Sunday, January 18, 2015

Fate Reforged: The Dragon Legends

Heya. Landdrops here, and so is the second half of the Legendary Creature review for Fate Reforged.

If you missed my chit chat about the Khans, you can find it here.
Fate Reforged Legendary Creature Part I: Khans

If you haven't seen Grandpa Growth's Threats and Answers review, they are here.
Fate Reforged Set Review: Threats
Fate Reforged Set Review: Answers

Now it's time to indulge our big, splashy, inner-Timmys because Zoners, we got a Legendary Dragon cycle in Standard for the first time since Planar Chaos. 

With the ascendance of Xenagos in Born of the Gods, I think we can all agree that Gruul colors got a significant addition to their perennially lackluster color pie contributions.

At minimum, Atarka extends the trend, and feels very exciting. With access to ramp and Haste, I like her chances. Sure, we have Karrthus, Rith, and Prossh sharing colors, but with less options comes more consistency, allowing this deck to make Dragonstorm dreams a little more realistic. 

With a huge target on Atarka, we can probably pave the way for the plethora of Dragons in the other 99. Overall, I like the design. 4 toughness gives you little incentive to sit back and play defense, economically reinforcing what these colors do best: face-smashing.

Dromoka is a tough card to justify. With very few actual Dragons, let alone playable ones, triggering the Bolster ability is going to be a tough one. I mean, I guess you can 'Shrek and Donkey' this little combo with Mirror Entity, but I don't know anyone who doesn't just point the first Doom Blade they can at that nutty Changeling.

That said, I don't hate this card, but it's probably not going to be Commanding any powerful decks. I could see it supporting Sigarda and Captain Sisay in Selesnya's 'most powerful beat-stick decks' though. 5/5's for five with the ability to get bigger should help. 

Also, is Bolster so strong that Dromoka should get robbed of a third ability? I'd love to know what happened in development that got its third ability nerfed. For me, this is a nice ripe place to show us the humble beginnings of some of these +1/+1 counter "lords" we saw in the Abzan clan. I don't know what ability she would feature, but it would've been cool to see a little more going on here. 

Of all the new Generals, of all the Dragons, Kolaghan is by far my pick of the Legendary litter from Fate Reforged. I absolutely love this card. 

Archwing Dragon was one of my favorite cards from Avacyn Restored, and a fun aggressive feature in the early days of my Animar deck. I look forward to using the developed version, Dash, on some of the creatures that come out next Friday.

Dash as a mechanic is the primary source of my fondness for Kolaghan, but I also like its chances with this attack trigger. Not only does it increase the momentum of aggressive red decks, it's also in a Dragon-friendly set of colors, which gives us opportunity for aggressive expansion. Combine this with the opportunity to protect our General, and I think we've got ourselves a stew going. 

I know it says, "Oh-Jew-Tie" on the top of this card, but I really, really want to call this guy "Sky Lapras."

For me, the mana cost is the hardest part to digest. Still, I think it's a mountain worth climbing. Dragons are few, but there's a handful of clones and relevant Changelings that can be played early on to help set up the big Blizzard beats that 'Sky Lapras' swings with. It's a solid threat with clear control support in its colors. You're gonna want to let a few Wrath effects get played before you start slamming people with our Flying Frost Titan friend here, but I can see a nice niche control deck built around this.

As a support card, Scion combo decks are probably going to give Ojutai the biggest immediate return on investment. I also like its chances in the Narset/Dragonstorm deck I see in my metagame, but I'm not seeing this is as a good support card in general. If you like the long game, I think this is a better card to build around than it is in a deck. I think I can sell people on the nice artwork, the pseudo Frost Titan ability, and the potential for the late-late.

Our last card is probably the weakest card in the cycle, in both terms of design and power. 

It's pretty terrible, but Hexproof and Flying, these are things I like and we've seen worse in the last couple years (COUGH it's not Emmara Tandris), so I'm not going to complain, but just ponder on where I think this could've been improved. 

The power and toughness is weird, but not totally unusable. It makes sense to me that a card named "Drifting Death" would be a little more "combat weak" and "defensively reinforced."

7 toughness provides some serious blocking power against a lot of big creatures. This is where I think the design went wrong: not necessarily in the size of Silumgar's butt, but how it interacts with an attack trigger.

Imagine how cool this card would be if the triggered ability read, "Whenever a creature you control blocks or is blocked by a Dragon, that creature gets -1/-1 for each Dragon you control." 

GG and I have long talked about how we like and appreciate it in those few moments when Wizards demonstrates the confidence to break cycle theme. Embracing card inequality seems counterintuitive, but it is the best way to ensure card design quality. Aesthetic symmetry makes cards easier to develop, and keeping design restraints does provide for easier development, but that shouldn't prevent the team from knowing when rules are meant to be broken. I would've really liked to have seen a little more power here, something that gave this creature a little more momentum to swing around like the other dragons in the cycle. 

Well that's all I got. Be sure to check GG's last installment on Tuesday in anticipation of the big release this week. Fate Reforged looks super-sweet and I can't wait to start playing all this new stuff.

-UL

Thursday, January 15, 2015

Fate Reforged Set Review: Answers

Welcome back to The General Zone's Review of Fate Reforged! If you missed the previous installment you can catch up here: Threats.

