Showing posts with label Common. Show all posts
Showing posts with label Common. Show all posts

Sunday, October 12, 2014

In General: Grandpa's Pauper Cube Part 2: Khans of Tarkir Update

Hello and welcome back to In General, the Sunday segment where we discuss just about anything relating to Magic the Gathering. This week we are picking up where we left off talking about my Pauper Cube. In last week's article I shared my list and my early experiences with Cube. Today we are going to skip ahead by several years and talk about what changes I have made for the inclusion of Khans of Tarkir.

The Starting Gate

My Cube was already pretty large at 480 cards. It was designed to showcase the full history of the game and include virtually every common card that was historically significant, inherently powerful, or genuinely unique. It is also very important to me that every player be able to main deck basically anything that they draft. This requires two important steps:
  • Including enough fixing so that a full eight person draft pod could be playing multicolor brews if they wanted to. Four and five color decks are not just possible in Pauper limited, but they are actually dominant. It is harder to draft mono-color than it is to draft five color 'good stuff'. 
  • Second, sideboard cards have to be applicable to general gameplay. There are certainly some powerful niche cards like Dismantling Blow, but I didn't want effects like Circle(s) of Protection that would end games incidentally. 
The major consequence of this decision to favor multicolor decks and enable splash cards is that it becomes harder to draft a focused, archetypal deck. You can't build a Red Aggro deck if every person at the table is going to steal your Lightning Bolt and put it in their Blue/Green deck. For more delicate archetypes, like Storm combo, it becomes harder to draft without a high density of the proper support cards. In a 360 card Cube where you are guaranteed to see Empty the Warrens in your draft, it is safe to go all-in on the archetype from pick one. That basically isn't possible with 480 cards.

Khans of Tarkir brought me to a decision point. With five new fixing artifacts and ten new quality dual lands, multicolor decks could be at an all time high. Including these cards would permanently erase one and two color decks. I didn't want to change the balance of the format because I was happy with how it played pre-Khans. I had a dilemma and I chose to expand.

Adding cards up to 540 would allow me to include these powerful new fixers and also make it easier to add many other cards that had been waiting in the wings for a long time. The sacrifice is that the overall card quality goes down and aggro decks suffer as it becomes tougher to acquire the premium one and two drops. Multicolor midrange decks will thrive because fixing is plentiful and there exists a plethora of replaceable 'value' cards to stall games and punish niche archetypes. I am not saying I like it or hate it. I can't garuantee how long it will stay this way, but for now I am fully embracing what Khans has to offer and playing the new duals alongside the RTR Gates.

Card Changes:

+10 Dual Lands

Mistvein Borderpost
If there was an award for most difficult to
cast mana rock, the borderposts would win.
Out: Borderposts 
In: Banners

I have always loved this cycle for its versatility. If you are playing a decent number of basics, they can act just like a ETB tapped dual land which is the standard for Pauper. Doing this also helps you trigger Landfall effects and puts otherwise useless lands into your hand for discard effects and Retrace.

I have a feeling that these will be back, but for now I am taking them out to make room for the new clan banners which offer three colors. Comparable to the Obelisk cycle from Shards of Alara, the Banners are slow, but are sometimes necessary to round out the color requirements in a loose deck.


Out: Triclopean Sight
In: Ainok Bond-Kin

Triclopean Sight has been on the bubble for years now. It just isn't powerful enough on its own to justify including it in my Cube. I gave it a short run last year along with other Theros block cards to enhance an "enchantments matter" theme, but now it is time for it to go.

Replacing it is a premier two drop. Bond-Kin is strong in aggressive and defensive decks and is going to perform well whether you draw it early or late. The fact that it only requires one colored mana means that this card is going to be a high pick for virtually any deck. I expect it to be a key player in my Cube.

Out: Court Street Denizen
In: Mardu Hordechief

Well, if we are trying to expand options for multicolor decks, then a Creature that only plays well with other White Creatures is going to get worse. Instead we will get to make some tokens off of our Raid triggers. Pauper is heavy on Creatures, so the games tend to revolve around combat. The vast majority of those Creatures cost three or less. That means that a 2/3 is going to be able to survive combat with about half of the Creatures in the cube, so the body is much stronger in this format than it is in a typical Khans draft. The 1/1 is also much more relevant. With high quality equipment like Bonesplitter hanging around, every body counts.

