Showing posts with label deck. Show all posts
Showing posts with label deck. Show all posts

Friday, December 18, 2009

Doubling Planeswalkers!

Note: The Miniseries 2 will not be airing for a while, due to Worldwake about to consume every post in this blog for about a month. In the meantime, enjoy this random-ass Extended deck.

Have you ever felt like Planeswalkers would be more awesome if you could use their ultimate as soon as you played it? I have. And now, there is a way.



Before anyone asks, this does, in fact, work within the rules. Behold the comprehensive rules excerpt that proves it:

306.5b A planeswalker is treated as if its text box included, "This permanent enters the battlefield with a number of loyalty counters on it equal to its printed loyalty number." This ability creates a replacement effect (see rule 613.1c).

Thus, as it's a replacement effect that adds the counters, Doubling Season works as another replacement effect to instead put more counters on. I scoured the planeswalkers to find the ones that could end the game basically by themselves with an Ultimate activation and found these:

Chandra Nalaar
Sarkhan Vol
Ajani Goldmane
Nicol Bolas, Planeswalker

Nicol Bolas was out, way too expensive, but the other three work well. Chandra Wraths the board and takes 10 life from them, Sarkhan makes 10 4/4 fliers and Ajani makes two gigantic dudes (remember, Doubling Season!) Together, they provide enough consistency that I am near certain to draw one.

Doubling Season doesn't have that, so I added it's good friend Idyllic Tutor.

Here's the decklist I ended up with:

Lands (22)

4 Arid Mesa
3 Forest
2 Ghost Quarter
2 Mountain
2 Plains
3 Sacred Foundry
3 Stomping Ground
3 Temple Garden

Creatures (8)

4 Birds of Paradise
4 Noble Hierarch

Spells (30)

4 Ajani Goldmane
4 Chandra Nalaar
4 Chrome Mox
4 Idyllic Tutor
4 Naya Charm
2 Path to Exile
4 Sarkhan Vol

Sideboard (15)

4 Chalice of the Void
4 Engineered Explosives
2 Guttural Response
3 Krosan Grip
2 Path to Exile

Basically the idea is simple.

Step 1: Ramp into a Doubling Season.
Step 2: Drop a planeswalker.
Step 3: Win the game.

I don't think it's Tier 1, but it's a nice little strategy. If you already play Extended, you'll have all the expensive cards, and people will often think you're playing Zoo until it's too late.

I'll have some basic testing of the deck up tomorrow, as well as the rudiments of a sideboard plan. Enjoy!

Sunday, November 29, 2009

Bad Deck Baz Presents It's A Wonderful Life!

Hello and welcome to the final installment of the Bad Deck Baz series. We've raced a 5/5 flying shrouded sphinx and out-milled a mill deck. Now let's see what we can do with It's A Wonderful Life!

It's a Wonderful Life!

A “Bad Deck Baz” Deck

10 Plains
2 Forest
4 Sunpetal Grove
4 Kabira Crossroads
4 Graypelt Refuge

4 Battlegrace Angel
4 Mycoid Shepherd
4 Grazing Gladehart
2 Sunseed Nurturer
2 Mesa Enchantress

2 Lifelink
1 Landbind Ritual
3 Sylvan Bounty
3 Cradle of Vitality
4 Soul's Grace
2 Celestial Mantle
2 Sunspring Expedition
3 Angel's Mercy

Sideboard 

3 Felidar Sovereign
3 Wall of Reverence
2 Captured Sunlight
4 Solemn Offering
3 Ajani Goldmane 

As you can see here, Baz has definitely taken this lifegain theme to heart, with 73/75 cards gaining life, or having the potential to do so. Let's see how it goes.

Round 1: It's A Wonderful Life for Bant!

He gets Hierarch, Borderland Ranger, Ranger of Eos, Hierarch before I manage my first spell: a Sunseed Nurturer. I drop a Mesa Enchantress and Landbind Ritual, but I've already noticed a problem with this deck: without Wrath effects, the opponent can and will keep scaling up their threats until your lifegain can't keep up. He drops a Scute Mob and a Sphinx, and mows me down.

Game 2 is a near instant replay. Hierarch, Borderland Ranger, Dauntless Escort. I do put up some resistance this game.  My Wall of Reverence meets a Path, my Gladehart has to chump, and my Ajani has no defenders. I get slammed again.

0-1

Round 2: It's A Wonderful Life for Grixis Control!

I drop Gladehart, and Mycoid Shepherd. The latter gets hit by Double Negative. I land a second, and he Quakes for 4. He Cruels me, and I Soul's Grace my last Shepherd in response. My hand and board are decimated, but I'm at 35 life. A Sphinx of Jwar Isle and a Siege-Gang Commander decimate that pretty fast though. I drop a Battlegrace Angel which meets a Terminate. He then kills me.

Game 2 I get stuck on 3 lands. Against a Siege-Gang Commander. I never find land 4. It isn't pretty.

0-2

Round 3: It's A Wondeful Life for Mono-White Lifegain! (no really!)

He gets Knight of the White Orchid, which my Gladehart is able to stem the wounds of. I drop Battlegrace and attack with my 3/3 lifelink Deer of Death. We keep going back and forth with two Knights vs. Battlegrace, and then I drop Cradle of Vitality. It meets Oblivion Ring. I drop another one, to make a 4/4 Gladehart thanks to Landfall. His Knight Trio slams me. (3 Knights of the White Orchid). He then drops an Elspeth and an Ajani. His Knights slay me, despite my 6/6 and growing Gladehart. I actually manage to drop an 11/11 Sunseed Nurturer and crack 60 life, but Elspeth's ultimate ensures my eventual defeat.

Game 2 I come out strong with Sunspring Expeditions. Ajani clashes with the Knight, and he drops Wall of Reverence. I drop Mycoid Shepherd, he drops Oblivion Ring on Ajani. He drops Emeria, the Sky Ruin. I drop Cradle, he names it with Pithing Needle. I Solemn Offering his O-Ring, but Baneslayer re-kills Ajani. I attack with the Shepherd, crack an Expedition, and make a 13/12. He says I can't do that, but I point out that Cradle's ability is triggered, not activated. 