In today's segment we will be covering all of the answer cards in the set. An answer is something that you use to deal with your opponent's threats. Answers stop or delay your opponent from winning the game. Removal, counterspells, discard effects, graveyard hate, these are all examples of answers, but there are many more out there. This category comprises many different types of cards, but the important information to note when you want to evaluate an answer is what you are meant to use it against. Context is always important, but more so with answers than with threats. Let's take a look at what Fate Reforged has to offer.

Rally the AncestorsThis certainly does a lot, but there are many downsides too. We have seen multiple mass Reanimate effects in the last few sets and many of them are just better than this. Immortal Servitude and Return to the Ranks both come to mind as direct competitors to this card.

The problem with rally is that you will never get to attack with the Creatures, so you can't win the game with this. You also lose access to those Creatures when they go to exile. You would rather they stayed in your graveyard at that point. Despite how strong this card looks, I just don't think that it is good enough to edge out its competitors.



Valorous Stance
Reprisal isn't good enough to play. There are just better removal spells. A Reprisal that allows you to counter opposing removal spells is much more reasonable. I think that this is worth looking into, but will probably fall short. This has flexibility, which I like, but flexibility doesn't always translate directly to power.










Reality ShiftHands down, this is one of the most exciting cards in the set. Blue needs high quality spot removal and this fits the bill. It reminds me of both Chaos Warp and Pongify. 95% of the time it will be better than both of those. It always costs two mana, but gives the opponent a colorless 2/2 instead of a Green 3/3. A 2/2 is probably worse than a random non-Creature permanent in Commander, including lands, so this sounds promising.

In the other 5% of cases, the times where Chaos Warp really hurts you, Reality Shift still hurts you. Potentially more even, but also potentially less. This card will lead to some funny stories, but most of the time it will do its job without burning you.



Crux of FateI have actually seen a few dragon theme decks in my time, which is all the incentive that I would need to play this. If your commander is a dragon, or you have 5+ dragons in your deck, you will probably be favored when you cast this. I think even the potential to Wrath the board and leave you with just one good threat is enough to win most games.

The flavor of this card is pretty awesome. It shows an iconic moment in the games story while tying together the time travel plot with gusto. The name suggests that this moment in time will have far reaching consequences. This is how you make a flavorful card. I do wish that there were a time travel flavored card that actually represented whatever spell or ritual Sarkhan undertook to get to this point though. I want to see what a reverse Time Warp effect would look like in Magic.




Merciless Executioner
Fleshbag Marauder sees occasional play as a cheap and aggressive sacrifice effect. There are plenty of other cards that can fill this role, but I wouldn't be surprised if I saw a handful of these in play over the next year. Beyond that though, there isn't much to see here.










ArcbondIf you must die today...take all your friends with you? It is strange to me that the flavor text on this card is from the human perspective, but the spell being cast makes me think that the dragon is the one who is doing the arcbonding. That is a verb right?

Also, this card is pretty horrible. There are many other Red cards like this, where things have to go very right in order for you to get anything out of it, and it is always worse than Wrath of God. It is also Red, which we know is worse than White in this format.




Return to the EarthI have been waiting for this card for a long time. I finally got it, but it is very disappointing. I always thought that this card could exist and be completely reasonable, but I was thinking of it costing 1G or maybe 1GG and you get to choose one or two. Naturalize is a common and it has stayed relevant through the last few years, but it is definitely underpowered nowadays. It only sees play in limited and then only in sideboards. It basically never gets main decked. If you are designing cards for your limited environment, I would want you to design sideboard cards that are good enough to be played in the main deck a certain percentage of the time. Constructed level sideboard cards should look cheaper, more narrow, and more hateful. While the limited cards need to be applicable enough that you don't have to be embarrassed to play them, otherwise they are just garbage that clogs up your packs.

As far as Commander goes, this is basically always going to kill something that is on the board. The problem is that it is a little expensive and it does nothing against a God card. Gods are slightly less popular than they were last year, but it is still a benchmark of the format. Your non-Creature removal has to interact with God cards.




Winds of Qal SismaI don't normally like Fog effects in Commander. They just don't do enough to justify using a whole card. Cards are always at a premium and they are by far the most important resource you have in any given game. Now, if you have a card that makes any single attack by your opponent into a complete embarrassment...that card I might consider playing.

If the Ferocious is taken care of, this is as good as any fight card, but it also saves you some damage. That seems pretty cool. Of course, the question must be raised, how reliable are your 4/4's and whether you want to expose yourself to spot removal in response to this. It shouldn't be a problem for many decks, but these requirements will limit the usefulness of the card.




Grim Contest
Speaking of fight spells, Grim Contest is a new one. I won't say that it is a good one, or even a bad one, but I can confirm that it is real. If you're still playing Doran, and you are upset that you can't have a fight spell that works for you, now you can stop complaining. Congratulations! I cannot recommend playing this in any other deck.

That is all for today guys. Let us know in the comments what you think about the new set! On Sunday I will be back with my final segment of the review in which I will cover the remaining cards from Fate Reforged!

Monday, January 12, 2015

Fate Reforged Set Review: Threats

Welcome to The General Zone's Review of Fate Reforged! My name is Grandpa Growth and it is my pleasure to comb over all of the new cards with you and share my thoughts.

