over the next few turns.

In game 2 I drop a pair of Dawnglare Invoker and follow them up with a Knight of Cliffhaven. I get to 8 mana, and just tap his team every turn to allow me to attack through his army of Cleaver-wielding Spiders with my creatures.

1 – 0

Round 2: vs Atilla

Atilla starts the first game with a few walls including Vent Sentinel and Battle Rampart. I drop a Kight of Cliffhaven but his progress is halted by a Rage Nimbus. I resolve Deathless Angel and Atilla has the double Flame Spike. Again, I force Atilla to overextend into my All is Dust, and I use a Hand of Emrakul to lock up the game.

Game 2 involves us trading creatures and removal spells for the first while, but I’m able to resolve a Ulamogs Crusher and whittle his permanents down and kill him.

2 – 0

Round 3: vs Matt

It’s 8pm and I have a 7am class the next day, so we agree to draw. After this arrangement, Matt says that my deck was probably better than his.

2 – 0 – 1

So I go home with 4 packs of Rise and the sexy new plastic box for cards, although its still no Dragon’s Egg. I also got to judge the last couple drafts, which is awesome practice for when I finally am able to get my level 1 certification.

This deck was extremely powerful, and I can easily see the 8/8 eldrazi for 8 becoming picked much higher (I got them as late as 5th pick) due to the awesomeness it brings to the table. As well, [card[Dawnglare Invoker[/card] should not be underestimated by any means, because it can stave off entire armies of creatures. I believe that Red/White is an excellent draft archetype because of the removal and efficient creatures it gives you, and I hope to draft a similar deck this Friday at the Rise of the Eldrzai Launch Party.

As always, feel free to contact me via email (zak -AT- power9pro.com) or through my twitter feed at www.twitter.com/zturchan.

Until next time, Cheers, and have fun opening some Rise!

Tales from the Rise of the Eldrazi Prerelease

Monday, April 19th, 2010

Well, another prerelease has come and gone, and we’ve all got our hands full of Rise of the Eldrazi. I was participating in a conference on water and sustainable development over the weekend, but I arrived back in Edmonton to make a draft flight or two.

Rise of the Eldrazi limited is something that’s quite different than the vast majority of limited environments, with a strong emphasis on massive creatures in the late game. However, these titans are not the only cards which determine how 40-card decks fair, there are levelers and aura which can easily swing the tide of the game.

For example, consider this deck I drafted:

So this deck has some really great things going for it. Most obviously we have bombs in the form of the board sweeper All is Dust and Deathless Angel. We also have 3 of (in my opinion) one of the best Eldrazi in limited: Ulamogs Crusher. As an additional win condition, we have Dawnglare Invoker, which will pretty much kill your opponent if it doesn’t get removed. Unlike the other members of the new Invoker cycle, this one has a much more drastic effect on the board.

During the mid-game, we have a pair of the always-awesome Wall of Omens, as well as a pair of Knight of Cliffhaven. This will hopefully allow us to make some early drops, and then effectively use our mana to follow through for the following turns with effective midrange drops. If all goes according to plan, we should be able to drop a win condition relatively easily.

One thing I’d like to address is the 19-land manabase. I had people at the launch party saying that it was a ridiculous call, and that it would be ineffective. However, I must tell you that the above deck would never have worked without the ability to consistently hit your land drops. The one or two turns i’ll draw an extra land are mitigated by the fact that I can almost assuredly win out with this deck in the late game.

Here’s how the deck faired:

Round 1: vs Steven

Steven is a player who just starting coming to Wizard’s comics, and he’s been a great addition to the crowd of local regulars. In game 1 he drops double Sporecap Spider with an Ogres Cleaver. However, I have a Wall of Blossoms and a Kabira Vindicator which levels up fully. This lets me stall enough to force Steven to overextend, and I happily cast All is Dust to reset the board. An Ulamogs Crusher just gets there over the next few turns.

In game 2 I drop a pair of Dawnglare Invoker and follow them up with a Knight of Cliffhaven. I get to 8 mana, and just tap his team every turn to allow me to attack through his army of Cleaver-wielding Spiders with my creatures.

1 – 0

Round 2: vs Atilla

Atilla starts the first game with a few walls including Vent Sentinel and Battle Rampart. I drop a Kight of Cliffhaven but his progress is halted by a Rage Nimbus. I resolve Deathless Angel and Atilla has the double Flame Spike. Again, I force Atilla to overextend into my All is Dust, and I use a Hand of Emrakul to lock up the game.

Game 2 involves us trading creatures and removal spells for the first while, but I’m able to resolve a Ulamogs Crusher and whittle his permanents down and kill him.

2 – 0

Round 3: vs Matt

It’s 8pm and I have a 7am class the next day, so we agree to draw. After this arrangement, Matt says that my deck was probably better than his.

2 – 0 – 1

So I go home with 4 packs of Rise and the sexy new plastic box for cards, although its still no Dragon’s Egg. I also got to judge the last couple drafts, which is awesome practice for when I finally am able to get my level 1 certification.

This deck was extremely powerful, and I can easily see the 8/8 eldrazi for 8 becoming picked much higher (I got them as late as 5th pick) due to the awesomeness it brings to the table. As well, [card[Dawnglare Invoker[/card] should not be underestimated by any means, because it can stave off entire armies of creatures. I believe that Red/White is an excellent draft archetype because of the removal and efficient creatures it gives you, and I hope to draft a similar deck this Friday at the Rise of the Eldrzai Launch Party.

As always, feel free to contact me via email (zak -AT- power9pro.com) or through my twitter feed at www.twitter.com/zturchan.

Until next time, Cheers, and have fun opening some Rise!

