Sunday, December 30, 2012

Super Secret Sunday #10: Spoilers In General

Hey everyone, welcome back to Super Secret Sunday, where normally we talk about under played cards, under the radar strategies, and under-thought thoughts. In lieu of the regularly scheduled discussion of super secret tech, I am going to talk about something completely different! Spoilers! And a preview of a different kind of article that I will be doing for the blog. A broad-based column about pretty much any topic in Magic, loosely tied to EDH; called In General. This is a 3S. Written in the style of In General. Preview. B00m.

R&D is in the business of making new cards. Which I love and fully support. I like when they make NEW cards. I even like a good reprint every now and then. I may sound like a bit of a miser, but I don't like that they make so many 'new' cards every year that are really just for the sake of doing it (to make a whole bunch of fast money). Every set has new keyword mechanics, most of which are too niche to have a real impact on constructed, e.g. Sweep, Kinship, or Fateful Hour. These mechanics don't have much resonance and suffer from the all-too-common problem of poor conveyance. These mechanics just end up being forgotten. They aren't useful for competitive play and aren't appealing to casual players. No one has ever come up to me and asked if I wanted to battle their Sweep deck. Never happens. I want an R&D department that takes more time to get things right, instead of just using a 'shotgun' approach; throwing out mechanics all willy-nilly.

Something else that really gets my goose is when they make the same mechanic over and over, but they give it a new (usually worse) coat of paint each time. Kicker is the poster child for this. There are like a hundred versions of Kicker. Some are more obvious than others, but the 'extra price, extra effect' mechanic is very prevalent, and not just in Magic either, it's all over the place. Toppings on ice cream, luxury cars, combo meals. People love options, and optimization problems, but mostly options. So all kicker really is, is a modal choice. In fact, people often replace the names of other lame mechanics by just saying they will 'kick it' instead. I have even gotten into the habit of replacing Unleash with Kick. Let's look at the latest iteration of Kicker on a new Gatecrash card.

Extort basically gives your other spells Kicker. Much like Equilibrium or Mentor of the Meek. Except Extort is not a powerful evocative name. It is the kind of name that I will just automatically be dropping in favor of 'kicking'. The flavor also doesn't make a whole of sense to me. Extort is trying to equate the trading of life in game to the trading of money in the 'story' (for lack of a better word). R&D is sending a confusing message about the role of the player, flavor-wise. Now it seems like we are a corporation or a bank account; just a big stack of money getting moved around. Secondly, extortion is not exactly a two way exchange. One party, in a position of dominating power, makes demands of the weaker party, backed up by the threat of punishment. The Extort mechanic involves a trade. I pay mana and I get your life. This, again, sounds like a business deal, but is also a pretty fair deal. Extorting someone should not feel like a customer-vendor relationship.
Final note: I like this card. Seems like a fine, limited quality rare, with potential for use as a card advantage engine in specific decks. Kinda weak. Fun. Sure.

http://forums.mtgsalvation.com/attachment.php?attachmentid=138082&stc=1&d=1356423559Bloodrush eh? I remember a mechanic called Channel. Which was sweet. Evoke was also sweet. They give you the option of using your creature as something other than a creature. Which is an awesome design space, in my opinion. Bloodrush is just Channel. A silly, narrow version of Channel, with a terrible new name. Channel had flavor, you use up the 'spirit' of your creature card to use the essence of that creature, which makes more sense in the Spirit/Arcane set. Bloodrush...you...well...make your guy big and angry by...discarding a...NOPE. Bloodrush has no flavor, mostly because it crosses the boundary between flavor and game mechanics. To understand it within the game...you have to go outside the game? Terrible conveyance.
Mark Rosewater said in an interview, that each guild would be getting a new keyword mechanic, which I hated automatically, but I would be excited if it meant 10 GOOD NEW mechanics. This is poor execution of an old mechanic. This is not something I want. Also this card is horribly weak. Really, really pathetic.
http://forums.mtgsalvation.com/attachment.php?attachmentid=138141&d=1356671095
 I once heard Aaron Forsythe talk about design in a presentation he called, "Between the Ravnicas". In said speech he talks about why Haunt was such a poor mechanic. It had flavor, but lacked resonance. People just didn't latch on to it. It was a bit confusing; it has exiled cards interacting with cards in play, it always does something different, it doesn't leave any visible, in-game, marker of the Haunt trigger, so it is easily missed, and the rules don't specifically address what happens to the exiled card after it does its thing. It just stays out there in no man's land. I find it really strange that Forsythe, as head of R&D, would approve the printing of a mechanic which is almost EXACTLY THE SAME AS HAUNT (which was actually just Imprint in disguise anyway).
Cipher has all of those same problems, which are even worse now because of the new trigger rules. This card generates a ton of triggers, but doesn't give you a convenient way to acknowledge or address them. It also has one of the same problems that Sweep, Kinship, and Fateful Hour have. Why make a keyword if you are just always going to explain what that word means?

This art really throws me as well. I get it, the ghost is whispering mad thoughts in his ear. Why the extreme angle perspective? Why the visual curvature? It looks like I am inside a snow-globe and he is examining me.

Next let's talk name. Cipher is most often used as a noun, but this is the much rarer verb form of the word. Are we going to say, "Cipher this guy?" And why does the reminder text reference 'encoding' a card? Encode isn't a rule, or a game action; not yet at least. This reminds me of Obsidian Fireheart. Lastly, why isn't this just called Encode instead? (Is that even any better?)

Flying makes sense. One creature flies over another so they don't interact the same way in combat. Pretty intuitive. It is actually LESS effective when they spell it all out for you, like on Orchard Spirit. Cipher is the opposite of making sense. The mechanic is so complex that you will ALWAYS need reminder text. Giving it a short name is useless if you need the long-form explanation of what it does.

The idea behind making up new words usually falls along two lines. Something new is created, so we need a new term to define it. The other route is to refine previous words to shorten them, make them more powerful or easier to identify. Reach is great, Shroud is great. They shorten long blocks of rules text. In short: More refinements and improvements. Less weird, off the wall new key words that don't make sense and are only usable for one block.

Well, I've had just about enough of my own complaining for today, but I will be back soon with a follow-up piece on some of my favorite card designs, mechanics, and what can be done to improve the way mechanics are created. Super Secret Sunday will be back to the regular grind next week.