As always, the review will be broken down into four different installments. Uncle Landdrops will cover the new Legendary Creature cards and I will talk about the threats, the answers, and everything else. Let's go over the ground rules for the review articles:

  • This is a blog about Commander, so my comments on cards should be viewed in that context unless otherwise stated.
  • I will not discuss every card. If it isn't relevant to Commander I may leave it out of the review. Also, I will not discuss any reprints, since we already understand where they fit in the metagame.

In today's article we will be discussing the threat cards. A threat is something that you use to win the game. Mostly Creatures, planeswalkers, and spells that make Creatures or add to the board are all threats. Pretty simple. Let's jump right in!

Ugin, the Spirit DragonWe are going to start things off with a bang! Ugin, the Spirit Dragon is a powerhouse and is sure to become a staple of the format. Much like Karn Liberated, his lack of color requirements will allow him to fit into any deck. The near ubiquity of generic control decks in the Commander format means that Ugin is going to become a familiar face in the land of fat stacks.

Both his plus and his minus abilities have an immediate impact on the board. Ugin is a repeatable source of targeted damage, we know very well how awesome that is. This ability to control opposing Creatures means that Ugin is going to be an important source of removal for your deck, particularly Green and Blue decks where the pool of on-board answers is more shallow.

The combination of his insanely high starting loyalty and immediate potential for a board sweep will keep Ugin in play for more turns than your average planeswalker. This means that his ultimate is easier to reach and more likely to happen. That necessitated an ultimate ability that is a little underpowered when compared to his closest competition, but it is still overwhelmingly likely that you will win any two-man game in which you activate it.


I am very excited to see the focus of Magic's story turn back to the events of Zendikar and the resolution of the Eldrazi problem. I am interested to see how this all turns out. What important events will be affected by Sarkhan travelling back in time? Does this mean that Nicol Bolas is going to return to the spotlight in future sets? I hope so.


Dragonscale GeneralA 2/3 for four mana is not usually a good sign for constructed playability. It does have an immediate impact the turn that you play it, but that impact is admittedly going to be small most of the time. This is a cheap way to generate an ongoing advantage in Creature mirrors, but this card fails the Wrath test. The more Creatures you have, the more counters you get, and the more exposed you are to a sweeper. In order to maximize the value of this card you have to play right into your opponent's best outs. That just isn't a reliable way to win the game.



Monastery Mentor
Monastery Mentor I like quite a bit, although it has the same weaknesses as Dragonscale General. Generally speaking, it is risky to block this or to attack into it with other early Creatures because a Prowess trigger can make potential trades unfavorable. Beyond that, netting a couple of tokens is a great bonus on an otherwise unremarkable card.









Soulfire Grand MasterThis card is just full of exciting potential. Giving all your spells Lifelink is a unique and potentially very powerful ability. Giving your spells buyback for an extra fee is potentially game breaking. Some very simple effects become unbeatable when you have the ability to repeat them ad nauseum. Take Peek for example. You draw a extra card every turn and always know what your opponent has in hand. Do you think you are likely to lose that game? Probably not.

The obvious application for this card is with Time Walk effects. Taking an arbitrary number of turns is attractive, even if you have to spend most of your mana every turn just to keep the loop going. It isn't truly infinite, but it is close enough to get the job done almost every time. Compare this to Mind Slaver/Academy Ruins, which is one of my favorite win conditions. They can even go in the same deck. That idea excites me.



CloudformManifest is an interesting new mechanic. I chose not to include all of the Manifest cards in the review because I am not sure that they are good enough to play. I believe that Cloudform is worth playing, even in nearly Creatureless builds. A Flying, Hexproof threat is going to be pretty tough to deal with. This makes any Equipment or Auras extremely dangerous. I expect that it won't take long to close out the game with a Sword, Jitte, etc.


This card is an exciting preview of what Manifest can accomplish as a mechanic. It is funny to me though, that I would say the same thing about ANY Hexproof Flier. Manifest on this particular card is almost irrelevant. I am intrigued by this new mechanic and will be furnishing a full article on it next month. It changes the dynamic of the game and is going to cause players to think differently about the board. I am always down for making Magic a challenging mental exercise.



Sage-Eye Avengers
Repeatable bounce effects can be very frustrating to play against. If you have ever been on the receiving end of a Boomerang/Isochron Scepter hook up, you will know that it can difficult to win through. Sage-Eye Avengers does not have that same power level though and it isn't likely to see any play. This is under-powered when you compare it to the top threats at this mana cost. Converted mana cost six is usually a very competitive spot in my decklists.





Supplant FormThis is deceptively powerful. It is a Clone effect that has Flash AND bounces the chosen Creature to boot. That is pretty hot tech and definitely worth the increase in cost. I can't imagine many situations where this isn't useful. The swing in board position and tempo from this single card is enormous and not to be underestimated. You will often be able to ambush a second attacker to gain even more of an advantage. Last year was definitely the year of the Clone, but it looks like the best may still be yet to come.




Archfiend of Depravity
I want to compare this to Anowan the Ruin Sage. For the same mana cost you get Flying and +1/+1. The Abyss effects are different, but nearly equivalent. Anowan is better if the opponent has few Creatures, while Archfiend is better when they have many. Overall, this is a solid role player for midrange Black decks that have a sacrifice theme.