He plays another Wall and starts gaining 10 life a turn. He soon gets Emeria the Sky Ruin active. He gains a lot of life and casts Day of Judgement to kill my creatures which I can't bring back. However, I drop a Cradle of Vitality, Mycoid Shepherd, and Wall of Reverence. This combo allows me to make a very very large Wall, but his guys keep coming back so I can't attack without trample, which the deck does not have. I get 2 500+ P/T creatures and 850 life, but he finds his Felidar Sovereign before I find mine and the game is over.

0-3

Round 4: It's A Wonderful Life for Time Sieve!

Turn 4 I get a Mycoid Shepherd while he gets Kaleidostone and Howling Mine. He's wary of my one trick: gaining life to foil his attack. Therefore when he comboes off he makes sure he hits me for about 20 above my life total, and I fold.

Game 2 I get a Cradle and a Battlegrace. I also Solemn Offering his Howling Mine. In a long, boring game, he attacks for 13 with a Hulk, and I triple Soul's Grace, hoping he'll deck himself trying to deal 60 damage. Unfortunately, he does not.

0-4

And that ends the Bad Deck Baz series! With my stellar 2-10 record I now depart for greener pastures where I can go 3-1 once again. Join me next time as I explore a concept that is incredibly important to playing Magic competitively: even if you hate me for believing it.






Thursday, November 26, 2009

Bad Deck Baz Presents Blisters On Your Fingers!

Hello and welcome to the second of the Bad Deck Baz posts. Last time, we looked at IT'S A TRAP!, which I piloted to a 1-3 record: not too bad given the deck. Let's see if I can repeat myself with this deck: Blisters on Your Fingers.


A “Bad Deck Baz” Deck

14 Island
2 Swamp
4 Jwar Isle Refuge
4 Drowned Catacomb

4 Alluring Siren
4 Wall of Frost
4 Sphinx Ambassador
4 Cosi's Trickster
4 Gomazoa

2 Quest for Ancient Secrets
3 Sadistic Sacrament
4 Telemin Performance
4 Polymorph
3 Haunting Echoes

Sideboard 

1 Platinum Angel
3 Marsh Casualties
4 Kathari Remnant
3 Deny Reality
4 Flashfreeze


Blisters On Your Fingers is a shuffling-based deck, with cards like Polymorph, Haunting Echoes, Gomozoa, and Cosi's Trickster. The alternate aim is to win with a Sphinx Ambassador.

The deck also has a library exiling theme, where you get rid of the opponent's bad creatures to Telemin them, or their good creatures to Polymorph them.

Let's get to testing!

Round 1: Blisters on Creatureless Control's fingers!

I don't really know how to classify this control deck, but as a creatureless deck I was hoping for a random Telemin win. 

Game 1 I play Alluring Siren and Gomozoa. I take a few points off him before he casts a Day of Judgment. I drop Sphinx Ambassador and he retaliates with Martial Coup. I drop another one. Next turn I swing. I reveal no creatures, but plenty of planeswalkers and controllish cards. He's on 8 life.

He uses Vengeant to keep my Sphinx tapped. I try to resist, but he gets me to 10, then a combination Ajani Helix and Earthquake for 7 clinches it for him.

0-1

Round 2: Blisters on WBR Midrange's Fingers!

Game 1 I play two Tricksters. He cracks an Armillary Sphere, and I start swinging. He drops Day of Judgment. He then drops Blightning, Sorin, and Siege-Gang, and slaughters me. At 1 life I drop a Polymorph to see a bit more of his deck.

Game 2 is rather anti-climactic. I get mana-screwed, he gets a Turn 5 Siege-Gang Commander. I never offer any real resistance.

0-2

Round 3: Blisters on White Weenie's Fingers!

I drop Trickster, he drops Knight of the White Orchid. I drop Gomozoa, he Paths it. He plays Conqueror's Pledge and Elspeth. He gets a quick win.

Game 2 he plays: Kazandu Blademaster, Knight of the White Orchid, Veteran Swordsmith. He then gets Behemoth Sledge and Elspeth. I Polymorph the Blademaster into an Armorsmith, and Telemin into a Captain of the Watch. I'm on 8 life, but he equips the Sledge to his Swordsmith, pumps it with Elspeth, and swings for 8 in the air :(

0-3

Round 4: Blisters on Jacerator's Fingers!

I drop two Cosi's Tricksters, he drops Howling Mine and Jace. I correctly figure he's playing Jacerator. I wait for him to tap most of his mana for a Font of Mythos, then I untap, cast Telemin Performance, and kill him in a single blow. Booyah.

Game 2 he drops an early Wall of Denial (Better than Baneslayer against Telemin). He drops Jace as well, and ramps it up. I play Telemin Performance, which gets Negated. He drops a Font, and I drop a Telemin Performance. He mills me for 20, but unfortunately he has less cards than me now and no answer in his deck. He loses the game to mill.

1-3 (Random win! Woot!)

And that ends Blisters On Your Fingers. Join me next time I get a post up (which might not be until Sunday, but hopefully is before that) for the results of It's A Wonderful Life!

See ya!


Wednesday, November 11, 2009

Miniseries Series 1: W/U Control Part 2

Hi guys, and welcome back to the W/U Control Miniseries. Last week we discussed the theory of W/U Control. Today we're going to do a slight amount of theory, and then move into deckbuilding.

What are the four aspects that make up any blue-based control deck?

The answer is:

Card advantage, removal, finishers, and countermagic.

We're going to need all of these in our deck, so we're going to run through it element by element, discussing the different cards that might be good for each. Then, afterwards, we'll work out how many of each type we want, and then finally build the deck.

Card Advantage


Ior Ruin Expedition: This card from Zendikar is essentially a time-delayed 2-mana 2-card spell. The problem is, it's a terrible topdeck.Worth considering if there's a lack of other good options.

Jace Beleren: The best card advantage spell in Standard right now, by far.

Elspeth, Knight Errant: While it doesn't actually give us cards, it gives us fractions of a card every turn and stymies the opponent's attempts to kill her.

