Posts Tagged ‘standard’

Kyle Sanchez’s Ranger of Crabs Deck – Very Small Tournament Report

Wednesday, January 6th, 2010

A few weeks back, I read about Kyle Sanchez’ latest creation over at Star City Games, and was immediately smitten.  As I don’t normally keep up with Standard in the post-children era of my life, I slowly acquired the missing cards, and finally got to take it out for a spin at a local tuesday night $2.50 tournament with mixed but generally positive results.  Below is the decklist I ran, which was an earlier incarnation of the deck which Sanchez pseudo-advocated after trying a different list at his States tournament.  He didn’t post this list exactly, but it seemed to me the point he was advising people to begin from, so I tried to coat-tail his work and heed his advice.  The list:

I spent a lot of time goldfishing this deck, but it’s trickier than it looks. On the surface there’s the benefits that come from the 8-pack of Birds of Paradise / Noble Hierarch, which means the deck often plays 3’s on 2 and 4’s on 3. So it can be speedier than it looks.

The main plan of attack (especially against anyone not suspected of packing discard) seems to be to stock up on crabs, hitting for occasional archive traps when possible, snaring up extra traps along the way, and generally stalling. Ideally, you’ll have at least one active knight of the reliquary and 2+ crabs the turn you seek to go off. I found it hard to resist the temptation to run out an early crab, but when I did run one out early, it always felt like a mistake.

Once you have some crabs and a knight, you can drop some crabs and go absolutely nuts on knight-sacrificing forests / plains into some manner of fetchland, and back into another basic. This is usually enough to do the trick, especially if you’ve already managed to land a trap or two.

The nice thing is that having HUGE knights is trivial, so there’s always the fallback plan of swinging with knights, and I won one game on something like turn 5 with this route, punishing his missed land drop.

Anyway, the tournament went awry, and I finished the four rounds at 1-3. But my spirits are high. I am very unfamiliar with the metagame (played my first EVER game against Jund) as well as with my deck. ALL of my matches went to three games, and most of the three losses seemed like they were marginal… easily converted into wins with more practice and knowledge.

So round 1 I faced planeswalker control, which was my one win, and seemed by far to be the easiest matchup. Game 1 was solidly in my favor, but in game two he brought in Quest for Ancient Secrets, which seems to be the nemesis of this deck. I had no out, as I stupidly did NOT side in the wargate / needle package in game 2… again, unfamiliarity was the culprit. Game 3 I wised up and brought in needle, dropping it with wargate on turn 4 and naming Quest, which he already had on board. Winning was academic from this point, as he never drew an answer to the 1-drop artifact.

Round 2 I faced an unorthodox vampires deck with sanguine bond and tainted sigil. This was the match in which I learned how important it is to save crabs for one big turn, not run them out incrementally, as I lost the deciding game on the turn he drew his LAST (fucking) card! Epic “d’oh” on that one. One more crab activation at any point would have done it, and two incremental crabs ate it to his doom blade and what not. So I chalk this one up to unfamiliarity as well.

Round 3 was Jund, and it wasn’t as scary as I thought! I was playing Glen Goddard of States and recent Mark Rosewater article fame. He’s a longstanding pillar of the Albuquerque Magic scene, having owned the main Magic shop in town for a decade or more before selling it a few years back to work on his events company SunMesaEvents. Anyway, he wasn’t running Putrid Leech, which was great. I had lots of time to set up, and nuked him good in the first game. He came back with deadly blightning disruption and timely bolts in response to fetch lands in the second, and in the third, I died to his beats without ever finding a single trap or snare… either would have done the trick as he had < 13 cards in the library when we finished. So another very close match, and against the format bugaboo to boot!

Round 4 I lost to pure random weirdness… my opponent had a jacked up hodge-podge of a deck, the main line of attack of which seemed to be Jhessian Infiltrator + Vines of Vastwood. This really threw me for a (stupid) loop when he killed me in game 2 because I didn't path his Lord of Extinction (which against my deck was basically lethal at all times!) on my own turn, instead auto-piloting to his turn, then path-ing it during combat, only to take roughly ten billion damage when he vines'ed in response. Tsk tsk… … auto-pilot will getcha every time. Anyway, he went on to win game 3 because… get this… his main deck has 68 cards in it. He had 7 cards in his library when he won. So again… this is not expected to be common.

I love the deck. I love the multiple angles of attack. I love how some draws just deck fools seemingly effortlessly. But then again, it’s a nail-biter. Lots of matches went to time. All of them 3 gamers. Tons of shuffling. Tons of decisions. Lots of math, albeit mainly just easy counting.

I would definitely recommend giving it a try. Fun and challenging and not at all mainstream from what I could tell. Nobody seemed to have heard of the deck, and many of my games drew a 4-6 man crowd in a tournament with something like 14 people or so. Lots of “cool deck” comments and the like.

So anyway, I was VERY happy to be back in a standard tournament, even if the competition included only about 50% canonical decklists. I also like the deck as a choice for folks like me who play eternal formats, but can’t quite keep up with the Joneses in Standard… you don’t need the super-money stuff, and most of the cards are ones you’ll want in Legacy or Extended anyway (fetches, ranger, hierarch, knights) or they’re dirt cheap (all the other rares). This was a large part of my deck choice process, as my p9p teammates know. I didn’t want to spend a lot on cards that I would seldom play with, not being a Standard regular.

I like the way the deck is put together as is. Negate is huge against control. Angelsong was helpful against aggro, as was war monk. I think I’d like another needle in the side, as sometimes I was wishing I had the option to grab a second when there was a Quest as well as a planeswalker, but it didn’t seem to make a win/loss level of difference.

My only real innovation here is suspect… I’m not sure it’s a good idea, but I plan to try it: throwing one Arid Mesa in the mix somehow, either in place of one expanse or one catacombs / tarn. Not sure which. The reasoning here is that every once in a while, it would have been SUPER helpful to be able to use a knight to search up a fetchland that could result in an untapped plains, as when you want to drop a ranger or a knight or leave path mana open. I think the danger, of course, is that forests are key early, so you don’t want to dilute the ability to open with (fetch-into-) forest -> BoP / Hierarch and go from there… the optimal opening. So we’ll see what some testing shows on this issue.

So there you have it. Sanchez Ranger Crabs. Fun as hell. Holla back in the comments, and if anyone knows KS, send him this way, I’d love to see a comment from the deck’s originator. Peace.

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!

Deck Spotlight: Mono White Soldiers

Monday, October 26th, 2009

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

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

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

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

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

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

Mono-White Soldiers

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

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

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

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

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

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

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

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

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

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

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

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

In:
2 Path to Exile
3 Celestial Purge
2 Ethersworn Canonist

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

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

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

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

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

In:
2 Harm’s Way
2 Brave the Elements

Out:
2 Path to Exile
1 Ranger of Eos
1 Elite Vanguard

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

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

What decks have you guys been playing lately? Is there anything awesome and fun you think I should take to FNM? Sound off in the comments, through my email (zak -AT- power9pro.com), or via my twitter feed at www.twitter.com/zturchan.

Cheers,

Zak

Zendikar Card Review batch 04 (249/249)

Friday, September 25th, 2009

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

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

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

JOE

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

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

Caravan Hurda – 4W
Creature – Beast (Common)
Lifelink
1/5

JOE

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

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

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

JOE

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

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

Kor Duelist – W
Creature – Kor Soldier (Uncommon)
As long as Kor Duelist is equipped, it has double strike.
1/1

JOE

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

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

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

JOE

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

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

Makindi Shieldmate – 2W
Creature – Kor Soldier Ally (Common)
Defender
Whenever Makindi Shieldmate or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Makindi Shieldmate.
0/3

JOE

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

JAMES
Boo.

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

JOE

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

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

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

JOE

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

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

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

JOE

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

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

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

JOE

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

JAMES
Same comment as on Landbind Ritual (above).

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

JOE

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

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

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

JOE

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

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

Seascape Aerialist – 4U
Creature – Merfolk Wizard Ally (Uncommon)
When Seascape Aerialist or another Ally enters the battlefield under your control, Allies you control gain flying until end of turn.
2/3

JOE

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

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

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

JOE

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

JAMES
I got nothing.

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

JOE

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

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

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

JOE

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

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

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

JOE

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

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

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

JOE

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

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

Hagra Crocodile – 3B
Creature – Crocodile (Common)
Hagra Crocodile can’t block.
Landfall – Whenever a land enters the battlefield under your control, Hagra Crocodile gets +2/+2 until end of turn.
The creatures of Zendikar are opportunists, eating whatever is available to them. Like goblins. Or boats.
3/1

JOE

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

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

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

JOE

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

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

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

JOE

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

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

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

JOE

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

JAMES
Nope. Not good enough.

Nimana Sell-Sword – 3B
Creature – Human Warrior Ally (Common)
Whenever Nimana Sell-Sword or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Nimana Sell-Sword.
“He asked if I had work for him. No wasn’t the right answer.”
- Samila, Murasa Expeditionary House
2/2

JOE

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

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

Surrakar Maurader – 1B
Creature – Surrakar (Common)
Landfall – Whenever a land enters the battlefield under your control, Surrakar Maurader gains intimidate until end of turn.
2/1

JOE

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

JAMESDecent early game, dud late.

Bladetusk Boar – 3R
Creature – Boar (Common)
Intimidate
3/2

JOE

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

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

Goblin Shortcutter – 1R
Creature – Goblin Scout (Common)
When Goblin Shortcutter enters the battlefield, target creature can’t block this turn.
2/1

JOE

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

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

Highland Berserker – 1R
Creature – Human Berserker Ally (Common)
Whenever Highland Berserker or another Ally enters the battlefield under your control, you may have Ally creatures you control gain first strike until end of turn.
2/1

JOE

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

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

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

JOE

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

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

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

JOE

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

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

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

JOE

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

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

Molten Ravager – 2R
Creature – Elemental (Common)
{R}: Molten Ravager gets +1/+0 until end of turn.
0/4

JOE

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

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

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

JOE

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

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

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

JOE

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

JAMES
Not good enough for constructed play.