Out: Voice of the Provinces
In: Phantom Nomad

Voice has been comfortably occupying a spot in my Cube since it was printed. There are only a handful of Flying 3/3's in the entire format, so the body demands an answer. The fact that it leaves behind a little value even after it is removed has made it a welcome addition to all of my White decks. The trouble is that it is very expensive and at that price point you can get more for your money. I think that slower, controlling deck will benefit more from having a high-value early play like Phantom Nomad. Nomad impressed me in Vintage Masters draft and I think that it will also add strength to aggressive decks who need a high density of two drops.

Treasure Cruise
No joke, this is probably the most powerful
card in all of Khans of Tarkir.
Out: Fade Away
In: Treasure Cruise

Treasure Cruise is one of the breakout cards from the new set. It is seeing play in every format in the game so there was no chance I was leaving it out of this update. Fade Away has been on the bubble from the very first list I drafted. It is a very unique card, especially for a Blue common.

The truth is that situational pseudo-removal just isn't removal. It almost always generates card advantage, but it usually just blows up a couple of your opponents lands. Now that certainly has value, but it doesn't mean as much if you are already behind on the board. Fade Away will most likely be back in the future, but it tends to move around a lot.

Out: Spearpoint Oread
In: Mardu Warshrieker

In general, I have been very pleased with the Bestow cards. They provide bodies, versatility, and value, which is everything I want from a Creature. Spearpoint Oread has been underperforming though. The Bestow cost is very high and the mana cost is nothing special for the body that you get. I think Warshrieker will provide much more play. The potential to fix colors and boost tempo is already very exciting and 'free' spells are always worth something. Considering the high power level of the format, that three mana can buy you some impressive plays.

Out: Ravenous Rats
In: Mardu Skullhunter

I consider this a temporary change. Ravenous Rats is a classic card and it will probably never be permanently replaced. But for now, Skullhunter is an exciting new update of the card that let's me play with new mechanics and new twists on an old favorite.

I prioritize including cards that have significant historical precedents, and Ravenous Rats fits the bill, but there is another reason I want to keep it in long-term: I want to have one card from every expansion in the game's history, which I have been able to do...thanks to Rats. First printed in Portal Second Age, it is the only card from that set that was in my Cube, so I am now missing something to fill that requirement.

Out: Drakewing Krasis
In: Grazing Kelpie

Multicolor cards are always tough to evaluate. There are such a great deal of cards competing for so few spots that tough choices have to be made. Krasis has been under performing. One toughness Creatures are the easiest to remove and it feels bad to lose your whole board to an Electrickery. Ultimately, Krasis is replaceable, so I decided to exchange it for something more unique.

Kelpie is easier to cast, has a very solid defensive body, and an ability that is hard to find. That ability might also not be that useful, but it does give you a way to interact with Flashback cards and Gravedigger. Besides, a 2/4 Persist is probably worth playing on its own.

Out: Shambling Shell
In: Safehold Elite

This might look a bit weird on the surface. Moving up to 540 cards means that there will be 70 spots for multicolor cards. With ten two-color combinations, one would guess that each 'guild' would get seven cards. That is how things normally go, but not all guilds are created equal. There are some that have fewer cards that I would actually WANT to put in the Cube. Cutting a spot for G/B cards opens up room for me to include one of the many G/W cards that I have been trying to fit in for a long time.

In this case, cutting a difficult to cast card for one that is easily played by any Green deck allows me to shuffle slots around without actually penalizing certain color combos. A Green/Black deck can still make use of a solid two drop that they can easily cast.

Out: Consult the Necrosages
In: Suicidal Charge

The same concept applies here. Red/Black has been very competitive for a long time and it is tough to justify cutting quality pieces like Blightning. I have long adored Consult the Necrosages for its elegant design and flexibility, but it rarely ever gets used in discard mode. That makes it just worse than Divination in most decks and Divination is not good enough to be in the Cube. On the other hand, Suicidal Charge will be an unbeatable finisher in some decks. I expect it to end quite a few games in short order.