Divination: Unplayable.

Hindering Light: We won't be playing many creatures, so this card isn't really worth it.

Mind Spring: We absolutely need 2-3 of these in here. They can pull a game in your favor instantly.

Removal


Path to Exile: Absolutely. Best removal in the format, and an automatic 4-of.

Journey to Nowhere: Also good, takes care of most creatures permanently. It also doesn't trigger Cascade if it's broken, since the spell isn't being played. Add to the fact that Pulse costs more than it, and we have a good card.

Celestial Purge: Most decks nowadays with White are maindecking a couple of these, and I'm going to follow suit.

Oblivion Ring: Probably more of a sideboard card.

Finishers


Baneslayer Angel: Best creature in Standard, and the first choice for finisher.

Sphinx of Jwar Isle: A good choice, and can certainly close the game away.

Sphinx of Lost Truths: Card advantage, flying, and a beefy toughness. What's not to love?

Conqueror's Pledge: Not really playing to it's strengths in this kind of deck.

Countermagic


Flashfreeze: This card has targets against virtually all decks in the metagame right now. I think I'll try two.

Essence Scatter + Negate: Both good, situational, 2-mana counters. I think they make the cut: most decks in Standard have a nice balance between creatures and spells. Negate is slightly better though since it gets rid of cards that can't be stopped in other ways.

Offering to Asha: Too expensive.

Cancel: Also too expensive.

Mindbreak Trap: Essentially Double Negative, this card might be worth a sideboard option.

Other:


Day of Judgement: A hybrid of removal and card advantage. We'll want to play four.

Wall of Denial: Excellent for holding off big creatures. Hard to kill except with Gatekeeper.


Now we go on to the deckbuilding phase.

First we're going to want about 25 lands in this kind of deck, so that leaves us with 35 cards.

In today's Standard, I think we'll want about 6-7 finishers. Today's Control can't stall the game forever, so we want to stall it long enough to play our big cards.

IN: 4 Baneslayer Angel

4 of the finishers simply have to be Baneslayer. Baneslayer is that good.

IN: 2 Sphinx of Jwar Isle
IN: 1 Sphinx of Lost Truths

I'm going to go with 7 finishers, and I'd like to have a 2-1 ratio since I think Jwar is better, but I'm not entirely sure.

28 slots remaining.

We'll now go with removal. I'd say we'd want about 10-12 pieces of removal, including Day of Judgement.

IN: 4 Day of Judgement
IN: 4 Path to Exile

Path and Day are both very good cards, and should be featured. Next, we'll want to add a couple of purges:

IN: 2 Celestial Purge

I'm going to leave the last piece of removal open, since I'm not sure how many I'll want. I'm going to base that on how many other cards I add to the deck.

18 slots left.

Now on to card advantage. We're going to want 3 Jaces, no question. 4 is too many, since you can only have one out. The fourth should go in the side.

IN: 3 Jace Beleren

We'll then want a couple of Mind Springs:

IN: 2 Mind Spring

And lastly, we want about 2-3 other card-advantage providers. The question is, what?

IN: 1 Mind Spring
IN: 1 Ior Ruin Expedition

Mind Spring is better than Ior Ruin, but 4 is too many, so I'll add one.

11 slots remaining.

That leaves us with 9-10 slots for Wall of Denial and countermagic. Based on that, I think we'll want about 6 counterspells. I don't like Essence Scatter since we'll have so many anti-creature cards, so:

IN: 4 Negate
IN: 2 Flashfreeze

Now we have 5 slots left. I think we'll want 4 Walls, since almost every deck plays quite a lot of creatures nowadays.

IN: 4 Wall of Denial

Which leaves us with our last card:

IN: 1 Journey to Nowhere

So let's look at the deck we have.

Lands (25)

2 Emeria, the Sky Ruin
4 Glacial Fortress
8 Island
7 Plains
4 Sejiri Refuge

Creatures (11)

4 Baneslayer Angel
2 Sphinx of Jwar Isle
1 Sphinx of Lost Truths
4 Wall of Denial

Spells (24)

2 Celestial Purge
4 Day of Judgement
2 Flashfreeze
1 Ior Ruin Expedition
3 Jace Beleren
1 Journey to Nowhere
3 Mind Spring
4 Negate
4 Path to Exile

Now, we'll need a sideboard.

My first step in a sideboard is adding extra copies of cards in the main that aren't 4-of's, and are situational.

IN: 1 Jace Beleren
IN: 1 Mind Spring
IN: 2 Celestial Purge
IN: 2 Flashfreeze

Next, we'll want some anti-Jund cards, since Jund is just dynamite at the moment. We have Celestial Purge and Flashfreeze, so we don't need too much.

IN: 3 Devout Lightcaster

Now some anti-control:

IN: 3 Luminarch Ascension

Which leaves us with three slots to go. For this, I'd like to use a catch-all Oblivion Ring.

IN: 3 Oblivion Ring.

So here's the final list:


Lands (25)


4 Glacial Fortress
9 Island
8 Plains
4 Sejiri Refuge

Creatures (11)

4 Baneslayer Angel
2 Sphinx of Jwar Isle
1 Sphinx of Lost Truths
4 Wall of Denial

Spells (24)

2 Celestial Purge
4 Day of Judgement
2 Flashfreeze
1 Ior Ruin Expedition
3 Jace Beleren
1 Journey to Nowhere
3 Mind Spring
4 Negate
4 Path to Exile

Sideboard (15)

2 Celestial Purge
3 Devout Lightcaster
2 Flashfreeze
1 Jace Beleren
3 Luminarch Ascension
1 Mind Spring
3 Oblivion Ring

And here's our (probably horrible) W/U Control list. I'll test it out tomorrow, and give you my thoughts! See you for the finale!

Tuesday, November 10, 2009

Playing The Best Deck

Lately, I've been noticing something. For the first time in my (short) competitive Magic career, I have been playing The Best Deck. Everyone knows what the best deck is right now. It's Jund. Jund has power, consistency, and cascade (into power). It has a wide variety of angles, it can attack from aggro and control. Essentially, I'm in love. Jund does have a few weaknesses, like Baneslayer Angel, but lately decks have been playing 2x Terminate main, something which I'll probably have to do.

