Organizing my cards a few weeks ago, I noticed I had a playset of Commander's most popular Equipment sitting in my binder.
Though it's not so surprising based on my general Commander philosophies to see this particular trend, the more I asked myself "Why?" the more I came to this probably controversial conclusion:
Lightning Greaves is really not as good as any of us think it is.
I'm not saying Greaves isn't a good card. There are few Equipment that beat it for overall value, from monetary, CMC, and functional perspectives.
What I'm saying is that both the perceived value as its controller, and an opponent's perceived value as a threat, couldn't be more wrong.
The easiest way to analyze Greaves and explain my case is by examining each of its abilities and coloring in the gaps with helpful examples. Sorry I don't have cleverly labeled charts for you visual learners. Trips to Kinko's aren't included in the TGZ budget yet, and I'm not really enthused with the color swatch options I have in the latest Microsoft Word Tables and Charts update.
So let's get examining.
Argument #1- Haste Is A One-Turn Window
I'm going to make a wild generalization, but I think for Magic Players, haste is a word we'd love to see on everything in Magic. Tempo is basically my favorite word apart from value, and haste has the innate property to generate both quickly, surprising your opponent for unaccounted damage.
This is one of the nicest qualities of LG. Turning Titans and late-game threats sideways cuts your opponent's ability to draw an answer by a whole turn usually, which means less top-decking, more desperation, and in most cases, more misplays, which is the ingredient most people don't think about when the concrete for your road to victory is being poured.
Still, haste isn't valuable all the time in Commander. It's a very opportunistic ability that isn't always relevant in a format where the game scales regularly, and throwing the first punch almost always means getting hit back twice as hard.
The reality is that quick swings aren't enough. Quick, relevant swings are what it takes to win the game, and though Lightning Greaves will give you a few chances to get your timing right, it's still not going to put enough pressure on your opponent if it's just sitting on the table.
Argument #2- Shroud Isn't Anyone's Friend
I know. Most Voltron deck builders would probably consider Greaves "necessary," as it helps said Commander avoid Tuck Effects and other messy Combat Step removal.
However, Shroud really isn't in the best interest of a Commander trying to become the Defender of the Universe. Most solid Voltron decks play a variety of protection, and really want to be going to search up a premium Sword instead, possibly even Swiftfoot Boots or Champion's Helm over LG.
The reality though is that most players will play Greaves, and end up doing the "Equipment Musical Chairs," and undermining the very reason it's in the deck in the first place. It's just flat out counter-intuitive to a deck that wants to be getting their Commander big quick, and it doesn't matter how low the Equip cost is in this case- there's still moments where LG won't be doing its job, and if you respect your opponents ability to recognize moments for well-timed removal, LG just isn't better than having counterspell or even something like Rebuff the Wicked.
The emergence of Hexproof has also changed Greaves. Though slightly more costly, Swiftfoot Boots is probably a better option in Voltron decks.
As for LG in other decks, it mostly promotes overextension and bad playing. If you've got a threat, and it's already protected by Greaves, the logic is that having another one will end the game quicker. And if you're actually ahead and your opponent can't do a thing about it, this is probably true. However, this usually not the case you are going to find yourself in if your opponent is any good and the game is still competitive. Lightning Greaves doesn't give you free permission to continue to play aggressively no matter how comfortable the lead feels. LG simply works to prevent losing what you already have, though it seems to suggest otherwise.
Argument #3- Removal Spells Don't Have To Aim
Equip costs, again, are still Sorcery slow. So in most situations, Greaves is either going to speed up a response that is already going to take place, or it's going to resolve, and it won't matter anyway, due to great removal that doesn't target creatures.
Most every color has a trick to bend their way around this card. Wing Shards and Celestial Flare are super inexpensive and cheap to cast options. Diabolic Edict is a real card. Even straight up removing Greaves is effective.
It's almost always worth it to have one of these spells than it is to have a Lightning Greaves too. At some point, your opponent is going to have to play something good to try and win, and extra disruption or an extra threat of your own is usually better than Greaves, which is bound to be misused and/or put an unnecessary target on your back.