Out: Singe-mind Ogre
In: Traitor's Roar

I have goals for the mana curve and composition of each color. I want each segment of the Cube to be at least 50% Creatures and have a average converted mana cost as close to 2.5 as possible. I have noticed over time though, that multicolor cards tend to float in packs until they arrive at a player who can actually make use of them in their deck. At that point they need to actually make into that persons deck or it will just NEVER get played.

Because of this I have decided to relax my composition requirements for the multicolor segment. I hope that it will stimulate drafters to maindeck more powerful multicolor cards, even if they are a bit harder to cast. At any rate, if Red/Black players don't want to play Singe-mind Ogre, it needs to come out. I expect Traitor's Roar to give this color combination more of what it really wants: reach, answers to larger Creatures, and ways to punish slower decks.

Bubble Cards:

As with any choice, there will always be roads left untraveled. I keep a collection of cards that are right on the fringe of making into my Cube, but the missed the cut this time. If a card doesn't fill its role properly or fails to meet expectations I can make replacements without needing to do hours of research. These are a few of the notable entrants on that list. I'll leave you with a short comment on each:

Demonic Dread - I want the Cascade, but R/B is too heavily contested to have a wonky card like this right now. Maybe one day when I get tired of having midrange decks I will change this for Spawn of Rix Maadi to give aggro decks a quicker way to punch through.

Stitcher's Apprentice - I have always been a fan of the old limited combo of Threaten + sacrifice. Currently there are just too few ways to steal a Creature to make apprentice a high draft pick. Blue is the most competitive color and there are better ways to use this slot.

Into the Roil - Speaking of competitive, I always have trouble deciding on the correct number of bounce effects for the cube. Too many and aggro is unplayable, but there are so many excellent ones that I always want to cram in more. There are just so many powerful cards, like Into the Roil, that I really wish I had space for.

Sporemound/Sporoloth Ancient - I want a 5 cmc token generator in Green, especially in a build of the Cube that is so focused on interactive midrange decks. Both of these cards have been in the Cube before, sometimes together, but for now they are both on the outside looking in.

Three color Cards - I have taken a hard stance against including any three color cards, being that they are just so difficult to cast. Most people won't even try, no matter how strong the card is. The new three-color Morph cycle makes me think that maybe I should try and make space for them, particularly Ponyback Brigade and Efreet Weaponmaster.

That's all for this week. If you haven't been catching the coverage of the Pro Tour...why not? At the time of this writing the Pro Tour hasn't begun yet, but by the time you guys read it the action will all be over! Next week I will be back with the conclusion of my series on Pauper Cube!

-GG

Thursday, August 14, 2014

Common/Uncommon Sense #2: Common Creatures of the Chromatic

Heya Zoners!

Much Thanks for making the first installment of the series a sizable hit.

This week, I'm back with 5 budget creatures I hope you'll like just as well.

Benevolent Bodyguard

We'll kick things off with a little rattlesnake protection dude I'm trying out. Clearly never going to be Mother of Runes, but can be a nice one-hitter when Mom's not around. In White, this a cool card because it fits into the Ranger of Eos package and increases his value in combat with Sun Titan. Getting consistent play out of a mono-White deck is never an easy task.

Bodyguard isn't going to like being Wrathed, but if you play against Blasphemous Act, it eats this card for breakfast, then dies. Also, if you play other Instant-speed tricks, having one out in the open on the battlefield is a good distraction.

Krovikan Sorcerer

This is a card I loved to get early on in Dromar. Reliable card draw coupled with black spells I didn't mind pitching meant I was going to maximize efficiency, and more often than not, led to several games I won.

Though it is only Blue in total color identity, don't waste your time putting it in anything that isn't U/B or an additional color.