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

JOE

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

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

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

JOE

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

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

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

JOE

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

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

Joraga Bard – 3G
Creature – Elf Rogue Ally (Common)
Whenever Joraga Bard or another Ally enters the battlefield under your control, all Allies you control gain vigilance until end of turn.
1/4

JOE

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

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

Tajuru Archer – 2G
Creature – Elf Archer Ally (Uncommon)
When Tajuru Archer or another Ally enters the battlefield under your control, Tajuru Archer deals damage equal to the number of Ally creatures you control to target creature with flying.
1/2

JOE

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

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

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

JOE

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

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

Timbermaw Larva – 3G
Creature – Beast (Common)
Whenever Timbermaw Larva attacks, it gets +1/+1 until end of turn for each Forest you control.
2/2

JOE

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

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

Vastwood Gorger – 5G
Creature – Wurm (Common)
5/6

JOE

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

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

Zendikar Card Review Batch 02 (170 / 249)

Monday, September 21st, 2009

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

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

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

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

JOE

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

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

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

JOE

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

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

JOE

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

JAMES
This is definitely worth toying with. The cc at 4 may make it a bit tough to fit–for example, would we rather play the bird-producing angel or would we rather drop an Elspeth, Knight-Errant or Ajani Goldmane? Planeswalkers are pretty much self-contained entities making for fairly ideal on-curve plays. That being said, you’re well rewarded for playing this angel. I mean, what deck doesn’t want to play a fifth land? (besides burn decks which don’t count in this instance). I don’t see 5 Color Control sticking around in the same structure (losing Cryptic Command and Broken Ambitions really are too much) so we can’t even compare this to Baneslayer Angel as a potentially “earlier play.” The only control deck that comes to mind that as far as I’m aware isn’t getting completely gutted is the Grixis-Control deck which wouldn’t be running this. So it comes down to the MWC, White-Winnie & mid-range. As a mid-range deck, we can evaluate this on a comparative level with Knight of the Watch which w/ the landfall ability on Emeria Angel will produce the same number of 1/1s as the 7cc Knight (just one at a time rather than all at once). Under that analysis, this would be far more efficient. It’s a question of “flying” vs “vigilance”–flying is pretty much 10x better than vigilance imo. That all being said, this card seems playable.

Kor Cartographer – 3W
Creature – Kor Scout (Common)
When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
2/2

JOE

Well, a 4-drop doesn’t work too well as a fixer, so this is more of a mid-to-late accellerant. Not bad in that role, but a little pricey for a 2/2. I’m on the fence. I’d probably run him with enough early landfall cards that I want to double up on turn 4.

JAMES
If landfall is going to be as good as I think it probably will be, then this will play a marginal role. Due to the “get a plains” nature, I’m not sure it’s going to see play outside mono-white in Type2–if a player is dabbling in G which has lots of land-searchers, then Harrow is a better option. It is pretty pricey so I’m on the fence. Getting an extra land can be pretty dang helpful…

Creature – Kor Soldier (Common)
Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner’s hand.
2/3

JOE

Incredible. Amazing. Awesome. Okay, well, this is pretty snazzy… it’s only rarely going to be the ideal turn 2 drop though… but it’s awesome when you have a fair number of CiP abilities to abuse (see cartographer above). This lets you get double mileage out of CiP shennanigans, and leaves you with a highly respectable 2/3 flier, all for a piddly 1W. Very sweet common here. Soldier too!

JAMES
For a two drop this is certainly a pretty aggressive card but at this point I can only compare it to filling in a slot occupied by Honor of the Pure and Kazandu Blademaster (see our other post for a breakdown). Keeping my comparison cards in mind, if an ally deck is viable then this card will be the linchpin triggering all kinds of madness. And it’d be some serious madness but as a shenanigan-enabler, I would run it at 3x (hoping to draw into it mid-to late game…not in my opening hand). I’d expect an ally deck in Block but not so much in Type2; this card could end up being very interesting.

Narrow Escape – 2W
Instant (Common)
Return target permanent you control to its owner’s hand. You gain 4 life.
“Let’s get out of here”
#27/249

JOE

Love it. This card sure weeps for the recent M10 rules changes though! “Damage on the stack…” er… not so much. But still a nice way to softly counter some removal! I’m confused by the flavor though… why the 4 life if it was a narrow escape? This is more like “Narrow Escape turned Awesome Boon….” like someone running away and tripping over a pot of gold or something… I dunno. I’d probably leave this one out of the deck if I could, as countering removal is kind of narrow. Lots of time this will be a do-nothing spell.

JAMES
I’m not so hot on this. Good game trick for limited where savign a creature from the graveyard and gaining 4 life might be viable. For constructed, I don’t see much room for this. [card]Brave the Elements[card] (above) seems 10x better to me, costing 2cc less and potentially saving the whole team.

Shepherd of the Lost – 4W
Creature – Angel (Uncommon)
Flying, first strike, vigilance
3/3
#34/249

JOE

Awesome in limited. Simply awesome. This is highly playable, highly splashable. Great body, attacks and blocks, and all with first strike. Awesome fiver.

JAMES
Great for limited and then not so hot otherwise. As an uncommon it’s a rockstar in limited! At 5cc [card]Baneslayer Angel[card] is better for constructed. Like I said in the last batch of reviews, forever will B.A. be the benchmark…

Hedron Crab – U
Creature – Crab (Uncommon)
Landfall – Whenever a land enters the battlefield under your control, target player puts the top three cards of his or her library into his or her graveyard.
0/2

JOE

This is the waiting line for tryouts for the next sanity grinding combo deck. I have no clue whether he’ll make the cut there, but for limited, mill strategies are always about that critical mass. If you can land two or three of this guy (probably not) along with enough other mill cards (who knows?), then this could be viable. Otherwise, it’s a 15th pick kind of card.
JAMES
I don’t play mill and I’ve never lost to a mill deck…

Into the Roil – 1U
Instant (Common)
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner’s hand. If Into the Roil was kicked, draw a card.

JOE

Love it. Should see play in limited, and maybe even that mill deck the crab above is trying out for? I dunno. The cantrip part is a little pricey, but it’s still going to be kicked a lot. This is a very decent soft removal spell.
JAMES
Tempo play in limited but I don’t see anything coming from this in constructed. Am I missing something?

Kraken Hatchling – U
Creature – Kraken (Common)
“Below the thunders of the upper deep; Far, far beneath in the abysmal sea, His ancient, dreamless, uninvaded sleep The Kraken sleepeth.”
0/4
#50/249

JOE

I, Joe Klesert, do hereby swear never to play this card in any limited event, so help me God.
JAMES
LMAO. Really? A 0/4 wall is pretty okay in limited. It just doesn’t do anything in constructed. Or? Anyway, it for sure is marginally playable in limited for a slow-roll U/x deck that needs to stall the ground out to build up a threat. I mean, we play 1/4’s in limited for the sole purpose of stalling, so this at 1cc isn’t SOOOO bad. (Just don’t run more than 2 or you’ll be shitting 0/4’s for dinner).

Living Tsunami – 2UU
Creature – Elemental (Uncommon)
Flying
At the beginning of your upkeep, sacrifice Living Tsunami unless you return a land you control to its owner’s hand.
4/4

JOE

At least they didn’t call it “Tsunami Elemental” as they might have in the past. This is a huge enabler whose “drawback” is pretty much a pure upside. If you have no landfall cards, this is still a pretty decent deal. You get an undercosted air elemental, and if they stop it on the board, you just sac it the next upkeep. If you have landfall guys in play before him, he guarantees their activation every turn, which ain’t bad. In either case he’s playable, and with the right landfall cards, he’s outstanding. The only real risk is when you play him on-curve and never really get to access your 5-and-up-drops, so be somewhat weary… but I suspect this won’t be much of a problem.

JAMES
Well there. This will see play. So much landfall (such as Lotus Cobra–man, I’ve just been itching to get my way down to green) in Zendikar that not playing a [card]Air Elemental[card] that enables Landfall AND cost one less seems silly to me. This is an almost drawback free 4/4 with flying for 4cc. (Drawback free because of landfall y’all!)

Merfolk Wayfinder – 2U
Creature – Merfolk Scout (Uncommon)
Flying
When Merfolk Wayfinder enters the battlefield, reveal the top three cards of your library. Put all Island cards revealed this way into your hand and the rest on the bottom of your library in any order.
1/2

JOE

Hmm… funky. Flying 1/2 makes him decently costed. The benefit here is stocking yourself with Islands. This is a hard call in limited where you seldom run mono-colored decks. He’ll probably whiff a lot, but he’s still decent when you draw him early. I’m thinking he’s playable, but I’d want to be somewhat invested in a skies type flying archetype to run him.

JAMES
I don’t see this making the cut in constructed unless there’s a mono-U developing that I’ve completely missed.

Reckless Scholar – 2U
Creature – Human Wizard (Common)
{T}: Target player draws a card, then discards a card.
2/1
#60/249

JOE

Not such a bad re-make of merfolk looter, since you get another point of power for your 1. Targeting other players probably won’t matter much… maybe the mill deck wants that, I dunno. I’d run this guy for sure though. Quite playable. Selection when you need it and a non-irrelevant body when you don’t.
JAMES
x/1’s don’t seem good enough. I mean, it’s not like it can block and then EOT draw a card. I’d rather have a 0/3 than a 2/1…Anyway, for the total cost this seems too expensive to see the light of day in constructed.

Rite Of Replication – 2UU
Sorcery (Rare)
Kicker {5} (You may pay an additional {5} as you cast this spell.)
Put a token that is a copy of target creature onto the battlefield. If Rite Of Replication was kicked, instead put five of those tokens onto the battlefield.
Illus. Matt Cavotta
#61/249

JOE

What in the holy hell!? Okay, with no kicker, this is a decent Clone remake, which makes it pretty solid. WITH kicker… this is ridiculous. I’m immediately thinking about lotus cobra here (see below)… you should be able to kick it without TOO much trouble with mr. snakey pants on board… and what would the world look like with 6 copies of Señor Snake? Holy crap!? Anyway, weirdness aside, this will be a middle-range rare, never going above $2-3 I’m guessing, but it’ll have these weird side uses. EDH decks would like to make 5 darksteel colossus tokens, for instance.
JAMES
This card is waiting to be broken. 9cc for 5 copies of say Baneslayer Angel or (even more devastating, auto-scoop styles) Broodmate Dragon is stupid.

Tempest Owl – 1U
Creature – Bird (Common)
Kicker {4}{U} (You may pay an additional {4}{U} as you cast this spell.)
Flying
When Tempest Owl enters the battlefield, if it was kicked, tap up to three target permanents.
1/2

JOE

Think of it mainly as a 2-drop 1/2 flier for limited. You’ll eventually be able to use him to tap remaining fliers or reach blockers for the alpha strike… that adds value. He’s playable in a skies archetype as a 2-drop 1/2 flier though. Decent early, decent late. Only disappointing right in the middle game period.. turn 4 or 5, for instance. Nice one.

JAMES
I’m not so hot on this one (thinking constructed). Tapping me down three permenants would be bomb-alicious if this had flash. Without it’s just a one-turn stall and you’re not going to get much from a 1/2…

Trapfinder’s Trick – 1U
Sorcery (Common)
Target player reveals his or her hand and discards all Trap cards.
#73/249

JOE

Hard to evaluate, but not impossible… I think even if there were four or five devastating traps, this is sideboard material for constructed AT BEST. But there’s likely only one or two awesome traps, and I think it’ll never be played. It’s so damn narrow. I doubt I will ever play this card.

JAMES
Unless trap all of a sudden becomes the shit, this isn’t anything to bother with. end line.

Trapmaker’s Snare – 1U
Instant (Uncommon)
Search your library for a Trap card, reveal it, and put it into your hand.
Then shuffle your libary.
#74/249

JOE

Now this, on the other hand, I can almost guarantee I’ll play, though not necessarily in limited. If you have some bomby trap card, sure. It’s very marginal in limited, but may well see play in constructed formats. If there’s any decent traps, EDH likes this, as it’s easy to transmute for with muddle the mixture or fetch with merchant scroll, making the trap quite tutorable, if it’s compelling enough. Tutors are usually pretty good, and as Dr. Obvious might say, they’re better the more awesome targets they have.
JAMES
Not sure it would be worth losing a slot just to fetch my trap-cards. Depends on which trap we’re talking here. [card]Mindbreak Trap[card] (see other post) has a ton of potential and being able to nab it “when you need it” and then play it for zero (otherwise, why are you playing it?) is pretty sweet. But I’m not sure there are any other trap cards I’m just dying to play–plus that assumes your at least splashing U. Splashing U for access to trap cards on demand seems pretty weak sauce.

