Thursday, July 24, 2014

UL's Better Deckbuilding: Thassa, God of the Sea

Heya Zoners!

The last few months, I've been devoting most of my time to this Double Rainbow set of mono-colored decks, and it's taken me away from the TGZ dial more than I wanted to.

Fortunately, the drought has brought a downpour of things that I'm ready to talk about, and there's better way to segue into more water metaphors and cool deck designs than with Theros' resident female Poseidon, Thassa.

WHY THASSA?

With two sets of mono-colored decks now, my Deck Portfolio and this "No Two Set-Symbols Alike" requirement has gotten particularly challenging when choosing a Commander.

At the outset of constructing the new-bordered Mono-Blue deck, I thought it was going to be Sakashima the Impostor, because I love the card to death, and I was going to make Rayne, Academy Chancellor, my old bordered Commander. Weird choices, I know, but when it comes to my Portfolio, I do want to have some gender balance as well as some uniqueness.

While I know Thassa is a significantly more playable Commander than my initial picks, this wasn't so much a conscious choice to build around. That will sound strange logically, because to some this is all painted cardboard, and liking cards over others based on function can be generally silly.

However, it's not uncommon for me to be scrolling through Gatherer or waist-deep in a box of cards looking, and I'll have some inclination or instinct that draws me to a card. Often, the cards that my unconscious likes and picks aren't ever as good as Thassa is, but this odd predilection is something I've tried to hone as an artistic component to deck design. Being invested in the cards this way can often help keep you interested and motivated to power-up your design.

THE STRATEGY

There are two goofy, gimmicky names I've given to the philosophies behind which I play Thassa. The first is the design theme, which is universal for most of the God creatures, save Purphoros and possibly Heliod, and that is a "Devotion To Devotion."

What I mean by this is that we're strictly avoiding all permanents without blue mana symbols so that we can get our Commander online. Like most of the God cycle, combining Thassa with evasion and enough mana to do it ensures we have a cheap, serious, and consistent threat in blue, which should be scary, because blue doesn't have this card. I mean, the next best option is Thada Adel, and she is less than half as powerful, and much better against mirrors and other decks with blue in them.

Our "Devotion to Devotion" design is predicated on the color's biggest shortcoming- it's obvious lack of dedication in mana cost to the creatures we want to be playing. Again, because it's Blue, and there's always a back door, we innately have a back door- asset protection in the form of counterspell. In short, what we play, we have to be able to protect. Especially if it's Thassa.

Again, this is where design helps us again, because our strategy gimmick can come into play. I call it "High Tide, Low Tide." This strategy refers to Thassa's presence as a creature on the battlefield. In "High Tide," our 5/5 General is alive and attacking. This is the point where her value swells to its highest point, because she either turns the game into a 5-turn clock herself, or a less-than-8-turn clock with her and some friends.

Yet even at "Low Tide," which your opponents will probably be looking to control, Thassa provides insane value. Access to scrying means you're never going to miss land plays, and you're always going to get an extra chance to hit into a permanent loaded with Devotion.

Overall, this is a blue deck that wants to attack, and is fortified by Thassa's abilities to find threats and protection, and enable them to connect effectively. This is slightly different from a pure control strategy, because it's either hyper-aggressive, or hyper-control, in the sense that you get to decide what damage goes through, and your opponents can only hope they have enough answers to handle it.

THE TECH

In my playgroup, Higure does a lot of work. There's a Reaper King deck that uses him to go find Changelings. In Taniwha, Higure bounces ETB flyers likeAugury Owl (Oh Yeah) to find his Ninja buddies and get damage.

Our plan is more like the latter, with a couple of key differences. The main being Higure is a devotion enabler, accessing a small but useful set of highly-trained martial artists to help spread out Thassa's requirement and, to quote Allstate Insurance, "better protect us from mayhem."

Additionally, Higure is also what I call a "Commander Doppelganger." My experience has been that decks with Commander-dependencies need backup plans. While Thassa is one resilient little card, it never hurts to have something that shares characteristics with your Commander in case you're in a pickle. Higure has worked out nicely here.

