Hey Zoners, It's your old friend Johnny C here with a new article and a new deck!
For the past few month's I've been piloting twin Mono-red Generals to enrich my deck building skills. On a challenge I was asked to build a mono color deck without any Infinite combo's, So I built two. One was a Chaotic Multiplayer Norin the wary deck and the other is my Kiki-jiki deck.
If no Infinite's, Why Kiki?
I wanted to take a general that had as much stigmata with infinite combination tricks and change that expectation. When i come to the table with a general like Kiki the usual response was to target me first. Needless to say I lost many games during its introduction.
While I did omit those combo's I did not stray away from strong synergistic plays. Through play-testing I found that I don't have to interact with the table, and my general really only needs to show up when I'm going for the end game. This was something that I haven't had an experience with. There are a small set of commanders that you don't necessarily need to call upon until you are going for gold, Commanders like Oloro, Oona, and Sharuum come to mind and i'd like to add Kiki-Jiki to that list.
What came out of all of this is a Mono-red deck that people actually like to play against. They now know there are no win-outs that ruin the the experience of the table and the environment is very casual. This creates great moments that allow people to keep their fields, make strong moves and create moderate length games that leave players in good spirits.
Kiki's Agenda, Or lack thereof
The main agenda is to get ramped up to about 4 or 5 mana. The spells that i play, Including Kiki dont get interesting until 4 and above. For that we look at red's love/hate relationship with Artifacts. Once we get there we have laid the ground for the second and more interesting phase, ETB Shenanigans!
Kiki Jiki has a well known relationship with creatures that provide value entering or leaving the battlefield. This deck is no different, but with a twist. Most of the creatures in this deck effect the board indirectly by making tokens or tutoring artifacts. Laying low to assemble the bombs that lay in wait. The few creatures that effect directly are a mix of classic red creatures with some variety of niche abilities.
Kiki's Kit and Krew
Kiki has 3 big engine cards in this deck. Clone Shell, Hoarding Dragon, and Thornbite Staff. They respectively Find creatures, Artifacts, and untap Kiki enabling more of the previous two. Once I get the original out I'll have to make a choice, do i go for the best thing in case it gets destroyed by next turn? or find something moderate and go for what I know i'll get once the copy is sacrificed.
The Token package I mentioned are primarily Goblin producing. Why? Because with a beast like Krenko in this deck who wouldn't want more goblins? Krenko along with mono-reds new favorite enchantment Purphoros, God of the Forge makes for an excellent win condition. Along with them are; Siege-Gang Commander to fling those tokens around, Stingscourger being the goblin version AEther Adept, Goblin Welder to play switcheroo with artifacts, and Goblin Assassin to make everything a game of chance.
What is Mono red without a little bit of chaos? Effects that do things randomly or have a 50% chance of backfiring are right up the sub-theme of this deck. The previously mentioned Goblin Assassin is one of them but he is not alone. Teferi's Puzzle Box finds itself a strong presence in this deck. Card draw works differently in mono red ever sense Innistrad gave us the "Looting" effect and T. Box is both disruptive and advantageous. A personal favorite is the Tyrant of discord interaction with Kiki and Thornbite Staff. I've have 6 stacks of Tyrants continuously and spread out the love causing mass destruction. I call him my WMD.
The under the radar win condition award for this deck has to go to Valakut, the Molten Pinnacle. i had a crazy opening hand of 3 Mountains, Sol Ring, Expedition Map, Burnished Hart and Ancient Tomb. it turned into a 6-you each end phase with just Kiki, Burnished Hart, and Valakut doing the work. The effect can be done with Solemn Simulacrum but its generally slower but better card advantage. This is the direct damage approach, creatures like Bogardan Hellkite, Fanatic of Mogis, Myr Battlesphere, and Comet Storm are the big burn package. They add pressure when life totals drop to about 20. I have been known to do 19 or more damage in a turn.
