Showing posts with label Ob Nixilis. Show all posts
Showing posts with label Ob Nixilis. Show all posts

Tuesday, November 11, 2014

Commander 2014: Legends, and the Planeswalking Dead

It's Tuesday, Commander 2014 Review week has kicked off, and ya boi Landdrops is here with the Legends and our special guests- the Errated Walkers.

So let's get started talking about what should and should not be allowed into the Command Zone.

Feldon, AKA "Creaky-Jiki," has the most to offer in terms of what it does for its color pie.

A cheap card to cast, Feldon gives Red essentially another copy of Mimic Vat.

While I'm not sure this is one of the major needs for the color in our format, the old man will provide support and improve already good decks like Kiki-Jiki, and support the U/R Pestermite combo that's already being played.

For me, the artwork and flavor text combine to evoke powerful Shakespearean level of classicism. While most players, including myself, weren't playing when Feldon was trying to resurrect Lora by every means necessary, it's always good to see artists and R&D having success transcending the cardboard with Literary allusion and emotion. These are the qualities that make Magic more than just a game.

While there are several issues I have with Gisa, none of them are function or flavor. Coming out of the command zone, Gisa is going to be a nice rattlesnake-style addition to the suite of mono-black generals that add value to the strategy.

It goes without saying that since Wizards changed most of the sacrifice effects to "sacrifice another creature" that we've seen a steep decline in power. However, this is one of the few places where I feel like the blend of fairness and sensibility collide without compromising the integrity of the card.

Additionally, the Ghoulcaller also provides Zombie tokens that happen to all be standing up. Unlike Army of the Damned, you're going to get your dudes quick. And the best part- like Skeletal Vampire, you can start turning your Zombies into more Zombies, should you need the card advantage.

Overall, I love sac outlets, so this will be a card I play. Gisa presents a nice threat, one that can either come from hand or the general zone, and work hard to pressure your opponents into a state of the game where they have to "Wrath, or die."

The only nit-picky thing I have about this card is the way the design team decided to package her and her silly brother Geralf in separate decks. It's a big picture thing, but I find this little sibling side skirmish to be as irrelevant here as it was back in Innistrad. I've always been one to get the CliffNotes because I find that these stories are often too conveniently structured (and usually involving Jace).

Still, I question the importance of these characters, as I was under the impression the best part of Innistrad was Liliana getting darker and White Mike going Black. I don't think Gisa is a bad card, but she's kinda out of nowhere.

All my complaints essentially center around Geralf. Of course, Wizards labeled the Stitcher's work throughout the block, so it wasn't as "out-of-left-field" as finding out that he had a much more powerful sister back when the two were spoiled in August.

Which I guess is the bummer here. For as interesting as this card is, I find to be about as unimpressive as Jalira from this year's core set.

Yet unlike Jalira, I fail to see the value. Geralf is not nearly worth casting, due to the issue of making him and his sister symmetrical in design, and his activated ability is about as bad as the trigger for The Mimeoplasm.

Frankly, I don't condone trying to play this card, unless you've found yourself trying to be ironic, cheeky, or committed to playing an Iron Man format. If the latter is the case, well, then I hope for your sake your opponent plays Doom Blade.

Well, if all this Zombie talk was going to bring something back from the dead, becoming an appropriate segue into the next topic, I'm happy it's AJ's bro, Jazal Goldmane.

Even though his name sounds feminine, and a little less fly for a White lion, this is another nice character I was happy to see included in the new product. It's almost as if Nicol Bolas never killed him, right? RIGHT!?!??!!

As far as homages and elegies go, this is a decent card. Whereas Feldon got heaps of praise for being nostalgic and literary in presentation, Ajani's big bro feels a little more forced in design, making it feel a little more like Gisa and Geralf.

It's clear based on his connection to Ajani and the Zombie-making twins that Wizards feels siblings should all have the same converted mana cost. I know AJ's got a few different ones, but his first and his most recent CMC's are four, so let's stick with those. This is weird to me, not only because I feel like my brother and I would be completely different, but also because it's too "easy" of a technique to use in design.