Brutal HordechiefThis guy is brutal indeed. It takes a lot to make a Hill Giant playable in Commander, but I think this definitely gets there. The attack trigger is just insane. It is going to cause so much extra life loss that the game will end a few turns early, which is huge. The ability to play Master Warcraft whenever you want is going to wipe your opponent's board clean in short order, leaving you with a huge advantage.

Weirdly, the most interesting part of this card to me is the templating. It seems a little off, given that Wizards has been pushing to make cards acknowledge Planeswalkers as a card type. To me, this seems like it should read: "Whenever a creature you control attacks a player, that player loses 1 life and you gain 1 life." What I really want though, is for it to say this: "Whenever a creature you control attacks, Brutal Hordechief does 1 damage to the defending player or planeswalker and you gain 1 life."



Ghastly ConscriptionGhastly indeed. It seems like the printing of an expensive mass Reanimate effect is becoming a yearly occurrence. The Commander format has definitely hit the saturation point on this style of effect. You have more options for which one to play than you do slots in your list which you can dedicate to an expensive, situational finisher. That being said this card is extremely powerful and is likely to swing the game solidly in your favor. Following up on a Wrath effect with this is sure to lead to some easy victories in the coming months.

The haunting part about Manifest is that the 2/2 you get is almost unblockable. There is basically know way to tell what is under there if literally ANY card can become a morph bug. That means that your opponent will be in dire straits before they commit to blocking because the potential for a blowout is so high. This creates a very interesting mental positioning game which will be stressful, I am sure.

Also, Gengar.



Mardu Strike LeaderHere we get our first look at the new Mardu mechanic, Dash. On a fun sidenote, I had this same idea for a mechanic a couple of years ago when Archwing Dragon saw play in Standard 'Suicide' Red decks. It functioned much like a repeatable burn spell that almost always traded for a card AND some of your opponents life. The immunity to Sorcery removal was actually an important advantage for that deck.

There are two ways to think about this card. First, you get a repeatable source of tokens and damage as long as your opponent can't block favorably. This will add value to your position every turn and hopefully snowball into a win. On the other hand, this is a lot of mana to be spending every turn just to get a 2/1 and some damage. In Commander you are like going to be facing down a Titan or some kind of infinite combo starting as early as turn five. Mardu Strike Leader gives you a plan, but I am not sure that it matches up well against what the average Commander deck is trying to do.



SoulflayerI like the idea of this card, but that is about it. It calls back to Death-Mask Duplicant from Mirrodin block, another card which was a little underwhelming. Delve certainly makes this attractive, because you are not likely to pay full price for it. An early threat with Flying or Double Strike can go a long way towards winning the game. The trouble is that you don't want to be exiling your own graveyard in Commander. There is just too much late-game value that you are giving up by doing so. I would rather just play a reanimate effect and get back my original threat that had all of those cool abilities anyway. After all, Soul Flayer and Zombify require the same set up costs.



Flamerush RiderThis card isn't broken by any stretch of the imagination, but I still like it. I don't think I would really hard cast it unless things weren't going so well for me in the game. I see this being used primarily for its Dash cost. When I have a good attack, I will likely be willing to pay an extra four mana to double up on one of my guys.

The trouble that I see with this, is that it has to attack in order to trigger the ability. It will be easy for the opponent to minimize the effectiveness of the card by using timely removal or just blocking. A 3/3 isn't very big in this format. There are going to be many scenarios where you will not be able to attack with this without losing it. I just don't think you will be able to eek enough value out to make this worthwhile unless you combine it with other cards like Brutal Hordechief.



Flamewake PhoenixFate Reforged brings us yet another entry into the ongoing Phoenix saga. This one is quite good, if a bit unexciting. It has Flying, Haste, and it is very easy to get back out of the graveyard. If you follow up with a Creature after turn three in Commander, there is a very good chance that Creature has more than four power, so you should be able to reliably count on Flamewake Phoenix to damage your opponent several times each game. I think that this is a solid card, but like Mardu Strike Leader, this just isn't innately powerful enough to be good in Commander.



Mob RuleA cheaper, more focused Insurrection. That is awesome. This is much more reasonable to cast and is most likely going to be just as good. If you are about to get destroyed by a ton of tokens, then you probably don't mind that you won't be stealing their big guys. Just take the weenie army and swing through.

My only gripe about this card is the presentation. I love the mechanics, but the wrapping paper is pretty silly. The name has nothing to do with the effect of the card. Neither the name nor the art make any references to the choice that the controller is making and what that looks like within the flavor of the game. Isn't the whole point of having art to show you what happens in the game world when you cast the card? This art looks like a removal spell, not a Threaten effect. This is why I think flavor is kind of silly. So much emphasis is placed on it, but it is rarely executed well.

Side note: I would like to see a Red or Green removal spell called devoured by babboons. That would be sweet.



RageformPaying four for a 2/2 Double Strike isn't that great of a deal. You need to consistently get more value than that out of your cards if you want to win. Unfortunately, Manifest is not what I would call a consistent mechanic. Sometimes this card will lead to blowouts. Sometimes it will be very mediocre. Most of the time it is just going to eat a removal spell, but never actually pressure your opponent. We can do better.







Shaman of the Great HuntI am not really into putting a bunch of counters on my Creatures. That is just too much physical effort. Why carry all that stuff around when you can just take infinite turns or cast an Eldrazi.