Sigiled Skink

I saw this card in action at Prerelease and decided that a cheap, aggressive, value-seeking creature like this belonged at the low end of the curve in Animar. So far I've been pleased. It's a nice card that wants to attack, and even if you just get one scry trigger, he's already more than paid for himself. Definitely a card that wants to be attacking in the horde of creatures, as it is less likely to be getting blocked in favor of Animar or a bigger creature.

Probably not as good or interchangeable with Academy Raider, but I'm a sucker for deadly looking desert Lizards.

Mold Shambler

Fact: There is little unknown to the general Magic-playing population when it comes to underrepresented green creatures. Still, I find that even I tend to forget we have a great budget partner for Acidic Slime. In fact, Mold Shambler could even become more useful than Acidic Slime in the fight to stop planeswalkers as well as decks that want to spread out and turn sideways. Because it has a little more P/T and a little less deathtouch, Shambler's another creature that can go unblocked if you've got a decent threat on the table and contribute to you directly to the bottom line.

Phyrexian Rager

My last nugget of tech for today is Phyrexian Rager.

Unlike other ETB creatures in the color pie, Black as a color doesn't have a whole lot going on for it before Turn 4, generally speaking. In fact, short of Brain Maggot, its previous incarnation Mesmeric Fiend, Liliana's Specter, and a Fleshbag Marauder, there isn't a whole lot of EDH playable options that create early value.

Rager is an early investment that has the potential for abuse because of Black's penchant for Reanimate and Disentomb style effects. I like it because Rager almost always ensures I'm going to get to the 4th land drop in black, which is crucial because of the acceleration that occurs for the color at the next turn.

I also like it because it gives my opponents a nutty reason not to attack early on. In multiplayer, attacking is swayed pretty easily in the early stages by simply scanning to find out who doesn't have a creature. So Rager, along side other TGZ previously mentioned cards like Moriok Replica, do have a lot of value if you haven't tutored for Phyrexian Arena yet.

Pass Turn.
-UL


Sunday, July 20, 2014

In General: Magic 2015 Pauper Picks

Hello Zoners! I am glad that all the hustle of the set review is behind us. It is a very busy time here on the blog and that doesn't leave us very much time to dedicate to other projects that we want to get to in the future. This week, I want to stop and talk about a few of the cards that didn't make it into the set review, specifically, some commons.

A common has to be truly outstanding to make an appearance in Commander. So, unless you are playing a pauper variant, you aren't likely to care about them for casual use. I however, play a ton of limited, a ton of Pauper online, and maintain a Pauper Cube which is an absolute blast. In the near future I am going to post my list and preach the virtues of this criminally underplayed format. It is the most fun I have playing the game. That is the truth, but I digress.

Magic 2015 is a powerhouse set. It is a telling sign! When your set is strong, it is strong all the way down to the commons. M15 doesn't appear to have anything that is going to break the game or shatter your favorite format, and thank the lord for that, but it does have solid cards all across the board. Everywhere you look in this set you will find juice!

Today I want to share some of my favorites from the set and talk a bit about why I find them so interesting. Let's jump right in!

Amphin PathmageWe're going to kick things off with a SALAMANDER! I am not a hundred percent sure why we have both both lizards and salamanders. I am also not sure why this is either one of them when it could easily have been a merfolk.

There have been many similar Creatures in the game. Hard/impossible to block is a very common mechanic at this mana cost. That is certainly playable; in my pauper cube I have some slots dedicated to this kind of thing. What makes Pathmage exciting is the ability to make other Creatures, and possibly multiple Creatures unblockable. I can get behind that. It singlehandedly solves board stalls and gives a way for smaller midrange strategies to punch through a control deck's defenses.




Borderland MarauderThis is another mild upgrade, but a key difference that makes this very valuable is there is not yet enough of this effect to saturate your decks. A three-power two-drop with no drawback is pretty special. It isn't much help on defense, but the same could be said of Gorehouse Chainwalker. This is going directly into my cube, where it will happily smash face.







FestergloomI really dig that they have now brought color-specific (or rather exclusive) hosers to common. There are enough one toughness Creatures in Pauper that this can realistically sweep the board. At the very least you will be able to kill a few of your opponent's dudes and set up some messy blocks.