Mechanically, I think New-Fasa (I called Brimaz "Mufasa," which may or may not be a mistake with this card in circulation soon), is a nice card. I'm a fan of reasonable casting costs, static abilities, and something to do with our mana when the game gets big. Art-wise, I wish this didn't just look like any Cat Warrior. Even the two Mirri's have a "Legendary" quality about them, and that's not my impression, no matter how many pictures of Cat creatures in Magic.

...And now for a creature that looks more like the cards we want to see in Commander products!

In talking with the guys in my local game store, they feel that Wizards' design for Commander product gives the format too many cards created under the intentions of being Commander playable, and I find that to be a fair point. Kaalia, Ghave, Animar- those first cards- really changed the format, and almost not in a good way.

While I believe one of the biggest reasons we still see those cards is because they're the most playable creatures in Enemy colors, these last two commander products have brought us more of these kinds of cards.

Though the attention is flattering, what I want to illustrate is that the most interesting cards Commander players really want to see are the ones we have to "work to make work."

Titania here is a good example of this principle. At face value, she's probably not strong enough by herself to stand up on her 5/3 frame. However, with a little research and a little help, there is a deck here. And no- it's not Elf-Tribal.

Personally, she's my favorite of the bunch, and I think my friends are right.

Now, onto the "Planeswalkers as Commanders" in the room...

First things first, the disclaimers:

1. Never, do I ever, think that it's okay to play Planeswalkers as Commanders. (Argument will be for another time)

2. None of these P-dubs, in my mind, feel like I'd want them in a Command Zone.

Now, let's talk about Daretti, the Goblin that thinks he's the Pope.

I dig it. I have no idea who he is or where Daretti sits in the Multiverse, but I certainly am going to play this card. This is the style of design WotC has created for card advantage in Red decks, aligning itself with artifacts, as well as being able to set up and dig for combos. While GG might cite structural inferiority, I'm more inclined just to learn how to play the hands we get dealt.

Of the P-Dubs aspiring to be from the Command Zone, I'm most likely to play Daretti. That's because this Mono-Red deck is going to most resemble the Bosh Iron Golem or Slobad decks, which can afford to draw into their Commanders, and are more interested in finding janky trinkets to play.

When protected, Daretti feels like a much more solid investment than the rest of the cycle. He's cheap to cast, going to be worth the value, and it's really hard to go wrong when you firmly attach yourself to Artifacts.

Moving in descending order of Commander viability, we have Teferi, which I find says a lot about the power of these cards.

Let's start with just how expensive this card is to cast. Holy frijoles, Batman. Even if I wanted to cast this from the general zone, one of the big problems players are going to run into is the notion that they are going to have to play extremely defensive to keep Magic's favorite Zhalfirian from exiting after the first turn.

This is already blue's M.O., and they are continuing to get the power necessary to achieve this objective. With the addition of Rapid Hybridization, Aetherize, Polymorphist's Jest, and Aetherspouts, there's never been a better time to invest in blue magic.

Additionally, artifact ramp will help to provide the best chance to get Teferi online- because the first turn is going to have to be a -1. I see no way around it if you're trying to be on-curve.

Yet the biggest problem with Teferi, and these walkers with fresh errata, is that they don't actually provide nearly enough advantage to counteract the value you'd be getting from even the lowliest utility Commanders.

There's no better example of just how much these guys barely miss the mark than with Original Obie Nixxx.

The science behind most Walkers is that they design themselves to have some method of protection in their first two abilities. Some are cheeky, like Jace, Architect of Thought, which takes away a point of power to every creature that attacks you or it. Better ones, on the other hand, like Gideon Jura, or most of the versions of Elspeth, either act as removal or spit out more permanents to protect the investment.

I say Obie is a good example of what went wrong because even taking him down on the first turn to get a 5/5 Demon is almost never going to be worth the five mana spent to cast it. Additionally, I think you're wrong too if you +2 and try to gain an eensy-weensy bit of life. That ability is just too on the nose for my taste. P-Dubs innately gain you life, simply by being attacked. I fail to find the advantage in being redundant.

You'll notice I haven't even talked about ultimates. That's because I don't believe anyone will be able to pull off an ultimate that's relevant in a competitive game. Congrats if you get one, but it's probably just going to happen in Magical Christmas Land as part of a "Win More" scenario.

The only reason I think Nahiri is generally worse as a planeswalker than the last two is because she's the Equipment manager, and that's a really niche-yet-common archetype.