Now, drawing cards on the other hand, that is something I can get into. You play this and you can immediately get value out of it. In fact, if you draw a card off of this and then they kill it, that is a bargain that I will take every time. If you start drawing 2+ cards at a time off of this, I don't know how you can lose. This is a Hasty, must answer threat that will create huge value the longer the game goes on. I have concerns that the low toughness will make it hard to attack consistently with this, but even if it just sits on your side drawing cards, that is good enough.



Sandsteppe MastodonMost of the time, I think that I would rather have one 10/10 than a 5/5 and a 6/6. I am not a big fan of Bolster as a mechanic. Diversifying your threats is always a great idea; you should protect yourself from spot removal anyway that you can. Bolster doesn't give you anything unless you already have a good place to put those counters though. At certain point, marginal counters will stop mattering. How big does your Creature need to be in order to become relevant? I would rather just have a 5/5 token, but then again, I wouldn't even play THAT card either.

Why does this have Reach instead of Trample?! It is an elephant, not a flak cannon.




Temur War ShamanWell, this is no Primeval Titan. I enjoy getting a little bit of value with my threats, but this just isn't doing it for me. I am not interested in the triggered ability and quite frankly, I don't want to spend this amount of mana for a mostly blank 4/5 and his dorky 2/2 friend. There are just more powerful things that you can be doing at six mana in Green decks.








Warden of the First TreeI don't ask too much of my one drops, but honestly, I don't play too many one drops. This is consistently going to provide early damage if you have it in your opener, but this guy shines later in the game as well, which is the real test for whether or not a cheap Creature is going to make it in Commander. You can't afford to draw dead cards late, your top decks have to matter. You need to invest a lot of time and mana to make this relevant, but an 8/8 Trample, Lifelink will still win on an empty board.




Whisperwood Elemental
Now this guy I can get into. Every turn it kicks off a 2/2. Some of those bears are going to better than others, which is pretty sweet. If somebody comes knocking with a sweeper, you can protect yourself by cashing in your face up duders for new 2/2's. Sweet deal.










WildcallAn X/X for X with a little bit of upside is probably good enough for the current Standard, but I am going to stick to my guns here and say it again: If all your threat does is attack and block, it isn't good enough for Commander. I don't care how big it is or what you have to pay for it, but you need to be getting more value out of each one of your cards.


In order for me to want Wildcall in my deck, I would need plenty of ways to manipulate the top card of my library and a very high percentage of my deck would have to be Creatures. Those decks can be great in the format, but they are not the style of deck that I want to play. I don't like where Creature decks are positioned within the game right now. There are just more powerful things to be doing.

Fate Reforged is looking to be another winner. The set has cool new mechanics and the limited environment is going to be thought-provoking to say the least. Feel free to leave your thoughts in the comments below. We love to hear your feedback about the cards, the review, and the blog. Check back on Thursday for the next installment of the set review where I will discuss the answer cards.

-GG

Sunday, January 11, 2015

In General: Disqualification, Grand Prix Attendence, Holiday Cube, and Fate Reforged

Hello and welcome to In General! This article is going to live up to the column's namesake. This week are going to cover multiple topics that touch all parts of the Magic world, including something that we don't often discuss here on the blog: Tournaments.

Caleb Durward's Disqualification Story

This story broke last weekend. First on Twitter and then followed up by a full reporting of the events in question on Channelfireball.com. You can find Caleb's article here: Getting DQ'd In Ohio. I urge you to read the entire article. It will leave you scratching your head, I promise. I still don't quite understand everything myself and I have been following this story from the beginning. For the purpose of this article I am going to assume that you have clicked the link above and read the article.

Caleb is one of my favorite authors and content creators in the online Magic Community. He is a consummate grinder and skilled deck builder. He has a sterling reputation and, as far as I know, has never been on the receiving end of a judgment before. It is my firm opinion that he did not deserve a disqualification. What happened to him was both unfair and unwarranted. He won't be able to get his Top 8 back, he won't be able to get his Pro Tour invite back (assuming he would've won one), but Wizard's Organized Play and the DCI should make every attempt to indemnify him for the losses he sustained.

There are two issues that are at the core of this story:
  • Player's lack a solid understanding of the rules about collusion. This is not a big surprise. The rules are vague and, in my opinion, unnecessarily complex. Before reading Caleb's article, my understanding was that you could NEVER concede in exchange for a split, but that INTENTIONALLY DRAWING was completely acceptable. As it turns out that is just flat out wrong. I am not claiming to be a rules expert, but if a casual player, a professional tournament player, and a level 4 judge don't understand the rules...well maybe they are just too damn confusing.
  • Judges lack a uniform interpretation and implementation of the rule. In his article, Caleb described a situation in which he was trying to explain to the head judge that these types of prize splits were fairly common, a sentiment that I agree with. I see them at almost every tournament I attend (which, admittedly is very few). It is startling to me that Caleb approached TWO judges before committing collusion to ask if what he was doing was acceptable. Those judges gave him vague answers and actually encouraged him to skirt around the rules. BUT THEN, the head judge had a completely different application of the rules and ruled that even the implication of a split-for-concession scenario was proof that one existed and that a DQ was AUTOMATIC. 
I am not offering a solution. I am just letting everyone know that this gives me a weirdy feeling.

The Number of People Going to Grand Prix is Too Damn High!