Your go kid.

Saturday, December 29, 2012

Syggy Stardust

. . . And the Merfolk from Neptune


Hey Planeswalkers, and welcome to another issue of VJ's Deckbuilding. Recently, I shared with you my love of the card Lullmage Mentor and how J's deck inspired me to make a merfolk EDH deck. Well, at long last, here it is!

The general I chose was none other than the legendary Sygg, River Guide, a relic from Lorwyn. I particularly like Sygg because he's cheap (both under a dollar and only UW to cast) and because although he certainly helps any merfolk deck shine, he is not necessary to win a game. "A good commander deck doesn't always rely on its commander," a wise man from Kamigawa once told me.

So in building a tribal merfolk EDH deck, I needed somewhere to start. I figured I'd see how a set based deck would look, that is, using mostly cards from the Lorwyn/Morningtide/Shadowmoor/Eventide block. A good starting point, I say! Here's the original layout:

Commander: Sygg, River Guide

Creature (30)

Cursecatcher
Deepchannel Mentor
Deeptread Merrow
Drowner Initiate
Drowner of Secrets
Fallowsage
Harpoon Sniper
Ink Dissolver
Inkfathom Divers
Judge of Currents
Merrow Harbinger
Merrow Levitator
Merrow Reejerey
Paperfin Rascal
Puresight Merrow
Sage of Fables
Sigil Tracer
Silvergill Adept
Silvergill Douser
Stonybrook Angler
Stonybrook Banneret
Stonybrook Schoolmaster
Streambed Aquitects
Surgespanner
Tideshaper Mystic
Veteran of the Depths
Wake Trasher
Wanderwine Prophets
Waterspout Weavers
Wellgabber Apothecary

Instant (17)

AEthertow
Broken Ambitions
Coordinated Barrage
Crib Swap
Cryptic Command
Disperse
Dream Fracture
Faerie Trickery
Familiar's Ruse
Forfend
Mirrorweave
Put Away
Sage's Dousing
Scattering Stroke
Spell Syphon
Swell of Courage
Whirlpool Whelm

Enchantment (4)

Forced Fruition
Merrow Commerce
Oblivion Ring
Thought Reflection

Sorcery (8)

Aquitect's Will
Austere Command
Distant Melody
Mind Spring
Ponder
Savor the Moment
Summon the School
Worldpurge

Land (40)

Island (x19)
Mistveil Plains
Moonring Island
Mystic Gate
Plains (x10)
Reflecting Pool
Shelldock Isle
Shimmering Grotto
Springjack Pasture
Vivid Creek
Vivid Meadow
Wanderwine Hub
Windbrisk Heights

The benefit to having a set-based deck is that all the cards tend to complement each other and as a result, this specific deck build had great synergy. But, some of the better merfolk cards are in other sets, so without cards like Lullmage Mentor or Master of the Pearl Trident, this deck just felt incomplete.

Many of the merfolk cards like Deepchannel Mentor gave the deck a solid offensive advantage, since it makes your blue creatures unblockable and Merrow Harbinger was absolutely vital to searching for that key merfolk card. Merrow Reejerey proved an invaluable card, both for control and for creature buffs. Drowner of Secrets was a great mill/control card, especially with Merrow Commerce out on the battlefield, which essentially gave all my merfolk vigilance.

Some merfolk did not perform up to par, though. Wellgabber Apothecary was too expensive for its ability, which I personally think is bested by Syggy's ability. Prevent damage to a creature or give it protection? Don't go in without protection, I say. And besides, the Apothecary only prevents damage to tapped merfolk, which is practically useless if Merrow Commerce is out. I was also sorely disappointed with Paperfin Rascal. Considering the CMC of most merfolk in this deck, I never won any clashes, so that card ended up being a waste of 3 mana. Deeptread Merrow was also not exactly a team player, since he could only give himself islandwalk, which is only useful if there was a way to turn my opponent's lands into islands (unless I played against another blue deck).

Inkfathom Divers was like a way too expensive Sage Owl, and I found myself wanting something more than a 3/3 Islandwalk for 3UU. Waterspout Weavers gave me some personal heartache, because I was expecting the Kinship ability to trigger about 30% of the time, seeing as there were 30 creatures in the deck. The sad truth was that whenever he was in play I only saw the ability go off two out of twelve turns. And when it did trigger, attacking was not always the best move. Levitation would have been more helpful. Cursecatcher was a nice turn one card to lay out, but Judge's Familiar is the much more powerful card, since it has a hybrid mana cost and has flying, which beats the plain ol' Cursecatcher. Also, by the time my opponent was casting instants and sorceries that needed countering, they had plenty of mana to pay the Cursecatcher cost.

Now for the non-creatures. I was happy with all four enchantments in this deck, although two of them were rather high in mana cost. Forced Fruition was a brutal multiplayer card and at first my opponents may have been saying, "Thanks for the extra cards," they quickly realized that just two spells a turn lowered their libraries by fourteen cards. Thought Reflection, the other big enchantment was very cool to have out since I was doubling my draw. I did feel like their were more efficient ways to do this, however. Consecrated Sphinx is one U less to play and you get a 4/6 flyer out of it, although its ability only triggers on opponents drawing cards (a great multiplayer advantage).

Of course, the enchantment that made my day was Merrow Commerce. Practically a blue Seedborn Muse. This card was vital with the Drowner of Secrets on the field and was key in making sure I had a strong defense as well as a brutal offense.

There was a good deal of counter spells in this deck, an absolute necessity in any merfolk deck. Nine total counters, including Cryptic Command, my personal favorite of all the Lorwyn Commands. Not so much removal in the deck, but Crib Swap had to be my favorite removal spell of all time. That's a mighty big dragon you've got there... oh and now you have a little changeling. Hey, it's still technically a dragon. In fact, it's all creature types at once! Isn't that cool!? Crib Swap: the other white Pongify. Okay, enough silly comments.

Board wiping was limited to Austere Command and Worldpurge, with Worldpurge taking my vote for best "What the Duck?" card in this particular deck. Sure it costs eight mana to play, but by the time you really want to sweep up, there's usually at least ten mana out on the field anyway.