This is something I partially lucked into. When Faeries and Five-Color were the best decks, I didn't play them since I didn't have the cards or the skill to do so. When ALA came out, and Jund rose up to a borderline Tier-1 strategy, I realised that after the rotation it would survive intact. So I decided to get good at it now. I started playing Jund before M10 came out.

But never, never did I imagine I would end up playing The Best Deck. Everyone said, even me, that once control shapes up, Jund isn't that good anymore: but it is. It has card advantage, card quality, and powerful explosive starts. Essentially it shares the traits of Faeries.

Faeries is a control deck that can go aggro at a moment's notice. Jund is an aggro deck that can go control at a moment's notice. Both have card advantage. Bloodbraid Elf vs. Cryptic Command. Both have strong beasts: Mistbind Clique vs. Broodmate Dragon. And in both decks, the mirror is the most important to side against.

I am running eight sideboard cards in my sideboard this week to combat Jund. 4 Deathmark, 4 Goblin Ruinblaster. Why? Because just about every time I actually lose a match, it's to Jund.

It's a weird experience, to be honest. Everyone was talking about the evil Fae menace last year, and I stuck by that it was a good deck and perfectly legitimate, but beatable. Now? I'm playing that deck. People everywhere are talking about beating Jund, about how they can't beat Jund, about how they're sick of Jund: and I realise I'm playing That Deck.

Now, I'm a competitive player, and for any competitive player right now, I recommend you check your schedule and make sure it's blank for the next two hours, since there's a link I'm going to provide that you must, repeat, MUST read in order to cultivate the mindset of a competitive player.

So I don't see anything inherently wrong with playing the best deck apart from the sideboard hate it's likely to receive. I had a white deck last week sideboard 15 cards in against me. So is it time to give up Jund? I think not. Jund is a powerful machine, and it's got a long way to go before it's pushed out when Alara rotates. Part of me thinks Jund isn't going anywhere: and so I'll be playing the deck.

Why? Because I'm skilled at it. Because I have the cards. Because I love the deck. But mostly? I like playing the best deck. And Jund, without a doubt, is.

EDIT: Like an absolute dumbass, I forgot the link. Here it is:

http://www.sirlin.net/ptw

Read it all. You might disagree with a lot of the concepts. I did. It actually took me about a year to come to accept it as the cold hard truth. It's a very good use of your time.

Tuesday, September 29, 2009

Zendikar Decks Part II: B/R Bloodchief

Hello readers, and welcome to part two of my Zendikar decks series. Today's post will be about B/R Bloodchief. This deck focuses on playing a Bloodchief Ascension and activating it as quickly as possible. It then uses cards such as Blightning and sweepers to put cards in the opponent's graveyard and deal lots of damage.

Here's the decklist I used:

Lands (20)

4 Akoum Refuge
4 Dragonskull Summit
8 Mountain
8 Swamp

Creatures (16)

4 Goblin Guide
4 Hell's Thunder
4 Hellspark Elemental
4 Vampire Lacerator

Spells (24)

4 Blightning
4 Bloodchief Ascension
4 Burst Lightning
4 Lightning Bolt
4 Volcanic Fallout
4 Earthquake

Sideboard:

4 Deathmark
3 Duress
4 Goblin Outlander
4 Hideous End

I hopped onto MWS to do battle.

Round 1 vs. Four-Color Control

We start off with ETBT lands. I play Vampire Lacerator, which he Agony Warps. He Esper Charms, and I counter with Blightning and another Lacerator. He plays Baneslayer Angel, then another a couple of turns later, and beats me to death with them.

Game 2 he mulligans to 5. I use Hellspark Elemental, and get some early Goblin Guide action. He gets rid of it  already at 10 life. We pass for a couple of turns, then he Time Warps twice. I drop a Lacerator, and hit him a couple of times. Lightning Bolt and Earthquake are enough to end it.

Game 3 he Spell Pierces a Bloodchief Ascension and Burst Lightning. He Blightnings me, and Pierces another Ascension. I play a third Ascension and beat down with a Lacerator. I activate it and he Esper Charms it. I knock him to 8 with double Lacerator before he Day of Judgements them. I Goblin Guide him to 6, and he plays Baneslayer Angel. I Hideous End it and he scoops it up.

1-0

Round 2 vs. BGW Landfall

He plays a Turn 2 Lotus Cobra. I Bolt it. I swing with a Hellspark, he plays another Cobra and Cobras into a Bloodghast. I kill the Cobra again. He hits with Bloodghast, and then drops a Knight of the Reliquary. He plays an Ob Nixilis a turn or two later and when he plays another fetchland I scoop.

Game 2 I kill a Lotus Cobra, but he plays a second and third one. I don't find enough removal. He plays double Steppe Lynx and landfalls his way to victory over a few turns. I barely get him to 10.

1-1

Round 3 vs. Naya

He opens with a Nacatl. I Bolt it and play Goblin Guide. With the aid of his fetchlands I start beating him down. He plays a 5/5 Reliquary. He plays a Behemoth Sledge, but I trick him into a block and then double Burst Lightning it. I get him down to 5, but he equips a Nacatl with Behemoth Sledge and manages to outrace me.

Game 2 I open with a Goblin Guide, and he opens with a Birds. He plays a Nacatl and a Ranger of Eos. When he plays Behemoth Sledge, I Fallout the board, leaving him at 11. He plays a Nacatl and equips it, but I quake for 5. I Deathmark his next Nacatl. He plays 2 Hierarchs and equips Behemoth Sledge. I pray for a quake off the top, and I get it.

Game 3 I mulligan to 6 and play a Turn 2 Bloodchief Ascension. He plays Behemoth Sledge. I Hellspark him. He plays a Nacatl and I Bolt him at EOT. I play Fallout leaving him at 12 life. He Purges my active Ascension. I swing him to 8, but he gets a 5/5 lifelink Nacatl, and I never draw another Deathmark.