#GPShizouka is happening this weekend. An event with so many people playing in it that the tournament organizer had to cap attendance A WEEK before the event. Check out this announcement from Wizards: Shizouka Main Event Sold Out.

Is it just me or are Grand Prix getting a little too big for their britches? Two years ago Wizard's Organized Play committed to doubling quadrupling down on the Grand Prix schedule with two goals in mind. First, to have more high-profile tournaments in under-serviced parts of the Magic world like Eastern Europe, Asia, and South America. That worked out great and Magic is thriving in those parts of the world now.

The second goal was to make it so that Grand Prix didn't have 2500 players and take 16+ hours to complete day one. Well...that didn't work out. Grand Prix attendance has continued to grow unchecked despite the fact that there are literally too many for a single person to go to. The prize structure, as far as planeswalker points and pro points are concerned, is just to attractive to pass up for many players. GP's are just like larger PTQ's nowadays because qualifying for the Pro Tour based on your Grand Prix finishes has become a very realistic goal for some.

With Modern Masters II debuting at Grand Prix Las Vegas 2015, player attendance is expected to reach or exceed 10,000. I don't know where they are going to put all those people, but quite frankly, this kind of thing seems bad. Don't get me wrong, it is a great sign for the health of the game, but I don't want to play in an FNM with fifty people, much less a GP with TEN THOUSAND people.

Holiday Cube 2014

The sunset of last year's holiday cube season is upon us. It was a great year for the holiday cube, which has only gotten better since its first appearance three years ago. The new addition of Vintage Masters to the Magic Online client has made powered cube on MTGO a more realistic experience. We now have staple cards like Oath of Druids and Time Vault, which should have been in the holiday cube from the very beginning in my opinion. Playing the cube now is just so much more fun. Everybody is doing something broken. Games are highly entertaining and often resolve in unpredictable and fantastic ways.

In short: I love it.

Fate Reforged

Spoiler season for Fate Reforged has come to an end. The entire set has been spoiled on the mothership. Check it out: HERE.

Next week we will begin full coverage of the set with our regular review articles by Uncle Landdrops and myself. After that I will be talking about some of my favorite Pauper cards and what I am doing to update my Cube for Fate Reforged. In the meantime here is my favorite card so far:

Humble Defector

See you then Zoners.

-GG

Saturday, January 10, 2015

Fate Reforged: The Legendary Khans

Whaddup Zoners! It's spoiler season, and I'm kicking it off with what might be the first Khans on the plane of Tarkir.

In the interest of being theme-y and fun, I've decided to break up the Legends into two segments- Khans and Dragons. So let's begin the Siege, shall we?

Much like Daghatar, I'm adamant this card will probably not be played at the helm of any Abzan deck looking to do some +1/+1 counter "shenans."

I did some abbreviation because 1) this card isn't worth the extra two syllables that make that word fun and 2) I'm taking the Grandpa Growth road of sheer pessimism and telling you to avoid Old Man Abzan if you know what's good for you.

If we're going by CMC, White Mike can do the stuff we want to do with Daghatar already, and cheaper. If we're going full color identity, there's just Ghave. He rules supreme over all dice bags and accidental combos, and this vigilant 4/4 for 3W is doing nothing to topple his massive throne.

Still, optimistic me wants to tell you to be a hipster and Daghatar up your metagame. The artwork is cool, he's aggressively costed, and he's in some solid coloring that's sure to trip up some people in your playgroup with the way color identity works in Commander. Still, we know the better ways to play these colors, and I think the other legends provide better work for the new color "disguise."

Tasigur combines the coolness of Delve and the creepy aesthetic of former White Stripes frontman, Jack White. Ironically, he might even be engaged in a kinky cross-verse Skype with an equally unamused Teysa. He's probably looking at her like that because she lacks an imagination when it comes to whips.

Overall, I'm a huge fan of the Golden Fang for two reasons. First, I've been hoping we'd see some Legendary interaction with Delve, which I think gives design a lot of space to add power to our format and the sanctioned ones without giving anybody the distinct impression that a card was designed for one or the other. In that way, "Sassy Tassy" really does feel like a nice go-between for Commander and Limited, at the very least, even if he didn't have another ability.

I'll tell you I'm only half of a fan of the second ability. It's just one colorless too much or one card short of completing the proverbial Happy Meal for me. What I do like though, is that even if you hit nothing on the mill, your opponent still has to give you a card, and I think a proactive self-mill deck will be able to negate any opportunity your opponent has to feel like they're actually picking a card. You can get rid of the ones you don't want with Delve or straight exile, and assemble a grave-based Gifts Ungiven package every turn.

What I most like about this card is the color palette. Freaking phenomenal, in my opinion, even in spite of it looking like some Jack White erotic art. The shade of Teal really sucks you in, giving this card all kind of elegant dimension, and even the sense that the black border around the card's edge is an extension. Take notes, future Magic card artists- this is what I like to see.

There's a lot to like and a lot to criticize when it comes to the most unafraid Mardu Mauler of 1280 years ago.