Well, that's all I got for today. Feel free to disagree with me or talk about this in the comments below. I'm interested to hear if people feel the same or not.
Until next time, don't find yourself on the wrong side of town without your news team. I heard it can escalate quickly.
-UL
Showing posts with label Staple. Show all posts
Showing posts with label Staple. Show all posts
Thursday, December 26, 2013
Tuesday, April 16, 2013
UL's Favorites: Great White Creatures
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| I mean, I didn't exactly kill anyone with a Trident. But still. |
Anyway, these lists will be better. I promise. Some of them will feature cards we've talked about before. Some might be obvious. Still, it's important to know that I am trying to steer away from the latter, unless it's just too good and I can't help myself.
10. Angel of Serenity
Yeah, an obvious card if you've pulled it or managed to purchase one. Grandpa Growth has previously called this card the "Angel of Infinite Beatdowns," and that is a pretty fair depiction of how one-sided she is.
If you watched the first Transformers film, Sector 6's crazy agent played by John Turturro would show his credentials and say, "You see this? This is my do whatever I want and get away with it" badge. That's how I like to describe her.
The only thing I have to say other than High Praise to this amazing card is the proxy I did for her, because I love the show Firefly too much to pass up the pun and beauty.
ANGEL OF SERENITY PROXY
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| If you said "Wayfarers" are the only thing that could make this card cooler, you are correct. Now, go sneak into the cookie jar and get yourself a treat. |
But I think that's more of a testament to how powerful this card is. It's Expedition Map or Sylvan Scrying on a stick, which is basically card advantage galore. Especially on the play.
Also, Gatherer has him classified as Human Nomad Cleric, which I think is kind of awesome. I'll never get why some creatures get a bajillion types and some get like, "Ouphe."
Anyway, this card is gross, and if you play multiplayer, the possibilities are even more endless, because no one will have the guts to blow it up before you get 2-3 lands out of the deal. This is assuming you just slam it down Turn 1 like a good Magic player.
8. Preacher
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| I've thought about a proxy, but I really like this art. It's sweet. |
Tap: Gain Control of target creature an opponent controls of his or her own choosing. You may control that creature as long as Preacher remains tapped and in play, and you may choose not to untap Preacher during your untap phase.
So if you haven't been playing since The Dark (which is a legitimate Magic Expansion AND a turn of phrase), Preacher is where they got the idea for Evangelize in the Time Spiral Block.
Like Andy said on CommanderCast, I kinda wish he was Legendary. This art makes him look awesome, both pure and full of evil, and he's got massive flavor. And to be perfectly honest, the only one I own is currently in the mail. Haven't even played it yet. Goes to show you how invested I am in this madman at the pulpit.
7. Eternal Dragon
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| Falcor. Forever. |
Having the instant speed ability to get a plains is huge. In mono-White decks, I have to play with less than my 40 land count because if I don't, I draw too much land. So there are circumstances where I might be scrounging around for an extra land.
He's mondo card advantage, and you can get him back in the late-late if you're hurting for a land, or you need a recurrable chump blocker.
6. Taj-Nar Swordsmith
Last year I re-discovered this card when searching for cheaper options to replace Stoneforge Mystic in my mono-White Dollar General deck.
Though he isn't better than ol' B-Cups, Taj-y really helps bring the heat. Having other copies of cards, even less-good ones, can really help make a deck run consistent and according to plan. And I can't tell you how many times I've been able to pull this guy out and go get an Umezawa's Jitte or a Sword of Fire and Ice. It's awesome. He's totally worth whatever he costs. So give B-Cups a buddy, and go get yourself one.
5. Ranger of Eos
Ranger was a beast in Standard during Alara, and I'm keeping tales of his awesome-ness alive whenever I can.
His best attribute is the lonely white mana symbol up top, which means creature packages of all colors and shapes are welcome. He's great with Figure of Destiny, Scute Mob, D-Master Flash, Gravecrawler, Dryad Arbor- pick your favorite 1-drop dudes. He loves them all.