I still think this card is significantly better at what it does for its deck than the two above (Mostly because I have no idea where you'd put Teferi walker or Obie), and it's cool.

As a Commander, this surely has a lot more design potential. It's basically unanimous amongst the community when it comes to how much people love their Elspeths, and this blends itself into Commander relevance nicely by being to drag out your overcosted equipment, effectively eliminating half the costs of some really unplayable nonsense. In short, she opens doors, and can keep churning out dudes that can play with all of your stuff.

Again, she doesn't fit into every deck, but she's worth throwing together a quick list for if you want a Planeswalking Commander. And she'll fit right into your white Voltron decks.


It's clear to me that Freyalise is the worst, but that's not entirely terrible. Sure, you'll want to play Acidic Slime over her EVERY SINGLE TIME, but if you're already playing it, and want a little more mileage out of a card than just sleeving up an Indrik Stomphowler and calling it a day, I could understand.

Let's be clear- paying 3GG to get rid of an artifact or enchantment is probably outdated now, considering how much indestructibility is out on the market. Still, I think it's the most common reason Freyalise is going to want to be cast, from the Command Zone or otherwise.

However- what confuses me and bothers me about this card is the fact that this is neither the basic instinct nor what is in your best interest when it comes to Freyalise. And you can blame that ultimate!

Out of the five, she's the one that presents a heavy incentive to get her loyalty big. Fortunately for Green, this is a color that already has Doubling Season, and is a major player if you're looking for Token-based decks. So not only will she be able to protect herself, but you should be able to find some serious draw power here.

Still, I think this walker is the bottom of the totem because of how non-linear the incentives are in its design. It's clear overall that intentions created a lot of rigid-ness in the design of these old players, and it could've been hit better if R&D had taken a little extra time to smooth them out.

For me, the moral of the story is not to wake the dead. While I am a sucker for the nostalgia of simpler days, and interested in hearing the stories of Magic's past, not even the consistent artwork or the inviting faces of old friends could keep me from questioning why these couldn't be just a little bit stronger. With the exception of Geralf, they really did right by the Legends- what happened here?

In the words of Sheriff Rick Grimes- I think they have to go back.

Anywho, that's all I got for today. Be sure to share your thoughts in the comments below as we continue spoiler week here on TGZ.

Pass.
-UL

Saturday, July 12, 2014

M15 Set Review: The Legends

Heya Zoners!

Welcome back to TGZ Spoiler week (and a half). Today's the typical day Grandpa takes off in our little two-cents on the set review, and Landdrops steps in to talk Legends.

Here's a few quick links to what we've gone over so far, in case you missed it:

M15 Threats, Part I
M15 Threats, Part II

We'll start with a sarcastic Kudos to Wizards. Now that they've changed the card border, there's no excuse- Just print entire sets of planeswalkers. We officially won't be able to tell the difference, and it's all the more clearer with this new border that they really want to.

For those newer to the game, my first look at Anorexic Avacyn drew an aesthetic comparison to Jaya Ballard, Task Mage, which rumor has it, was supposed to be R&D's first hack at designing p-dubs.

As far as design goes, AA and Jaya couldn't be more different. Mostly, this is color pie nonsense, and not being a fan of original Avacyn, my unconscious dislike for it is unfairly projected in here as well. But I'll try to be nice.

The rules change on Legendary Creatures and Clone Effects made old Avacyn pretty annoying to play against in my metagame, being that anyone playing Avacyn, Angel of Hope, and anyone with a Clone basically made their board state inpenetrable short of a handful of tuck and exile effects.

I imagine this, along with the key word changes to indestructible, are a few of the compelling reasons R&D might have had to make a new card for her. This one is obviously more fair, which if you subscribe to my pal Grandpa Growth's Rosetta Stone, means it's a significant power-down from her first moments of fresh air out of the Helvault.

Still, I think she's totally playable. As a guy who favors 6-cost or less creatures with relevant static and cheap activated abilities, there's room for design and abuse. An evasive, two-way attacker that can shape the battlescape and protect herself on the cheap is still useful. Couple that with a big 5WW cost emergency button, and you've got a Commander that has the potential to shut down most mono-colored and non-artifact-based two color decks as well.

From Avacyn, however, the rest of these Legends seem pretty bad as Commanders.