Æther Figment – 1U
Creature – Illusion (Uncommon)
Kicker {3}
Æther Figment is unblockable.
If Æther Figment was kicked, it enters the battlefield with two +1/+1 counters on it.
1/1
Black(25)

JOE

2-drop 1/1 unblockable… I’m probably not playing it without some kind of equipment. 5-drop 3/3 unblockable… I’d get behind that! Especially so splashable. In the end, he’s playable, but will likely be dropped turn 5 more than turn 2, outside of equipment.dec.
JAMES
Not bad for limited. I don’t think it has the goods for constructed play. 5cc for the 3/3 is just a bit too pricey.

Bloodchief Ascension – B
Enchantment (Rare)
At the beginning of each player’s end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension.
Whenever a card is put into an opponent’s graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.

JOE

Seems easy to enable it, and then the effect is immense. I’m ready to call this a bomb rare one-drop enchantment. They either answer it, or eventually take TONS of damage from it. It’s trivial to drop it, and doesn’t require you to do anything you wouldn’t already be doing in order to enable it. It does require you to have enough guys in the red zone though, so keep that in mind… this can’t take a creature slot or anything. I’m going to try to play this when I can though. Cards that cost 1 and potentially create 4, 6, 8, 10 point lifeswings and beyond… I’m down with that. I really am. Even with a 3-4 turn delay in the mix.

JAMES
Damn. This is stupidly good for a one-drop. It will see constructed play and it’s great for a R/B deck.

Desecrated Earth – 4B
Sorcery (Common)
Destroy target land. Its controller discards a card.
#86/249

JOE

Harsh but expensive. Probably sideboard for pesky nonbasic lands. It’s too expensive to be effective as an LD spell and only makes them discard one card, limiting its effectiveness there as well. People will probably sandbag lands more often in the landfall block I’m guessing.
JAMES
I don’t see this having the goods for constructed play. Not with cards likes Blightening or the new Hideous End.

Disfigure – B
Instant (Common)
Target creature gets -2/-2 until end of turn.

JOE

Nothing wrong with this cheap removal spell. Weakness, eat your heart out.

JAMES
One cc less than Nameless Inversion and the lack of ‘changeling’ make me doubtful this will be in constructed play.

Feast of Blood – 1B
Sorcery (Uncommon)
Cast Feast of Blood only if you control two or more Vampires.
Destroy target creature. You gain 4 life.
#88/249

JOE

Only awesome in one archetype, which should make this uncommon even more available for that particular archetype… this should be awesome whenever you can cast it.
JAMES
Amazing for the new vampire deck developing for Type 2. I mean seirously? Target creature? nothing about “non-black” or “tapped”–excellent. And you gain life off it? Sheesh. Seems like B might be the new life-gain deck (versus W & G as most recently seen).

Giant Scorpion – 2B
Creature – Scorpion (Common)
Deathtouch
1/3

JOE

1/3 isn’t very giant, but I guess it IS a scorpion we’re talking about. 1/3 deathtouch is worth every bit of 2B in my book. Playable. Deadly recluse is this guy’s pimp though. “Scorpion betta have my money!”

JAMES
It’s not going to make the cut w/ these stats. Not sure why B would play this over some of the amazing vampires we’ve seen so far.

Ravenous Trap – 2BB
Instant – Trap (Uncommon)
If an opponent had three or more cards put into his or her graveyard from anywhere this turn, you may pay {0} rather than pay Ravenous Trap’s mana cost.
Exile all cards from target player’s graveyard.

JOE

Meh. Not a lot of uses for this. Sideboard… this is more of a constructed card / something to hose dredge.

JAMES
I don’t see it; not even sure what the point is. If we’re talking extended, then we have Tormods crypt. In standard, there might be a use for it but getting an opponent to drop 3 cards in one turn is tough and then we’re assuming that the graveyard has something worth exiling…unearth? Meh, not for me.

Sadistic Sacrament – BBB
Sorcery (Rare)
Kicker {7} (You may pay an additional {7} as you cast this spell.)
Search target player’s library for up to three cards, exile them, then that player shuffles his or her library. If Sadistic Sacrament was kicked, instead search that player’s library for up to fifteen cards, exile them, then that player shuffles his of her library.

JOE

If you ever reach 10 mana, chances are that the 15 cards you milled will win you the game. However, that rarely happens, and grabbing 3 cards doesn’t do much other than take away their bombs, two out of the three of which they likely wouldn’t have seen anyway… plus, they’re still going to see SOMETHING when they otherwise would have drawn the cards you took… so this ends up being a do-nothing kind of card in limited. Avoid it, unless you’re certain you can ramp to the 10-mana version, and you’re mill.dec anyway.

JAMES
This is sorta interesting and it goes back to my theory (last post) that we’re seeing a gentle shift toward bigger and bigger mana curves. Hitting someone on turn 10-12 with this will be pretty devastating. It’s something I can see being a 2x. That being said, MonoB is shaping up to equal “Vampires” and not so much discard/control, so I’m not sure it’s worth toying with this at all. I personally think that Thought Hemorrhage is better. This might have a home in extended decks where hosing a combo-linchpin can mean “auto scoop”. Tron losing academy ruins or crucible of worlds, or heritage druid in elves! for example.

Vampire Hexmage – BB
Creature – Vampire Shaman (Uncommon)
First strike
Sacrifice Vampire Hexmage: Remove all counters from target permanent.
2/1
#114/249

JOE

Okay, so this is going to inevitably have some kind of weird combo to it… Dark Depths comes to mind, for instance… I think we can actually be 99% certain that dark depths / vampire hexmage will see play in extended, in fact.20/20 indestructible on turn 3? You better counter the hexmage if you see him in extended. You heard it here first people! I think it’s going to have some other uses I’m not thinking of right now, but it’s probably just expedition / quest protection before then… It’s way playable as a mini-black knight in any case, plus it’s a vampire. It’s playable.

JAMES
Joe is onto something w/ Extended liking this deck. It just says “counters” so you could conceivably drop it, and then sac it to remove all counters from a planeswalker. That’s pretty vicious in itself.

Vampire’s Bite – B
Instant (Common)
Kicker {2}{B} (You may pay an additional {2}{B} as you cast this spell.)
Target creature gets +3/+0 until end of turn. If Vampire’s Bite was kicked, that creature gains lifelink until end of turn.
#117/249
Red(23)

JOE

Decent combat trick. Lifelink is gravy, so kick it if you have nothing better to do, since why not?

JAMES
Not much to say here…

Burst Lightning – R
Instant (Common)
Kicker {4} (You may pay an additional {4} as you cast this spell.)
Burst Lightning deals 2 damage to target creature or player. If Burst Lightning was kicked, it deals 4 damage to that creature or player instead.

JOE

Strictly better than shock = playable in limited. Most likely playable in constructed as well.

JAMES
It’s filling the slot for Lightening Bolt and fighting for Magma Spray’s so I’m not sure how to figure this one. Magma spray is slightly better for kiling creatures since it exiles the creature. That being said, it will hit players, filling in the Tarfire slot. Ultimately Tarfire proved slightly more played than Magma Spray simply because you could hit players (and helping Aunties Hovel enter the battlefield “untapped”). Keeping that in mind and the new awesomeness of Chandra Ablaze, I can see this making the cut.

Goblin War-Paint – 1R
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +2/+2 and has haste.
“Survival rule 223: Don’t eat the paint.”
- Zurdi, goblin shortcutter
#129/249

JOE

On an aura, haste is a complete waste of time. If you’re using this for granting a creature haste, you’ve essentially failed the skill test this card presents. It ought to be evaluated solely on the basis of a +2/+2. I think it’s clearly not worth the 241 exposure.

JAMES
Well, dropping this late game on a top-decked creature isn’t THAT horrible. Agreed, it’s a +2/+2 though. Anyway, I don’t anticipate this making any splashes in our lifetimes.

Hellkite Charger – 4RR
Creature – Dragon (Rare)
Flying, haste
Whenever Hellkite Charger attacks, you may pay {5}{R}{R}. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
5/5

JOE

Bomb rare. Very very good. Incidentally, in some formats, this may present quirky / possibly casual decks that use lots of mana creatures to create an infinite combat phase recursion. Fun stuff. Two birds of paradise, two llanowar elves, a priest of titania, and a partridge in a pear tree?

JAMES
Pretty sexy dragon here. Costs one more than Demigod of Revenge but since it’s just double RR, I can see this going in a mono-red. Getting even just one extra attack phase is pretty nuts. I’m asking myself if I would rather play Chandra Ablaze at 6cc and discard a Burst Lightening for 4 damage rather than the 5 hasty…and I’m not sure. There’s also Bogardan Hellkite and Flameblast Dragon. Flameblast is qualitatively worse since it would do less damage (Haste is no joke on this Dragon Charger). Hellkite acts as a sweeper…this card is worth testing with.

Punishing Fire – 1R
Instant (Uncommon)
Punishing Fire deals 2 damage to target creature or player.
Whenever an opponent gains life, you may pay {R}. If you do, return Punishing Fire from your graveyard to your hand.

JOE

This looks somewhat promising, though it’s best against crap like angels feather that gain one life at a time. You shouldn’t need help beating people who play that mess. Against the 5 life gain of baneslayer angel, for example, this doesn’t do much other than use your mana up slightly delaying the inevitable. Still, it’s another burn spell that’s passable, and will occasionally do double duty against random lifegaining vampires and what have you. If you see an opponent attacking with a lifelink creature, remember that, mana allowing, you can use this to nuke a 4 toughness guy.

JAMES
Wow. Pretty impressive instant. Being able to return the card to your hand (and immediately play it) seems very sweet. Since red decks have a problem holding on to cards and then quickly going into top-deck mode, I’d wager this sees lots of tourney play. I like this for a B/R deck running Needlebite Trap. Two mana for 7 damage to an opponent and 5 lifegain back to “me” is impressive. Being able to hit a creature with this will be relevant.

Pyromancer Ascension – 1R
Enchantment (Rare)
Whenever you cast an instant or sorcery spell that has the same name as a card in your graveyard, you may put a quest counter on Pyromancer Ascension.
Whenever you cast an instant or sorcery spell while Pyromancer Ascension has two or more quest counters on it, you may copy that spell. You may choose new targets for that copy.
Illus. Kev Walker

JOE

I’m not sure whether a card with retrace (flame jab) will trigger this when played from the graveyard without another copy in the yard… if so, that may be a weird burn variant for extended. However, in limited, this will never be enabled. In constructed, once it’s online, it’s pretty nice. The rebirth of lightning bolt has me hoping that a standard burn deck is viable. We’ll see. Pass this in draft though… it ain’t gonna happen.