I'm not one for extra turns, but Savor the Moment was a fun card, and only cost 1UU. "So what's the point in an extra turn if you don't untap?" That matters not to Merrow Commerce.

After a couple playtests, I knew that sticking to the set may be fun and challenging, but I needed some of those Core Set Merfolk like Merfolk Looter and Master of the Pearl Trident to make the deck really sing. Even Merfolk Spy's not a bad sideboard card!.

Also, I realized that all the deck really did was put out a bunch of merfolk, counter spells, and occasionally mill some key cards. As much as I like Hideaway, Shelldock Isle wasn't really doing anything. So, some careful revamping produced this:

Commander: Sygg, River Guide

Creatures (29):
 Coralhelm Commander
Deepchannel Mentor
Drowner of Secrets
Enclave Cryptologist
Fallowsage
Harpoon Sniper
Judge of Currents
Lullmage Mentor
Master of the Pearl Trident
Merfolk Looter
Merfolk Sovereign
Merrow Harbinger
Merrow Reejerey
Puresight Merrow
Rune-Tail, Kitsune Ascendant
Sage of Fables
Sejiri Merfolk
Sigil Tracer
Silvergill Douser
Stonybrook Angler
Stonybrook Banneret
Stonybrook Schoolmaster
Stormtide Leviathan
Surgespanner
Tideshaper Mystic
Veteran of the Depths
Wake Trasher
Wanderwine Prophets

Enchantments (8):
Infinite Reflection
Mark of Asylum
Merrow Commerce
Oblivion Ring
Prison Term
Rhystic Study
Rule of Law
Shared Triumph

Instants (17):
Azorius Charm
Crib Swap
Cryptic Command
Disperse
Dream Fracture
Faerie Trickery
Familiar's Ruse
Forfend
Hindering Light
Lapse of Certainty
Mirrorweave
Put Away
Sage's Dousing
Spell Crumple
Spell Syphon
Safe Passage
Syncopate

Sorceries (6):
Aquitect's Will
Austere Command
Mind Spring
Ponder
Summon the School
Worldpurge

Lands (40):

Island (x14)
Plains (x8)
Azorius Guildgate
Bant Panorama
Coastal Tower
Esper Panorama
Evolving Wilds
Lonely Sandbar
Mistveil Plains
Moonring Island
Mystic Gate
Reflecting Pool
Reliquary Tower
Secluded Steppe
Sejiri Refuge
Shimmering Grotto
Terramorphic Expanse
Vivid Creek
Vivid Meadow
Wanderwine Hub

A greater variety in lands helped balance out the mana troubles that occured in the first draft and fetch lands like the panoramas thinned out the deck of lands, increasing the chance of a better draw.

So, I tried this design out and I think I may have been a victim of expectations. Many of my opponents playing blue thought that this might be some kind of unblockable, enchantment buff deck, since that seems to be a popular Azorius strategy since Return to Ravnica was released. Most were suprised at the lack of auras, but nevertheless, Sygg was an instant target.

Now, I blame these gang-ups on Bruna, Light of Alabaster. The common bubble-voltron strategy around her makes everyone who's met a deck around her scared that U/W general + some kind of offensive advantage (i.e. Flying or Islandwalk) = tons of enchantments + unblockable commander damage. Don't get me wrong, I like Bruna and bubble-voltron is a perfectly viable strategy; but, that type of thinking has made Sygg's Islandwalk look like some kind of dark omen for any opponent who's mana base contains Islands

As a result, I didn't see too much of Syggy in action. On the flip side, games where I managed to not be targeted were quite fun, and the minimal enchantments took opponents by surprise. Often times, combos like Lullmage Mentor + Rule of Law appeared, and then my opponents were justified in targeting me (maybe a Silent Arbiter would have been nice). In one game Judge of Currents + Drowner of Secrets made for crazy life gain, which kept me alive long enough to turn the odds in my favor, as well as got rid of opponents' key cards.

The creature combos in this deck were great fun all around, and Merfolk tribal proved itself to be both interesting and unexpected in the EDH world. Only real issues, as far as functionality, were a lack of draw power and removal. The things that did work were the tribal buffs and the few Islandwalk creatures. As far as patching up the issues, I replaced the not-so-useful Veteran of the Depths with Distant Memories (tutor or Concentrate, essentially). Mirrorweave was removed and Honden of Seeing Winds took its place. Considering the power of most merfolk, Mentor of the Meek proved more useful than Wake Thrasher. Silvergil Douser wasn't doing anything, so Saprazzan Heir gladly filled that spot. As useful as Forfend was, Inheritance replaced it, proving to be more useful in the long run.

The added draw greatly increased the chances of getting to a win con, but ultimately, the deck's weak points are removal, direct damage, and discard.

The best game I had went like this: opening hand: Sejiri Refuge, Island, Evolving Wilds, Merfolk Looter, Stonybrook Banneret, Rhystic Study, Ponder. (A god-hand, by my standards).
Turn 1: Evolving Wilds, search for a Plains (because I felt like it)
Turn 2: drew an Aquitect's Will. Island, then Sygg.
Turn 3: drew an Azorius Charm. Sejiri Refuge. Hold steady (the Ponder was actually not played until turn 7, I like to have some self control).
Turn 4: drew an Island. Island, Rhystic Study.
Turn 5-9: My opponent had been playing a red-green deck around Rosheen Meanderer, so, his general popped out on turn 5. Only three times did my Rhystic Study pay off, but they were juicy draws: I had drawn a Syncopate, a Spell Crumple, and a Mind Spring. Burn spells were cast, then countered. His deck had very few creatures, considering the colors (then again, the commander doesn't sound terribly creature heavy). My life had gone down by 4 one turn, but I had 1W and a blocker the rest of the turns.
Turn 10-14: I only missed one land drop since casting a Honden of Seeing Winds (best Shrine in my opinion, way broken with Honden of Cleansing Fire and Drogskol Reaver). A Lullmage Mentor had been dropped and I had a Chance to put Infinite Reflection on him. I opted our once playing a Stonybrook Schoolmaster and a Drowner of Secrets. More counterspells (including Counterspell) were drawn and more burn spells were countered, spitting out tokens. The Merfolk Reejerey and Merfolk Sovereign were cast, I had a hefty lot of eight 3/3 Merfolk tokens, plus Sygg, Lullmage, Drowner, Schoolmaster, Banneret, Looter, and two Merfolk buffers out.
Turn 15: I draw a Deepchannel Mentor and a Shared Triumph. Jeez.
Turn 16: Swing for a total of 49 damage. Unnecessarily good draws. Opponent suffered from a less than perfect draw and had to mulligan down to 6. I thought it was unfair luck, but nonetheless, it showcased what the deck was really capable of doing.