1-2

Round 4 vs. Soldiers

I play a Turn 1 Bloodchief Ascension, and he plays Elite Vanguard. I pass, he plays Honor and attacks. I ho-hum, and take 3. I Burst Lightning him at EOT, then Goblin Guide him. He plays Kor Aeronaut. I swing, he Paths the Guide. I Earthquake for 3 to activate my Ascension. He attacks. Next turn I Blightning him, then I manage to Blightning + Hellspark for exactly lethal the turn after that.

Game 2 He passes. I play Goblin Guide and attack, and he plays White Knight. I Bolt it. He plays Honor of the Pure, I play Bloodchief Ascension and swing. He plays a second Honor and Sigilled Paladin, which I Deathmark. I swing. He Paths my Guide, so I Fallout an empty board to activate Ascension. He plays Kor Aeronaut. I Blightning him to 3 life and 0 cards in hand, then Deathmark his one creature. I win shortly after.

2-2

Salivanth's Rating: 3.5/5
Matches Won x2: 4/8

Total Score: 7.5

I like B/R Bloodchief, but I think B/R Blightning is better. The Bloodchief often gets killed or doesn't activate and it warps your game too much. Goblin Guide is awesome, I don't know about Lacerator. I'd recommend upping the curve by removing the Bloodchief Ascensions and the Lacerators and adding in some strong 3-4 mana cards.

Make sure to vote for tomorrow's deck in the polls!

See you tomorrow!

Saturday, September 26, 2009

Zendikar Prerelease: A Gamer's Tale.

After finishing yesterday's blog post at 3 am, I then proceeded to fall asleep until 8 am. I got more sleep than half the players at the Prerelease. (We're GAMERS. It happens) I headed in, and the atmosphere was absolutely, positively...dull. This continued on in that vein, until...

WAIT A MINUTE. This isn't "How My Day Went", this is the Zendikar Prerelease report! So let's just skip right to the cards, shall we? Any objections?

...

...

...

*crickets chirp*

...

I thought not.

We got passed our cards and deck registration sheets, and I started sorting. It took a bit of time, since I had to open a kid's boosters for him (he broke his arm a few weeks ago and still hasn't missed a week. That's just awesome.) but I immediately realised, while I didn't have any bombs, I had a very solid pool. Here's what I opened.

Basic Land:

2 Island
2 Mountain
2 Swamp

Non-Basic Land:

1 Kazandu Refuge
1 Oran-Rief, the Vastwood
1 Piranha Marsh
1 Soaring Seacliff
1 Teetering Peaks
1 Valakut, the Molten Pinnacle

Artifact:

1 Adventuring Gear
1 Carnage Altar
2 Expedition Map
1 Stonework Puma
1 Trusty Machete

White:

1 Brave the Elements
2 Caravan Hurda
1 Journey to Nowhere
1 Kazandu Blademaster
1 Kor Skyfisher
1 Nimbus Wings
1 Noble Vestige
1 Ondu Cleric
1 Shieldmate's Blessing
1 Steppe Lynx
1 Sunspring Expedition

Blue:

1 Archive Trap
1 Caller of Gales
1 Gomazoa
1 Into the Roil
1 Ior Ruin Expedition
1 Kraken Hatchling
1 Quest for Ancient Secrets
1 Reckless Scholar
1 Sea Gate Loremaster
1 Sky Ruin Drake
1 Summoner's Bane
2 Tempest Owl
1 Trapfinder's Trick
2 Welkin Tern
1 Whiplash Trap

Black:

4 Crypt Ripper
1 Desecrated Earth
1 Feast of Blood
1 Giant Scorpion
2 Hideous End
2 Mindless Null
1 Ravenous Trap
2 Sadistic Sacrament
2 Soul Stair Expedition
1 Vampire Hexmage

Red:

1 Geyser Glider
1 Goblin War Paint
1 Murasa Pyromancer
1 Plated Geopede
1 Quest for Pure Flame
1 Ruinous Minotaur
1 Seismic Shudder
1 Shatterskull Giant
1 Spire Barrage
1 Torch Slinger
1 Zektar Shrine Expedition

Green:

2 Grazing Gladehart
1 Joraga Bard
1 Khalni Heart Expedition
1 Nissa's Chosen
2 Oran-Rief Survivalist
1 Savage Silhouette
2 Tajuru Archer
1 Turntimber Basilisk
1 Vastwood Gorger

Now, since you may not know all the cards in Zendikar yet (shame on you for not memorising the entire Visual Spoiler already!) here are some of the more interesting ones.

Crypt Ripper

2BB

Haste

2/2

B: +1/+1 til EOT.

I opened FOUR of these. Yeah. FOUR. As I mentioned in my own post, this card is actually pretty damn good. Combined with the two Hideous End, I knew instantly I would play black. We didn't end up deck swapping (we have a fairly lenient prerelease) so we got to brewin'!

The biggest problem I had was in deciding a second color. I could have made arguments for all of them. Red had some solid creatures and Zektar Shrine. Green had some great creatures. White had a Piece of removal and some combat tricks, and blue has a lot of decent playables, including two (Reckless Scholar and Sea Gate Loremaster) that can just win the game if left unchecked.

After much agonizing, I went with a blue-black build. I chose to add the Seacliff, but not the Piranha Marsh. Here's the build I ended up with:

Lands (17)

7 Island
1 Soaring Seacluff
9 Swamp

Creatures (13)

1 Caller of Gales
4 Crypt Ripper
1 Giant Scorpion
1 Gomozoa
1 Reckless Scholar
1 Sea Gate Loremaster
1 Sky Ruin Drake
1 Vampire Hexmage
2 Welkin Tern

Spells (10)

1 Carnage Altar
2 Hideous End
1 Into the Roil
1 Ior Ruin Expedition
2 Soul Stair Expedition
1 Summoner's Bane
1 Trusty Machete
1 Whiplash Trap

I added Carnage Altar as an experiment. Cards like this can occasionally turn out uber-powerful, and if I was right, I'd look awesome and have a great edge.

It wasn't. It was terrible, and I should have taken it out after Round 1. Somehow I forgot about the 'Change your deck between rounds' rule at the Prerelease.