First, this name is terrible. And by name, I mean name, not title. Maybe you guys can help me in the comments below. Is it Ale-sha? Uh-Lee-Shuh? Ah-Lesh-Ah? Ah-Lay-Sha? Uh-Lesh-Uh? As a general ethos, if I have to do this much work trying to pronounce anyone's name in real life, I ask if they have a nickname. If they don't have one, we move on to last name basis, or until I make one up. Since this is actual cardboard, not a real person, this bitch's name is Smiley, which is derivative of the best part of the card's nomenclature anyway, so I think everyone wins. Even Smiley here.

Because isn't it wonderful to have a post-comma title like this? Reading this the first time made me smile. Actually, just about every time I read it, I'm smiling. Conquering death from a mental standpoint is a sweet achievement.

Alright, enough smiling. I'm not so impressed with this artwork. It's regal, professional, and got some panache, with the streaming direction of the flags and Smiley's iconic, warleader stance. Stylistically, I think it encapsulates our Khan- I just wish it were a little closer, perhaps from an angle 45 degrees to the left, so we could get a little bit more face. As far as legendary creatures go, I think these are the ones people identify with and want to play more. Call me an art snob if you want- that's just me trying to improve on the design.

The theme across all of these Commanders is their generally low, aggressive casting costs, which is meant to reflect the youthfulness of the rivalry on this plane. Smiley here is the best example of this, as he combines a combat-ready body with a sweet combat-reanimator effect. I haven't done the research on Mardu creatures with power 2 or less, but I'm sure there are some good ones. Bloodghast, BS Champ (Bloodsoaked Champion), Figure of Destiny, Serra Ascendant- creatures you've probably already thought about- are just what I can rattle off the top of my head, and they all seem pretty fun to play here. With m15's Return to the Ranks as well as Immortal Servitude from Gatecrash, I'm sure there's some pretty serious room for a nice Aggro deck here. We might still be on the lookout for America's Next Top Aggro deck, but with this cycle of cards, I don't see how anyone can say Wizards isn't trying to juxtapose baby creature beatdown into our 40-life format.


Speaking of Aggro decks- who would've thought we'd be seeing an aggressive card with a BLUE border? I sure as hell didn't, but C is for Cookie, and it's good enough for me.

Other notable alphabet facts about Jeskai Blue Shu:

D is for Double Strike, and it makes Shu Yun a subtle, political powerhouse. Now, not only do your creatures get the bonus, but you have the power to power-up everyone else's beatsticks for lethal damage. For people who already bought Mind Control and Treachery off Amazon, I'd like to refer you to a creature which gives you a threat that requires a lot less work.

P is for Prowess, which makes this an even stronger design combination. A 3-cost Commander with the opportunity to get all "Rafiq of the Many" on Turn 4 should make for quick games.

And last, T is for Trick, as in, "Trick" Voltron- the concept of 21 damage being done via Instant-speed alpha strikes. I'll be talking more about the strategy and concepts of this archetype in a CommanderCast article soon, but I think that when we look at some of the Commanders and mechanics and spells that have come out in the last couple years, we're going to be seeing a lot more of this archetype.

I could be just blowing smoke here, but I like Shu Yun a lot. This is the kind of feel-good card design I expect from Wizards because of their romance with blue mana.

The last Khan was the first spoiled, which gave me a lot of time to think about it. I'll admit, being witty at this point in any article can prove to be challenging. Fortunately for me, we have a card with straight up face-smashing "Gruul Syndrome."

Honestly, I'm still a little mesmerized by the color identity going on here, because that shit is exciting. For our Commander table, it will create some double takes and adjustments as we can no longer afford to look at a top right corner and process Devotion. We have to see the card as a whole to understand its color pie possibilities.

This double-taking is what I like about Yasova Dragonclaw. Though a very straightforward, beatdown green creature, almost every ability on here warrants having to re-reference the card, which is an odd experience. He has Trample? He's a 4/2? He can take a creature? This only costs 2G?

Yeah folks, it's all there. The only thing that doesn't make sense, and continues to bug me in terms of the Temurs is their obsession with bears, their namesake connection to Dragons, and now we have what appears to be either a tame or slain giant Sabretooth/Live Cougar in the photo. I just want to know whether I can call Yasova Dragonclaw, "Ricky Bobby."

Well, that's what we got. Be sure to tune in as Grandpa Growth and I get to talking about this super-sweet set.

Pass.
-UL



Sunday, January 4, 2015

In General: Grandpa's 2015 Resolution

Hello and welcome back to In General. Every Sunday here at The General Zone, Grandpa Growth takes over to deliver you some knowledge on a wide variety of topics. This week we are discussing New Year's Resolutions, both how we measured up from last year, as well as what I want to get done in 2015.

Falling Short

At this time last year, I announced my goals for 2014. The mission was to: drive growth in readership by adding new content and posting more frequently. Specifically, I wanted to make Ill-Gotten Games a weekly segment. I also wanted to expand the variety of text-only posts that we make here on the blog by adding weekly news and two other weekly posts that were shorter and lighter in nature.

Now, if you are new to the blog and you have no idea what I am talking about, don't go looking through the older posts trying to find it. If you have been around long enough to remember me promising you more Grandpa Growth on additional days of the week, then...you are probably disappointed.

It is true that I completely whiffed on delivering any new content. I started off strong, but changes in my offline life made it impossible to sustain a near-daily posting schedule. I was simply drawn in too many directions and something had to give. Unfortunately, the blog broke first.