The deck is certainly fun to play, since I hardly see tribal in EDH, but this is definitely not competative material. If you want to make Sygg really good, maybe the voltron strategy is your best bet. . . But, that's a whole other segment.



Syggy played guitar.

-V. J.

Tuesday, December 25, 2012

Ill-Gotten Games: Cube with Landdrops

Hey everyone! It's your old Grandpa Growth here with a new segment called Ill-Gotten Games! We are going to be producing video content for the General Zone, starting with a special event! Uncle Landdrops visited ol' Grandpa's homestead and we decided to co-pilot a MTGO Holiday Cube Draft!

These videos like the future content that will be coming will be posted here, but hosted on youtube, so make sure to follow TGZ and Subscribe to GrandpaGrowth on youtube for the latest videos.

The intro video is posted below. The link to the youtube playlist is here: http://www.youtube.com/watch?v=sJ-E9Bof4xQ&feature=share&list=PLU8wVeONA5Hab1UxqF4anDIPRD00N83Fm

Sunday, December 23, 2012

Super Secret Sunday #9: A Blast From the Past

Welcome back to Super Secret Sunday youngins'! The time that we set aside each week to talk about underplayed cards, under the radar strategies, and under-thought thoughts!

I had an opportunity to hang out an play some games with Uncle Landrops while he stayed at my place over the weekend. We have been friends for a while, but haven't gotten to play each other recently because we live in different places now. Well, he came to town with some tech. It was not new, but it was hot.

I have been playing magic for a pretty long time now. Rare are the days that some plays a card I'm not familiar with.  The most rare, and most choice days, though, come when someone plays a card I have never heard of and ABSOLUTELY CRUSHES me with it.

Welcome back to the game haters. While you were asleep, Landdrops has been going deep...and he pretty much found the bottom. Feast your eyes on this:

Energy VortexEnergy Vortex is a powerful way to press your mana advantage in long games or to punish slower opponents who need that mana to cast large threats. It also helps cut into the amount of lands your opponent can leave up to cast counterspells or disruption on your turn. 3 damage a turn isn't much, but combined with a cheap threat and some counterspells vortex can really punish a player who falls behind.

It just so happens that Uncle Landdrops is running this card in his Chisei, Heart of Oceans deck. A deck that I previously thought to be nonsense. It is good; much better than expected and a it is a blast to play. Cumulative Upkeep never looked so good!


Gaea's TouchUntil last night, I had never seen this card. This card is extremely powerful. Having an Exploration-style effect in a format where fast mana and big spells are the standard fare is pretty sick. This card helps you jump pretty much every spot on the curve, bringing in 6 or 7 drops on turn three is a sufficiently sized game. This is an auto-include in mono green. Better yet, it works with snowlands, so you can combine it with a Scrying Sheets or Rowen for filthy mid-game advantages. Just one more good reason to play mono Green. Also, a sick piece of old school Mark Poole art.
I am most excited about this because it was printed as a common in The Dark, which means I am slamming it directly into my pauper cube, where I believe it will be a 1-3 pick quality card.


Amber PrisonIt is no secret that I like me an Icy Manipulator. It is one of my favorite cards and although the power level of the game has someone left it behind, I still look for places where Icy can shine. Amber Prison is a cool take on the old standby. The down payment is the same, but it costs for to activate instead of 1, but you can just leave it tapped instead of paying 1 every turn. This has some interesting implications for control decks who want to use Wrath effects to generate card advantage.
Not allowing the target permanent to untap also helps this card deny value of of utility creatures with tap abilities, like looters, who normally make pretty bad targets for Icy.


Well, that's all for today folks. Take it easy over the holidays! Make sure you get your fill of food, fun, and Special Edition Holiday Cube Drafts on MTGO! The General Zone will be back soon with new content on an expanded posting schedule.

Tuesday, December 18, 2012

We're On A "Schedg" Now, And Some Other Stuff

As Grandpa Growth mentioned Sunday, TGZ's got some sweet stuff in the pipeline.

The first and most immediate change we've made since last week is that we're on a schedule now, coming to you Tuesday-Thursday-Saturday-Sunday to maintain our sanity and keep you happy.

So those will be new content days, with the occasional exciting spoiler alert post in-between.

In the next-too-distant future, you can also look forward to some decent video content. Grandpa and I have been warming up our radio voices and getting our minds right so we can bring you some 1v1 EDH battles via Cockatrice.

Which brings us to the big project I've been working on behind the scenes.

Over the past few months, I've been working to develop a master list for Legendary Creatures, complete with ratings, comments, and supplemental content to help facilitate the brainstorming process and get people thinking more creatively about their EDH decks.

What separates our idea from the deck primers and forum lists along the interwebz is that we're going to try and centralize a large amount of this data, making a one-stop shop with quality knowledge to help generate decks geared towards the fun/power balance.

That's basically all the news-worthy stuff for today. We hope to have this thing up over the next several months, holding things constant and barring any apocalyptic events.



Hope your Holiday's goin' swell. 

Peace, Love, and Land Drops.
-UL

Sunday, December 16, 2012

Super Secret Sunday #8

Welcome back to Super Secret Sunday! Underplayed Cards. Under the Radar Strategies. Under-thought thoughts!
Today we're talking about reach. Not the ability to block flying. The ability to win a game that has become stalled. 


Invasion PlansInvasion Plans is kind of gross. It usually only takes one attack for you to make up the 1 card investment this requires. Combat can sometimes get pretty complex and doing things the wrong way can make a world of difference in how the game pans out. With this you can make sure your opponent blocks like a total n00b.