Trusty Machete, however, was bloody awesome.

Crypt Ripper, however, was my MVP. So good to have 4 of them. Let's move on to the games though, lest I wax about every card in my deck.

Round 1 vs. Heath

I lose the die roll. Both of us elect to keep. He leads with a Sunspring Expedition. I match it with a Soul Stair Expedition. He plays Kor Skyfisher, bouncing his Plains, and I pass. He plays Turntimber Grove and bashes me for 3. (17,20)

I pass. He swings again, and I give his Skyfisher a rather Hideous End. (17,18) He plays a Shieldmate. A 1/4 defender. Scary. I play Crypt Ripper, he plays Greenweaver Druid. I drop an Ior Ruin, then a land (I almost, out of habit, do it the other way round) and swing. He lets it through, and I triple-pump. (17, 13). He activates his Expedition. (17, 21). He plays Harrow and swings. I take 1. (16, 21). I attack with Crypt Ripper. His 1/4 blocks, and I pump the Ripper to kill it. At the end of my turn, he plays Baloth Cage Trap.

Next turn, he plays Celestial Mantle and swings with a 7/7 that will double his life total if it hits. Yeah, I chump block. Next turn I kick Into The Roil to bounce his token, then swing, and pump +4. (16, 11). He plays Kor Hookmaster and Explorer's Scope. He swings for 1. (15, 11). I play Sky Ruin Drake and another Soul Stair Expedition, then pass.

He plays Stonework Puma, then Brave the Elements naming blue. He swings. (13, 11). I swing. He blocks with the Puma. I pump to kill it, and hit for 2 with my Drake. (13, 9). I then play Sea Gate Loremaster and Giant Scorpion. He untaps and plays Landbind Ritual. (13, 21). He swings. Giant Scorpion blocks. The Hookmaster dies. I swing. (13, 18). He blocks my Crypt Ripper with Greenweaver Druid. He passes.

I play Gomazoa and Trusty Machete. I equip it, and swing. (13, 8) He plays Kor Sanctifiers. I Summoner's Bane it. Next turn, I play Soaring Seacliff, pump my Ripper, and beat him to death in the air.

Game 2 he chooses to play. He keeps, and I mull to 6. His first play is Kor Outfitters. I draw Soul Stair Expedition, play it, then lay a land. He plays Greenweaver Druid, and swings. (20, 18). I play Giant Scorpion, and he kicks Kor Aeronaut. He swings. (20, 16). I play Crypt Ripper and swing. (18, 16). He plays Turntimber Larva. He swings again. (18, 14). I respond in kind, with a 5/5 Crypt Ripper. (13, 14). He swings (13, 10) and I block Turntimber Larva with Giant Scorpion. I get it back with the Expedition at EOT.

I play it, then swing, pumping twice. (9, 10). He plays another Kor Outfitters and swings. (9, 5). I play Gomozoa and pass. He plays Stonework Puma and knocks me to two. I play Carnage Alter and sacrifice Gomozoa. I fail to draw an answer, and concede.

On to Game 3!

I play, and we both keep. I play a Trusty Machete, he plays Sunspring Expedition. I play Vampire Hexmage, he plays Expedition Map. I swing, then play Welkin Tern. He plays Kor Hookmaster, targeting the Hexmage. I equip Trusty Machete to Welkin Tern. (This happens several times throughout the day. It becomes a running gag of mine about the homocidal bird carrying a machete in it's mouth.)

I swing. (14, 20). He uses Expedition Map to find Turntimber Grove, plays it, and hits me for 3. (14, 17). I play Sky Ruin Drake (or as I start calling it, Race Ruin Drake) and swing. (8, 17). He sacs the Expedition. (16, 17). He plays Territorial Baloth. I play Crypt Ripper. He swings. (10, 11). We have a race on our hands! I oblige. He then plays Kor Outfitters, attaching the Expedition Scope to the Basilisk. I play Crypt Ripper. I swing. He Pitfall Traps my 4/4 Ripper and blocks the other. (2, 11). He then plays Puma, and Harrow (making the Baloth an 8/8.) He swings. I go to 3. I win next turn.

1-0


Round 2 vs. Luke


I play first. I play a Swamp, he plays the R/G Refuge. (20, 21)
I play a land, he plays Zektar Shrine Expedition.
I play Reckless Scholar, he passes. I play Crypt Ripper, he uses Punishing Fire. He passes. I play a Sky Ruin Drake. He passes again. I play Ior Ruin Expedition and attack. He Harrows and Hideous Ends my Drake. (18, 19). He plays Tuktuk Grunts and swings. I block. I play Gomazoa, then Welkin Tern. I swing. (18, 17).

He plays Marsh Casualties. I play Trusty Machete and Crypt Ripper. I swing. (18, 15). He swings with the Zektar and a 4/4. I block the 7/1 and Gomazoa-shuffle it into oblivion, and take 4. (14, 15). I equip Crypt Ripper with my Machete, and attack. (14, 9). He plays Mark of Mutiny on it, and attacks. (6, 9). I swing, he blocks. I play Sea Gate Loremaster.

He plays Giant Scorpion. He passes. I swing and he blocks and uses Slaughter Cry to kill my guy. He plays a Shrine, and a land. He swings. (5, 9). I equip the Machete to the Loremaster. I pass. He swings. (4, 9). I Hideous End his blocker next turn, and swing. (4, 4). He kicks Mold Shambler. I use Summoner's Bane. I play a Crypt Ripper next turn and swing for the win.


Game 2 he chooses to draw. I play a Turn 2 Ior Ruin, and he passes. I play Reckless Scholar. He plays Vampire Nighthawk. (The sheer IMPOSSIBILITY of this card to be dealt with profitably says that I want this as my Jund 3-drop.) I play a Crypt Ripper and pass. He swings. (18, 22). I play a land and sac the Expedition. I pass. He swings. (16, 24). He then plays Spidersilk Net and attaches it to the Nighthawk. He kicks Gatekeeper of Malakir, and I sacrifice my Reckless Scholar.