Take Jalira. Like surgeons, the designers on this card nipped and tucked until they were sure a Master Polymorphist couldn't do anything that was "unfair," which makes her look more like a novice than anything else, and R&D like chumps once again.

Personally, I see no problem with a Master Polymorphist possessing any or all of the following qualities:

1. Being able to turn one's self into something else.
2. Having the ability to do this with as little resources as possible.
3. Being able to turn any creature into any other creature, regardless of sub- or super-type.
4. Having the skills necessary to do this as quick as possible.

When we examine this card, the designers only got one of these right. But ask yourself- would it be busted if Jalira could turn herself into something? Would it be "un-fun" if she could Polymorph into Kozilek?

I don't think giving a Master Polymorphist these kinds of powers would make her worse- especially if you held all her other qualities constant. And even if Jalira was 2U, it would compare with something like Proteus Staff, which as far as I know, isn't a heinous imposition on any metagame anywhere.

Based on what we have, which does not include information from the Future-Future-League, like R&D does, I find this card pretty disappointing overall. If anything, a card should at least be able to validate its own flavor text, and when it doesn't, I'm a little peeved.

In case you haven't gotten the vibe from our first couple of cards, I'm not particularly enthralled with our newest additions to the Commander pool.

That said, Kurkesh is a card that possesses more of the qualities I'd like to see, even if I'm not thrilled about it.

For starters, the Onakke Ancient is a 4/3 for 2RR. So even if the rules text is no bueno, we still have a Legend with the ability to hack and slash our way to 21.

Looking at this rules text, we've got a pretty weird one, which is particularly refreshing for me, as it gives us Commander players excuse to do some research, even if it's a dead end.

I haven't done any for a potential Kurkesh deck, but having a cheap trigger for the activation of artifact abilities seems good.

Yet perhaps the most exciting part of this card to me is his creature type. Ogre Spirit. Awkward, unique, and from a place we haven't been yet- Shandalar. All of these add up to an overall okay design, even if it's not something that jumps out at me as "good" or "playable."

Last time on Zendikar, Ob Nixilis was a lowly, spark-less Legendary creature trying to make his way through a world of Hedrons, Kor, and Eldrazi in an attempt to be a planeswalker again.

Thanks to Brad Muir, it looks like our boy O.B. Nix is looking more like his old self. Just look at Karl Kopinski's artwork. This is some seriously scary-looking art.

Looking past flying and trample, it's pretty clear this version of O.B. is intended for us EDH players. Punishing players for library searching is something that is severely lacking in Commander outside of Psychogenic Probe, and I like that Ob Nixilis is a potential piece of removal that also forces removal because he gets bigger if you don't.

All that said, I still feel he's overcosted. It's clear this card wouldn't be fair at 3BB without an additional cost, but it still feels like a shaky investment, even when I have an intangible emotional investment in the Demon ex-Planeswalker as a character.

Why do all of our new characters have to have unbelievable fantasy names in this set?

I know I've been complaining a lot, but Yisan is a dumb name. So is Kurkesh, and so is Jalira, but Yisan is the straw. They all look and sound terrible, but Yisan is just- I don't know. They don't feel like names. It just looks like someone pulled out scrabble letters and strung a few together until it sounded like a car accident.

The actual design of this card isn't horrible, but surely underpowered. While I don't get how a Bard is also a Rogue that can summon creatures, like Kurkesh, I'm more intrigued than completely put off by the design.

Unlike Aether Vial, the Yes Man (this is his nickname, because I don't want to say his name. I know it's terrible, but this is improv) doesn't have access to all colors, so he's really on the bad of the eight ball when thinking of ways to double up his verse counters. I imagine he'll be part of a gimmicky squad or the General for some fun toolbox decks, but not much more than that, which is disappointing. I like to see bad cards become better, and I like to hold out for the hope that they can. But this is just not gonna work.

Our last creature is perhaps the most boring thing Wizards could've come up with. An Indestructible Sliver granting other Slivers Indestructible. I'd vomit if it didn't already look like I did.
Just look. ----------------------------------------------------->

Now I'm not a "Sliver Hater." They are a very powerful tribe in Magic, and I think it's possibly one of the most unique-to-Magic tribes in the card game, as they have an expansive presence throughout its history.