Dirge of Dread
Dirge is a great common that puts in hard work in aggressive decks. This card can provide the finishing blow on a clogged board, but it also has subtle value applications at every stage in the game. Punching through with just one creature can be huge. What if it has a Sword? Or maybe you want to protect your Titan, but still get the attack trigger. Dirge is perfect for me because I love to get extra value. Getting an unblockable guy is only sometimes worth a card. This gives the option of extra damage or a replacement card. This is the kind of combat trick I can get behind in constructed formats.

Next up we have a pair of similar Red cards that are the backbone of my previous forays into mono R beats.
PyromancyRed deck wins is tough to play in a format where the starting life total is so high. Spells are expensive, slow, and high-impact. Red cards typically lack the necessary power level to compete with the best cards in other colors.
Knollspine InvocationThankfully though, Red has plenty of expensive nonsense to toss out for free damage.
Pyromancy in particular is an all-star because the cost is low enough that you can start to spit out huge balls of fire early in the game. Combine with a card drawing effect like Howling Mine or Otherworld Atlas you can generate a steady stream of damage each turn that will easily outrace the clunky, slow decks that inhabit the format.
These are better suited to 1v1 games where you only have to do 40. Multiplayer games where you potentially have to deal 200+ damage are just not feasible to take down with an all-in Pyromancy strategy.




Magnetic WebToday's pick for Super Sketchy Tech is an interesting one. The applications of this card are many. Obviously it requires an investment of a card and time to 'tick up' per se, but once you have established the proper number of magnet counters on the proper number of creatures you can start to dictate combat Master Warcraft style. Or maybe regular Warcraft style. Either way. This card is interesting in that it can play both as a game-ending Lure effect and a long term ground control device. You get some control over what attacks and blocks; letting you pick off your opponents creatures or create advantageous trades.


Well that's all for today youngins! It's sad to see that most of these jewels have just been rendered obsolete by Rogue's Passage, but what can you do.

I have mentioned before that I am an avid fan of limited. I love to draft just about whenever I get the chance. It really helps sharpen your Magic skills in every format. On December 19th, the MTGO Cube will return to Magic Online, with some awesome new additions: The Power Nine. That's right, if you have ever wanted to play with Black Lotus, well now you can get a chance to do it! It is only going to be online for a short time so make sure you get in on the action while it is still around. More info can be found here: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/other/11272012d

I am excited to announce that there are going to be some changes coming to The General Zone. Part of these changes will expand the amount and variety of content that I am providing to the blog! There is much more to the story so make sure you stay tuned to TGZ; your Uncle Landrops will be providing more details soon!

Saturday, December 15, 2012

UL's Card Corner: Trade Routes














Mostly, it isn't Buster. For today though, it will be.
Cause in all color fairness, we're going to do something I haven't done yet for Card Corner.

I'm gonna talk Blue Tech.
I'm sure there are some raised eyebrows here, especially after the monocolored spectacle in the week that was.

Honestly, I never thought that Routes to Trade would be as useful still as they were in the days of yore, but they are.

Recently, I started playing Trade Routes in my Damia 45-lander I call "The Heap" because I like to use Mirror-Mad Phantasm or Hermit Druid to get Retrace spells online, namely Worm Harvest.

In there, Trade Routes is pretty much an all-star. I get to pitch land which like to be Life From the Loam targets or pieces for Worm Harvest, ultimately leading to a bunch of sweet card advantage.

But the fun with Trade Routes doesn't stop here, folks.

In fact, I think this card would pretty much be a snap-keep in most opening hands for decks that like to play 40+ lands, like I do.

It allows you to keep 6-land hands in the early game and sway the mana-flooding in the late, cause that happens to me a lot in mono-blue.

Plus, you get to say, "Look Ma! No Cantrips!" cause you don't need em. The Land does it for you now, allowing you to play more useful spells.

Like cantrips though, Trade Routes is sort of a skill-intensive card in situations where you might want to play a land in the late-late. So there's that to think about.

I'm also pretty notorious for leaving mana open at the ends of other people's turns. So if you are similar, this card can ensure that you've got something to do and not let mana go to waste.

Cause if you need to dig for an immediate answer and the table is desperate, you're probably the one people are looking to, so why not have more digging power? There are some days that Sensei's Divining Top just isn't enough.

Honestly, I think Trade Routes is supreme value in decks with 40+ land, and if you've got ways to get it back, the sky is the limit.

Most blue decks could use a card like this. Combo digs more, Control finds answers, and the blue-splashy decks prevent dead draws.

For me, this card has been pretty under-the-radar, and is by far one of my favorite new gems. I'm heavily considering adding a copy to the Linessa Blueberry Bounce-House deck as a result of the land flood problems.

Two more thoughts. I'm a huge fan of Transmute, so Muddle the Mixture is actually a pretty good card to add so that you've got "two" copies of Trade Routes.

Also, if you're looking for something similar, Compulsion is pretty similar if you want an enchantment, and Merfolk Looter if you need another creature.

Still, Trade Routes seems to be a nice give-and-take of these cards, while providing a neat little rattlesnake card for Land Destruction, if that's prevalent in your metagame.

Alright. That's it for me, for the week. Hopefully.

Tell me what you think about Trade Routes.

Pass.

-UL








Thursday, December 13, 2012

UL's Favorites: Top Green Commanders

Cue the epic music! Tonight is the last night of Monocolored Commander Week, and we've got the big goofy green cards all tallied up and ready to go. 

Maybe it's just the nature of the week, but I've gotten pretty exhausted thinking about these lists.

Maybe it's just cause Green either has beat-down cards or cards that enable beat-downs.

Either way, this list, I think you'll find, leaves a lot more imagination to what's gonna go in the deck versus what the actual Commander. Which can make green pretty dangerous.

And so to quote bad 80's metal band Europe, here we go!

THE FINAL COUNTDOWN... for this week!

20. Kodama of the North Tree

Here's the biggest green basher, and perhaps a very telling example of what to expect from the Commanders in Green.

Kodama of the North Tree, though cool looking and awesome, made the list cause I didn't have another better alternative.

Not to say that he's bad, but there's plenty of room for improvement.

At least he's got Shroud and Trample. And sweet art.


19. Kamahl, Fist of Krosa

There's no doubt in my mind that Kamahl is a lot better than where he ranks on my list here.

Repeatable overruns is something that makes him a target, even when he's running maindeck.