Frost LynxKor Hookmaster has happily been occupying a spot in my Pauper Cube since the initial design. I am excited to include a second copy, even if it is positioned in a slightly less aggressive color. This is okay for two reasons: First, Blue and White work well together. Secondly, there are enough multicolor decks, that having another cheap value Creature is never a bad thing.







Generator ServantIt isn't very often that I have to review a card that I have no precedent for. This is a cheap Creature. That is a good thing, but it combines the Creature half with another kind of card that I never play...Burst of Speed. Is that good? I have no idea, but it is interesting.





Glacial CrasherWe have had a lot of Creatures like this in the past. They are huge, they have some sort of weird drawback that prevents you from attacking players who don't control an island, and they have some combat-related keyword ability that is mostly irrelevant.

Well, this shakes up the mold by making it care about mountains instead of islands. This would normally be a problem. Since it is a Blue card, you will most likely have an island laying around, but perhaps not a mountain. Six mana is too much to pay for a Creature that can't attack. Trample is also unheard of on Blue cards. All that adds up to something interesting, but probably not worth serious play.



Heliod's PilgrimThis effect is extremely powerful. Totem-guide Hartebeest sees play in Commander decks because tutor effects are just that good. There are only a handful of ways to search your library at common and those almost always find some kind of land. This can find removal spells AND buffs. The body is mediocre for its cost, but this is a full two mana cheaper than its closest historical counterpart. You had best believe that this is going to make an appearance in Pauper.


Hunter's Ambush
So the Green color-excluded card is pretty sweet as well. This is a combat trick that I can get behind...mostly because, instead of exposing you, it protects you. Fog effects are occasionally used in Pauper, but this is really more like a Safe Passage than a Fog. This is going to make some normally reasonable blocking decisions look very silly.

There aren't many combat tricks in a traditional Cube. In Pauper Cube, they make up a much larger portion of the card pool and they make for some very interesting game play. Knowing what combat tricks to play around and when is a key aspect of winning matches in basically any limited environment. Adding unique rider text such as 'nongreen' to a card like this is going to make that mental chess match much more difficult.



Inferno FistBRO FIST! Where are my Pewdiepie fans at?! Oh, they don't play Magic. I forgot.

We already got to look at one interesting Red card that could sort of switch functions mid-game. It is a true testament to the awesomeness of Magic 2015 that there is actually a SECOND interesting Red common that can switch functions mid-game.

Inferno First doesn't look like much, but I think I will get some real mileage out of this in my Pauper Cube. If it trades with a Creature, that is fine. If it does more than four damage to your opponent on the way...well that is pretty incredible for this price.



Invasive SpeciesA 3/3 for three in common sounds good in theory, but it turns out that there really isn't anything special about that. This however, has the added value of an enter the battlefield trigger. It looks like a drawback or an additional cost, but we have seen before that this effect can be very valuable. Kor Skyfisher has been a staple of the Pauper format for years. Giving you the ability to retrigger other etb effects, reset enchantments or the permanents they are attached to, generating an extra mana, or creating an expensive untap effect. I'm surprised this can't cook your breakfast too.

So we know that the ability is powerful and relevant. The key to evaluating this card then, lies in its body. A 2/3 Flier for two mana was an excellent deal and certainly better than getting a vanilla 3/3 for three, but I think that is alright. This card is still going to have a place.



Krenko's EnforcerDeathcult Rogue saw plenty of play in it's limited environment and has done good work in my Pauper Cube. Enforcer here fits the same role, but it is easier to block and harder to cast. Why does Red always get the short end of the stick?

Still, I think this is worth a shot because aggressive decks need to punch through crucial points of damage in the late game and it is much less likely that your control opponents will have Red Creatures. They would probably have a Mulldrifter or Ulamog's Crusher instead, which cannot block this.




Netcaster SpiderSentinel Spider is a huge threat in my Pauper Cube. It is just such a brick wall for opposing Creature decks. This is not anywhere close to the same power level, but it does share one important characteristic: It can effectively block 95% or more of the Creatures commonly played in Pauper. That alone makes this an excellent defensive play. I think that is reason enough to test this out.


