Showing posts with label Teferi. Show all posts
Showing posts with label Teferi. 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, September 13, 2014

Glowing Ranks: Blue Legends

Welcome back Zoners!

Today we're going blue in our Commander Power Rankings.

As we all know, Blue is probably one of the best colors in all of Magic. Being the pinnacle color in Control, a tangential color for artifact combos, and the most direct route to card draw, ranking the blue Legends can be a very subjective task due to the redundancy of function, and whether or not you compare the combo decks at their most potent, least potent, or a confusing average.

So let's rack 'em up and rank 'em!

HONORABLE MENTIONS

Thassa, God of the Sea

Mono-U devotion is a pretty big deck in Standard for a little while longer, mostly because of access to hybrid symbols.

Still, I've found Thassa to be a pretty strong Commander, and that's obviously without Nightveil Specters and Frostburn Weirds.

Thassa presents incredible value. It's an aggressive deck that can afford to sacrifice a few counterspells for more threats. When coupled an every turn chance to smooth your draws, the Thassa build paves the way for a very precise, turn-sideways kind of deck, where Thassa puts a nice bit of pressure on your opponents quickly.

Arcum Dagsson

There's no real order to the Honorable Mentions. Personally, I think this deck is more garbage than good, and I've been vocal about that here on the blog.

A few years back GG tested this deck against Jhoira, one of the premier top Tier decks, and it straight up folds to the extra disruption Jhoira gets to play.

Sacrificing counterspell spots for more permanent-based Artifact griefer cards is both the Dagsson deck's strength and weakness. I'm not a big fan of approaching the game with the arrogance of a Stax deck that comes in and says, "You have to beat me," because it shouldn't work, and more than likely won't if your opponent knows how to build decks and play properly.

With Metalworker unbanned as of a few days ago, this deck obviously gets better. However, I only mention Arcum because my credibility would be questioned if I didn't, even though Wizards has recently printed a card which should allow the Arcum delusions of grandeur to disappear.

Muzzio, Visionary Architect

MUZ-ZI-OOOO!!!!

Easily a better deck than Arcum, particularly if you want to play Stax. The deck doesn't have to commit to silly artifact token generators, and bad dude mana rocks. This deck gets to play real artifacts, good combos, and back it all up with counters. It's a pretty good plan overall, as Muzzio is versatile enough to play early or late, either working to get the deck going, or coming in later to find a threat to end the game.

I'll admit I got very confused about the way his ability worked. I was under the impression that the CMC of your highest cost artifact had to be less than or equal to the card you found when you looked at the top of the library. This is separates the Muzzio from the Arcum, and why, even though you have to invest mana, this deck is better than his Coldsnap counterpart.

5. Thada Adel, Acquisitor

Welcome to the real decks, ladies and gents.

It's safe to say that the Thada Adel deck can have it all and is rolling very deep in terms of toys. Between Sol Ring re-prints and an extra set of Mirrodin seeing print following her Worldwake debut, Thada is a very dangerous, proactive, and fun deck to play.

My favorite quality of this deck is the amount of information you can gather in looking at your opponent's library. While her combat damage trigger is really fair when compared with Master of Predicaments, Sphinx Ambassador, Daxos, and other cards that allow you to play your opponent's stuff, there's still plenty of value to be found by just taking away your opponent's most powerful artifact stuff.

4. Braids, Conjurer Adept

Braids was one of my favorite decks for quite some time. The ability to play threats for free and leave room for answers without a whole lot of other nonsense provides a very wide set of skills for just about every situation.

I wasn't even playing what would be considered a full strength Braids deck, and the results were a success.

30+ threats and 20+ Instants was the recipe that insured I always had something to play for the Braids trigger, and always had a response to something another person was playing.

3. Talrand, Sky Summoner


Now, Talrand is a deck that I believe is a lot better than the lists the Internet has to offer.

Though it can be weak to removal heavy decks, the amount of counter-magic and control that can be crammed into the 99 is massive and always getting better. Don't believe me? Just look at Aetherspouts and Polymorphist's Jest. The only direction this deck can go is up, in terms of ammunition.

2. Azami, Lady of Scrolls

All hail the mighty card draw combo queen! Though the artwork may reveal quite a mess, it's all about Wizard tribal and Mind Over Matter.

Though this deck has been accepted as universally good, and really is (again, unlike the false acclaim of Arcum Dagsson), the weakness to me of Azami is that this deck wants to play creatures that don't really want to attack. Still, because control cards are getting better, the deck can afford to play a few.

1. Teferi, Mage of Zhalfir

Teferi tops the list for me for a variety of reasons. Number one, he has immediate impact, and can be played whenever you need.

Number two, he combos with Knowledge Pool, effectively shutting people out of the game. Unlike Azami, his two-card combo is completely tutorable, and able to shut the game down pretty quickly. It's safe to say none of the other mono-blue Commanders can really do this, and live to see it.