Undiscovered Treasure: A Complete Worldwake Review

Wednesday, January 27th, 2010

So what happened is that I wrote up my review yesterday for my local playgroup and thought, “Hey, James might like this”  But my style is a little different and I’m not as deep into the analysis as his excellent white review is.   We talked and instead of integrating my thoughts into his review, I’d just publish mine.

In short, my opinion on the set as a whole is a little lukewarm.  I’m the guy who likes to buy x4 of everything, and this time I think I’ll sit it out as I see a lot of “jump through the flaming hoop” cards that Johnny’s like, and some EDH goodness.  Most of the cards I want I either picked up (Jace) or I don’t see them going up in price too much.  In the long run, when the set rotates out, the cards will depress.  I’m of the feeling that it will be easy to trade extra fetches (just an example) for almost anything I want out of this set.

I also evaluate for draft by default.  In that respect I think draft is about to become a bit more organic, as all the speedster cards get replaced by fatter guys, defensive guys, and better flyers.

Anyways, I haven’t done a set evaluation in a while, so sorry if it’s a little scattered.  I  do evaluation on a couple different levels so I’ll break it down by category.

Chase – A chase card is usually a premier, high value rare. Chase doesn’t necessarily mean it’s a must own, sometimes the card is just too expensive or it’s very specific to the environment that’s its being played in.  But you should know what they are, and why they demand that value.

Ex. Jace, The Mind Sculptor, Thoughtsieze, Baneslayer Angel, Tarmogoyf

Staple – A staple card are generally “must own” x4 copy.  These can be any rarity, and you’ll see these over and over again in the course of the format.  The difference from these and “evergreen” cards is that you’ll see them drop in value as they rotate out, or they’re roleplayers for a certain type of deck or format.  Sometimes, because of mana cost or ability they might be good, they won’t be relevant to every deck.

Ex.  Rampant Growth, Duress, Bloodbraid Elf, Honor of the Pure, Blightning, Tri-lands, Duals, Fetch Lands.

Staple – Evergreen – I think I’m the only person I know who uses this term – – The best example I can give  off the top of my head of a “staple” vs. an “evergreen” is Elvish Archdruid vs. Great Sable Stag.  Archdruid is a great card, but he fits a role in a particular deck type.  GSS is almost always a good deal – he’ll be a staple, a roleplayer, sure, but he’ll definitely go into any almost any  green deck, as opposed to having you have to build around him.

Evergreens provide resources to multiple deck types in casual play, multiplayer, EDH and competitive.

Ex. , Lightning Bolt, Path to Exile, Acidic Slime, Tri-lands, Duals, Fetch Lands.

Role player – These cards are decent, but only in certain archtypes.  I generally advise newer players to stay away from these cards unless you’re a Johnny and get the sense that you want to break it in half.

Ex.  Megrim, Traumatize

Bomb (Draft only) In a Draft, bombs are usually first picks out a pack, they’ll have a huge effect on the game if they resolve, and will almost always win you the game unless your opponent has an answer.

Ex. Fireball, Hellkite Charger, Marsh Casualities

To keep the review as easy to read as possible I’ve just linked the spoiler here.  I’m not going to clutter up the review with all the stats unless it’s appropriate.  http://mtgsalvation.com/worldwake-spoiler.html

***White***

Admonition Angel – Draft Bomb, Role Player

The four big flying fatties seeing play in standard are Sphinx of Jhar Isle, Baneslayer, Malakir Bloodwitch, to some extent Broodmate Dragon.  Sphinx and Broodmate are decent because their mostly immune to removal, and Baneslayer is too good not to play.  Malakir is immune to most removal, gains you life, and can block Baneslayer.  Any new entry into the “flying finishers” gets compared to them.  While Angel is bigger, it’s slower and very vulnerable.  In draft though, very little can deal with it.

Apex Hawk

You expect a 2/2 flyer for 3 casting cost.  And a 3/3 flyer for 5 is par as well.   Decent draft pick

Archon of Redemption – Role player

Same issue as Angel above but he’s got under average stats for his cost.  He’s begging you to build a deck around him.  I’d actually play Serra Angel over this.  Gaining life is overrated, AND you have to jump through some hoops to really get value.

Battle Hurda

Pretty boring., kind of lower pick draft card.  There’s enough x/4’s  that he won’t matter as much.

Fledging Griffin

Solid draft pick, very fair.

Guardian Zendikon

Well now we have some defense in draft. Too bad he doesn’t fly.

Hada Freeblade – Role player

If Allies becomes a standard deck, this guy will be in it.

Iona’s Judgement.

It’s removal.

Join The Ranks – Role player

See Hada Freeblade

Kitesail Apprentice

Pretty bad.  Duelist is better and didn’t get played all that much- Compare this to Skyfisher!

Kor Firewalker – Staple – Evergreen

Huge card that really really hurts mono-red.  And it’s a soldier. The gain life ability just puts it over the top.

Lightkeeper of Emeria

I actually prefer this card in draft to the archon above. It doesn’t really ask you to play other cards to make it better,  It’s got decent stats even as a 2/4 with no kick, since it comes out early to play defense, and if you draw it late, the life gain will help out.

Loam Lion – Staple

This is weird, because it might see play in extended zoo but white green isn’t the best deck in standard right now.  Amazing statistics for its cost, just like Kird Ape.

Marsh Threader

Cliff Threader’s good, so I would guess this is.

Marshal’s Anthem  – Role Player

I like this card.  Resurrection was never bad, and neither was Glorious Anthem. I think it’s a little under the radar but it’s good in control, and it’s pretty huge in EDH.  It’s probably too expensive for tournament constructed in multiples which is why it’s so low in cost.   I’d probably pick it for draft though.

Perimeter Captain

Third in the list of “red black aggro just doesn’t want to see this card in draft”

Refraction Trap – Role player

This is a huge card in draft, and may see play in standard.  Note that it protects planeswalkers, which harm’s way doesn’t do.