Radiant Fountain
Because Cube is almost exclusively a singleton format, you can't include some of the most important cards in the Pauper world. Squadron Hawk, Cloudpost, Glimmerpost - those are some important names. The format still wants something like Glimmerpost though, and I am happy that this will give me access to that. At the very least, it is something to return with your Invasive Species.





Tyrant's MachineI admit that this card seems kind of bad. It bears a striking resemblance to Puppet Strings, which was already thought of as 'the bad Icy Manipulator'. Keep in mind though, this effect isn't common. I repeat for emphasis: This is an uncommon design, that has been printed at common. That demands a certain amount of attention. Conventional logic would state that they have made it safe by increasing the cost, but a colorless removal spell is nothing to sneeze at in limited.


I just hope that this a little more Moonglove Extract and a little less Razor Boomerang.


Void Snare
The flavor text on this card isn't entirely vapid. It sort of breaks the fourth wall in talking about how R&D has had to go through the design process for umpteen different variations of Boomerang. Because, you know, they can't just print Boomerang. At least this is one of the better variations. Sigh.


As always, thanks for reading. We really appreciate the support you guys have been giving us. Traffic has been steadily increasing on the blog and in the last year we have hit some very significant milestones. I am confident that we are going to break 5000 visitors this month. We will strive to keep providing great content for our readers and we have big hopes for the future.

-GG

Thursday, July 17, 2014

Common/Uncommon Sense #1: Rarity, Shmarity

Happy mid-July Zoners!

It's been a very odd summer for me, but I've taken some time off to focus on a few projects, like Operation Double Mono-Color, and as you might expect, it spiraled way out of control. So if you're wondering what happened to UL, well, I've been stuck between having a million things to play and test, and not having enough opponents and hours in the day to get everything focused and centralized.

Anyway, I found a PokeCenter, got fully healed, and we'll begin the end of the TGZ calendar year (our 2-year anniversary is around the corner) with a new-but-not-really segment I'm thrilled to begin called, "Common/Uncommon Sense."

R.I.P. SPIN IT INTO MYTH

For you long-time readers, C/U Sense is just a re-labeled, re-structured version of Spin It Into Myth, my corner of the blog where I tell you about all the chaffy, nonsensical cards that I've been playing from one article to the next.

Most of this won't change. I'll still be throwing non-stop jank, so as to see if it sticks in whatever design I'm working on.

However, to keep this more aligned with the shiny new title and a more disciplined angle, C/U Sense will be focusing more on looking for tech to facilitate Pauper Commander and trim the financial burden that comes with relative competitiveness in the format by seeking cheaper, more creative alternatives.

While I don't know if I'm going to come up with a fixed number of cards to show each episode, I hope to make this article more interactive by adding fun surveys and polls to supplement the articles.

So now that our blocky mission statement is out of the way, let's get moving.

COMMONS

We'll kick things off with a grassroots campaign I started in my playgroup to get value.

Solemn Simulacrum is naturally the beginning of this, but even sub-optimal versions can be helpful in certain decks.

Pilgrim's Eye is in the conversation for starting roles along 70-80% of my artifact, flyer, and ETB-based decks because of the widespread success of Solemn. Sure, it is not as good, nor will it ever be, but it offers solid value in recursion and great support- especially if you tend to play a couple more lands to avoid missing land plays.

As a flyer, Pilgrim's Eye best difference and inherent advantage (if that's a thing) over Solemn. The ability to chump evasive blockers has made it a nice complement in some of my decks, like Glissa, the Traitor, where I recur it at an alarming rate, and Animar, where I get to cast it for free and continue to spread out damage. Pairing this guy up with the new Bident of Thassa or a new old school favorite, Larceny, provides some additional incentive to attack if you need it.

Generally, I think this is something that is not to be too overlooked and overestimated. At worst, it's Skullclamp-able, if you're looking to build your own Solemn Simulacrum imitation.

Mystic Restraints has been a nice surprise, and it's largely due to its quality design. It has flash. It taps the creature down. And most importantly,  it keeps the creature down.