I've got him lower here, cause I find him less inspiring. I guess in Magical Christmas Land, where all things are a-plenty, Kamahl helps you get rid of pesky lands when the board is Wrathed, but that's going pretty deep, especially if that' s the most creative use I can come up with.

18. Autumn Willow

The art on this card is really not getting done for me, cause it looks like the equivalent of a renaissance-era romance novel.

Still, having shroud, at any cost, and with any goofy drawbacks, is pretty good in green.

I like the idea of being able to let others manipulate targetability, cause it seems fun. Still, I'd have to get some newer-but-similarly -provactive art for Ms. Willow, were I to play this card.


17. Molimo, Maro-Sorcerer

Molimo is on this list and in my heart a little because of how much land plays into his scale.

The reality is, however, that Molimo is probably even more frail than his stick-thin physique, being so vulnerable to basically every piece of removal.

Though Multani is probably the better of the two Maro-Sorcerers, Molimo could definitely help out a deck by becoming a hefty removal target, but you're probably better off in the late-late game anyway with something a little less mana.


16. Ayumi, the Last Visitor

Secretly, I've really wanted to make Ayumi the general of a few different green decks I've had over the years, but I can't bring myself to it in the end.

Essentially, Ayumi's biggest strengths are her 7 power and the legendary landwalk.

This second quality though, is fairly easy to handle. Don't play legendary lands! There's not many, and even if you've got Gaea's Cradle, it's not difficult to find ways to keep Ayumi off the table.

Basic Landwalk is, in this case, much more effective and playable when your opponents can see this card coming from The General Zone. So keep in mind that you'll have to play evasion-equips and other goofy stuff in order to get Ayumi online.

Still sounds like a really fun Dollar General deck to me, or something casual. 

15. Thrun, the Last Troll

Thrun. Perhaps this is the best green Voltron general, and he's definitely something that should be higher rated that I have him here.

I've just seen a lot of him, too much in fact, as a general, and I prefer to see him in decks, where he doesn't get the Commander label, forcing an immediate, non-regenerating Wrath.





  14. Sekki, Seasons' Guide

Sekki's not very good, and I won't deny it, but having a recurrable blocker/beater seems good in a color where you can get that kind of mana fairly quickly.

Planning the deck to have an unusually low curve though, without the need of ramp and just steady drops to eight might make for a neat green aggro strategy.

Tribal Spirits is also a thing, but still not as good as Bounteous Kirin.


13. Sasaya, Orochi Ascendant

Laugh all you want, cause I know you want to. Sasaya doesn't seem good.

But that's not true at all. If you're not careful, this card is super deadly- I'm talking borderline Azusa in multiplayer if you're not careful.

So it's a good alternative, if you're looking to ramp under the radar, I guess.


But this means you're gonna have to look elsewhere to win the game. Cards like Wurmcalling and Kamahl are pretty good tech. A guy in my playgroup showed up with this and crushed everyone the entire night, which sent his version of the deck into instant retirement.

So you know I'm not kidding when I say it's good. Sasaya is a house, and you don't have to modify the Azusa deck too much to go to work with this card.

12. Iwamori of the Open Fist

I'm not going to condone playing Iwamori, cause it's kinda asking for trouble.

But if you're bored with Mortal Kombat, and you're looking for a place to brawl, Iwamori's a good way to incite the battlez.

Personally, I think this is just a bad card I want to work really bad, and I'm not ashamed of that.

Still, it seems cool if I can get a nice little green Monk to turn sideways without running into legends in people's hands.

11.Bounteous Kirin

 Bounteous Kirin seems really good in a Spirit/Arcane Tribal build that has potential to go so wrong.

Life as a resource is often undervalued, especially if you play in a meta that likes to win with soft victories by Magister Sphinx-ing or Sorin-ing someone's life to 10.

He's a little over valued, but BK here has some of the best supporting cast in terms of green spirits, including Haru-Onna and Loam Dweller, which help to draw cards and play lands. 

I've actually built a prototype of this and the other Kirin decks, meant specifically to battle each other in what I've called, "The Five-Color Kamigawa Kirin Challenge," and the deck seems pretty successful at getting absurd life gain, and it's one of the better decks due to the fact that the numerical quantity of gaining life doesn't have to be consistent as long as a decent amount is gained through the course of the game. 

10. Jolrael, Empress of Beasts

Jolrael, in my mind, seems like an awesome way to ransack your opponents for a Wrath on the table.

However, it never seems that this situation has the capacity to ever come up, which is disappointing, because it always seems that people forget not to play into Wraths if there's a person playing white at the table.

Anyway, Jolrael has some really sweet art, and a very unique ability- but that's about it. Probably just a bad card I really like, so I dream of Overruns with all Forests and turning my opponent's lands into dudes before boardsweeps because that's the hero I deserve. Not the one I need right now.

  9. Omnath, Locus of Mana

For most games, this card is basically going to win if you keep it out. Like Azusa, Omnath is able to leverage land to power out all kinds of stuff, and if he doesn't- he just uses it as part of his power and toughness.

Unfortunately, Omnath has been part of the reason that Green has gotten such a dirty reputation. I'm not saying that this is unjustified though. He's another immediate threat the minute he hits the table.

You have to respect him, or he will use his Green Lantern-lookin' body to come at you hard and ruin your deck before the late-late game. So be wary.

  8. Baru, Fist of Krosa

Baru was a deck I made a while ago, and I really preferred it to Kamahl because of both the sweet FutureSight border as well as the ability to leverage my ramp spells as pumps for my guys.

Often, in ramp decks, drawing Kodama's Reach seems like a dead draw. But with Baru out, I found great value and utility.

My mono-Green deck was pretty stable with her at the helm. Someday, I might even build this deck back.


  7. Lady Zhurong, Warrior Queen

I've been talking about Portal 3 Kingdoms cards all week, so I'm trying to keep this short.

There's really only one reason to play them, and it's because they're from Portal 3 Kingdoms, so you probably spent a lot of money on them, and they have horsemanship.

Lady Zhurong is no exception. Not sensational, just a cool part of Magic no one really gets to see.


  6. Azusa, Lost but Seeking

I think even newer Commander players probably know how broke Azusa is- or, they'll find out pretty quick.