Rest for the Weary

Like Sunspring expedition, it’s a Decent Sideboard card for the aggro matchup in draft.

Ruin Ghost – Role Player

There’s an infinite combo with this and some other cards on the forums,  He’s got bad stats, but yeah, sometimes you want lands to come in multiple times.

Stone Forge Mystic – Role Player

Yep, someone’s gonna make a kor deck with him.  Bad stats otherwise.

Talus Paladin – Role player

This is a big swing in Allies and may push that deck over the top.

Terra Eternal

Makes your man lands INDESTRUCTIBLE!  And that’s it.  Now you youngsters will have that special feeling you only get when you open an animate wall as your rare.

Veteran’s reflexes Bleh.

***Blue***

Aether Tradewinds

Solid Utility Common.  Like Narrow Escape, it wants you to play permanents with comes into play abilities (Halimar depths! ), and it slows down your opponent.  Worst case scenario, in the early game you can put an opponent’s land back in their hand.  Boomerang has been a tournament staple, maybe this card has a place.

Calcite Snapper

Another common that owns the speed deck in draft, and it can bash for four if you like.  And shroud.  Tournament level, possibly, because of that last ability.

Dispel

Wizards just hates hard counters, this is another bad counterspell I’m just going to ignore.

Enclave Elite

Slightly worse than Apex Hawk in draft, but no slouch.  Blue usually doesn’t get fatties with no drawback.

Goliath Sphinx

<Hork>

Halimar Excavator

Woo Ally mill deck.  We continue the theme of decent defensive stats again, that 1/3 ass for 2 is no joke.

Horizon Drake

Sure!  3 power flying for 3 is great.  The ability might even be relevant.

Jace the Mind Sculptor – Chase Rare.

It’s good. The pros have already been sleeving and playing it.  Brainstorm is no joke.  And that ultimate is a 40 cal straight to the noggin.  You don’t walk away from that.

Jwari Shapeshifter – Role player

Basically, you’re either playing allies and want this card, or you don’t care.  It’s really good for that deck of course.

Mysteries of the Deep

Instant Speed Card draw is pretty clutch.  It’s expensive, but Blue Mages hate to tap out.  Not sure if this will see play over Mind Spring in standard but it seems okay.

Permafrost trap

I’m sure this is decent, but I’m not first picking it in draft.

Quest for Ula’s Temple

I actually have a deck for this.  The other 8 million magic players out there?  Out of luck.

Sejiri Merfolk – Staple?

Seems pretty strong for the cost.  Great draft pick for those colors

Selective Memory  – Role player

We’ve seen cards like this before, someone always figures out a way to break them.  I still don’t feel good opening this in a pack.

Spell Contortion.

Fairly costed, if it was costed any other way it would be a must play staple.  This is sort of fair.  I think people are still locked in on Flashfreeze as THE counterspell, will take a white or blue deck actually winning more for them to start considering other stuff.  I like it though.

Surrakar Banisher

This is no veldakin dismisser, but its got a decent body.

Thada Adel, Acquistor

Definitely in EDH.  If it were 2/2 for two it might see play in legacy.  It’s playable, but how many artifacts are in play in standard?  May be really good in Rise?

Tideforce Elemental

I think this is part of the combo with Ruin Ghost.   First pick in draft too.

Treasure Hunt – Staple – Evergreen

This is a huge card for blue.  The math has been done and the long and short of it is that you get 1.75 cards for 2 mana.  If you can manipulate the library (halimar depths and jace) then you always get more bang than divination.   Also, you always, always draw a spell.

Twitch

This is a reprint.  Can’t really complain too much.

Vapor Snare

Pretty bomby.  Mind Control is always good.

Voyager Drake

Great stats, great ability, great first pick.

Wind Zendikon

Another huge card for blue.  2/2 flyer for 1 with a minor draw back (you slow yourself down a bit to get aggro).   It’s a great card without a deck right now.

***Black***

Abyssal Persecutor  – Chase

I’m on the fence on this guy.  I like him, but not enough to shell out a twenty for him, then build a possibly weaker deck around him.  His price is leveraged around the fact that he is a solid mythic in a mostly bad set.  The black deck in standard is Vampires, and this is based on it’s synergy, and he doesn’t contribute to that at all.

Agadeem Occultist

Another weird rare. He’s pretty good in Allies, but not in constructed, since you have no idea what’s going to be in a graveyard.  Bad stats for his cost too.

Anowon, the Ruin Sage.

He just HAD to be 4/3.  Malakir Bloodwitch is so much better than this, and that’s a low cost rare.  He could have been 4/4 and relevant.  I don’t see what’s wrong with abyss in standard, I really don’t.  He’s legendary, too.  People might try and play him, and he’s just going to feel clunky.

Bloodhusk Ritualist.

The question posed earlier was “Is this better than Mind Sludge?”  Short answer: No.

Mind Sludge just ends games.  Ritualist is probably best in an edh or casual deck, but ultimately you’re paying for a 2/2 for 3, which isn’t that great.  Decent in Draft though, another solid 2 or 3 for 1.

Bojuka Brigand (why I do I feel like we’re back in Betrayers of Kamigawa land?)

The ability to block is fairly irrelevant anyway – I think black allies will rally around growers like him and the sellsword to get past all the fat blockers.  And coming out a couple turns faster is worth it.  Sick card.

Brink of Disaster

It’s removal, and it kills land, which is pretty relevant.  Not a Befoul though.

Butcher of Malakir – Bomb

A little highly costed for standard, but it does wreck some of those shroud strategies.

For draft, I suspect ZZW will be a bit slower, so this can make an impact.

Caustic Crawler

Meh.  I’d rather play shatterskull giant (which just got a lot better by the way) 4 is a much more relevant power now though.