Next up we have some nice Pauper action.

The design phase yielded the obvious result that the longer Thassa was on, the easier it was to put damage and pressure on the table.

Even though Thassa can impose herself on an opponent's life total, the combination of casting permanents for devotion can sometimes mean that you have no mana left to get her damage through.

Enter Aether Adept. Like Mist Raven, which I'm also playing, these two creatures are low-cost solutions that can not only protect my life total, they also buy me turns from getting attacked, and allow me to race my opponent effectively.

 Sometimes, two cards are better than one. Predict is a cool little card I play if I need to dig a little deeper into the deck. With Thassa out, I'm always going to be right, and if it's a bad card, I don't mind not seeing it again.

Magus of the Future is surely a card that gets auto-attached to Devotion-based decks, and is pretty synonymous with a lot of degenerate combos and general badass-ery when it comes to blue.

While it may not be so under-the-radar, what's surprising is how necessary its actual rules text has been for this deck. I knew it was powerful, and I've had a copy of this for a long time, but I've never been excited about it because it was just a card in other decks.

Here, MotF has some serious work to do, and it's nice to see that. To supplement redundancy, I'm also playing Future Sight.

I've mentioned this on here before, but I'm not ashamed of playing Divination. And yes, I'm aware that to my left is a Yu-Gi-Oh card.

Pot of Greed is what I play to represent Divination.Any time that we can insert Yu-Gi-Oh jokes into our game, we do it. I started playing Divination so I could make this joke, and then was given an actual copy of Pot of Greed.

Overall, I think it enhances the game when you can do fun stuff like this, even if it is "sub-optimal."

Functionally, what I found was that the scry mechanic still needs to be supplemented with card draw. With most of the deck focused on getting cards through combat damage, via Thassa's Emissary, Coastal Piracy, and Joe Bident (of Thassa), something like Divination helps to fill the spaces in between investments nicely.

We talked a little bit about some cool Common tech last week, and I mentioned Mystic Restraints as one of the premier pieces of disruption for Thassa.

Bonds of Quicksilver and Claustrophobia are two other cards that I found supplement this package nicely. Again, these aren't the cards people are going to want to play in a more optimal setting, but Mystic Restraints and Bonds of Quicksilver both provide Instant speed tempo and a little bit of unpredictability.

While their hefty mana cost means you're probably not going to cast them until you have a little untapped mana left over, it's a good lesson in patience anyway. The bigger threats are going to be the creatures you want to enchant anyway. So just be blue, and be patient.

Doc Manhattan here holds a special place in my heart, particularly because it was part of many decks I played and played against back when I was a pretty green Magic player.

So when I was scrolling through my binder looking for cards to play, I couldn't take it out of the sleeve fast enough. This is a card that wants to be hanging out in decks with a bunch of permanents- the bonus being, that I have a chance to manipulate what I draw.

Most of the people I've played against particularly enjoy seeing this card too. It's just got that kind of effect. All the flavor, pretty cool art, and effective rules text.

Pongify is no secret to most of the people who have played against me. I don't remember if it was something I found myself, or something I ripped off GG, but the word of mouth spread, and now that Rapid Hybridization is around, holding up a lonely Island can also spell trouble.

Again, this is another card that I find takes on new meaning in a deck with Thassa. Because the Destroy text and the token are two separate instructions, Pongify can become a card I target Thassa with to produce an extra creature as long as I have the devotion.

This is a handy little trick against aggro deck as well as a nice way to get a creature that could help me draw an extra card off of Bident of Thassa.

Well, that was a lot, and there's still more! Here's the list:
Take To The Sea!

As always, I'm interested in your thoughts, ideas, and whatever you have rattling around. Share it if you got it.