JAMES
Wow, I like this card. I’m worried it might be a stretch but the potential is pretty impressive.

Quest for Pure Flame – R
Enchantment (Uncommon)
Whenever a source you control deals damage to an opponent. you may put a quest counter on Quest for Pure Flame.
Remove four quest counters from Quest for Pure Flame and sacrifice it: Until end of turn, if a source you control would deal damage to a creature of player, it deals double that damage to that creature or player instead.
#144/249

JOE

Hmmm. This might be acceptable in the right limited deck. If fireball were in my pool, for example, I’d run this guy for sure, as it makes the end game fireball win come that much faster. Four counters shouldn’t be difficult with this lax a condition. Interesting card. Even if confined to combat, this could be worthwhile.

JAMES
My primary concern with all these quest cards is the “tempo.” They all seem slow–though I am a fan of Luminarch Ascension and “sorta” fan of Khalni Heart Expedition. This one in a red deck seems particuarly underpowered. It’s essentially activated on turn 6 since it’s not likely that you’ll have enough mana on turn 5 to cast a 4th burn spell and justifiably sac it. Maybe…I mean, if you can keep Chandra on the table and discard a card for 4, with Quest for the Pure Flame activated, you’re doing 8 damage. On turn 7 that could mean end of the game. There’s just a lot of “ifs” and “maybes” in that plan. I don’t really like hopeful-wishful playing…

Ruinous Minotaur – 1RR
Creature – Minotaur (Common)
Whenever Ruminous Minotaur deals damage to an opponent, sacrifice a land.
5/2

JOE

Weak. Not interested. This is only imaginable way late game, at which time the CC doesn’t matter and a 5/2 kinda sucks… unless it follows a sweeper… but no… this sucks.

JAMES
Wtf? Why would I want to sac a land? 4 damage on turn 4 isn’t worth it.

Runeflare Trap – 4RR
Instant – Trap (Uncommon)
If an opponent drew three or more cards this turn, you may pay {R} rather then pay Runeflare Trap’s mana cost.
Runeflare Trap deals damage equal to the number of cards in target player’s hand to that player.

JOE

Hmm. I’m guessing this will have some play in some older formats for use against combo decks perhaps? But in limited, this is a 6 mana shock, pretty much. Nobody’s drawing three cards in limited, and even if they did, they’re still probably only at 4 cards in hand. This only hits players. I’m gonna pass on this one.

JAMES
I could see this in extended. I could see it being really good in extended. I’m such a fan-boy for the Trap ability…Anyway, there probably is enough draw from cards like Esper Charm to justify a SB slot for this. I’m just not sure that we’ll be seeing a lot of esper charms or draw-go oriented decks in this meta so I would wait on it for a while. So far as in extended, this seems like a partially viable SB choice. Ben Lundquist in last week’s online workshop warned us players going into big tournies to be VERY careful of narrow SB choices. He was answering a question about PT Austin next month and had that new extended meta in mind when he was discussion. Still, I think the advice to be wary of narrow SB choices is a good one. Final answer for playbility: marginal to really really good, depending on how the meta shapes up over the next few weeks.

Tuktuk Grunts – 4R
Creature – Goblin Warrior Ally (Common)
Haste
Whenever Tuktuk Grunts or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Tuktuk Grunts.
2/2
#152/249

JOE

This is a supporting role ally. On his own, as your only ally, he’s a hasty 3/3 for 5. Not exactly stellar. With 5 or more other allies, he’s just fine, but not the show stopper. He’s the supporting cast.

JAMES
Weird that this costs so much more for essentially a WORSE version of the same card: Kazandu Blademaster (the double Wcc, first strike, vigilance 1/1–2/2 counting his own counters). For haste? really? This card sucks. wtf.

Zektar Shrine Expedition – 1R
Enchantment (Common)
Landfall – Whenever a land enters the battlefield under your control, you may put a quest counter on Zektar Shrine Expedition.
Remove three quest counters from Zektar Shrine Expedition and sacrifice it: Put a 7/1 red Elemental creature token with haste and trample onto the battlefield. Sacrifice it at the beginning of the end step.
Green(29)

JOE

So it’s a delayed elemental appeal. Not terrible. It does give your opponent to get his ducks in a row though. Most people won’t be taking 7 from this. As such, I’d rather not play it.

JAMES
I think all these quest cards are marginal. I don’t like this one. Too slow.

Baloth Cage Trap – 3GG
Instant – Trap (Uncommon)
If an opponent had an artifact enter the battlefield under his or her control this turn, you may pay {1}{G} rather then pay Baloth Cage Trap’s mana cost.
Put a 4/4 green Beast creature token onto the battlefield.

JOE

This one, I can get behind. 5 for a 4/4 isn’t terrible at all, and it’s an instant! This will ruin combats for a lot of opponents. And randomly, it’ll cost you 1G. Strong card here. This should be thought of as in-combat removal for green.

JAMES
Not bad. I’m wondering if this will go for extended where we ALWAYS see affinity. And why wouldn’t we? Arcbound Ravanger is still broken as all hell. I definitely like the appeal of playing a 4/4 EOT–or at the beginning of the end of turn. (lol; some of the language changes always tickle me). For standard, I have seen a few pretty fun artifact, esper-bant-esque decks and this would be a good fit. It’s just not a great card to have on turns 2 through 4 where G wants to be pumping out a) lands or b) fatties. That makes me think it’s on the fence. I’m sure it’s worth testing though. Again, I’m leaning more toward extended.

Beastmaster Ascension – 2G
Enchantment (Rare)
Whenever a creature you control attacks, you may put a quest counter on Beastmaster Ascension.
As long as Beastmaster Ascension has seven or more quest counters on it, creatures you control get +5/+5

JOE

I’d say this is playable in limited. All you have to do is attack… this should be online by turn 5 or 6 in the typical green aggro deck. And the benefit is so huge. I’d almost call it a bomb, but as an enchantment that doesn’t help you with an empty board, it’s still kind of conditional.

JAMES
Assuming you play this on turn 3, this doesn’t seem so bad. It doesn’t even need to be in a mono-G deck. All those token creators (see white above) would love to have a playmate like this. Again, I’m not completely sold on the tempo-related viablity of the quest cards. This one seems pretty decent though.

Cobra Trap – 4GG
Instant – Trap (Uncommon)
If an opponent countered a noncreature spell this turn, you may pay {G} rather than pay Cobra Trap’s casting cost.
Put four 1/1 green Snake creature tokens onto the battlefield.

JOE

Well, this should be seen much as Baloth Cage Trap above. Solid as a removal spell for limited… probably even better than Baloth Cage. And this will more likely see its trap cost as well. Very cool.

JAMES
Bummer the snakes don’t have deathtouch. I like this for when my planeswalker is countered but it’s not a good “on curve” spell–meaning on curve I’m playing Garruk Wildspeaker and have no mana left. Now I have to wait a turn? I say this isn’t good enough.

Frontier Guide – 1G
Creature – Elf Scout (Uncommon)
{3}{G}, {T}: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
1/1

JOE

Another landfall enabler, this one is decent as a fixer, though not as an accelerant. He can’t help your two-land stall hands. I’d still run him though, if I needed help finding my splash color.

JAMES
Not so bad. But not good. Too slow. I wonder why it’s not 2, G {T} rather than 3…it’s not an on-curve play.

Grazing Gladehart – 2G
Creature – Antelope (Common)
Landfall – Whenever a land enters the battlefield under your control, you may gain 2 life.
2/2
#163/249

JOE

Pretty solid. Gray ogre with free life gain works for me.

JAMES
Not much here for me.

Greenweaver Druid – 2G
Creature – Elf (Uncommon)
{T}: Add {G}{G} to your mana pool.
1/1
#164/249

JOE

Fyndhorn elder, huh? Well, sure, I guess. He’s worth it.

JAMES
Not so shabby but I think the timing is way off. He costs a lot more than Noble Heirarch and isn’t even remotely as good as Lotus Cobra so I say this guy doesn’t see the light of day so far as constructed goes.

Lotus Cobra – 1G
Creature – Snake (Mythic Rare)
Landfall – Whenever a land enters the battlefield under your control, you may add one mana of any color to your mana pool.
Its scales contain the essence of thousands of lotus blooms.
2/1
Illus. Chippy
#168/249

JOE

Mike Flores hit the nail on the head in his article previewing Lotus Cobra. There’s a reason playsets are going for $90+ on ebay already. This card will define formats. Definitely more of a constructed card, but I can’t see any reason not to maindeck this guy and never look back in limited. He’s a bear, after all, and there’s no such thing as mana burn. Whatchoo talkin’ bout, mana burn? If you open this, rejoice in your monetary boon and be happy with your karma.

JAMES
Yeah, anything I say here is just superfluous. Get your playsets ASAP. Never trade this card away. Yes, it IS that good. Stop doubting it. You will wish to god you have this card. It’s the most amazingness printed in a long while.

Mold Shambler – 3G
Creature – Fungus Beast (Common)
Kicker {1}{G}
When Mold Shambler enters the battlefield, if it was kicked, destroy target noncreature permanent.
3/3
#169/249

JOE

Hill Giant at worst makes him playable. The kicker is a total boon, and will often save the day. This should be a cornerstone common for green, and a somewhat high pick I’m guessing.

JAMES
This card is actually kind of interesting to me. I just wonder if 6cc is enough to justify destroying a planeswalker. And I think it is. With a 3/3 body, it looks pretty playable as a SB selection.

Primal Bellow – G
Instant (Common)
Target creature gets +1+1 until end of turn for each Forest you control.

JOE

Wow, this definitely sees play in older formats. Elfball can sneak a win here or there with this thing. In limited, as long as green’s a main color and not a splash, this is an excellent trick.

JAMES
Great trick. Doubles as removal for when an opponent calls your bluff–and can act like a bluff. It’s clearly better than [card]Giant Growth[card] after T3. That being said, not many decks play giant growth. I think there’s a better green card: Vines of Vastwood (see here)

Summoning Trap – 4GG
Instant – Trap (Rare)
If a creature you cast this turn was countered by a spell or ability an opponent controlled, you may pay {0} rather then pay Summoning Trap’s casting cost.
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.

JOE

I like this! You’ll almost always hit a creature. If they just countered your guy, great! But even if not, you may as well pay the 6 and try your luck at EOT. Cool card.

JAMES
Jesus. This is a REALLY good trap. Great, you countered by Broodmate? NP, I’ll just grab another one for free…don’t mind if I doooo! ;-) I’d expect to see this in Extended & potentially Standard as a SB.

Turntimber Basilisk – 1GG
Creature – Basilisk (Uncommon)
Deathtouch
Landfall – Whenever a land enters the battlefield under your control, you may have target target creature block Turntimber Basilisk this turn if able.
2/1
#190/249

JOE

Nifty. This guy’s kind of like a removal creature that can’t hit guys with a tap ability. But he loves opposing creatures with vigilance! He’s alright, but I’m not infatuated here. Decent stuff, nothing spectacular.

JAMES
Undecided here. It’s removal for a color that doesn’t really have much removal and a 2 powered “semi-evasion” creature (because who wants to trade w/ a deathtouch?). BUT it cost 3 and takes a turn to get going. I’m not sure the tempo is fast enough.