With all of this aggression where's the defense? The main defense in this deck is it's offense, creatures in the burn, token and chaos package enable blockers and removal for what's in play but unable to stop spells and enchantments. Those two needed some kind of remedy and our answers are Price of glory, Chaos warp, and All is dust. Price of Glory keeps the table safe from counters, battle tricks, and EoT advantage plays like Top. Chaos warp is the Bail-out card Red has wanted forever even though it's a color pie flavor foul. Lastly All is dust is a kind of reset button that you see across many non white, non black mono color decks where wraths are rare, so its not real surprise its here.
The last topic in our kit is the Planeswalkers of the deck, Who is right for the deck and why? The answer I came up with was Koth and Chandra Ablaze. Koth has done well giving both mana and providing a 4/4 mountain in times of need. While I have yet to ultimate Koth the ability seems lacking in contrast to mana production and mana untapping. Chandra on the other hand is great, Dumping artifacts into the graveyard to be swapped out for with the Welder, tossing red spells I dont need for 4 damage, or simply drawing 3 cards at the cost of my usually empty hand. She is a strong Planeswalker for most mono-red decks. Combining damage, Wheel, and the Ultimate Flashback spell. For a time I did consider her Most recent incarnation for the card "advantage" but since we just go Act on Impulse in M15 i think Ablaze shall stay for the long run
Looking Forward, and Card considerations
Since I've had the deck up on Tapped out (link will be at the end) I've had a few suggestions that i have strong consideration for.
For artifacts I'm thinking about Mangara's Tome, and Sands of Time. The Tome gives me some form of tutor and optional draw condition that can turn the tide and guarantee the card unlike Gamble. the big risk is if the tome is destroyed the cards are exiled but that's an acceptable risk. Sand of Time is a goofy card that switched the tapped cards with the untapped card's each turn. This has great synergy with Price of Glory and Kiki-Jiki. Preventing people from setting up all of their lands and giving kiki targets each turn.
For Enchantments I have considered Shivan Harvest. I produce many tokens especially ones that are going to die anyway so why not reap some destruction with them. While this card wouldn't see play with my main group, I do have a side group of players who are more competitive and this card is right up their ally. another LD card i could use would be Wake of Destruction for a all around land sweep.
In Closing, And what I've Learned
I absolutely love this deck. Mono-Red has been a blast to pilot as Kiki and even more crazy with Norin. I'm not saying it's for everyone but I highly recommend trying out a mono red commander. Red is constantly Misunderstood as the weakest color by EDH standards. When you compare it to the other colors and what they provide it's easy to rate red as the lowest, but Red's strength cannot be compared to any other color. It's entire line of thought is different and its own. Cards like Gamble and Act on Impulse represent the power of red. Its home to the most bizarre and silly creatures to exist in magic along with the only cards that gives loose change a place in your dice bag.
So take a walk on the wild side, For the Deck List, Click Here
<3 J. C.
Showing posts with label act on impulse. Show all posts
Showing posts with label act on impulse. Show all posts
Thursday, July 31, 2014
Tuesday, July 15, 2014
M15 Set Review: Mana and Utility
Hello and welcome back to The General Zone's review of Magic 2015. If you missed any of our ongoing coverage of the set, you can find the previous installments of the review here: Threats pt. 1, Threats pt. 2, Legends. Answers!
Today we will be looking at everything that is left in the set: Mana and utility cards. Mana is easy to define: is it a land? Does it produce some kind of mana? Done. Utility is somewhat more fluid. Utility expands the functionality of your deck. Adding resources, adding new angles of attack, engines, etc.
This is the home stretch so let's get right to it.
This is a cheap, reliable token generator that simultaneously grants you some partial protection from board sweepers. If that sounds pretty awesome...well that is because it is awesome. The only hiccup I can see is that it requires a small amount of mana every time you want to do anything. If you just pay the casting cost, you are never going to get anything out of this. To maximize the value from this card, you have to set back your curve by an entire turn and be conscious about leaving up mana to protect your Creatures from being destroyed. That can be a tall order in a format full of mana hungry decks.