Best of all though, he's even good in his own colors. In my Darien deck, I run a package with the Soul Sisters, White Mike, and Weathered Wayfarer. The Ranger has utility that just can't be bottled up and sold in a jar.
4. Aven Mindcensor
It's killing me a little that I don't remember where I got this tech from, but that's okay.
Mindcensor is insanely good, having Flash and Flying, even without the last ability. Also there's a ton of cool points for his strange cat-owl-looking face, his hairy arms, and his dress (If you can see his arms, it's probably not a wizard robe). Can't be a girl with those arms either.
I'm not concerned with anything that isn't performance though, and this dude owns players on the battlefield. Interacting with opponents in strange ways like this really frustrates them because they want to Diabolic Tutor all the time. Though an owl-cat, he's a great HateBear. Saying, "NO!" with your owl-cat Wizard tranny is a surefire way to mess with their heads. Excellent utility, and all-around sweet design.
3. Mirror Entity
If you want beatdowns, Mirror Entity's got them. Hidden beneath his reflective physique is the ability to do whatever you want, long as you're willing to pay the mana.
Entity makes all your dudes better, especially the tokens that you're probably getting if you're playing white, and he turns them into big dudes. He's basically a three-drop threat that you have to deal with in a few turns or else you'll be dead. Like Spawnwrithe, but better.
This is a card I think you want in every game in Mono-White tokens. Provided of course, that you're making 1/1 dudes. Angels might not appreciate his talents.
2. Seht's Tiger
Last week, we talked about my favorite cat, so I don't want to repeat things.
We just need to take a few moments and bask in the glory of how cool it is to be able to dodge Mind Twist and Fireball, let alone someone's army of lethal damage.
Having a White Leyline or Fog is really a lot more useful than you expect. And if you don't believe me, you should take the Seht's Tiger Challenge. Test it for yourself.
1. Stonecloaker
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| I don't how the "Once you go Gargoyle" saying goes, but I imagine there's a lot of sexual violence. Like, a ton of it. |
I sorta forgot about this card and was delightfully reminded about Mr. Gargoyle here from a really early episode of CommanderCast.
In the show, the guy called Stonecloaker "The Spanish Inquisition," because no one expects him. And it's true. I've shut down Reanimator decks, used him as a surprise blocker, even protected a Sun Titan from a pending Wrath.
Being white, Cloaker fills a lot of utility nicely. He's better than most graveyard hate because he can target whatever your opponent wants. He can also bounce himself back up for recursion. He's basically the Acidic Slime for White cards. As his semi-lude art suggests, Stonecloaker is Game-breaking value at a price everyone can afford. Just look at how he dominates his opponents into submission. That's basically what playing him is like.
He's quickly become the first card I slam into a white deck. Also, having flying and being a Gargoyle just make him just about the the perfect card. I say that cause there's probably something I haven't thought about. Right. Solemn Simulacrum.
I'm sorry Sad Robot. I hope I didn't make you sadder.
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| Any excuse I can make to plug my sweet alters, amirite? Honk if you're a "Hitchhiker." |
Box O' Xanax.
In the meantime, make sure you change the channel back to TGZ for Thursday and the world premiere of our newest writer, Mr. Johnny Confidant!
Til Then, Keep Talkin' Trash, Gloating, Rage Quitting, and Complaining at the Commander Table. Kidding. Please Don't.
But if your friends love that, then you're gonna love me.

By me, I did mean the "royal me," which will always and forever be Batman.
Not actually me. But SWEAR TO ME anyway!
Pass....-Ya Boi Landdrops
Labels:
Angel of Serenity,
Aven Mindcensor,
Commander,
EDH,
Eternal Dragon,
Mirror Entity,
Preacher,
Ranger of Eos,
Seht's Tiger,
Staple,
Stonecloaker,
Taj-Nar Swordsmith,
TGZ,
The General Zone,
Weathered Wayfarer
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