Zendikar Farguide – 4G
Creature – Elemental (Common)
Forestwalk
3/3

JOE

Weak. Side it in against forests. Not much else to say.

JAMES
next!

Adventuring Gear – 2
Artifact – Equipment (Common)
Landfall – Whenever a land enters the battlefield under your control, equipped creature gets +2+2 until end of turn.
Equip {1}
#195/249

JOE

Nothing wrong with this equipment! Should be good for +2/+2 a lot of the time, and +4/+4 every once in a while. The only problem is the creature gets jack on the opponent’s turn, so don’t go picking this high… it will make the cut sometimes though.

JAMES
Not bad for limited. Cost is pretty good and you “only” have to play a land to make ti worth while. I wouldn’t really want more than one but I certainly won’t start moaning if my opponent drops this one me. I don’t believe this will ever be played in constructed.

Blazing Torch – 1
Artifact – Equipment (Uncommon)
Equipped creature can’t be blocked by Vampires or Zombies.
Equipped creature has: “{T}, Sacrifice Blazing Torch: Blazing Torch deals 2 damage to target creature or player.”
Equip {1}

JOE

An expensive shock sometimes, but still good because it’s colorless. Against zombies and vampires, it’s got the fear factor, so that’s a bonus too. Not bad. Removal is very important in limited.

JAMES
Nah, it’s just not good enough.

Hedron Scrabbler – 2
Artifact Creature – Construct (Common)
Landfall – Whenever a land enters the battlefield under your control, Hedron Scrabbler gets +1/+1 until end of turn.
1/1
#204/249

JOE

No thanks.

JAMES
Me either.

Stonework Puma – 3
Artifact Creature – Cat Ally (Common)
These PUMAs would never settle for being third in line.
2/2
#207/249

JOE

No thanks, unless I already have 2-3 allies with rocking abilities. Actually… he IS gray ogre, so I guess sometimes I might pick him in hopes of good allies to come.

JAMES
Not playable.

Trailblazer’s Boots – 2
Artifact – Equipment (Uncommon)
Equipped creature has nonbasic landwalk.
Equip {2}
#208/249

JOE

Nice. Might have a place in a number of EDH decks I can think of. In limited, this will be more of a sideboard card though, since most opponents will not have much in the way of nonbasics, and this does nothing in such cases.

JAMES
This isn’t the worst equipment ever. Non-basics are everywhere in every constructed envrionment. It’s not Loxodon Warhammer or Behemoth Sledge though so I don’t think it will be played.

Trusty Machete – 1
Artifact – Equipment (Uncommon)
Equipped creature gets +2/+1.
Equip {2}
“Until the expedition is done, that blade is your guardian, your liberation and your best friend all rolled into one”
- Yon Basrel, Oran-Rief survivalist
#209/249
Land(18)

JOE

I love the name! The effect is just fine too. Good old trusty machete. Reminiscent of bonesplitter. Probably better.

JAMES
Nope, also not going to make the cut in my book.

Kabira Crossroads
Land (Common)
Kabira Crossroads enters the battlefield tapped.
When Kabira Crossroads enters the battlefield, you gain 2 life.
{T}: Add {W} to your mana pool.

JOE

Weak… no thanks.

JAMES
editing from a mis-read. this isn’t the dual land cycle!

Magosi, the Waterveil
Land (Rare)
Magosi, the Waterveil enters the battlefield tapped.
{T}: Add {U} to your mana pool.
{U}, {T}: Put an eon counter on Magosi, the Waterveil. Skip your next turn.
{T}, Remove an eon counter from Magosi, the Waterveil and return it to its owners hand: Take an extra turn after this one.

JOE

Nope… not interested in a fixed time vault. In Magic, the old saying “if it ain’t broke, don’t fix it” gets turned on its head to become “unless it’s broke, don’t fix it.”

JAMES
Huh? I don’t think so…

Oran-Rief, the Vastwood
Land (Rare)
Oran-Rief, the Vastwood enters the battlefield tapped.
{T}: Add {G} to your mana pool.
{T}: Put a +1/+1 counter on each green creature that entered the battlefield this turn.
Illus. Mike Bierek
#221/249

JOE

This one’s probably worth it.

JAMES
Pretty interesting. I’d toy with 2x in testing. Getting +1/+1 on tokens (see above) seems pretty viable.

Piranha Marsh
Land (Common)
Piranha Marsh enters the battlefield tapped.
When Piranha Marsh enters the battlefield, target player loses 1 life.
{T}: Add {B} to your mana pool.

JOE

Again, I’m not interested in such piddly effects. CiP tapped is worth more than 1 life.

JAMES
…Yeah, the “gain 2 life” is enough for a dual but having opponents lose a mere one life for a ETBT seems weak…

Standard Pauper – Red/Black Blightening Deck Discussion

Friday, August 21st, 2009

Much of Power 9 Pro’s focus in our articles is on tournament-level play but we also play casually when we can find the time. One of our teammate’s Zak participates in a “Standard Pauper” tournament from time to time. Zak thought he would bring up the decklist with our team to see if we couldn’t help with tweaks. Here’s the discussion that ensued.

Please remember that standard pauper means cards that are type 2 legal, and are common.  No uncommons, rares, or mythics allowed.

Zak:
Here’s the list that I’ve played thus far.

Pauper Blightning: 60 Cards (Pre-M10)


Now, post M10, I need to make some changes, but I want some input from the team.  

note: An abundance of Borderposts makes smash to smithereens an absolute beating, especially on decks that are 3 colors, Flame Jab is absolutely amazing, my favorite card in the list. Goblin Deathraiders[provides] simply amazing pressure.

Problem # 1 – Shock Rotates Out
Solution – Add Lightning Bolt (This is obvious)

Problem # 2 – Incinerate Rotates Out
Solution – I’ve temporarily added Sparkmage Apprentice, but this is definitely able to be changed.  Definitely want some input here, because this deck really wants as many burn spells as possible, and the bigger the better.  

Problem # 3 – Duergar Assailant becomes worse without damage on the stack
Solution – I think the right move might be to just leave it in here, but his slot could be open to something else.

Joe:

First thought: if you love flame jab, are you certain 2 is the right number? 

The only card I am skeptical of is terminate… seems like even that might be better as a burn spell… spot removal is traditionally avoided in burn decks.  I’d recommend at least re-evaluating terminate with skepticism, and if you come to the same conclusion about it, so be it.

If you’re set on removal, there are other more greedy options out there too… soul reap for example… easier to cast, slightly more narrow, but with the chance of incinerate on top… just saying, there’s other stuff out there.  Personally I’d avoid terminate and similar spells entirely… burn all the way.  I’d experiment with using no creatures whatsoever.  You can gain subtle edges with that… using sweepers and such.

Card Brainstorm:

Burn:


Maybe Give it a Try?:

SB?

As fireball variants, breath of malfegor, giant’s ire, lava axe, and quenchable fire all do bargain damage, but can’t double as removal.

James:
Joe had similar feedback to what I was thinking. Absorb Vis was also on my list. Swamp cycle or 8 life swing. I would personally keep removal to SB. Tendrils would be good.  

Quench fire seems good. If you can throw a fattie or two in, maybe soul’s fire?  I would definitely consider/focus on that a burn deck doesn’t run much spot removal. Basically, if you’re focused on spot removal, you’re probably losing.  Lava axe may actually work. Seems like flame jab works against shard volley. It’s also very under powered in my opinion. Raven’s crime is one up on power and reinforces your partial control theme through blightening.

Dillon:
Bloodspyre Elemental and Resounding Thunder come to mind. Flame Jab is a card I have always thought could break standard at one point.
Balefire Liege and that seem pretty good together.

The spark mage can kill Llanowar elves and Nip Gwyllions, [two cards] I think would be good in pauper. Mosquito Guard would be really good in pauper too.

Zak:
1. Bloodpyre Elemental is too slow.  Not only does it cost 5 in a deck that curves out at 3, it only hits creatures at sorcery speed, and seems extremely fragile as a 1 toughness dude.

2. Resounding Thunder seems good as another burn spell.  The only problem that I have with using Jund Panorama’s instead with a forest or two is that it decreases the effectiveness of Flame Jab.  I only want 3 lands, maybe 4, but the rest I want to either sacrifice to Shard Volley or use to retrace Flame Jab.  If I cycle the thunder, I’m going to have a lot of mostly wasted land sitting on the board.  This is the same with cards like absorb vis, they just don’t help me speed up the kill.  If I have 2 lands to cycle Vis, I’ve got 2/3rds of my mana set, and most likely am pretty well off.  

3. Breath of Malfegor is nice, but again the cost factor comes up.  This deck needs to be as fast as it possibly can, which it is.  If I start casting 5 mana spells, I’ll need to increase the land count, which will decrease the overall burn count.  

4. A HUGE (read 80% of the meta) part of Type 2 Pauper is the Mimics from Eventide.  These are often fueled by cards like Nyp Gwyllion and Steam Hopper, and I see the Sparkmages being a kill spell over 60% of the time based on experience.

5. I believe that Flame Jab will lose potential if I start drawing multiples.  Sure, they’re amazing in the late game and get rid of so many things, but I only want to get 1 in the graveyard, and then I can machine-gun my opponent.  Think about this situation:

I have a Flame Jab in the graveyard, with a few cards in hand.  This situation is relatively common in the late game.  The worst-case scenario is that I draw a land, which, thanks to Jab will become 1 damage, and my odds of drawing superior burn increase.  The best case scenario is that I draw a piece of burn, which is exclusively better than a Jab.  However, with any more jabs you run the risk of a third option.  That is, drawing a spell, which turns out to be a Jab.  You get the same effect as if you had a land, yet your odds of drawing superior burn have actually decreased, as you have the same amount of lands in your library with a smaller amount of spells.

6. Tendrils is not good in a deck that really only wants one swamp out.  It’s like 4 mana for 1 damage and one life most of the time, and if terminate doesn’t belong (which I’m starting to think it doesn’t), than neither does Tendrils.

7. Raven’s Crime and Duress both have a minimal effect on the game as far as my plans are concerned.  Duress could go in the board though against any decks packing lifegain.  I;d much rather get a threat/burn spell on turn one than taking away something that probably wouldn’t have hurt me all that much in the first place.  

8. The mana in this deck takes a fair bit of practice to get right.  The only reason I can get away with both Shard Volley and Flame Jab is because I need so few lands for my plans to work properly.  

9. I considered Soul’s Fire, but the combination of so few creatures and the abundance of highly played spot removal, I don’t see it pulling its weight.

10. Regarding Lava Axe + Breath of Malfegor again.  I think that maybe a 1 or 2 of could help me pull some games out of my ass.  Will consider it.

11.  One of the things I like about having creatures in the deck is it doubles the efficiency of burn spells.  If I have a goblin deathraiders on the battlefield, a burn spell that kills my opponent’s only dude might as well also deal 3 damage to them.  Thus, the decreased burn rate that comes with using burn on creatures is mitigated.  Again, Goblin Deathraiders is the cheap, high-power card that allows this to work with maximum effectiveness.

Joe:
Good analysis.  I think you’re right about keeping the curve low.  This is historically the pattern for winning burn decks.