I play my combo: Caller of Gales plus Giant Scorpion. He swings. (12, 28). I play a Crypt Ripper. He plays Malakir Bloodwitch. (9, 31). He swings. I use my combo and block. (9, 33). I swing, and +3. He goes to 28. He Spidersilk Nets onto the Bloodwitch. I Whiplash Trap it at end of turn, since the only card I have to kill it is Summoner's Bane (in hand, too!)

I then swing. (9, 22). He plays Malakir Bloodwitch, I Summoner's Bane it. I swing. (9, 11). He plays Hagra Diabolist. (8, 11). I kick Into the Roil and swing for the win.

2-0.


Round 3 vs. Brian.


I mulligan, and he keeps. He plays the G/W refuge. (20, 21). I lay a land and pass. We both play lands, then I play Giant Scorpion. He passes. I play Crypt Ripper, and swing. (20, 18). He passes. I swing, pump the Ripper to a 4/4. He Burst Lightnings it (with Kicker). (20, 17). He passes. I play a Crypt Ripper and swing. (20, 12). Next turn I play Trusty Machete and Welkin Tarn and swing. (20, 3). He concedes.

Game 2 he plays Kor Duelist. I play Soul Stair Expedition. He plays Turntimber Grove and swings. (20, 18). I play Welkin Tern. He swings. (20, 17). He plays Nissa's Chosen. I play Trusty Machete, and equip it to the Tern. I swing. (16, 17). We both swing for a few turns. Here's how it goes:

16, 14.
12, 14.
12, 11.
8, 11.

He then plays an end of turn Baloth Cage Trap. He swings, and I Whiplash Trap his token and Chosen. (8. 9) He plays Oracle of Mul Daya. I swing. (4, 9). He plays Kor Hookmaster. I Summoner's Bane it. He Magma Rifts. I get it back with Soul Stair at EOT.

I equip the machete to my token and swing. He blocks. I play Sky Ruin Drake. He kicks Kor Sanctifiers and kills my Machete. I swing. (9, 2). I play Welkin Tern and Sea Gate Loremaster. He draws and concedes.

3-0.


Round 4 vs. Jarred


I've been hearing tales of Jarred's amazing deck all day. Let's see if it lives up to the hype.

He keeps, I mulligan. I play a land, he plays Piranha Marsh. (20, 19). Turn 3 he plays Quest for the Gemblades. I play Crypt Ripper and swing. (18, 19). He kicks Gatekeeper of Malakir. I play Sky Ruin Drake. He plays Territorial Baloth. I pass. He swings. I block the Gatekeeper. (18, 13). He plays some guys, and I Whiplash Trap them for U.

Aside: I totally punted this. For some reason I thought Whiplash Trap's U cost was only meant to bounce the creatures that were played. I should have gone for the Baloth instead. It probably wouldn't have helped though. See below.

He swings. (18, 7).

Next turn he plays Sorin Markov. He drains my life and beats me to death shortly after.

Game 2 I play Caller of Gales. He plays Piranha Marsh. (20, 19). I swing, and play Welkin Tarn. He plays Quest of the Gemblades. I swing. (16, 19). He plays Vampire Nighthawk. So much for out-aggroing him.

I play a Soul Stair and pass. He swings. (18, 17). I swing. (16, 17). He plays Crypt Ripper and swings. (18, 12)

I play Sea Gate Loremaster and swing. (16, 12).

He swings. (18, 4).

I draw, and concede.

3-1.


Ow...the pain...

Round 5 vs. Nicholas


He wins the roll. I mulligan. Turn 1, he plays Guul Draz Vampire. I play Caller of Gales. He swings, and I block. He plays a second Guul Draz Vampire. I play Welkin Tern. He plays Kor Hookmaster and swings. (20, 19). I pass. He swings (20, 18) then plays Kor Cartographer.

I swing. (18, 18). He swings. (18, 15). He plays Kazandu Blademaster and Adventuring Geat. I swing. (16, 15) I play Carnage Altar, again cursing it's very existence.

He swings. (16, 10). I pass. He swings (16, 4). I kick Into The Roil, fail to find something next turn, and concede.

Game 2 I choose to play. I play Soul Stair, he plays Vampire Lacerator and Spidersilk Net. I pass. He swings (19, 18) and plays Bloodghast. I play Gomazoa. He swings. I block Bloodghast. (18, 16)

I play Reckless Scholar. He swings. I block Bloodghast and shuffle them away. (17,14). he swings next turn. (16, 12). I play Crypt Ripper, and swing. (14, 12).

He swings, I block, and he casts Disfigure. (13, 12). I swing, and he casts Hideous End. (13, 10). I remark that now I'm at 10, I'm basically screwed. He agrees. I play Hexmage. He swings. After double-checking for a combat trick, I blow him out with my guys. He forgot Hexmage had first strike. a Hideous End was also involved. (He played a Hookmaster at one point. My notes suck.) (11, 10).

I swing. (6, 10). I win quite quickly, and we're on to Game 3.

Game 3 I keep, and my heart turns to ice. How could I forget that his deck was so fast, and I have so little early action!?

He plays Vampire Lacerator. I play Carnage Altar. He swings. (19, 18). I pass. He swings. (18, 16). He plays Kor Sanctifiers.

I play Gomazoa, acting as if I had it all along. Don't know if I fooled him. He swings. (17, 14) then plays Heartstabber Mosquito. I play Ior Ruin Expedition, lay a land, and pass. he swings. (16, 10). Once again, past the 10 mark. I play Sky Ruin Drake. He swings, I block Lacerator. (16, 6) He plays another couple of guys next turn and swings. (16, 2). I have nothing off the top, and that's the tournament.

3-2.


Well, in the end thanks to high resistances, I come 8th out of 33, so I'm happy. I get some Zendikar packs for my troubles, and had a cool day of Magic. I'll need to play at the Launch Party and participate in some Zendikar draft before I make a formal conclusion as to the format, but here's my view:

As spoken by someone who's name I don't know at the Prerelease: Games in Zendikar go really fast or really long. There's not really a middle ground. I totally agree. Zendikar's early drops and bombs are so good that midrange decks get flanked on either side. Either play aggro or play late-game: but make a choice. THIS IS VERY IMPORTANT. Thank you, nameless guy.