Pass.
-UL

Tuesday, July 22, 2014

UL's M15 Loot

Amidst all the great M15-related stuff GG's been doing the last couple weeks, I decided to hold off on talking about the set until I got my hot stack of nonsense in the mail, which arrived yesterday. So it's time to take off our serious, awesome Grandpa-Growth-analysis hats, and put on our silly, "why-in-the-world-is-Landdrops playing this" ones. Maybe that puts a little excitement in your belly. Maybe you think me saying that is stupid, and my ideas are worse. I wouldn't disagree, but this is the Crazy Train, and we all know that the only direction it goes is "off the rails."

BLUE

At the top of the order is Quickling. 

What can I say? I'm a total sucker for Evasion, Flash, and protecting my stuff. I play Whitemane Lion, Faerie Impostor, Stonecloaker, and Dust Elemental, and so there's nothing that's going to stop me from continuing my silly penchant- especially when it comes in both Faerie AND Rogue form. I heart Rogues.

I got two copies, and I can't decide which decks would be the best fits. I really like it, I think I just need more. Maybe even a foil one. This art isn't great, but I think foiling could improve it. 

I'm surprised GG missed the glaring opportunity to Pop Culture blast you in the face, and I'm not going to strike out on the same pitch:

What if I say it's not like the others?
What if I say it's not just another one in your place? 


What if I say Wizards will never surrender when it comes to making clones? What if I say I'm happy about that? 

Foo Fighting Rhetoric aside- Mercurial Pretender is sweet. I don't need more Clones, but the slightness of upgrade is so enticing there's no way I'm going to say no. While it's really only as exciting as being a Mac user and going from the Leopard OS X to Snow Leopard, or from iPhone 5c to 5s, it's still enough to want to queue up the Internet's oldest Dancing Baby, and throw a small party for yourself.



OTHER BLUE CARDS I PICKED UP:

Polymorphist's Jest- Because should the day arise when I'm done playing Magic, I don't want to look back and be the guy that never turned another dude's guys into Frogs.

Aetherspouts- I like subgames. This presents one of the most interesting ones I've ever seen.

Kapsho Kitefins- I've been looking for cards to make a non-rare Animar decklist, and I think this looked pretty tasty. Having flying, I can also slot it into this basic Isperia the Inscrutable deck I've been working on, or even into Thassa.

Void Snare- Got two copies. Not sure if I'll play both, but for one blue, even at Sorcery speed, it's gotta be borderline playable, right?

Military Intelligence- One of my newer decks, Thassa, loves devotion, drawing cards, and it's cool to have a draw trigger when I attack. Not particularly an instant slam dunk, but I'm trying it out.

Glacial Crasher- Just another weird Pauper card I thought would slot nicely into Animar. 

GREEN


Perhaps Genesis Hydra is a slightly more purposive reason to dance like dial-up and AOL are still relevant, so I've kept it close in case for extra dancing time. 

Let me start off by saying I share GG's feelings of being annoyed by Hydras. When they were talking about Theros at last year's Comic-Con, Rosewater said that he was happy they'd finally found a creature type for all the colors, the last being Hydra.

In the last couple years, I've never seen more Hydras in my life. Some times I feel like I'm back in Ancient Greece, where you couldn't walk 5 feet into Athens without having to face a damn Hydra. They're like the 7-Eleven of mythology, now they've invaded Magic, and I'm not thrilled by this.

However, I do like what Genesis Hydra does. I like that its flavor matches up with a card we Green players have all beaten to death in Genesis Wave, and that it produces a kind of card advantage Green players might not get, in that it can cast a noncreature, nonpermanent spell as a result of its ability. I'm keen to try this. Looks like fun.

OTHER GREEN CARDS I PICKED UP

Reclamation Sage- Because duh. This is the biggest no-brainer in its color.

Kalonian Twingrove- Had a nice debate about this card with GG if you read the comments on Threats, Part I. Personally, I think this card is bonkers in mono-Green, but I also play a crap-ton of forests and ramp for days. This scales favorably with my plans, and could be a nice Commander Doppelganger when Silvos isn't out beating face. I've added a nice token package to it, and this is on theme there.

Shaman of Spring- It was green, it said draw a card, I couldn't resist. 

RED

Objectively, this card is as dumb as Grandpa thinks it is. 