The last reason Teferi bests his blue counterparts is his flexibility. Teferi is all about tempo- specifically, removing your opponent's ability to respond whilst increasing yours. Unlike the other decks on this list, Threats and counterspell quantities can be liberally played with to suit the greater metagame.

Pass Turn.
-UL

Tuesday, August 6, 2013

Applicable Surprises From Worlds Week

Happy Tuesday once again Zoners!

As you may know, I'm not much into playing other Magic Formats.

Still, I couldn't miss the few chances I had to check out what people were playing last week during the World Championships and Magic World Cup.

So this week, we're gonna take a break from all my harebrained strategies and talk about some of the cards I was excited to see getting play in the competitive environment.

OVERVIEW

Much of the stuff I'm going to talk about was listed in the Sideboard, but that really isn't representative of a typical sideboard.

Much of the Standard and Modern was dominated by Blue/White/Red, which leveraged Sphinx's Revelation and other spells off the backs of Restoration Angel and Snapcaster Mage. Shahar Shenhar's U/W/R was actually what ended up winning the whole enchilada.

In Standard, the primary matchup was either with a mirror or Jund, with Willy Edel, Craig Wescoe, and Brian Kibler the only ones not playing the two big decks (Naya Midrange, Boros Aggro, and Gruul Aggro, respectively).

Due to all the mirror matches, the sideboard was actually pretty instrumental in most of the games I was able to watch. Particularly for non U/W/R players, which is where I found the niftier Commander-worthy tricks.

CARDS FROM STANDARD


Lifebane Zombie was one of the big cards that made Jund decks relevant. Being able to get at Thragtusk, Scavenging Ooze, or Restoration Angel was good-- but knowing if Sphinx's Revelation or removal was in hand helped the Jund players make better decisions.

Being a newer card, this was one of the bigger splashes. It was played in Standard mostly, but I did see it in a deck or two during the World Magic Cup.

Brian Kibler's Gruul Aggro deck sported four whole copies of Burning Earth in the sideboard.

When I saw this in his deck feature, all I could think was, "What a badass."

Burning Earth, as he explained, was pretty instrumental against most of the Standard U/W/R and Jund decks he saw, and to compensate, he played quite a bit more basics than the rest of the field.


Willy Edel's Naya midrange also had a couple copies as well.

Of all the people in the tournament, I liked the decks Reid Duke was bringing to the table the most.

His Jund build sported a 1-of Rakdos Keyrune, which was pretty awesome.


Having one extra mana for a Rakdos's Return or a dude to chump felt like a lot of value in this environment.

I didn't get a chance to see it in play, so I don't know if it was actually good; but against other Jund decks and U/W/R, the flexibility felt neat.

Not sure it's EDH worthy, but those colors would probably do well to have some acceleration. 


Assemble the Legion was in U/W/R sideboards everywhere.

I'm actually a huge fan of this card. I saw a few limited drafts where this thing just gets silly if you let it sit out long enough. And with Revelation support, the game goes so deep it's a huge swing in momentum.

In environments where creatures are few and boardsweeps are uncounterable, being able to re-load is pretty nice.



CARDS FROM MODERN

Shadow of Doubt was a surprise choice I saw in the U/W/R lists. I believe a lot of people were expecting to see Birthing Pod, and it shut down Scapeshift and fetches. 


This is a card GG got me playing, and I really like it in Commander. It hoses people who play tutor style effects.

It's one of the reasons Aven Mindcensor also saw some action too.


Teferi's been in Modern sideboards for a little while now, and I find it pretty funny.

I've never actually seen him in action at the table. He's kind of a running joke amongst the announcers, but that doesn't make him irrelevant.

Teferi found his way into the U/W/R deck, I'm mostly guessing, because the list likes Flash creatures and slowing down counter magic.

The theory is sound though. I mean, he's a handful at the Commander table. That's gotta mean something.


This was actually a card from the World Magic Cup, and honestly, it was the most intriguing to me.

The deck was being played by Brazil and Belgium, and was sort of a cross between Josh Utter-Leyton's Redless Jund and the Standard Jund.

The big difference was that it played Disciple of Bolas, Thragtusk, and this guy.

I've been having a lot of fun playing Desecration Demon in EDH, and I like it a lot more than I initially anticipated.

He's a decent threat in Glissa T's and can force value triggers during combat.

In particular, getting huge damage in was helpful against some of the U/W/R matchups, getting them to use their Revelations before they were ready and mowing down their Restoration Angels.

If you're looking for the rest of the lists, or looking to find some of the replay footage, check out this link to Daily MTG.

Standard/Modern Recap

Anyway, that's all I got for today. Till next time, stay up on the down stroke.



Keep it funky, ya jive turkeys.
-UL