Corrupted Zendikon.

3/3 for 2 casting cost in black is aggressive.  I can dig it.

Dead Reckoning

Huge draft masher two for one.  Might be good in standard where you want to get value back when you get hit by blightnings  – Grim Discovery saw play for that same reason.

Death’s Shadow – Role player.

Meh. Though you can search for it with Ranger of Eos

Jagwasp Swarm

Playable draft pick.  Like I said I think flyers and evasion is better now.

Kalastria Highborn.

Some people will love this card.  The question is whether it’s better to play than Hexmage in the vampires slot.   For the moment, I don’t think so.   If you have a deck for this guy, that’s great.  He’s slightly better in casual though, which I think is why his price is up.  He’ll go down over the long run I bet.   He’s no Rotlung Reanimator.

Mire’s Toll

There was a card in standard called blackmail which was 3 cards for B, and it was pretty bad. You want to play discard early, not late.

Nemesis Trap – Staple

This is Broken Visage as an uncommon. This a great card, fun to wreck people with, and will could see play in standard to 187 those baneslayers.

Pulse Tracker

I sort of like this card as 1 drop vampire, and a rogue, and he does an extra damage.  He quickly becomes irrelevant when someone drops a blocker, but he can still do duty as a vampire for you.

Quag Vampires

Same deal as Apex Hawk and the Merfolk.  Not as good as either but swampwalk is relevant.  If you’re playing swamps you can at least hate it so you don’t get killed by it.

Quest for the Nihil Stone  – Role Player

Except this one is actually really good!  Five life is pretty huge, and there’s some great discard out there.  This is totally under the radar right now (1 dollar on SCG), and I suspect it will jump up once someone breaks it.

Ruthess Cullblade

Ok draft pick.  He’s a vampire, decent stats, and an okay ability.  But in Standard he’s competing with Hexmage again.

Scrib Nibblers

What’s to say?  He’s got a mill ability, and can maybe gain you life.  Sucks in combat for his cost though.

Shoreline Salvager.

Good Stats for his cost in draft, and the ability is no slouch.

Smother – Staple

Another proven reprint that just rotated out of extended.  Now it’s back and extended players will be happy.  No slouch in standard either.

Tomb Hex

I like. Solid removal in draft.

Urge to kill

WOW does black get a lot of stuff that kills stuff. And yeah, it’s good for vampires.  Vampire players do a little dance.  Again.  Yawn.

***Red***

Akoum Battlesinger

I can imagine this scene, where wizards is sending a memo around to all the colors that they should slow down a bit, and of course Red got the memo, didn’t bother reading past the first sentence, and decided to wing it.   Red’s just gonna keep aggroing it out, like that loud drunk guy at the party that’s making everyone uncomfortable.

Ummm. yeah, not the best card unless you’re committed to mashing with allies.

Bazaar Trader

Wut?  It can’t even give away an Illusions of Grandeur.

Wizards fell down, least they could do is give us the other half the combo piece…

Donating the demon is the best I can come up with.

Bull Rush

RAAARRRRREEDDGHKAGHTG!!!

Chain Reaction

This is pretty good for red.  Not Earthquake good, though. Much more of a Multiplayer Wrath.  Phone this rare right into your EDH deck.

Claws of Valkut

RAAAAAAA…..It’s lightning Talons, basically.  But not always as good.

Comet Storm – Bomb, Staple – Evergreen

Solid red Bomb.  Instant is huge.   For standard it’s weighed against cascade, but it’s  fantastic card for casual and draft.

Cosi’s Ravager

Not particularly great.   It’s not as good as hellhound, though I guess with land tricks it can do a few extra points. Maybe there’s a combo deck in him.

Crusher Zendikon

Unlike the Black and Blue Zendikon, this guy doesn’t have good stats for his cost. Draft playable, since that 4 power is more important.

Cunning Sparkmage

Solid draft pick

Death Forge Shaman

I thought he was good, then I realized the damage is only to target PLAYER.  Well he’s a body.  If you have 8 mana he’s pretty nasty.

Dragonmaster Outcast – Chase

He makes dragons.  He’s fetchable with Ranger of Eos.  He takes a turn longer to smash face than with  scute mob, but he makes flyers.  Multiples of flyers.  He makes DRAGONS.

Goblin Roughrider

Sure.

Grotag Goblin Thrasher

Good stats for the cost, and this is about as close as you’re going to get to evasion in red for that casting cost in draft.

Kazul, Tyrant of the Cliffs – Bomb

Everything that Anawon the ruin sage isn’t, except he’s not a vampire.

Mordant Dragon – Bomb

Same issue as Admonition Angel for his cost in standard.  In draft he’s a slightly worse flameblast dragon.

Quest for the Goblin Lord –Role player

Now that’s cute, cheap, and easy to pull off.  Siege Gang Commander anyone?

Ricochet Trap

Wizards keeps making deflect/swerve variants and they keep sucking in draft and ride the margins in standard.

Roiling Terrain

This is interesting but expensive.  The card this compares to is molten rain, but it’s not as good.  Against some decks it’ll just whiff on the damage.  But then lands are better now…

Rumbling Aftershocks

Meh.  Kind of hard to build around it in your last pack.

Searing Blaze – Staple

It’s kinda like lash out, but worse.  But red loves two for ones, and red has lots of ways to make land fall happen.

Skitter of Lizards!

ARARARRARARAGAGGHHH!   Solid beats. Early game it’s a goblin chariot, late game it’s a tuktuk, whatever you like.

Slavering Nulls

Decent stats, it’s a zombie goblin, and it has a discard effect.  I miss that red/black deck… could it be back now?

Stone Idol Trap

Kills an attacker, swings in for 6 (probably)  But is it a staple, really?  I really can’t say.  Seems good, but what do you take out?