Still, I'm not going to pass up the opportunity to play Ronald Reagan's favorite Magic card, or to say stupid things like, "Mr. Gorba-Dragon, Tear Down These Walls!"

Doctors maintain they still don't know what's wrong with me. Healthy people wouldn't say things like this, and they surely wouldn't be playing Magic cards like this, but I'm obviously neither of these things.

When Siege Dragon got spoiled, I wasn't so focused on the ETB trigger as much as I was his attack trigger, which goes great with Basilisk Collar and Loxodon Warhammer- things I play in HH. I also liked the idea of playing this in Animar, where he helps my like 2 and 3-drops to trade with mid-range guys. So I got one.

I want to Reagan Smash with Siege Dragon. And if I can sell you on this card, then I should use this as part of my application package I send to Wizards.

OTHER RED CARDS I PICKED UP

Act on Impulse- It's a secret that long ago they printed a card named Three Wishes in Visions that did the same thing for 1UU and was an Instant. Why this couldn't be as powerful, I have no idea, but I thought it was worth a look. I play a lot of garbage cards in HH, and I don't mind the extra dig or pitching it to another discard/draw spell.

Chandra, Pyromaster- This has been a ridiculously expensive card for a long time- at least, more than I want o pay for one. I'm happy to have waited, and I can't wait to see if her "Exile the top card of Library" effect is any good in Commander either.

BLACK

Other than Soul of Innistrad and Soul of New Phyrexia, I wasn't excited at all for the rest of the cycle. Well, I was excited about the blue one until I realized it was color based, not "quantity of color" based.

GG compared this to Grave Titan, and so did the rest of the Internet, and Soul of Innistrad is clearly not better. However, that was never going to be a "fair" fight to begin with.

Personally, a more accurate comparison for Soul is Theros' Champion of Stray Souls. While Champion provides a nifty little Graveyard Blink, Soul is going to be a little slower, but it's also bigger, will trade with bigger stuff, and gives you the opportunity in the long term for aggressive expansion.

I definitely think this is a card that wants to be played in big mana mono-black, and other graveyard/sacrifice based decks, which goes give it more of a label than the do-it-all Grave Titan. That doesn't make it worse necessarily, but I have a feeling we are never going to get the kind of power that those Titans had ever again.

I love this card. I didn't think I would throughout the creation and voting process, but I'm sold.

This is a card I ordered post pre-release because I was hoping the price might drive it down, but with another year of Thoughtseize in standard, we're looking at a card that makes value out of late-game Thoughtseize.

It's sweet, and it's immediately going into Greel.

OTHER BLACK CARDS I PICKED UP

Eternal Thirst- This is probably going to be the card I regret picking up from the set, but whatever. It's a rinky-dink ten-cent enchantment that gives black creatures lifelink and a +1/+1 counter whenever a creature dies. I liked the idea of comboing with Crypt Rats so much I thought it'd be worth it, but it's probably not.

WHITE

Like Magister Sphinx, I have a feeling Resolute Archangel is going to agitate kitchen tables everywhere. In cases like this, I feel pretty justified in being the first to do it.

Resolute Archangel is dangerously powerful. If you manage your life total correctly, and you play her in the danger zone, there's no doubt you should be gaining over 25 life when you cast this 4/4. Again, insane value when you think the next best life gain card is Beacon of Immortality. This severely outclasses it, and it can be blinked and bounced to your hand.

I think the future is going to go 1 of 2 ways. Either Archangel is going to get banned by the EDHRC, or we're going to see more cards with this rules text. Either way, I'm down.

OTHER WHITE CARDS I PICKED UP:

Hushwing Gryff- It felt silly not to. I've been griping about getting more copies of Torpor Orb for a while, because I want to see what happens when we have quality answers to ETB triggers. This is certainly a quality answer. Gryff is basically an ETB counterspell.