I am not going to lie to you. I don't know how this is going to work. I didn't think much of Grand Architect, but it turned out to be very complex. In certain decks it can generate truly unfair amounts of mana, which puts opposing players in an awkward situation. Do they kill it? How do I know whether or not it is going to be good in this particular game?
Now, with that in mind: Chief Engineer is less explosive. It doesn't generate as much mana per Creature. This is balanced by the fact that you can use any and all of your Creatures for mana. So I would guess that this is somewhat worse than Grand Architect, but still worth looking into.
As a draw engine, this doesn't seem very powerful. It is easy to disrupt with removal and all but folds to board sweepers. That being said, it is cheap and doesn't have to net you too many cards in order to feel like your investment paid off.
I don't necessarily see this being the most useful in a mono Blue linear strategy. Instead, I see uses for this in aggro-control decks like Edric. Bant based token swarm decks may also have a spot for this. I think this is worth trying out, but I wouldn't be surprised if it ends up getting cut for something better.
This is an engine that I can get behind. You basically get to cycle all of your Creature cards, setting yourself up for a reanimation effect later in the game. If you commit yourself to a Zombie theme, you can net a free 2/2 every time you do this, which is an awesome bonus! I have been itching to see a Rooftop Storm deck...I might just have to build one.
Waste Not is certainly very powerful. There are easy and profitable ways to get your opponents to discard their cards. Some strategies even want to be discarding by default.
No matter what they pitch you get some kind of value, but the key to making this card successful is going to be how you leverage the second ability. Many players are going to want to discard lands so that they can hold onto their action spells, but if you have some sort of mana sink like say, a Scepter of Fugue, then you can really put that extra mana to a good use.
I am really happy to see that Red has been getting more equal treatment in recent years. However, finding ways to create card advantage and card selection that 'feel' Red isn't always easy. Unfortunately, this paradigm of 'use it or lose it' card draw doesn't fit well in Commander. The format revolves around high impact plays and so many of those crucial, game-winning cards are quite expensive. That means that you are going to need 10+ mana in order to regularly be able to generate card advantage out of this. Maybe that is reasonable. Maybe that is asking too much.
Speaking of Red and card advantage...and also about needing a lot of lands in order to eek out some semblance of value...Why does this say that you can't play lands? This was close to becoming one of the top Red cards in the format. However, the particulars of the wording make it such that this card is going to be difficult to use. Unfortunately, I think that this has one safety valve too many.
This doesn't feel like a piece of equipment to me. You draw the cards as an upkeep trigger, not a attack or combat damage trigger? That is somewhat unique, but not entirely a good thing. You have to equip it and then wait through your opponent's whole turn hoping that they don't kill your Creature.
This card will create an interesting interplay in deckbuilding because you want to be certain that you have more removal than your opponent, but you also need to find room for the Creature to put this on.
I can't hate on this too hard because I am die hard fan of Penny Arcade. I have been reading it since the beginning and I won't stop until they do. However, having seen them play Magic, they are definitely funny...
Well, we made it to the final card. I was so close to making it through a set review without going on some sort of rant about bad decisions by the creative team. We both know I can't miss an opportunity like this though. Begin rant:
The line we were given to justify changing the look of slivers was that they were too difficult to differentiate in art. They all just looked like a sliver doing a thing, instead of a sliver that COULD do a thing. Or whatever.
My first problem with this is: if that were true, how does making them look like the Predator solve that? The 2014 slivers all looked the same too. I never looked at the art on a sliver card and thought to myself 'wow, that humanoid body shape really helped convey they differences between this sliver and EVERY OTHER ONE THAT LOOKED LIKE IT!'
This would be a problem, but the point of slivers is that each one adds something to the collective, resulting in them all being IDENTICAL. They are supposed to look alike, right? They literally make each other more similar. I guess the main takeaway we are getting from this sliver fiasco is that slivers can be anything they want to be when they grow up...including the same thing they always were.
Thanks to the design team for press fitting in an overused hook into a set that was already overflowing with hooks. I am not sure whether this is the best core set ever or the worst, but it has accomplished some very important goals:
That is all for us here at TGZ. Magic 2015 is sweet. No doubt about it. The time has come to stop talking about the cards and start playing with them. If you attended prerelease events in your area, you have already gotten your hands on the set.