Quests are very useful. They're also a big part of Limited.

Black is the best color in Zendikar. Most of the top 8 played with it. I advise trying to play it in Sealed. I don't know about Draft yet.

Thanks for reading!

Tuesday, September 22, 2009

More Zendikar Spoilers

Hi guys! It's time for more spoilers already, so I don't fall too far behind again! Let's go!



Feast of Blood

1b
SorceryUncommon
Cast Feast of Blood only if you control two or more Vampires.
Destroy target creature. You gain 4 life.
#88/249


This card is a sideboard card, at best. "But, Salivanth, what are you talking about? It's a better Doom Blade in Vampire Aggro!"


Answer: Not really. In a hyper-aggressive aggro deck, 4 life is only a bit more important than Instant vs. Sorcery, and you can't play it Turn 2. You also, obviously, can't play it after a Judgement. I think Doom Blade is a better choice.


That being said, you can probably pick these up late in a Vampire deck in Limited for some more removal.



Kabira Crossroads

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


This could be decent in Mono-White Control, which is being pushed a decent amount. ETBT doesn't matter as much to control, and control is all about incremental advantages. 2 life tacked on to a Plains is an incremental advantage. Keep an eye on this card.



Obsidian Fireheart

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

Hmm...the RRR cost is a bit much for decks that aren't almost all red. However, regardless of the effect, it's a 4/4 for 4 in Red. Not to be sniffed at. As for the effect, it's clearly a way to spend extra mana. I think this could see play in a Red aggro deck as a finisher. Even if it dies, if it sticks around a turn or two, your life, probably already low, is now in dire peril.




Oran-Rief Recluse

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


This card isn't that great. Could be decent versus W/U skies in Limited, but I don't see it seeing much play.



Quest for the Gemblades

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


An interesting quest. I think this'll be a good rattlesnake. It's very hard to attack into this card. Or block either. In fact, combat math becomes bloody hard. Pick these up. I wouldn't hesitate to play 2-3 of these if I could get them in a Draft. They'll be fifth-seventh pick, but they should be higher.



Mire Blight

b
Enchantment - AuraCommon
Enchant Creature
When enchanted creature is dealt damage, destroy it.


This is a good piece of common removal, and you can probably pick it up pretty late. It's not hard to do damage. Basically, the card reads "If enchanted creature is nonevasive, if it attacks or blocks, destroy it at end of combat". Plus, there's probably at least one pinger in Zendikar.



Turntimber Grove

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


Not really a playable. This card does not work, since it's only really decent application (a combat trick) is nullified. Probably second-worst of the cycle (the black one being the worst).



Relic Crush

4g
InstantCommon
Destroy target artifact or enchantment and up to one other target artifact or enchantment.


Enchantment removal is a lot better in Zendikar than in other sets because of quests. This card is better than it would be in another set. Pick it accordingly.



Expedition Map

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


Good common mana-fixer, that can also get you a non-basic should you need it. This isn't spectacular, but it does it's job in Limited.



Unstable Footing

r
InstantUncommon
Kicker 3{R}
Damage can't be prevented this turn. If Unstable Footing was kicked, it deals 5 damage to target player.


This is, essentially, a Lava Axe. Not too great. The R effect is incredibly, INCREDIBLY narrow, and will almost never be used. Just...no. Don't play this except if you have to.



Kor Aeronaut

ww
Creature - Kor SoldierUncommon
Kicker 1{W}
Flying
When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn.
2/2

Decent card. Probably not quite Constructed material (maybe with Kicker W) but it's good for Limited. Gets in there well. Still, a 2/2 flier for 2 is damn good. This might see play in Constructed yet. Wait, it's a SOLDIER? The plot thickens...




Kor Hookmaster

2w
Creature - Kor SoldierUncommon
When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
2/2


Strong Limited card, doesn't quite make the Constructed cut. At 1W it would. If only...



Verdant Catacombs 

LandRare
{T}, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card and put it onto the battlefield. Then shuffle your library.
Illus. Vance Kovacs #229/249



Cool. I have a name to start praying for. Verdant Catacombs. Open for me please...



Sphinx of Jwar Isle

4uu
Creature - SphinxRare
Flying, shroud
You may look at the top card of your library.(You may do this at any time)
#68/2495/5

WOW. In Limited, in 19 cases out of 20, you just win when you play this. In Constructed, it's a great finisher. This card is amazingly good, since a 5/5 flier is basically proof against anything but removal. This WILL see play in Block, and in T2 if Baneslayer is not in M11.




Savage Silhouette

2g
Enchantment - AuraCommon
Enchant creature
Enchanted creature gets +2/+2 and has "1{G}: Regenerate enchanted creature".


If you have spare mana, this card is great. It's nearly indestructible with the new removal spells. Good to put on fragile utility creatures.



Hagra Diabolist

4b
Creature - Ogre Shaman AllyUncommon
When Hagra Diabolist or an other Ally enters the battlefield, target player loses life equal to the the number of Allies you control. Then gain that much life.
3/2


In an Ally deck, this can be quite mean. In a non-ally deck: not really.



Ondu Cleric

1w
Creature - Kor Cleric AllyCommon
When Ondu Cleric or another Ally comes into play, you may gain 1 life for each Ally you control.
1/1


Now THIS is an ally. In a deck with half-a-dozen plus allies, it could gain 6 life or so before dying. I think Allies may be worth looking at in Draft, as a matter of fact.



Nimbus Wings

2ww
SorceryCommon
Two target creatures get +2/+2 and flying until end of turn.


An innovative pump spell. Well designed, and this could totally take out a stalemate if put on a couple of decent-sized creatures, like 3/3 or bigger.



Kor Outfitter

ww
Creature - Kor SoldierCommon
When Kor Outfitter enters the battlefield, attach target equipment you control to target creature you control.
#21/2492/2


Now that's a good weenie in Limited. Look out for B/W Aggro as a Zendikar archetype, because it will be mean stuff.


And that's another bundle of cards.


See you tomorrow!