Return to the Ranks- Whenever GG says that a card is going to hold its monetary value, I listen. He's my Magic Stockbroker, if there ever was a thing. RttR is something I knew I'd like in both my mono-White decks from a playability standpoint, but I wanted to have a back door plan for getting rid of it if it didn't make the cut. It's not as profitable as I'd want, but I have a feeling Craig Wescoe's White Weenies in Modern are going to be totes ridiculous at the next Pro Tour.

Ephemeral Shields- Convoke and a cheap casting cost gives a creature the opportunity to be a free counterspell on a Doom Blade. Another suspect purchase, but if I keep them in that dime-to-quarter range, I think I'll be able to sleep at night.

COLORLESS

Sorry Miss Jackson's of the World- This card is fo' Real.

And yes, it's made to make your daughter cry. And no I won't apologize a trillion times for playing it.

I think SoNP is easily the best of the cycle, not only because it slots into every deck, but because it provides each deck with another 6/6 for 6 threat with Trample. It's the Temple Bell of Creatures. I don't see any reason not to be considering this, especially when he protects your stuff.

Naturally, this card has been powered down because everyone and their mother is playing Deglamer/Unravel the Aether/Return To Dust which fortifies the Path/Swords removal core that already existed in most decks. Even so, there is still such a small quantity of cards that hose Soul that I doubt we'll be playing much longer without seeing two or three of this guy coming out to play.

Additionally, I love Daarken's artwork on this one. It's like he got together with the people who designed the Transformer graphics and asked himself, "What would Elesh Norn and Wurmcoil Engine look like if they had a Transformer baby?"

The last card worthy of a picture is possibly the funniest card I've seen printed in a long time.

Seldom do cards combine flavor, silliness, and somewhat awkward, unorthodox power to create a fresh, unique offering to our game.

Despite this card being very nonsensical, it makes me happy to see. Another set, another new target for Trinket Mages everywhere.

OTHER COLORLESS CARDS I PICKED UP:

Rogue's Gloves- The 2/2 Pay/Equip ratio might be a little too fair for this design, but it says Draw a Card, so why not give it a spin?

Radiant Fountain- Not much, but I still liked it enough to get copies. Card draw isn't my only favorite. I also love Land.

Well, that's my list. What cards are you most excited about? Be sure to include them in the comments below.

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

Saturday, July 19, 2014

The Stack #56- Junk Rares

Welcome back to The Stack!

The gang's mostly here, we're talking about nonsense- almost like we didn't take the summer off.

Although this episode's had to wait a little longer because of M15 and what-have-you, today's topic features some of those cards even Commander players might throw away.

So let's get going. THIS IS THE STACK!

GRANDPA GROWTH'S PICK


Grandpa Growth- THUMBS DOWN
Design has warmed up to the idea of EDH quite a bit in the last few years. Before that though, there were plenty of junk rares, unplayable in Standard, which normally would have been casual-only (and thus probably Commander only) cards. Unfortunately, the particulars of certain mechanics make them outright useless because of the deck building restrictions Commander employs. This is a fine example from a set that had quite a few. It really pains me that Mishra, Artificer Prodigy, isn't playable in the format where Legendary Creatures reign supreme.

Johnny Confidant- THUMBS DOWN
Im glad that this kind of effect was "imitated" when Innistrad block was released. Its a cool effect but card's like Call to Kindred and Descendants' Path do what this card should have done. Creature type on this card would make tribal decks swoon over this card. Not that the big tribes need more help but this could give some much needed help to tribes known for their heavy mana cost; Sphinxes, Dragons, Angels and Demons have some of the highest CmC and I'd like to see more "Tribal Matters" things in upcoming blocks

Uncle Landdrops- THUMBS DOWN
Relentless Rats and Shadowborn Apostle decks play this. I've seen it with my own two eyes, and we didn't let it get any further.

JOHNNY CONFIDANT'S PICK

Johnny Confidant-  THUMBS UP - Mono red has few real tap down mechanics mostly due to the fact that it's not in theme with the color. With the re-introduction of Snow Permanents in Coldsnap from its precursor Ice Age Red got to tap creatures and have fog effects. Among the two is this Blue-eyes white dragon whom I feel pulls his weight in the right deck. Keeping him in play to assure your dudes get into the red zone is his job, and he does it well.