This gorgeous, wayward woman is the epitome of green ramp- which most playgroups will probably hate by the time she's done powering out 8-cost dudes or Eldrazi on turn 3.

Though very obvious and an immediate game threat, Azusa amazingly still manages to linger as a complete difference maker in decks everywhere.

  5. Isao, Enlightened Bushi

Isao's pretty exciting for a couple reasons. First, he can't be countered, which means having him in The General Zone gives you access to a spell that is going to resolve against heavy-control-based metagames.

Additionally, Isao gets to pump during combat, which turns his 2/1 P and T into a 4/3, which is really more value than you paid for.

And then Regenerate. Though there are no actual Green Samurai, Isao gets to target himself or a Chameleon Colossus, which is pretty nice every once in a while.

Isao is one of the few quick mono-green aggro decks I think that could find its way getting to 21 damage, especially with Increasing Savagery and some of the new miracle pump spells and Soulbond.

  4. Glissa Sunseeker

Sure, revamped Glissa is vastly superior- but you don't always have to go with the grain.

Clearly a more metagame choice, "O.G.," or, "Original Glissa," is still pretty gangster, and can shut down Karn artifact combo and people who like to win because they play turn 1 Sol Ring.

Personally, what excites me about this card is that you can also shut out people who use Oblivion Stone and Nevinyrral's Disk as a handy-dandy crutch by responding to their activations.

Sounds kind of awesome to me.

As far as your own deck goes, cool cards like Mycosynth and Ichor Wellspring can be rocked for double value, which is pretty sweet, and you also get to shut down many of the common artifact creature threats like Wurmcoil Engine and Myr Battlesphere, which can appear in every deck.

  3. Silvos, Rogue Elemental

There's a lot to like about Silvos. Six mana for an 8/5 is a good start. Add Trample, and we're already considering him maindeck. Then Regenerate?!?!?!?!

Although there are many ways to still remove him, having slight protection from destroy makes Silvos a viable option.

Normally, I'm not much for the big,dumb green creature ready to bash- but Silvos seems exciting. He's got sweet art, and a good "blank-face" style that means you can have multiple strategies cookin' with the other 99 cards.

  2. Seton, Krosan Protector

Seton seems exciting to me because I've never seen or heard of a Druid-Tribal deck, and because it has the potential to be nuts the way Rofellos was. 

Though definitely constrained in terms of power level, the Seton deck looks like it could be the EDH Hipster's way of playing the "Not-Elves" Elf-Ball deck, which doesn't necessarily seem optimal, but why waste your time with optimal if interesting and different is your game.



  1. Yeva, Nature's Herald

 Yeva's my number one here because she's super underrated. A 4/4 for four, Yeva does all you've ever wanted your creatures to do- come in at instant speed.

Additionally, Yeva can be played a variety of ways, whether you're flashing in big goofy green dudes or playing Elf-Ball, she can enable whatever you want.

Should be a lot of fun casting her in the late-late game, holding onto some of the bigger threats and being able to ensure that they get to bash the following turn.

Yeva is perhaps overlooked because of cynicism, but there's defnitely ways to get a deck with her at the helm thrumming on all cylinders.


Alright, well, that wraps up the week.

As always, if you've had a chance to collect your thoughts on the lists that were, you can definitely feel free to comment below, especially if you think I'm full of crap.

Passin' it up!

-UL

Wednesday, December 12, 2012

UL's Favorites: Top Red Generals

Day Four is upon us Zone-ers!

Today we get to talk about Red, which has taken a lot of courage for me to play, because it's perhaps my weakest color.

But I've been experimenting, and I found some cards I like, and find are worth talking about.

So here goes...

20. Patron of the Akki

Patron of the Akki seems pretty neat cause you get to play Goblins, which should help in terms of card advantage and the ability to flash Patron in.

I also like the art too. It's not good, I just like it.

Still, I think that there are much better options if you're gonna play Goblins, which is why he's at the bottom of the list.



19. Marton Stromgald

Marton's kind of an extra pump for your dudes, but I'm not that enthused about him honestly.

He's cool cause he can trigger on attack and block though, so just be careful and make sure you read that dismally small block of text with attention to detail.

All things said he could be a good Commander. Just not my bag.



18. Eron the Relentless

I tend to refer to this card as "King Elrond," mostly because it looks like Hugo Weaving with a scar on his face.

As a dude, he's good. A 5/2 with Haste and regenerate is pretty awesome for a deck on the damage plan.

Outside of that, he can be a dead card though.




17. Kazuul, Tyrant of the Cliffs

Kazuul has a sweet ability, and when comboed up with Fumiko in 1v1, he can be an absolute blowout.

I just wish he made your opponents' creatures attack you each turn if able. That would be impressive.






16. Zo-Zu the Punisher

This card is perhaps best kept in the deck, where you can wait and slam him on turn 3, so your opponents expect it less.

I like Zo-Zu a lot. He shortens games, he's recastable, and red needs more Hate Bears to try and steer the game in its favor.

Zo-Zu's probably not doing much battling, but it's a down payment on anywhere from 6-10 damage a player, if you're lucky.



15. Tahngarth, Talruum Hero

I know this card is stupid, but sometimes we like bad cards.

Tahngarth holds one of the original "fight" mechanics, and I think that it's pretty cool.

Plus, building around a Minotaur tells people that, although you are playing Red, you fucking mean business.

Overall, Tahngarth probably won't be as good as some of the other burner cards, but keeping little utility guys from blocking can be a pretty huge game in the right circumstances.

14. Kiki-Jiki, Mirror Breaker

Yeah. Kiki-Jiki should not be this low on the pole. I'm aware. He's great, possibly even in the top 5 red Commanders if this were a Tryhard list.

Call me a pessimist, but I just think that playing Kiki-Jiki should get you hated off the table immediately, cause everything that allows you to win with him is a combo- so why not put him in the deck and disguise it?

As your offensive strategist, I find this to be a much better plan.

13.Bosh, Iron Golem

So Bosh is another victim of the Rules change, but still pretty cool. Him and Slobad would work well together.

He's on this list because I like the idea of being able to make Chris Bosh jokes when things happen in the game. If you don't understand this, he plays basketball, and I'm sorry.