Zak:
I figured it out, and the answer is a card nobody actually mentioned.  Dragon Fodder has always given me trouble, as it provides pressure, but it also makes your opponents reluctant to use their removal spells.  I just cut the sparkmages entirely, thinking that the Vithian Stingers and Hurly-Burlys in the board can do their job better.  Also, I kept Terminates in, because they are my only out to anything with toughness greater than 4.  However, I often will board them out.

Dillon:
why terminate over doomblade? you can cast doomblade with a panorama and a swamp. seems like that is pretty important. also the sparkmage has to be better. direct damage as well as killing something or perhaps finishing off a creature post-combat. i think a white weenie deck would be good in pauper with no viable board sweeper.

Zak:
Terminate kills Putrid Leech

Here’s The Final List:

Pauper Blightning: 60 Cards (Post-M10)

New Directions for Standard Post M10

Tuesday, August 4th, 2009

—Authour’s Note–

I wrote this last Monday, but changed and edited it into the below version. Unfortunately, I couldn’t get my graphics just the way I wanted, but any later and this article might become irrelevant.  Enjoy!

As I write this, I’m in the car coming back from a camping trip with my family to the Rocky Mountains, so I’m sorry If I haven’t returned anyone’s emails, comments, or twitter updates, and I promise that I will get to them as soon as I possibly can. Also, I have not seen any decklists for post-M10 lists, so forgive me if I miss some crazy new deck.

Well, M10 has been released for about a week and a half at the time of writing, I’m eager to start playing some more standard, in preparation for Magic Game Day in August. I really wanted to play a new deck that was made possible after Magic: 2010. I developed a list of decks that I thought would be tournament viable. In no particular order, here they are:

Suicide Black
Uw Merfolk
GB(w?) The Rock
Rg Aggro
W Soldiers

I thought that M10 would make a nice stage for Suicide Black to make its return. For those of you who don’t know, Suicide Black is a deck that was originally bent on a turn one Dark Ritual into a Hypnotic Specter. This almost immediately demands an answer from the opponent, lest they risk losing their most important cards. Obviously, a turn-one specter is not a possibility in modern Standard, but the concept of attacking the opponents hand and board position simultaneously is still possible of winning games. I’ve been testing a deck like this that uses a playset of Thoughtseize, Duress, Bitterblossom, Black Knight, and Hypnotic Specter to apply early pressure on the opponent, and provide minimal opportunities for answers. I also use Child of Night and Tendrils of Corruption to mitigate the life loss. Unfortunately, the deck lacks an answer to a Chameleon Colossus, aside from a few Mutavaults and Gargoyle Castles, which can be trouble.

Magic 2010 sees the resurgence of new tribal “lords” which give pump effects to their specific tribes. The one that I’m mostly happy about is Merfolk Soverign, which makes Uw Fish a viable archetype. Although it’s no Lord of Atlantis, it still makes your Silvergill Adepts stronger, which is really what merfolk is all about. This combined with my new favourite card Sleep make for a deadly onslaught of merfolk. Backed up by proper countermagic, even a few merfolk should be able to win the game with the eight tap effects that the deck should run (Cryptic Command and Sleep). After playtesting Merfolk for a bit, it seems like a solid archetype that would definitely be powerful enough to take on a PTQ. It also has great sideboard potential, able to play Flashfreeze, Meddling Mage, Pithing Needle, and Safe Passage based on the deck it’s facing. The deck’s tribal interactions are just icing on the cake, so I highly reccommend playing a Merfolk deck at your next standard tournament.

One card that I’m a huge fan of from M10 is Cudgel Troll. It provides an excellent beater, and now Terror and Incinerate have been ousted from standard in favour of Lightning Bolt and Doom Blade, which allow for the possibly of regeneration. Thus, I believe that a creature that pretty much only dies to Path to Exile is a valuable asset, assuming you have enough green mana. Black Knight is also a card that provides a distinct advantage against many decks, and coupled with Great Sable Stag, this deck just pumps out threats that are hard to deal with. This is another deck that will make use of the newly-reprinted Duress, and although an overall slower deck, I think that it will prove to be quite viable.

With the reprints of both Ball Lightning and Lightning Bolt, red decks have a lot to smile about these days. I envision a red-green build that only splashes green for cards like Bloodbraid Elf, which promise to result on more damage being produced. Just the thought of cascading an elf into a Ball Lightning for 9 points of damage got my inner red mage excited. Unfortunately, I don’t see a lot more than that happening with this deck, as the quality of fast burn isn’t enough to support the deck. I haven’t tested this deck at all though, nor do I have a full List for it, so I would peruse Gatherer a bit more before calling it completely out of contention. Due to the red decks inherent low land count, it demands a large quantity of spells, and if a deck is forced into playing either more land than warranted, or sub-par spells, it will not be powerful enough to be a mainstream contender. That, and the fact that the whole deck does to Burrenton Forge-Tender makes it the deck that I’m least sure of in the post-M10 Standard.

If an aggressive red deck is what I’m least certain of, then I’m putting most of my money on a mono-white soldiers build to dominate the top tables at tournaments. I’ve found that the building of this deck in particular is extremely similar to the building of Faeries. This is because there are some cards that are automatic four-ofs, while others are extremely debatable. However, although many slots can differ, the decks may have a very similar play experience. Cards like Captain of the Watch will be played, because of the sheer power they have to change the game. The new white sorcery Harms Way has a great place in this deck, easily mitigating the potential devastation caused by Volcanic Fallout. The plethora of pump effects make it a more stable tokens build, as making all your guys X/3 is not that difficult.

Without the presence of wrath of god, your army becomes near-impossible to deal with once 3 toughness is reached. Thus, your opponent becomes forced into either wasting spot removal or making unfavourable combat decisions in order to get rid of your threats. Unlike current Kithkin decks, your main pump effects (Honor of the Pure and Veteran Armorsmith) don’t die to a board sweeper before turn 5, so that your tokens will continue to be powerful as the game progresses. The funny thing about this deck is that the longer your opponent staves you off, the stronger your army becomes. Between multiple pump effects and activations of Ajani Goldmane, it’s not uncommon to have 4/4 tokens coming out of Elspeth, Knight-Errant and Captain of the Watch. Eventually, it just proves to be too much for any deck to handle.

I’ve already built 2 of these decks, and next week I’d like to give you some testing results from their matchups. As always, any questions or concerns can be emailed to me at zak -at- power9pro.com, or through my twitter feed at www.twitter.com/zturchan.

Cheers,

Zak

Match Walk-through: Elementals vs Five Color Bloodbraid

Friday, July 17th, 2009

In the following video, Stan, Bryan and I take an in depth look at Elementals vs Five Color Bloodbraid (or Five Color Cascade).
The builds for these deck are as follows:
Elementals:

Five Color Bloodbraid:


Hope this is helpful for you as you evaluate decks and look for in-game tips. If you spot any plays you disagree with or think were particularly clever, be sure to let us know in the comments!

PTQ: Austin Tournament Report *3rd*

Monday, June 29th, 2009

Last time I wrote to you guys it was about the majesty of Boat Brew. Today I walk you though a Tournament Report playing the deck. Let’s get started.

As per usual I get to the tournament site wishing I had more sleep, I look around and see many familiar faces and fill in my decklist. What I’m playing isn’t much of a surprise seeing as I posted my list on the forums a couple of weeks before. Player meeting, pairings are posted and I whip my Dragons’s Egg and get to work.

Round 1: Green White Little Kid piloted by Travis. Without being mean, I kind of knew I had this match as soon as I sat down. Travis was in his early teens and played a budget version of the deck. I have nothing against budget players, once upon a time I was there myself, but I knew he wasn’t going to win the PTQ.
1-0

Round 2: Jordan with Fae. This matchup was close. I feel pretty bad because in game 3 I used Ajani to kill a Mistbind Clique when there was still a Scion of Oona in play, which was only pointed out later. I had the Path in hand so the match result likely would have been the same but even still I feel bad for not catching my mistake.
2-0

Round 3: BW tokens by Russell ‘the Muscle’. Russell is a top local player, long story short; he has not one, not two, but all 4 Zealous Persecutions game 2 and your game 1 is pretty bad against them.
2-1

At this point I’m pretty mad because I lose to the only BW tokens player I can see which was my worst matchup in the tournament (no swans in the room). Whatever, 3-0 should get me to the top8.

Round 4: Barrett with Jund. I blow him out the way boat brew does. Jund just can’t deal with Reveillark and friends.
3-1

Round 5: John with Jund. I win the easy pairing again.
4-1

Round 6: Liam’s Red Burn. My bad luck from round 3 is repaid with this third great pairing. It’s practically unlosable. Sorry Liam.
5-1

Now I’m thinking I draw in and I’m golden… If only.

Round 7: The Pairdown. David with BW tokens. I’m on tilt because I have to play AND it’s vs. the only other BW deck in the tournament. It takes three games but I win a nail-biter. I can’t understate how important sweepers are in this matchup. Bonus points if you can take out a Mutavault with one.
6-1

Top 8 Announced. I’m in first and my buddy Tyler looks about ready to eat his non-Green Bay hat (that’s what you get for insulting my deck before the tournament!).

Quarters: Tyler with Cascade LD. I’m not sure if you guys have seen this deck but it’s lot of fun. It just plays bounce, LD and cascade to get more LD. Basically; it punishes decks with vivid lands and loses to Elves. Also worth mentioning is that Tyler is a very good player, he has played in Worlds before and is a frequent top8er at local PTQs.

I lose the roll. I’m informed that this is indeed bad news. At one point I played a second land. I died the next turn. We sideboard. His draw is slow and I win the game despite sideboarding like an idiot. I sideboard again, still not correctly (I left the guttural response in the board which was terrible). I win a tight game on the back of BFT (you may think that he isn’t good in this matchup but he is).

FYI, the right way to sideboard is to cut your expensive crap and replace it with Guttural Response, Pithing Needle, Path and BFT. You just want to resolve stuff, use Path as Rampant Growth and attack. Pithing Needle turns Fulminator Mage into a crappy bear.
7-1

I look around and I’m happy, only Elf decks remain.

Semis: Francis with Elves. Francis is another good local player, winning PTQs and attending Worlds in the past. I lose game one after mulling to 6 on the draw, keeping the 2 land double Specral Procession hand and never hit the third land drop. Francis killed me nice and slow on account of his mull to 5. He then informs the crowd that he is pretty sure that it’s the only way for him to win a game. Game 2, I win off a Siege-Gang. The rubber match will deicide if I make it to my first PTQ finals.

I’ve never seen someone play as tight with elves as Francis did in game 3. He expertly holds back cards hoping to bait a sweeper. I’m able to make him dump his hand before cleaning the board. I’m left with an Ajani with a counter and a second one in hand. At first he just says draw go (I find out later he drew Deathmark, Snakeform and a land) and then plays a Wren’s Run Vanquisher. I kill it with Ajani. Then he draws Cloudthresher (nice topdeck!) and kills Ajani with its ability. I take 7 and drop my second Ajani keeping his dude taped. He then draws a Putrid Leech and follows it up with a Loxodon War-Hammer. I lose, drawing 6 straight lands. To be perfectly honest I’m a little upset to lose that way but in all fairness, the only reason Francis won was because he played so well earlier in the game. If he didn’t, I would have still had a Spectral Procession in hand after the Wrath and I would have likely won before he got to the Cloudthresher. It sucks to lose to such a good matchup but that’s how it goes sometimes.