Uncle Landdrops- THUMBS UP
I liked it a little better when I thought it was a 6/6 for 4RR, but I'm still willing to try it out. The Red Snow-Covered TurboFog Tech JC mentioned has been on my to-build list for a while.

Also, I'd like to comment on the art, because I both like it and don't like it, which is really nice place for me. On one hand, I enjoy its allusion to Blue Eyes, White Dragon. While I'm sure this probably came first, any chance I have to play iconic Yu-Gi-Oh cards in place of Magic cards, I try to do it. Like, my Divination is a copy of Pot of Greed.

Still, I think this is some of the most "stock" art Magic has to offer. Before it was a Magic card, it had to have been a Desktop Wallpaper that came with Windows 3.1. Before that, I'm assuming it was a poster in some dude's basement. None of these things are actually bad, but I think that there are a lot of talented artists out there with the ability to suspend our belief with something more lifelike, and all I think about when I look at this is, "Hey. I wonder how many people have this on a T-shirt and were also teenagers in 1984."

Grandpa Growth - THUMBS UP
If you are already playing mono Red, you need to have snow mountains anyway for Scrying Sheets. It is basically a must since card advantage is so shallow in Red. Since we are running 30+ snow lands this is basically an auto-include. It is unique enough to throw people off and allows for some board control without needing to sweep. Five points of power makes a clock and, combined with a high-output damage source like Goblin Charbelcher, will easily put the game away.

If you were surprised to see me say that this is a must-play in Red Commander decks then you need to do your homework. They don't have too many options in this category.

UNCLE LANDDROPS' PICK 

Uncle Landdrops-  THUMBS UP
After sifting through my nonsense, the card that would probably be the most beloved of all the junk I play is Strata Scythe.

Not only is SS cheap and available, but it caters to my two biggest deckbuilding sensibilities. I want to play lots of basics, and I play mono-colored decks, most of which have Commanders that benefit greatly by threatening 21 damage quicker than anticipated.

I've played this in many decks over the years, but I find that with access to redundancies like Armored Ascension, Lashwrithe/Nightmare Lash/Nightmare/Korlash, or Blanchwood Armor and ramp, the better decks to play it in are actual Junk colors- making this a total "Junk" rare in every sense of the way we use this word in Magic.

Johnny Confidant- Thumbs Down
I don't always play voltron, But when I do It's Daxos. This card has potential but it's really hard to see the possibility of this getting into my 99 when I have Swords to play with. Daxos is Spoiled with the best equipment outside of Jutte that i could get my hands on and this is a metaphorical Cubic Zirconia to whats there.

Grandpa Growth- THUMBS UP
This will certainly beef up the random Creatures you have lying around. That statement is true of almost any decent equipment. It essentially requires a commitment to mono-color, which can be both good and bad. My biggest gripe about this card is its cost/effect ratio. It is in the same price range as Swords of X and Y, but it is not nearly as strong as even the weaker swords.

More importantly: what is this guy doing in the art. That is NOT the correct tool to be using when one wants to remove the bark from a metal tree. And also: Why?

Pass.
-GG/JC/UL

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

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. 1Threats pt. 2Legends. 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.

Spirit BondsThis 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.



Chief EngineerI 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.



Military IntelligenceAs 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.



Necromancer’s StockpileThis 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 NotWaste 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.



Act on ImpulseI 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.



Aggressive MiningSpeaking 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.






Avarice AmuletThis 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...



Sliver HiveWell, 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:

  1. 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.
  2. It resonates with long time players by calling back to popular mechanics and themes that veterans can appreciate.
  3. 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.
  4. 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. 
  5. 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. 
I can say with confidence and pride that the game is at an all-time high in terms of fan support and financial stability. It gives me some comfort to know that the game I have loved and cherished for so many years is showing no signs of slowing down. If you are a Magic fan, you should be thrilled to know that the game is going to keep growing and keep getting better for years to come.

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