For even more value, Mystic Restraints has found insane additional value in one of my newest decks- Mono-Blue Thassa.

I know this isn't removal, and it's not being done any favors with more attention being given to enchantments because of the Gods. Still, I've found this is an adequate way to handle some of the games more annoying, more Indestructible threats, this is a nice piece of tempo that has nice things going for it.

In Pauper, this is a card that has huge potential. I used to play a super sweet Simic Guildmage Pauper deck that would put a serious damper on our opponent's biggest threat- presumably, an Ulamog's Crusher. Even though they aren't optimal, Mystic Restraints has a few similar doppelgangers in Claustrophobia and Bonds of Quicksilver, which seems to be pretty effective to in my playtesting with the Thassa deck.

The last common we're going to take a look at is Shelter, which is a card I'll be testing once I get my hands on one.

Recently, I've been testing an Isamaru deck with a basic core of Swords and Equipment. Although I've enjoyed sharpening my ability to manage combat, I realize that this deck needs to have a little more wittyness, a little more flexibility, and that extra little design flair that makes it "a Landdrops deck" versus a culmination of things I liked about other people's lists, turning it into the ultimate net-deck.

Shelter is a card I came across when I thought I might leave out the Swords package, and just give it an eclectic set of Hipster equipment. I figured the Instant speed protection would essentially be like having counterspells.

I'm really excited to get Shelter amongst the handful of other cards I'm currently running in my Isamaru list: Razor Barrier, Apostle's Blessing, and Ajani's Presence. In addition to having the more heinous Orim's Chant/Silence package, a protection cantrip Imprinted on an Isochron Scepter would be an incredible advantage for a silly white deck that really doesn't have a foothold on card advantage.

UNCOMMONS

So many plans are bad, and so many can go wrong. One of the things I've gotten better at as I continue my deck designing is that I've adapted benchmarks for acceptable outcomes in my strategies. That's an elaborate way for a very basic, fundamental notion of best/compromising/worst outcomes, if you need me to spell this out a little better.

In context, Isamaru really likes this piece of jank over others. Being cheap to play, cheap to equip, and Isa having a knack for being re-castable, putting pressure on your opponents to block the damage once he gets through a couple of times ensures a pretty healthy stream of cards.

Conversely, should your opponents decide to not give you the satisfaction of drawing cards, or even having to re-cast Isa, this card turns into the cheapest evasion on the market until we all get that nice vat of Hot Soup.

Nevermaker's a card I read up on in an article Sheldon Menery liked a lot in his Animar deck.

I've found, however, that combined with Karmic Guide, Reveillark, and other Blink Effects, Nevermaker really prefers the Azorius colors.

Early playtesting with this particular strategy has lent itself to some powerful incremental advantage. And I'm not even playing a dedicated, beat-me-over-the-head, Flicker package. A few blink spells, a Restoration Angel, and a Galepowder Mage got me several miles of card advantage with Nevermaker. With a flying toolbox commander in Isperia the Inscrutable, this is all pretty doable.

I've saved my favorite breakthrough for last.

Glasses of Urza has the potential to be one of the more interesting cards I've dredged up. The advantage on this is insane, even in multiplayer, where not much is going to be left to your imagination.

How I missed this card in my thorough quest for constructing the ultimate Trinket Mage package, I don't know. I feel like Professor Oak, a so-called Pokemon Authority, yet I sent out a 12-year-old to go catch me a Moltres.

I know it goes without saying that Urza's Glasses are only going to get you to that G.I. Joe half of the battle. However, knowing exactly what your opponent has every turn or every other turn for one colorless means this slots effectively into a lot of decks- so much, I'd be surprised if it wasn't at least as good as Moltres, and probably more on par with Zapdos, easily the best Legendary Bird.

That's all we've got for this one. Below is something new I'm going to start doing here on TGZ. Audience Poll. This is a simple way to give us feedback if you don't have any comments.


Which Card Are You Most Likely To Play?
Pilgrim's Eye
Mystic Restraints
Shelter
Infiltration Lens
Nevermaker
Glasses of Urza
None of the Above
Poll Maker


Pass Turn.
-UL