Changing jobs and cities while trying to maintain a weekly schedule of writing and editing has taught me one important lesson: From time to time you need a hand. Having people that you trust to help you out of a jam can make a world of difference when the chips are down. The sad part is that when it comes to The General Zone, it has become a two man show. Uncle Landdrops and I have both stayed committed to this project through thick and thin, but as our audience grows, so to must our ability to deliver new and interesting content.

I failed, painfully and embarassingly, to deliver on my promises for 2014. Importantly though, I didn't fail for lack of trying. I failed because I ran out of time. Working on the blog, at least at this point in time, isn't something that we can afford to do full time. We want to put in more hours, but UL and I only have so many to give per week. These obstacles necessitate a change in tactics.

A Seed of Growth

We have a plan. In order to make good on our promises from 2014 and also advance our position in 2015 we will need a few extra pairs of hands. My number one priority for 2015 is to add another staff writer. Someone who can contribute, at a minimum, twenty hours a month to producing content.

I talked above about the value of having that 'friend in need' and UL has done a great job networking with other online Magic community members. He has done a excellent job producing content for 'The Other 99', Commandercast, and he is active on MTGSalvation. My hope is that in the coming months we will be able to find opportunities to cross-promote each other's work, including guest articles here on the blog.

There is something else worth noting about 2014. Despite my real life struggles and triumphs, the blog grew. We passed the 50,000 view mark which represented a nearly 100% increase in readership over the previous year. This gives me confidence going into the new year that, if we can build it, the views will come.

Goals for 2015

My goals for 2015 are as follows:
  • Deliver on 2014's promises. That means bi-weekly news on Friday, SNAP KEEP?! every week, You Make the Pick every week, and Ill-Gotten Games at least twice a month.
  • Increasing our writing staff. We have hopes that our previous staff writers will return from hiatus sometime during 2015. I would also like to add someone new to cover the additional responsibilities that we will take on by adding content.
  • Invite a guest writer from the online Magic community to post at least once per month.
  • Hit the 150,000 mark. We grew by about 50,000 last year, I will consider it a victory if we can grow by 75,000 this year.
We have a lot to get done. A year always goes by a bit faster than you think it will, but I am confident that we can accomplish these tasks and I am equally confident that the blog will be in a fantastic place by year's end if we can make all this happen.

For every one out there who has been with us since 1/1/2014, I salute you. To all the new Zoners out there reading this, welcome aboard. It is going to be a great year.

-GG

Thursday, January 1, 2015

Card Corner: Narset, Enlightened Master

Feel the rhythm, feel the rhyme- What's that sound?

It's Card Corner time!

Happy New Year's Zoners. I know I reserved this column to talk about niche, questionable, or sometimes downright awful EDH technology, but today we're going to talk about Narset, who is, in my opinion, the best Commander of 2014.

Yeah, as impossible as it may seem, the American wedge finally has a "bobsled team." And it's led by a 6-cost, 3/2 with hexproof.

All of these weird things I'm saying are cinematic allusions from the 90's oddball masterpiece Cool Runnings, where John Candy plays a coach who seeks Winter Olympic redemption by bringing an unlikely group of Jamaicans into the bobsledding scene. And it works!

I think that's the theme for Narset here. Despite being in a difficult color combination, despite being undersized for her converted mana cost, I find that the sum of her qualities work to create a pretty powerful dose of combat-infused value akin to some of Commander's biggest and baddest.

Where most people see these weaknesses, there is actually strength, leading to a strong relational design. What I mean is that the abilities feel pre-meditated, planned, and developed well in testing so that she yields high potential energy without being innately overpowered.

Anyone who's been playing on Cockatrice or MTGO has probably seen this deck accomplishing what Jeleva was attempting to do last year- cast every Time Warp and Relentless Assault- spell imaginable. And chances are, they're going "21 and done" at a strangely consistent rate.

This is because Narset, as I mentioned, is more balanced than Zur and Jeleva. What she lacks in evasion she makes up for in power, toughness, and static abilities. Her 3 power gives her a meaty first strike and an amount of damage that could be left unblocked on a first swing. Hexproof nerfs targeted removal, ensuring opportunity for attack and forcing your opponents to play more Wraths, Edicts, and/or Arcane Laboratory if they want to have answers to the Jeskai Khan.

Perhaps the biggest pitfall is her converted mana cost. It's a lot sure, but it's actually my favorite part. Costing six, combined with an alternate set of static abilities makes her a prime target for all three Scourge Dragon enchantments- Dragon Scales, Dragon Breath, and Dragon Wings.

Not only are these cards cheap to cast, but they have the potential to always be free, attaching to Narset every time she comes in, granting her any combination of Haste and Firebreathing, +1/+2 and Vigilance, or Flying and Cycling. Unlike some of the other enchantress deck options, the power is always at its maximum, thanks to Hexproof and CMC. Short of a Torpor Orb or Hushwing Gryff, these are always going to be relevant enablers in conjunction with ye olde Swords of X and Y, and all the other free non-creature spells you're going to flip and cast.

Overall, I believe this makes Narset the "Most Voltron" Voltron General ever printed, as well as a deck that can enable successful creatureless builds.

Again, enjoy January 1, Zoners. Feel free to share your thoughts with Narset or any of the new Fate Reforged spoilz in the comments below. Have a good one, and always remember- Friends Don't Let Friends Play The Mimeoplasm.

Pass.
-UL