Franics ended up losing to the mirror in the finals and Red Deer’s ‘Curly’ Andrew won the plane ticket. Overall it was a good tournament. I would have loved to go to Austin but a box of product was an OK consolation prize and I should gain some rating points.
Hopefully you liked my two-part epic on Boat Brew. Once again I have to strongly recommend it as the deck to beat and you can bet that I’m going to play it at Nationals. If you have any questions or comments about the deck please go ahead and post in the comments.

Until next time.

-Sean, SeanP9P on Twitter

A Boat Brew Primer

Friday, June 26th, 2009

Just lately Boat Brew has been deemed a bad deck. People could not be more wrong. The way the Standard metagame has shifted to Elves and Fae and gives Boat Brew the perfect chance to shine again.

First off, you might be wondering ‘what does this deck do?’ Simple. Every card is a two-for-one of some type. Siege-Gang, Mogg Fanatic, Ranger of Eos, each of these cards are more than some big dumb guy. Your goal is generate card advantage to the point where your opponent is top-decking while you are crashing in with your 8/8 Figure of Destiny.

I first started advocating this deck before PT: Kyoto. Jan Ruess Top 8ed with a list I liked pretty much right away. I took out the Banefires for an extra Plains and the fourth Path to Exile and I started winning FNMs left and right. Since then the metagame has shifted a great deal and new cards entered the format. By the time Regionals came around everyone considered the deck to be dead. It wasn’t. I personally piloted a version of the deck to a qualifying slot at Regionals and played it again at GP: Seattle. I ended up missing out on day two in the last round but I got there with no byes so overall I can’t complain.

An aside on Seattle: The GP was a great tournament. While I was there I visited the Museum of Flight and the Space Needle. I can’t begin to explain how awesome Seattle was. The museum was one of the best I’ve ever been to and you could see just about everything from atop the Space Needle. The city was great, the people friendly, the weather perfect and the public transportation system top notch. The tournament was relatively well run and fun was had by all. A message to Wizards: please continue to do GPs on the west coast, we all the love them.

Needle

Back on topic: Let’s get to the decklist!

4 Figure of Destiny

4 Mogg Fanatic

3 Knight of Meadowgrain

4 Spectral Procession

4 Ranger of Eos

3 Siege-Gang Commander

3 Reveillark

4 Ajani Vengeant

2 Path to Exile

3 Wrath of God

2 Volcanic Fallout

4 Rugged Prairie

4 Battlefield Forge

3 Reflecting Pool

4 Windbrisk Heights

6 Plains

4 Mountain

Sideboard

2 Volcanic Fallout

1 Wrath of God

2 Path to Exile

4 Pithing Needle

1 Burrenton Forge-Tender

3 Everlasting Torment

2 Guttural Response

Yes that’s 61 cards. Normally I’d say that’s terrible. In this deck it can’t be helped. The mana base demands a 25th land. You might also notice a bit of a change from Jan’s list from February. It’s mostly the same in gameplan just with different cards for the updated metagame. We have moved BFT to the sideboard along with two Paths to make room for WoG. We swapped Knight of the White Orchid for Meadowgrains and cut one, adding two Fallouts. These changes make the deck stronger versus the various aggro decks in the field. Elves in particular becomes an excellent matchup. Speaking of matchups, lets cover the most popular ones briefly.

5CB/Jund/Chapin’s Deck – Whatever you want to call it, this matchup is fantastic. Calling it a bye isn’t accurate but you do have a lot more threats then they have answers. Just keep dropping Figures and Siege-Gangs one at a time until they run out of removal.

Elves – This matchup is very good versus stock lists. It gets a little worse if people have a good sideboard plan for you but since Boat Brew is considered bad right now they often don’t. The plan is to plan just enough guys to make them commit to the board then sweep it. If done correctly, you will have something left in a hand and they won’t.

Red – Calling this a bye wouldn’t be far off. Everything you do is a major problem. Ajani will buy you a fair amount of life, Anathemancer is pretty bad against you and they have to kill your Knights on sight.

Fae – This is a favorable matchup. Things can get out of hand if you fail to draw the right cards (Fallout, Path), especially game one. It’s about 60%. Remember to save your Fanatics for their Scion of Oonas, if they land two of them its bad news for you.

B/W Tokens – Kind of a coin flip. Slightly unfavorable if anything. You have a stronger late game then them so it’s crucial to use your sweepers to get you there.

Swanbo (Swans Combo) – Awful game one. Unless they self-destruct, game one is unwinnable on the draw and bad on the play. Your only reasonable route to victory is using Ajani to buy time while Figure & co. kills them. Turn 3 Assault is pretty much unstoppable. Games 2 and 3 get much better with our sideboard, it brings the matchup to about even, depending on their build.

Before I go, a few random musings on the deck. First, Meadowgrain is a stud. He is great in a number of matchups in the meta right now. Life gain is often the difference versus decks with Bitterblossom. Running 4 would likely be a mistake because he is one of the worst cards to draw after about turn 4 but I still like him a lot.

Secondly, the numbers of cards main vs. side (WoG, Fallout, Path) seems funny but I’m still tweaking. You want to have a total 5 sweepers and a total of 5 things to kill a Chameleon Colossus maindeck all while attempting to have as many good cards as possible against the Fae. This all leads me to the 3/2/2 arrangement. Its not ideal but Its been working for me lately.

Thirdly, about Swans. Needle is pretty good in the meta but the only reason to play 4 is to have game versus Swans. Also, Everlasting Tormant only comes in this matchup. If we were OK with throwing away that matchup we could tweak the sideboard to shore-up our other less than ideal matchups (Fae and BW Tokens). A third Guttural Response, Austere Command and Aura of Silence all seem like reasonable options. If you don’t expect to see many Swans in your metagame then I might try swapping 2 Torments for Commands to shore up your Token matchup.

Lastly, BFT isn’t strictly necessary. Jund and Red are already good matchups, BFT just puts them over the top. Cutting him would be ok if you don’t expect to see those decks in full force.

Anyway, that’s pretty much my take on the deck. It’s my pick for best deck in the metagame right now and it will continue to be as long as people overlook it. The deck will pretty much die after Magic 2010 so I would recommend you pick it up and take it to a local PTQ while you still can.

Join me next time for a PTQ report and more random musings.

-Sean

Ender’s Game: PTQ-Austin *3rd

Tuesday, June 16th, 2009

This weekend I had the opportunity to play in my hometown PTQ. After some deep thinking decided to play a Doran deck similiar to Massicard’s from Grand Prix-Seattle. The preparation for the tournament consisted of meeting at Bryan’s house around noon almost every day in the week leading up to the PTQ.
Between the Grand Prix and the Boise PTQ I tried most of the decks in the format and really only liked Doran.

There was a very specific set of characteristics that I wanted in the deck that I played.
-First, I want to be playing an answer to Mistbind Clique, which means Path to Exile or Terror. The Doran deck ran Path. On the same line Maelstrom Pulse being in the deck is a big plus. The versatility of Pulse is almost unmatched. It can negate a Spectral Procession or destroy a threatening Behemeth Sledge.
-Second, I wanted cards that were hard to deal with in my deck. Cards like Treetop Village and Chameleon Colossus fit the bill.

-Third, the deck had to have ways to manipulate its draws in some way. This could be card draw or library manipulation. Unlike most previous Doran decks Massicard’s list ran Treefolk Harbinger which manipulates your draws.
-The deck also has some very powerful starts. Going turn 1 Noble Hierarch into Doran puts most decks in a pretty bad spot. He won’t necesarily win the game by himself but at least gives you breathing room while taking it away from your opponent.

The metagame for the tournament was also in an interesting spot. Following Seattle many declared Swans combo dead in the wake of Faerie dominance. Because of this players prepared for Faeries and began leaving their Swans hate at home. In addition to this, decks that could beat Faeries and maintain a decent Swans matchup rose in popularity. Examples are GB elves (which took all four slots of the Honolulu LCQ) and Doran (which won Grand Prix-Seattle and finished second in Sau Paulo this weekend). This in turn triggered the resurgence of white aggro decks like tokens and WB Kithkin (which won the Honolulu PTQ).

The key thing to understanding metagame shifts isn’t determining how it will shift but how far along shifting it is. It is a simple matter to figure out that white aggro beats Faeries. It is not so simple to figure out whether or not you should be running Swans hate or Faeries hate. For example, lets assume you are quite the metagame master and see that Faeries beats Swans combo. Knowing this, you decide to play white aggro to beat faeries. Then over the course of the tournament you get stomped by Swans combo players who didn’t get the memo about faeries. This is a perfect example where being “ahead of the curve” can actually hurt your odds of doing well.

For the Boise PTQ I expected a smattering of everything with emphasis on White aggro and Rock decks. With that in mind I registered the following list.
4 Murmuring Bosk
4 Treetop Village
4 Llanowar Wastes
2 Brushland
2 Forest
1 Swamp
1 Plains
4 Wooded Bastion
4 Treefolk Harbinger
4 Noble Hierarch
4 Knotvine Paladin
3 Quasali Pride mage
3 Gaddock Teeg
4 Doran, the Siege Tower
2 Dauntless Escort
4 Chameleon Colossus
4 Path to Exile
4 Maelstrom Pulse
1 Behemeth Sledge
SB
3 Thoughtseize
3 Deathmark
3 Zealous Persecution
4 Kitchen Finks
2 Pithing Needle

The main difference between this list and Massicard’s list from Seattle is the switch from Wilt-Leaf Liege to Chameleon Colossus. Throughout the past two weeks we had noticed that the format was growing a larger and larger weakness to Chameleon Colossus. I had also been testing Wilt-Leaf Lieges from the original list and liked Colossus better. Liege led to some explosive starts but Colossus is a very hard-to-kill threat. The sideboard included some Deathmarks to help the Gx and Wx aggro matchups. The idea for those came on the morning of the event from Alex Sittner, who eventually won the whole thing (congrats). Anyway, on to the report.