Mostly, I'm just bored with the way Wizards is attempting to revive the tribe and make it exciting. This is one of the easiest decks to put together across every format the game has to offer, and that's just horrible for a person like me who plays Commander, and values the artistic process of building a deck.

Since their revival in last year's Core Set, it seems that my distaste is only going to grow as they continue to give Slivers every ability imaginable, and I get it, but I'm not okay with it. I wish they had their own specific abilities, not just sharing common static, activated, and triggered abilities within themselves. It's not uncommon knowledge that Harmonic Sliver and Necrotic are two of the most popular, and it's not just because they are great at policing the board. They are representative and reminiscent of specific cards in the game, and their power is checked.

Sliver Hivelord basically gives this deck a cheaper Darksteel Forge, which is a very "win-more" card, I think, as far as the Sliver deck goes. While it's true most of these decks are aggressive, losing Slivers isn't really a problem because they have access to Living Death and Patriarch's Bidding.

Mostly, I think this was designed for some of the reasons I mentioned above, but also to help beat into the ground all these new rules changes they made about indestructible. Being a Core Set, it offers old players getting back into Magic and new players the chance to understand the game, and so here's the obligatory "garbage pop" card they make for these players, who, I'd guess, probably won't even like it.

Our last card is also tragically bad, possibly worse, and I'm genuinely disappointed about this.

Back in Innistrad, we heard the story and seen the $70 version of Liliana super-charged with the veil, and watched our formerly Green Hunter Garruk get infected with the Veil's curse.

Now that it's here, I'm angry about it. Not only does it make zero sense flavor-wise, but it's inclusion in this set is baffling.

I know Core Sets represent all the cards from pre-existing planes, but this was an integral part of a set- Why was it not included then, if the card was obviously already designed?

Furthermore, how is this a curse? Planeswalkers getting to activate their abilities again seem like a privilege to me. The only thing that's a curse is if you don't have planeswalkers.

And on top of all of this, why is it so expensive to play and cast? How does that make sense at all? In a world where we're talking about Rings of Brighthearth doing better work to copy a P-dubs abilities, or Proliferate cards being able to add the counters you need, I don't believe I need more evidence to demonstrate how sad and pathetic The Chain Veil really is. Truly a "Win-More" card, when you consider no player in any format is going to let you have more than one P-Dub out, unless they are already going to lose anyway.

Well, that wraps 'er up for today. Godspeed at your prereleases. Make good choices.
-UL






Tuesday, December 31, 2013

TGZ's Command Zone OG's #2: The Uncombative Soldier, The Scarecrow, and a Mono-Colored Radar

Happy Thursday Zoners!

Uncle Landdrops here fillin' in for JC on the last day of the old year with another installment of Command Zone OG's.

For those that don't know, Command Zone OG's is more of a community based segment where we examine Legendary Creatures as Generals and whether they are On the Rise, Under the Radar, or Always Around amongst the online community.

We've got a little bit of a special one here today. Mostly due to indecision, I've got a few more creatures than I wanted- so enjoy.

ON THE RISE

The Pesky Esper Slow Roll - Oloro, Ageless Ascetic

Hey Kids! Do you like life gain? Did you think it was irrelevant in EDH because of the marginal incremental value of a few life on a given turn?

Well, even if you don't understand my heightened lingo, all you really need to know is that Oloro's here, he really does nothing, and he's already becoming more and more relevant.

Today on the first page of TappedOut I must've seen 7 or so lists alone, and the number's only going to be bigger.

Basically, the deck promotes a very slow, control based game with incremental life gain value. Because he doesn't have to trigger to be in play, he's the first Commander to give you value from the Command Zone and provide double value via Clone effects.

Eventually, my prediction will be that this is a card people will grow to hate, like Edric. What it promotes is slow games, and supports bad deckbuilding in certain cases.

Still, I think Slow-Loro AKA Oreo is one tough cookie. I'm hoping it will inspire some great control decks with late-game combos, which I think is the route to victory.

ALWAYS AROUND

The Everyman's Board Police- Reaper King

As one of the cooler-looking options for five color Commanders, Reaper King should not be a secret to EDH players anywhere. A 6/6 for five at his lowest possible cost, the Scarecrow is an imposing board threat and the centerpiece for Changeling destruction.