Tuktuk Scrapper

Crappy body (like most of the allies) but the artifact ability is pretty nasty.

***Green***

Arbor Elf  - Staple

It’s llanowar elf, with the possibility that you might whiff if you don’t have an actual forest in play (you have savage lands/oran rief etc out) But it’s still probably good.

Avenger of Zendikar – Bomb

Pretty cute, and fun in casual to.   Someone’s going enjoy killing with plants, I’m sure.

Bestial Menace – Staple

Flores already called it in Eldrazi green. Any deck that makes tokens.  Think Cloudgoat ranger.  Except you hit for nine.  It’s fairly bomby in draft.  If you were to get that by p/t paying “fair” it would cost you 7.

Canopy Cover

Funny,  I was just talking about how elves needed a silhana ledgewalker…  dunno if it will see play, but seems like a good draft pick. Think Whispersilk cloak

Explore – Staple

Better than rampant growth.  Great flip over in cascade decks especially.

Feral Contest

Another awkward green attempt at stall-breaking.

Gnarlid Pack

Bear, or Hill Giant, or better, it’s all good.  Solid draft beater.

“Back in my day, we played Kickered Grizzly Bears, and we called it Kavu Titan, and we lit in on fire so it had  haste.  I remember those days… ”

Grappler Spider.

Eh.

Graypelt Hunter

So it’s Nimana Sellsword with Trample?   Sold!

Groundswell – Staple

Might of Old Krosa, I missed you.

Harabaz Druid

Could be interesting.  Again, I’m not all that interested in Allies.dec

Joraga warcaller – Staple

It’s a great finisher in Elves, and you’ve got the mana and ways to put on counters.  If you’re playing elves, you should pick this up.

Leatherback Baloth – Role Player

Same issue as always – Straight green always runs into problems. It has no tricks, no card advantage, and no reach (the ability to finish the game with a random top deck or through a stall).  And elves is usually better  because of it’s synergy. But people are gonna pick it up and play it, and Wizards will promote it, and will rotate out, and no one will care.

Nature’s Claim

Nothing wrong with this, it’s a solid card, but not even naturalize is seeing play right now.

Omnath, Locus of Mana – Chase

Debatable on its power level, I think it’s a great general and someone’s likely to break it.  It’s a tempo choice – you invest in the attack at the cost of progression on the board – but Omnath is an insane late game top deck.

Quest for Renewal

Seems strong, especially in casual Multiplayer

Slingbow Trap – Role Player

It’s targeted green removal, and will have targets in draft.  I think windstorm is the sideboard card for this in standard.

Snapping Creeper

Good stats, will probably have vigilance.  Just another guy that slows down the board.

Strength of the Tajuru – Bomb

Nice finisher there – see the comet storm chart for stats.  Oh yeah, and combos with Warcaller.

Summit Apes

Huge beater in draft.  Might be too fragile for constructed… Someone’s gonna try it though.  Might be really good.

Terastadon

Blow up your own lands and get 18 power for 8 mana.  Or just play crush of wurms.
Blow up their lands and they get stuff.  I dunno.  EDH, but kinda dull.

Vastwood Animist

Another good ally card with bad stats

Vastwood Zendikon

Craw Wurm was usually good, except this attacks a turn early. Pretty saucy.

Wolfbriar Elemental –Staple – Evergreen

Pretty solid beater.  Decent stats on his own and late game drops some extra threats. Might not be standard worthy but he’s still really good overall.

***Multicolor***

Novablast Wurm – Bomb

It’s almost like Wizards designed EDH just so we could have a place to play big fatties like this.  I dunno, we’ve got acceleration, and this blows up stuff.  While it’s still pretty slow for standard, this is a great effect to have.

Wrexial, the Risen Deep – Bomb

Made for EDH again.  He’s got a great toughness, is immune to terror, and has evasion.  His ability isn’t that relevant to standard, but casual, OMG he’s got targets.

***Artifacts***

Amulet of Vigor

I really can’t comment on Amulet of Vigor without bias.  At this point I’m a bit sick of yet another “jump through the deck design hoop”  rare.   I don’t have the mental fortitude to start looking for all the CIPT permanents in standard and extended and casual that this might go with.  It’s just exhausting.  Let the Johnny’s have their cake, I’ll just do what I usually do – wait til someone figures out how to break it then lamely shell out for an overpriced rare.  …or I could just play nature’s claim on it and let you play with a slow deck.

Basilisk Collar – Bomb

There’s a Kor deck. This card isn’t good enough for it, since you never want to attack with Armament Master.  But re-usable deathtouch is sick in draft.

Everflowing Chalice – Staple – Evergreen

Turn 2 chalice for 1, turn turn 3 chalice for 2, turn 4 do fun things with 6-7 mana.  Like Play novablast wurm :D   Solid card for most formats.

Hammer of Ruin

Not exactly a bonesplitter, nor is the ability that relevant.

Hedron Rover

Better than Hedron Scrabbler, I suppose.

Kitesail

Better than Hammer of Ruin, in cost and utility. Flying matters.

Lodestone Golem

I really like this guy.  Might be a role player in an esper deck, or something likes to eat lands.  Anyone notice he’s got Juggy stats?

Pilgrims Eye – Staple – Evergreen

Stats and flying are kind of fair, but irrevelant.  We play the Borderland ranger and we’re fine. For EDH as well, anything that thins you out early is generally good.

Razor Boomerang

Wait, it is Betrayers of Kamigawa.  I should have called it at the evil red griefing Legendary Ogre for 5.  Well, Hankyu very much.

Seer’s Sundial.

I dislike that the default casting cost for artifacts that draw you cards seem to be four.  Still, I could see this (possibly) playing support in a red or green casual deck with no other way to draw cards.