As always, we appreciate your support and your feedback, so feel free to drop us a line in the comments to talk about the cards, the review, the future, or anything else.
-GG
Today we will be looking at everything that is left in the set: Mana and utility cards. Mana is easy to define: is it a land? Does it produce some kind of mana? Done. Utility is somewhat more fluid. Utility expands the functionality of your deck. Adding resources, adding new angles of attack, engines, etc.
This is the home stretch so let's get right to it.
Now, with that in mind: Chief Engineer is less explosive. It doesn't generate as much mana per Creature. This is balanced by the fact that you can use any and all of your Creatures for mana. So I would guess that this is somewhat worse than Grand Architect, but still worth looking into.
I don't necessarily see this being the most useful in a mono Blue linear strategy. Instead, I see uses for this in aggro-control decks like Edric. Bant based token swarm decks may also have a spot for this. I think this is worth trying out, but I wouldn't be surprised if it ends up getting cut for something better.
No matter what they pitch you get some kind of value, but the key to making this card successful is going to be how you leverage the second ability. Many players are going to want to discard lands so that they can hold onto their action spells, but if you have some sort of mana sink like say, a Scepter of Fugue, then you can really put that extra mana to a good use.
This card will create an interesting interplay in deckbuilding because you want to be certain that you have more removal than your opponent, but you also need to find room for the Creature to put this on.
I can't hate on this too hard because I am die hard fan of Penny Arcade. I have been reading it since the beginning and I won't stop until they do. However, having seen them play Magic, they are definitely funny...
The line we were given to justify changing the look of slivers was that they were too difficult to differentiate in art. They all just looked like a sliver doing a thing, instead of a sliver that COULD do a thing. Or whatever.
My first problem with this is: if that were true, how does making them look like the Predator solve that? The 2014 slivers all looked the same too. I never looked at the art on a sliver card and thought to myself 'wow, that humanoid body shape really helped convey they differences between this sliver and EVERY OTHER ONE THAT LOOKED LIKE IT!'
This would be a problem, but the point of slivers is that each one adds something to the collective, resulting in them all being IDENTICAL. They are supposed to look alike, right? They literally make each other more similar. I guess the main takeaway we are getting from this sliver fiasco is that slivers can be anything they want to be when they grow up...including the same thing they always were.
Thanks to the design team for press fitting in an overused hook into a set that was already overflowing with hooks. I am not sure whether this is the best core set ever or the worst, but it has accomplished some very important goals:
- It provides a stable footing for new players to learn the game. Using a simplified rules set and obvious references to the previous core sets in Aaron Forsythe's tenure as head of R&D (M10 and forward), Wizards has created a pristine environment for learning and exploration within the game.
- It resonates with long time players by calling back to popular mechanics and themes that veterans can appreciate.
- It successfully launches a merger between the Pro Tour and the release of core sets. This set is complex and interesting enough for us to WANT to watch the pros play it, and it should provide a great show.
- M15 adds a wealth of new, highly competitve cards. The power level of the set is quite high, ensuring that players who invest heavily in this set will be able to use their cards, even at top level tournaments.
- Lastly, and perhaps most importantly for the designers, this set has MASS appeal and is going to sell like hot cakes. I wouldn't be too surprised to find out that this was the highest selling core set of all time. The marketing tie-ins were all there: Pro Tour exposure, slivers, high-profile cycles, the Garruk ad campaign, Duels of the Planeswalkers, outside designers, You Make the Card, and the return of pain lands! This set has just about everything that you could want and it caps off a summer that has been absolutely huge for the game.
That is all for us here at TGZ. Magic 2015 is sweet. No doubt about it. The time has come to stop talking about the cards and start playing with them. If you attended prerelease events in your area, you have already gotten your hands on the set.
As always, we appreciate your support and your feedback, so feel free to drop us a line in the comments to talk about the cards, the review, the future, or anything else.
-GG
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