Round 1 RW Kithkin/Boat Brew
One of the advantages that players can get is to always be observant. During shuffling I noticed that my opponent flashed me a Wizzened Cenn which immediately informed me of his deck choice. This goes for every aspect of the game whether it be in game or not.
Game 1
This was over pretty quickly because my opponent mulliganed to six then never hit a second land. The only spell that he played was a Figure of Destiny off a Battlefield Forge.
Sideboarding (all of this is from memory so hopefully it is right)
+3 Deathmark
+2 Kitchen Finks
-2 Dauntless Escort
-3 Quasali Pridemage
Game 2
In this game I get the beats down early but his Siege Gang Commander really slows me down. Earlier in the game I had wasted a Path to Exile on a Spectral token to allow a Kitchen Finks to live which made it so that I didn’t have removal for Siege Gang. This allowed him to get much more value out of Reveillark and eventually kill me with Balefire Lieges from under his Windbrisk Heights. The lesson here was don’t use removal unless you absolutely have to.
Game 3
This game goes better but I dont remember how it played out except that I won.
1-0
Round 2 Jund Rock
After sitting down I recognize my opponent as a Salt Lake player that is at most of the PTQs. After winning the die roll we are off.
Game 1
As it would appear I am getting pretty good at getting my opponents to mulligan and this game is no different. His turn 1 Savage Lands shows that he is playing Jund. Over the course of the game I resolve multiple Chameleon Colossus. My guess is that between his main and side there was no answers to this guy other than lots of blocking. The game ends pretty swiftly when he runs out of gas because of chump blocking Colossus.
Sideboarding
+4 Kitchen Finks
-2 Dauntless Escort
-2 Quasali Pridemage
Game 2
This game both of us are in. We both resolve Colossi but I eventually trump his by sending it on a journey to the Exile zone. After this, my Colossus very quickly takes over the game.
2-0
Round 3
This is another round that my opponent shows me his deck in shuffling. I am flashed cards like Akrasan Squire, Sigiled Paladin, and every other UW creature with exalted. To be honest, the deck didn’t look very good but it was in the 2-0 bracket.
Game 1
I play a Turn one Treefolk Harbinger to fetch a Doran and play it on turn 3. On his turn he casts a Wall of Denial which makes my Doran look very mediocre. Eventually I am able to break through with three exalted creatures in play to boost doran up to a 3/8. By this time my opponent plays out two Battlegrace Angels. I can kill one but am left without removal for the second because I had been forced to use it earlier on a knight creature (2/2 first strikers). He eventually kills me with Battlegrace Angel. He shows me Wrath of Gods in his hand which look very out of place in his deck. This does give me some free extra information that prompts me to keep Escort and Teeg in.
Sideboarding
+3 Deathmark
-3 Quasali Pridemage
Game 2
This game goes much differently. His lack of Wall of Denial makes it much easier to Break through his army of small creatures. That combined with lots of removal makes this game much easier than the first.
Game 3
This is where things get interesting. The game goes back and forth but eventually we get to a position where I am eating creatures every turn with Chameleon Colossus. At one point he tries to Unmake it and I point out that Colossus has protection from black, awkward. Over the course of the game I am able to kill most of his important creatures and we both get into the single digits. The critical point in the game comes when he is out of blockers but has Unmake in hand to my Noble Hierarch and Chameleon Colossus in play. I turn my Colossus sideways as I have been doing the entire game and he says he wants to Unmake the Noble Hierach. I say that I will pump Colossus and he takes ten. At this point he says he wants to do it before attackers so that exalted never goes on the stack. We call a judge over and explain the situation. I thought I would ge the ruling for two reasons. First, he had made no indication of when he wanted to Unmake the Noble Hierarch. The failure to indicate when he wanted to cast his spell is his fault. Second, at the time he cast Unmake, Colossus was tapped. he again made no indication that there was a problem with the current game stat. Eventually the judge rules that he can Unmake it before Attackers due to the lack of communication. The ruling could have gone either way legitimately but upon further reflection I think it should have been ruled in my favor. The fact that it is his spell means that it is his responsibility to indicate at which point in the turn he wants to cast it. By making no indication that the Colossus being tapped is a problem he is effectively casting it in Attackers. Any opinions in the comments section are welcome. Back to the game, he takes eight and goes to three instead of one. Over the course of the next few turns he draws multiple blockers but eventually I run him over with Colossus.
3-0
Round 4 Jund Aggro
I play against another Salt Lake player, but this time I actually know him decently well. All of us had collaborated for Grand Prix- Seattle. I was pretty sure that he was playing Jund aggro because him and two others had played it to three Day 2 finishes (Top 32, Top 64, and 65th place). Shady was the 65th place finisher and the only person in his bracket to miss the money. A week before Seattle I had also beat Shady only to miss the top 8 by tiebreakers and finish 9th.
Game 1
This game goes very quickly (Actually all three do) because I have Harbinger, Doran, Colossus and he can’t deal with all three.
Sideboarding
+4 Kitchen Finks
-2 Dauntless Escort
-2 Quasali Pridemage
Game 2
This game is dominated by his good draw that includes Chameleon Colossus. I was never really in this game because of a pretty slow start and no answer to Colossus.
Game 3
This game I have a very quick start but it gets wrecked by any Pyroclasm effect. I eventually decide that waiting is not to my advantage and commit Knotvine Paladen, Noble Hierarch, and a Quasali Pridemage to the board and get blown out by Jund Charm. The game ends shortly after that.
3-1
Round 5 BW Tokens
Game 1
I keep a very good hand but the only problem is that it is devoid of white mana. Although many do mulligans by feel, when I need something like white or a specific set of cards in the period of two or three draws I do the Math. My “outs” here are 4 Murmuring Bosk, 4 Wooded Bastion, 2 Brushland, 1 Plains, 4 Treefolk Harbinger, and 4 Noble Hierach in two draw phases. Since I drew seven cards there are 53 left in the deck. The odds that I will not get there are 32/53 which can be rounded to 3/5. Then I have to miss in two consecutive draw phases which is represented by squaring 3/5 which yields 9/25. This means that the odds that I will find white mana in two draw phases is 16/25 or roughly 60% of the time. I am willing to take those odds because the hand is strong enough that I should win most of the games that I find white mana. Of course I don’t ever get there and lose that game.
Sideboarding
+3 Zealous Persecution
+2 Pithing Needle
-4 Chameleon Colossus
-1 Gaddock Teeg
I am almost certain that this is not how I sideboarded and that it is also not correct but I don’t remember so it will have to do.
Game 2
I don’t remember anything of this game other than getting run over by hordes of tokens and an improperly sideboarded Puppeteer Clique beating me in.
3-2
At this point I am not too happy but the PTQ is so small that when standings go up there are 13 players in contention for top 8 (two undefeated). I also have the highest tiebreakers in the tournament which keeps my top 8 hopes alive. Looking ahead two rounds I figured out how the pairings would work out. The 3-2 player that was paired up to the bottom 4-1 player (turned out to be me) must win in order for any 3-2 to have a shot at the top 8. If the 3-2 player loses this means that the two undefeated and six 5-1 players can just draw in. If the 3-2 player wins then there is one berth opened up. The next round a 5-1 player would be paired down which would allow another berth to open up if he was defeated. My goal in all this was simple, win the next two rounds and cross my fingers.
Round 6 Five Color Control
As it turns out I was paired up to a 4-1 player. Unfortunately it was Brandon Nelson, a friend of mine from Salt Lake. He asked if I would scoop but I told him I couldn’t since there was still a chance I could make the Top 8. The match was still a blast to play since we played almost identical decks for Salt Lake and identical lists for Seattle.
Game 1
This game eventually does go long. Nearing the end of the game I have near lethal in play after several turns of chump blocking by Kitchen finks. Eventually he starts chaining Cryptic Commands and hits three or four. After one of the Cryptic Commands I play a Gaddock Teeg which substantially reduces the number of outs that he has. He now must draw a Shriekmaw, Maelstrom Pulse, or Bloodbraid Elf into Pulse. On the last possible turn he rips the Pulse that he needs to kill Gaddock Teeg which allows him to cast Cruel Ultimatum. From there winning is academic
Sideboarding
+3 Thoughtseize
+4 Kitchen Finks
-3 Quasali Pridemage
-4 Maelstrom Pulse
Game 2
This game is pretty quick compared to the last one. I get a very fast draw that he has a hard time dealing with and eventually succumbs.
Game 3
For the final and deciding game Brandon mulligans to five but I keep my seven. Truthfully I don’t remember this game very well other than a Thoughtseize putting the hurt on his already small hand. From there Doran and Colossus beat in and finish the game quickly. After the game he tells me I better win the next round and then make top 8.
4-2

Round 7 GB Elves
Earlier in the tournament I had watched my opponent play which made me feel like I had the edge in the matchup. He didn’t have too many of the scary cards from Elves and ran red for something in his sideboard.
Game 1
This one is a long and drawn out affair taking about thirty minutes. Over the course of the game I am able to gain a substantial advantage because he doesn’t fully understand/see card interactions until it is too late. For example he blocked my Treefolk Harbinger with Chameleon Colossus with a Doran and two Noble Hierarchs in play. Suffice to say his Colossus was beat to death by trees. He also did not put lethal damage on an attacking creature because of Doran’s ability which makes creatures deal power as if it was their toughness. I also caught a break when he forgot a Nath, the Gilt-leaf trigger, allowing me to keep the second Doran I had drawn. Through the course of the game enough of these errors piled up and led to me winning after a non-lethal Profane Command which allowed me to win on the crackback. The game should have been over much earlier but I missed the fact that I could have killed him by Pathing his Treetop after animation and attacking with a game winning Colossus.
Sideboarding
+3 deathmark
+4 Kitchen Finks
-2 Dauntless Escort
-3 Quasali Pridemage
-2 Maelstrom Pulse
Game 2
This game goes along much quicker. After some battle back and forth I eventually gain control of the board with Doran and Colossus
5-2
Now I just wait for standings to go up. Right before that Stan told me that I had made it and snuck into eighth place.
Quarterfinals: BW Kithkin
Game 1
This game I get an early Doran which sets the pace for the rest of the game. He eventually deals with it but by this time I have Colossus. I tutor another one up with Harbinger and start chomping through his creatures. Eventually it gets to the point where he has used all of his Ajani counters and is left with two 4/4s and two 3/3s (a Knight of Meadowgrain and Figure of Destiny). When I attack with my two Colossi he double blocks both with 4/4s on one and 3/3s on the other. I Path to exile his Knight of Meadowgrain to keep him at one life and pump my other Colossus to kill his tokens. When he doesn’t draw more gas we are off to game 2.
Sideboarding
+3 Deathmark
-3 Chameleon Colossus
Game 2
Again I have a fast start to punish his slow one. This game is much easier than the last one because I draw multiple Maelstrom Pulses. The game ends when I Pulse two Glorious Anthem and Path to Exile a Wizzened Cenn.
Semifinals: Five Color Control
Game 1
During the previous rounds I had gotten a chance to look at my opponents deck (parts of) and didn’t think it was a very good matchup. Normally cards like Chameleon Colossus are problems but he had cheap white answers like Condemn and Runed halo. The game goes as I expect and I am able to mount an offense but get crushed by his late game Cruel Ultimatum.
Sideboarding
+3 Thoughtseize
-3 Maelstrom Pulse
Game 2
This game is an example where this deck just mulligans itself out of the game. My seven is 4 land, 2 Noble Hierarch, and Behemeth Sledge. I shipped it back because I didn’t think I could win the game with it and was rewarded with unkeepable hands until my four card hand of 2 land, Pridemage, and Doran. I thought I might be in it until he Esper Charmed away my hand. After that I almost scooped but kept on playing but eventually lost.

Overall it was a good tournament for me. Although I didn’t get the result I wanted (to win the PTQ), it was definitely nice to do well after crashing in Seattle. I don’t know what I would recommend for Standard right now but Swans Combo seems well positioned and would have been a great call last Saturday. Any comments or pieces of advice are welcome!