Walking Atlas – role player

There was an elf a while back that had this ability, and it saw play. You could do some silly things with this and Geopede, maybe.

***Lands***

Bojuka Bog – Staple – Evergreen.

I don’t necessarily like what this card means for the reanimator deck archetype, especially in casual.  Of course it’s a land, so you have a choice of holding back vs. playing it, but in my case I would do the thing I usually do with functional lands like Maze, I just play one less business spell and treat this as a spell. It’s uncounterable.  It’s like, reanimation in standard isn’t that great, we’ve got crypt, leyline, and relic in extended, was this really necessary?   Seems like an odd call.

Celestial Colonnade – staple

It’s a dual land, it becomes a flyer.  Is it any good?  Well, as good as any manland would be.  They’re all great for casual, and they dodge  removal in standard.. could be good.  And if they were, it just makes land destruction and sea’s claim decks that much better.

Creeping Tar Pits – staple

I can get behind this card as well. Unblockable is pretty key.

Dread statuary

Sure in draft.  Seems slow and vulnerable in standard. 3/3 would have been better.

Eye of Ugin

Of Ghostflame fame.   We get a hint of the next set (Steamflogger Boss?)   The funny thing to me is, that if Eldrazi spells are actually playable/competitive, then a land that gives a discount of two to all of them is pretty crazy, like workshop crazy. But it’s legendary!

The ability is pretty silly, but I guess some casual deck might like it.  Another random Johnny rare.

Halimar Depths – Staple – Evergreen.

Great card, especially with Treasure Hunt.

Khalni Garden

Some people don’t like this card.  It does give you a guy, which is relevant.  Polymorph decks will find some fun with this.

Lavaclaw Reaches – Staple

Sure.

Quicksand – Staple.

Sure to be popular in control to stem the aggro rush, and always good in draft.

Raging Ravine – Staple – Evergreen

I REALLY like this guy.  He starts off as a 4/4 and continues to get bigger.  What’s not to like?

Sejiri Steppe

Here’s the question – if you’re playing this as a spell slot in order to ignore the question of whether you should play this as a spell or ramp, , it’s not necessarily as good as Brave the elements (The latter is a reactive instant, after all)

And if you’re playing it as a land, it’s kind of like Soaring Seacliff.  So yeah maybe I answered the question.

Smoldering Spires

Well, red actually likes it when you can’t block.

Stirring Brush – Staple

Good stats, but my Raging Ravine is better. You could be playing w/g though.

Tectonic Edge  – Staple – Evergreen

I’ll take Wasteland where I get can get it, I guess.

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

Sunday, November 22nd, 2009

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

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

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

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

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

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

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

You can learn more about the workshops at power9pro.com/workshops or in another recent blog post.

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

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

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

Power 9 Pro Online Workshops

Sunday, November 22nd, 2009

In case you’ve heard a little about our Pro-Player workshops or caught one of my tweets about them, I thought I’d post a bit more info and a couple of clips to give everyone a better idea of what we’re putting together over here. After all, I’m a player, always looking to improve my game and imagine there are a lot more players like me out there. I have to admit I certainly don’t have all the exposure or practice these master players do, but I know that excellent coaching goes a long way to improving my game…Like I said, it’s always great to win. :)

Power 9 Pro’s workshops are your chance to get first hand advice and analysis of Magic the Gathering with some of the best players in the world. In addition to real-time streaming, we limit workshop size to 15 people. This gives everyone a chance to ask questions and interact directly with not only the pro instructor but also the rest of the participants. I can personally say that being able to hear and discuss other players’ questions and opinions has led to a number of interesting discussions. No need to be shy but if you prefer to listen and soak in the information, then sit back and relax.

By delivering the workshop over the Internet, everyone can participate regardless of location–your house, office [after hours of course. ;-) ], a friend’s place, local shop, or even sandy beach in the tropics. We can always wish! The software connecting everyone is free of charge, guaranteed to be malware free and best-in-industry. After signing up, you will recieve a link with confirmation time and instructions (you just click the link). You can then stream the audio through your computer or dial a toll free number. Simple and convient. All participants will also receive the full video-audio recording for later review. I’ve found this great for reviewing important points. Here are a couple of examples from our most recent workshops with Ben Lundquist.

Our next workshop series will be starting December 8th at 5:30 PST (8:30 EST) with renowned player Luis Scott-Vargas. You can see the full schedule at power9pro.com/workshops/schedule.php .

I’d love to hear your topic requests and any other thoughts you may have, so let us know what you think in the comments. Also, if you sign up for our newsletter, we’ll send you a free mp3 of Ben Lundquist discussing the fluctuations and changes of a Meta-game; great for trying to calculate what deck to play at your next tournament!

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.

FNM M-10 Draft in Wellington New Zealand

Monday, August 3rd, 2009

FNM tournament report for 7.16.2009

I show up at 6:30 loaded for bear – we have 18 players so we separate into 2 pods – most of the players seem pretty casual – the binder carrying dudes from last week apparently are boycotting the store and they’re actually outside the store at a table in 8 degree Centigrade weather playing EDH.  Go figure.

It’s a rare draft, so I get to keep what I open.

First pack – HELLO there!

Siege-Gang Commander

!!Woot!!!  baby – this makes siege-gang number 3 this week!
Easy pick – though I pass a pyroclasm.
Pick two:

serra angel

Okay – I’m prepared for crazy now….
I stick to my draft plan and get a pretty sick curve deck – we didn’t see any bolts or pacifisms though, which was odd..

Game 1 vs. Loren playing G/B

Round 1
Loren powers out a Llanowar elf, The lifelink vampire, a warghoul, a spider, doom blades a blocker, and Overruns me turn 7.