Destroying permanents is his best quality at the table, particularly permanents that most people find pesky yet don't have the guts or the deckbuilding know how to add in. There's a reason everyone loves Vindicate, and it is for that reason that our vine-ridden, crow-scaring artifact monstrosity is a legit contender at the table.

In his most heinous form, Reaper King combos really well with a kicked Rite of Replication to make everyone at the table ready to flip the table, scoop, or try to do both at the same time and end up with disastrous and awkward results.

I've seen quite a few different Reaper King designs, and whether it's 1v1 or multiplayer, I think his flavor text appropriately describes what it means when he's on the battlefield.

UNDER THE RADAR

No Spark? No Problem! - Ob Nixilis, the Fallen

I really like Ob Nixilis. Though he doesn't have the regenerative ability of Korlash, or the ability to double his power instantly with access to Nightmare Lash and Lashwrithe, Ob's scale to the game is still aggressive and fun enough to build around.

Optimally, this deck wants to be playing all the fetch lands. Clearly, this makes for a pretty expensive payout. Still, the ability to trigger Landfall every turn after Ob Nixilis comes out is important.

Promoting land plays is a great way you can support that all-too important quality of deck design- playing lands. Fundamentals are our friends, ladies and gentle-demons. Catering to them is a great way to reinforce positive game play and design.

The Red Undead - Squee, Goblin Nabob

The closest thing you can get to a successful "Fire Truck" deck (Red Engine? I like jokes) is Squee. He's basically indestructible, and completely reusable.

Since most of the best cards in Red decks are wheel cards, discard/draw effects, and top-tier artifacts like Skullclamp, being able to power them up with Squee creates a much more stable arena for card advantage than most other red decks.

I have yet to see this deck in a game, but I hope to some day. It's a very neat and unique archetype for its coloring.

The Hungry Hungry Hydra - Polukranos, World Eater

Everyone playing standard and other 60-card formats is beginning to understand why Rosewater said this was a big card in the Future-Future League back at Comic-Con. In conjunction with devotion, this card is nuts.

In Commander, with access to ramp and plenty of deathtouch effects, Polukranos is a wonderful aggressive Commander option that does something Omnath and Azusa can't- be removal.

The fight mechanic is one of my absolute favorite things Wizards has come out with in the past few years, and as they continue to print more of it, this deck will get stronger.

If I ever decide to retire Yeva, this is my next option.

Magpie Love - Lu Xun, Scholar General

One of the things I've been shocked about is the lack of lists for Lu Xun. I really like this card, and I'm stoked Wizards printed it in Commander 2013.

Thieving Magpie is a solid card we all know and love and have been able to access for years without paying a bunch of money. Reprinting various Portal 3 Kingdoms cards has really helped to make our format much more fun and compelling. With Horsemanship instead of Flying, Lu Xun's evasion is solid. He rewards you for attacking while helping to get damage in and doing what Blue decks really want to do- outdraw your opponent. Many blue decks fall victim to the "Draw, Go" strategy, which can often lead to skipping a crucial combat step. By playing Lu Xun, you can build this additional decision into your design, so as to create rhythm and not forget to take advantage of damage dealing.

Without any Voltron-ing, Lu Xun is 1 damage and 1 card, which most players aren't going to be too upset about in the beginning of the game if they don't plan properly, or they don't have removal.

Again, another low-cost, value-driven option that can really draw cards if you stack it up Bident of Thassa and Curiosity.

Sailing Ships And Loving Life - Gerrard Capashen

I know it's not very good, but I can dream, right?

Inherently being underestimated has its advantages. As a card we rated to be one of the most "middling" cards on a Stack episode this summer, Gerrard is definitely a creature that you can use to prove people wrong.

The incremental life gain in conjunction with Hate Bears like Rule of Law and Ethersworn Canonist helps to keep cards in hand while Well of Lost Dreams and Cradle of Vitality can be used to find cards to finish the game, or simply end the game.

Gerrard isn't simply a nostalgia choice. It can definitely become something more, if you know where to look.

Remember to feel free to share cool and awesome lists with me if you've played or seen any of these decks in the comments below.

And Happy New Year! Hope you've got more good things on the way. Cause so do we.

Until next year, and the one after that, continue to remind your friends that playing the Mimeoplasm isn't okay.

-UL