Anyway, Bosh has some serious potential if you don't want to break the game by playing Karn-combo-tron, and think that playing Brion Stoutarm is just not your cup o' tea.

12. Adamaro, First to Desire

Honestly, I'm not totally sold on Adamaro, because it seems like the late game would be pretty horrendous for you.

However, I can see him getting games over with fairly quickly if you have to force your opponents to use cards before he deals enough lethal damage.

This seems like an exciting challenge for someone who doesn't already have a bajillion decklists on the brain, like me.


11. Ashling the Pilgrim

Ashling already has tall tales about her in EDH, including the infamous "Ashling and 99 Mountains" deck because of how quickly she can end a game.

This card is pretty good and exciting, and obviously better if you don't just play Mountains.

There's a guy in my playgroup running a pretty neat Ashling deck with snow-covered Mountains and ways to turn them into Fogs.

Overall, I really like this card and the general decklists I've seen. I just wish I had a Gauntlet of Might.

10. Squee, Goblin Nabob

Squee! Oh Squee and his hijinks!

This card I find kind of exciting for allowing some flexibility in red.

Squee is the kind of creature that you can abuse and abuse and he'll just keep coming back, cause he doesn't know any better. And that's great, cause we need someone we can count on to get Skullclamped, and sacrificed to Shimatsu (lol), and any of the many goofy durdling type things we can try in Red to win.


Plus, Squee's sort of a Magic icon, so what's not to like?

  9. Ma Chao, Western Warrior

Go directly to Lu Bu. Do Not Pass Chandler. I don't have 200 dollars.










  8. Lu Bu, Master-at-Arms

Horsemanship. 4/3. Portal 3 Kingdoms. HASTE.

Above are the four reasons that I like this card.

Probably never see it played due to scarcity, but oh well.





  7. Chandler


Lol. He's not really good, and I know this.

Honestly, I just thought that as part of the cast of Friends, Chandler needed to be recognized.

I'd be excited to play a deck with him as long as they were for the lolz.

But if you've got non-Blightsteel artifact creature problems in your meta, and no one told that it was gonna be this way, Chandler, like a good friend, will be there for you.

  6. Slobad, Goblin Tinkerer

Slobad isn't so bad. As a red player, you're probably already planning of having a huge portion of the deck dedicated to powerful artifacts, and this is a way to protect them.

Slobad's gettin' high marks on my list here because he's a good beginning red General cause he's not a pure all-in type of Red deck, and you can get your feet wet with some of the impulsive plays you'll have to make to win.



  5. Ib Halfheart, Goblin Tactician

CommanderCast has really helped me with figuring out the color Red, because I've spent most of my EDH life avoiding it.

However, if you're going to play Red, Ib is the man you probably want. He enables so much stuff, and you get to go all in on him.

Singlehandedly, Mr. Halfheart makes Goblin Tribal everything you ever wanted, and with cards like Mana Echoes, the hits really don't stop, and the game is really over before it can begin.

Ib is the president of all Goblins, even beating out dirty Mob Boss Krenko. So play Ib, and become a part of the Ib Nation. It's a glorious thing.

  4. Fumiko the Lowblood

Fumiko, aka Red Claw (see Batman: The Animated Series) was actually my first legitimate red Commander, and it didn't turn out as surprisingly horrible as I imagined.

There's a lot of good things to like about Fumiko as far as her abilities, and I think enticing your opponents to have to smash face is definitely something that stirs the pot and ends games a lot quicker.

Again, really like this card, but I wish there were more things to help me punish my opponents for attacking than just Kazuul.

  3. Latulla, Keldon Overseer

Recently, I've been into playing around with the Spellshapers, and I got pretty excited when I saw what Latulla actually does.

Though a lot worse than Ashling the Pilgrim, Latulla seems like the primary ingredient for a crazy Mono-Red Burn deck, where you get to pitch cards to burn, and then get your Grim Lavamancers and Junktrollers to burn or reset your graveyard.

Again, I'm not sure it'll be very good, but outside of Ashling, this is probably one of the quickest ways in 1v1 to stay in the game.

I'm actually looking forward to building a different red deck, once I'm thoroughly over Fumiko, and this seems pretty exciting to me.

  2. Heartless Hidetsugu

On CommanderCast, Host Andy aka Ghooosts often refers to this man as "Samuel L. Jackson."

Though I don't understand specifically, I like the comparison. Both are pretty bad-ass. 

Having an Ogre Shaman as your General shows your opponents that you mean business, and if provoked, you should be more than ready to make the life totals disappear.


This card should excite you for all those reasons, and more. Though a red deck, there's a lot of big, meaty cards that can make sweet combos, including hooking up Ol' Sammy with Basilisk Collar and Pariah's Shield to do a one-shot life gain for you whilst wrecking everyone else's totals at the table. You can also go Pariah's Shield and Magebane Armor to keep Hidetsugu alive and destroying.

I really, really like this card, and it should be in the deck, even if you're not playing it from The General Zone.

So, if you're sick of the "Monkey-fighting" Tryhards in your "Monday-to-Friday" Playgroup, show them how it's done with Mountains, and play the biggest, baddest Ogre of them all. Heartless Hidetsugu.

  1. Godo, Bandit Warlord

In the land of no card advantage, where every Mountain gives the same blank stare back at you, the man with the Yak is king. Godo gets the top rating on the list because being in The General Zone gives him perfect function.

Even if Godo gets the Doom Blade, recasting him nets you another card. Hopefully, if you're trying to win, you'll play a bunch of Equipment too.

Perhaps Godo's best talent though is being able to have two combat phases if he deals damage to an opponent, hence my comments about removal. However, if you can get a Grafted Exoskeleton into play and deal damage, it's game, and it's awesome.

I think even in competitive lists this card is "the shizzle," or whatever them Tryhards say.

This card excites me because it's purely great card design all around. Though 6 for a 3/3, you're gonna get him doing damage when he turns sideways.

And if you run a few good Samurai, such as Ronin Cliffriders, getting Quietus Spike and Basilisk Collar really help out the Red Sideways Game Plan.

That's my list.

Again, if you wanna talk about the lists, feel free to comment.

In the words of the Motel 6 guy, "I'll leave the light on for you."

Peace, Love, and Land Drops.

-UL