Round 2
Loren mulls down to 6, and accidently drops a doom blade, but keeps the hand.
I power out bears and an angel, while Loren drops 6 forest in a row but no creatures.

1-1

Round 3
Loren drops an early Vampire Aristocrat which totally messes up my math.  I got an early Pegasus to race him but he can hit me with the Aristo all day as he has plenty of men to sac to it and save.  I eventually get a Blinding Mage which keeps him down, and the Pegasus goes all the way.

We play a game for fun which is pretty epic – it involves a Howl of the Wolfpack for 6(!?!!) vs. my bear army and that pesky pegasus which carries the day – I win by 2 points.

1-0

Game 2 vs. Mike playing W/B

Round 1
Mike drops a turn 1 plains, soul warden (quickly becoming one the most annoying commons to deal with).  I drop a pegasus (good thing!)  he drops a black knight and throws a harm’s way at my horsie.

I can’t really deal with the Knight, but I what I can do is drop a  truck load of Lions and Pikers race him.  I stay at seven and I get him down from 23 to five, and mise Siege Gang off the top.

Round 2
Mike leads with Black Knight, and I have a white bear.  He plays the 1/3 flying vigilance griffin.  I think a bit and cast Excommunicate on it – this lets me get  a free hit in while keeping him off his harms way – maybe not the best attack but I go for the tempo play figuring I can race him.
I get a minotaur out, but he drops a White Knight for the four power defense.  One of my Pikers beats up a Knight on the attack thanks to Safe Passage, and I get a Serra to break the stall but he’s got a blinding mage for it. – I get a second Serra but he taps it and Assassinates it (combo!) .  He then rises from the grave (Ultra combo!) my own Serra and beats me to death with it.

Round 3
I mull to six.  Mike drops turn 1 and 2 soul warden and a pegasus, followed by the double knights.  He gets double Blinding Mage to hold down my two Serras and I’m never in the game – He ends the game at 32 life.
The entire time I had Act of Treason in my hand and it was never playable.  I mained it because of big bombs like Serra, Shivan Dragon, and Platinum Angel but it was never relevant in a single game.

1-1

Game 3 vs. Richmond playing B/R
Richmond doesn’t seem super confident in his deck and his card choices and play reflect this.

Game 1.
I mull down to six, keeping a 1 land hand on the draw as I’ve got lion, piker, and blinding mage but it takes me until turn 5 to draw a second land.   By the time I get a mage he has inferno elemental, followed by Vampire Nocturnus.  My life goes down in massive chunks and I can’t keep the elemental down and possibly kill the vampire with 3 lands, so I concede at 5.

Game 2.  Did I mention I hate those penny sleeves yet.
I mull down to six again, trying to make sure my deck is sufficiently randomized – this time I get a 5 land hand and a serra on the draw. I sigh and keep.

Richmond drops an early 2/1 bat, and I answer with my Serra, having drawn the pump spell and a safe passage – this isn’t good if he has a doom blade I have no game.. he casts unholy strength on the bat making it 4/2.  I swing in and he blocks (not a good call for him, since I was basically waving a big sign saying I had a combat trick) and I safe passage.  He weaknesses my Serra (!) and casts Soul Bleed on it(!!) I really don’t have anything else so I keep swinging, but he drop a lava axe on my head.  Eventually I get a siege mastadon – and he draws and plays Black Knight for it.
I get Goblin Artillery off the top, and bash the black knight.  I’m at five but I have the other Safe Passage for another Lava Axe, so I swing in with enough damage and a Glorious charge for +3.  No complaints.

Game 3.
Mull down to six with these ridiculous sleeves.

Piker comes down, then armorsmith, and a Piker.
He drops a Bat and a Bog Wrath. I drop a Serra and he drops a dude.
I swing in my whole team and he blocks with his team with no mana untapped.  again, he should have just taken the hit as I’ve the Glorious Charge to kill most of his team.
He drops a couple more bears and I swing in again and he blocks agains and I safe passage my team, basically wrathing him.

I tell him after the game he had nothing to lose as I was attacking with my whole team – he had enough guys to race me and a defensive fog off safe passage is better than safe passage that wraths his men.  So why block me?

2-1

For my 3rd place win I didn’t get an FNM or even a pack.. but I did get the foil Ant Queen and I can’t complain about the rare drafting.

A Limited Analysis: Magic 2010 Sealed and Draft

Tuesday, July 7th, 2009

With the Magic 2010 Prereleases just around the corner, we’re going to have a much more interesting time playing limited with this core set than any other.  So, in order to give you a better shot at winning your tournamnt, I’m going to discuss which common cards you should look out for, in both draft and sealed events.  Let’s start with white.

White has a number of basic utility commons that server their role extremely well.  The first card is the age-old favourite, Pacifism, which I really hope gets some new art (I’m kinda sick of the creepy looking dud from Mirage).  Pacifism is an easy first-pick, and is well worth splashing as it is a solid removal spell.  Any card like this that can deal with annoying bombs (Read Shivan Dragon, Bogardan Hellkite, Baneslayer Angel, etc.), is a terrific card for limited.

Another removal spell that white gets is Divine Verdict, which is a functional reprint of Lorwyn’s Neck Snap.  Again, a sloid removal spell, it is worthy of a first pick in a draft, barring anything stunning at the uncommon or rare slots.  Removal is always good, although this does require you to leave 4 mana open if you want to take your opponent by surprise, which can get annoying if they don’t attack you with something worth killing for a while.

Another pseudo-removal spell that white gets is a functional reprint of Master Decoy.  Being able to tap down your opponent’s most powerful guy is quite a boon, and Blinding Mage does this with flying colours.   This mage also provides a way to free up room for some of white’s smaller attackers to get through, and that is always a good thing.  However, beware of your opponent’s removal spells coming straight for this guy, as he won’t live long once he starts ruining your opponent’s combat plans.

The three cards I’ve discussed have already been seen in some form before, but my 4th pick for white commons is a brand new card.  Veteran Armorsmith is a white Elvish Warrior, but it also gives a relevant boost to your soldiers, which are a sort-of underlying subtheme amongst white’s creatures.

Those are the only commmons that really stand out for me when I’m playing white, so let’s move on to blue.  Blue got hit pretty hard in Magic 2010, with cards like Jump, and Disorient.  However, there are still some cards that will help it out.  Believe it or not, Blue gets 3 counterspells at common, in the form of Cancel, Negate, and Essence Scatter (a reprint of Remove Soul).  Because of the small set size (compared to 10th Edition), it wouldn’t be all to uncommon to get a very nice quite of countermagic.  Paired with some  green fatties, you’re looking at a very nice control deck in a draft.

I wouldn’t pick a counterspell first pick, but I would start to pick them up en masse if I saw that they were flowing my way throughout picks 6 and on.  The few cards I might pick earlier are all under-whelming for blue.  Wind Drake and Snapping Drake both provide some sort of offense in the air, which is how you’re going to have to win if you end up playing blue.

Ice Cage is a variant on a blue Pacifism that seems strong, however a single Giant Growth will destroy the enchantment.  I would still play this card, but only as a half-removal spell, for it is easily circumvented by an ability or spell.

With the new rules changes which are effective as of the Magic: 2010 Prerelease, cards like Unsummon are not nearly as powerful, because you cannot save your blockers after damage has been placed on the stack.  Unsummon is still a powerful effect, but now it has to be played a little bit earlier.  Expect these to go much later than normal, perhaps pick 7-9, but with so few blue cards that are playable, they may be taken earlier.

Black is relatively strong in Magic 2010, primarily because of the large suite of removal spells it has at it’s disposal.  Although Terror has been ousted from the core set after its brief return in 10th edition, a new variant promises to be even better.  Doom Blade allows for the possibility of the target creature being Regenerated, but it can hit artifact creatures.  I believe that this was necessary after the high-volume of artifact creatures that were present in the Shards of Alara Block, so that now there is a black removal spell that can hit the likes of Sharding Sphinx and Master Transmuter.  Almost always first-pick this, and splash it if you open it in your sealed.

Assassinate returns for another year in Magic 2010, and it is still a solid removal spell.  Again, a first-second pick, it’s just really great removal for its cost.

Tendrils of Corruption was one of my favourite cards from back in Time Spiral, and it’s great to see that it’s back, with even more awesome art.  This is probably a ~5th pick, simply because it requires you to be pretty heavily in black.  However, because black is relatively deep in M10, this may get picked earlier.  If nothing else in the pack is promising, don’t be afraid to snap this one up early.

Black also has two common creatures I think are worth laying.  Vampire Aristocrat is a new Nantuko Husk, and Child of Night is a 2/1 with Lifelink.  Both of these cards are fine early drops for a black deck, and should be considered.  Although the Aristocrat is less powerful after the rules changes, it is still a force to be reckoned with.  Expect both of these to go around picks 6 or 7.

Red has basically the best common in the set.  Lightning Bolt can take a chunk out of your opponent’s life, as well as kill a great number of creatures that you may find on the other side of the battlefield.  First pick, undoubtedly.  Simply an amazing card that will always be relevant.

Many people have been dumping on Sparkmage Apprentice.  I personally think he is a fine card to go in a red deck.  He gets rid of cards like Prodigal Pyromancer and Child of Night, as well as providing a small body.  Although a poor candidate for a splash, he is a solid card that will go into most decks that play red.  He’ll probably go around pick 5-6.

Siesmic Strike is a nice piece of red removal that can be played at instant speed, which is always useful.  Like Tendrils of Corruption, it requires a bit of a commitment to red, which does make it’s playability suffer.  Depending on how heavy in red some drafters are, I can see this going between pick 4 and 8.

Red has a nice new beater in the form of Fiery Hellhound.  A 2/2 for 3 with Firebreathing is a solid card that will often get into the red zone for increased amounts of damage unless it is dealt with.  A solid, all-around card that really helps the aggressive side of any red deck.  Keep in mind that this also requires a heavier commitment to red, especially if it is run in multiples.

When we get into green we see some efficient creatures that will hopefully be able to outnumber your opponent’s removal spells.  Borderland Ranger and Centaur Courser are both excellent 3 drops that pull their weight.  Reprints of Civic Wayfinder and Nessian Courser respectively, these are creatures that will be able to outrun the opponent, and in the case of the Ranger, removal spells will be much worse, as you get to fetch a land upon its coming into play.  Any damage he can deal just makes him that much better than a Sylvan Scrying.

We also see that the Dehydration effect has been moved into Green with the addition of Entangling Vines.  This is useful, because Green doesn’t get very much removal, and this will help your efficient beaters to get in for more damage.  It should go around pick 3   in a draft, and is definitely splashable.

The key to a green deck is lots of big creatures, and joining the classic Craw Wurm is Stampeding Rhino, a 4/4 Trampler for 5, which will serve an excellent role as a dumb guy who can bash through blockers, as well as a way to draw removal spells from your opponent, as an undealt-with trampler could spell the end for your opponent.

The artifacts in Magic 2010 are all uncommon or rarer, so I guess all I have to say is that if you see a Darksteel Colossus, draft as many Llanowar Elves and Rampant Growths as you can, as well as lots of Fabricates, and you;ll be on your way.

Have fun at your Magic 2010 Prereleases, and I’ll be back in a week once we’ve all has a chance at playing with the new set!

As always, any questions, suggestions ro comments can be emailed to be at zak – at – power9pro.com, or through my twitter feed at www.twitter.com/zturchan.

Cheers,

Zak