Tag: casual-magic

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Bruce Gray - August 17, 2014

A Brave New World (Grixis control standard)

Prognostic Sphinx - Grixis control standard

A Brave New World (Grixis control standard)

by Bruce Gray – Casual Encounters

 

Well, the summer Pro-Tour has come and gone and we have seen the full evolution of Standard.  The match play was terrific with some hugely entertaining matches both at Draft and at Standard.  Congratulations must go out to all the players, and especially Ivan Floch for his display of prowess and winning the Pro-Tour with his Blue/White control deck.  It is no small feat and he had to play some tremendously high caliber matches to win the title.

 

As cool as the pro-tour was to watch, I have to admit, I was a little disappointed that it was Blue/White control that was the winning deck.  I have no problem with the strategy and can clearly see that it is effective, but there were a number of really interesting decks running around that were much fresher and newer.  I would have loved to see one of these newer decks win the day simply for the novelty, but at least it wasn’t Mono-Black Devotion.  There was plenty of variety in the Top 8 decks, which was nice, but still, to see an archetype that has been as consistent from last Fall to now still prevail is a little bit…I don’t know…I guess boring. However, the days of Blue/White control in Standard seem to be coming to a close, so get your fill now folks because I suspect we may not see it for a while.

 

This first portion of my article today is strictly a prediction.  I have no inside source at WoTC or anywhere inside the Magic community.  However, based on a few observations I can pretty safely declare that Blue/White control or U/W/x control will be taking a back seat.  We will be watching as Return to Ravnica rotates out of Standard in about 7 weeks leaving two HUGE holes in the U/W control strategy.  The first gap is Sphinx’s Revelation. Sphinx’s Revelation is a major key to the strategy because it just allows for massive card advantage and life gain allowing the control player to reload their hand with answers and gain valuable life.  I would be shocked if something comparable was printed in Khans for the simple reason that it is such a powerful card. Notice I say “powerful”, not “broken” because I fundamentally feel that Sphinx’s Revelation is a fair card and a player who casts it can still be beaten, but it is a very powerful card that can turn the tide of the game very quickly.  I would expect some measure of mass card draw, or life gain, but NOT both together the way that Sphinx’s Revelation does it.  No, the days of easy living on Sphinx’s Revelation will be drawing to close at Standard for a while.

 

The other piece is a little trickier, and that’s Supreme Verdict.  For ages now we have just come to accept that there will be a 4 mana sweeper in white. Please see exhibit A- Wrath of God.  Exhibit B- Day of Judgement.  However, when they printed Supreme Verdict they raised the bar a touch.  4 mana sweeper…and can’t be countered.  Well, that’s a big upgrade and pretty much makes Verdict the Cat’s Ass of wrath effects.  However, since Supreme Verdict was released there has been steady trend. Removal has got progressively more expensive.  Think about it…in Theros we were given a large number of removal spells, all of them quite pricey (thank you Sip of Hemlock).  Inexpensive removal consists of things like Hero’s Downfall…which is still a 3 mana removal spell.  Sure, it hits Planeswalkers too, but in most situations it is used to wipe out a creature.  Bile Blight is a thing, but it is also conditional because if the creature is too large, Bile Blight just shrinks it (and you hope to heavens you can block the creature profitably).  Ulcerate is 1 mana…but costs you 15% of your life total just for casting it.  Fated Retribution, Planar Cleansing and Mass Calcify are other removal type spells…and cost 6 or 7 respectively.  Even Red has not been spared.  Apart from Lightning Strike, Red has started to see burn spells creep up in cost as well.  Bottom line, the price of removal is getting a tad higher.  So, combine the fact that Wizards has already given us the Cat’s Ass of mass removal, and that removal is getting more expensive, I would honestly be surprised to see a 4 mana sweeper once Khans of Tarkir is released.  There will be mass removal of some sort, but I would expect to see the coverted mana cost climb to 5 , or if it is staying at 4, would require all three colours from the respective wedge. In either scenario, the requirement to cast the spell has just increased. This slight increase, coupled with the loss of Sphinx’s Revelation might be enough to knock U/W control down from a top tier deck to being a reliable but somewhat lacking tier 1.5 deck that just won’t command the same level of respect at any given event during the Standard season.

 

So, U/W may be taking a back seat for the next while, but there will absolutely be a control strategy of some sort that will come around.  It’s a bit tricky to try and pick up on what exactly that strategy will look like, but I am prepared to take a look at some new options, and one in particular, that you might be interested in keeping an eye on as Khans of Tarkir starts to be spoiled in the next couple of weeks.  For many a season now we have seen U/W/x be the dominant control strategy but what if we removed the White from that mix and instead replaced it with Black?  We would move away from the Esper or Jeskai (did you notice the new wedge name?) and move towards Grixis as a potential control strategy.  Let’s explore this strategy a tad.

First off, land.  This colour combination could very well have the appropriate land base to make a go at it.  There are Temple of Deceit (U/B) and Temple of Malice (R/B) and Temple of Epiphany (R/U) from Theros block to give you at least 12 on colour Temples to start your deck off.  From M15 we also have Shivan Reef, meaning that you are pushed to 16 total on colour dual lands for your deck. Add in Mana Confluence and you could be as a 20 lands for your deck to cast your spells and have access to the right mana.  So, the land looks good.

 

Next, you have your removal package which is still very strong.  With access to Hero’s Downfall, Bile Blight, Ulcerate, and Silence the Believers you have a pretty robust suite of removal with which to handle most creatures that are on the table.  I agree, this is all targeted removal and not a sweeper meaning Hexproof creatures or other creatures that are difficult to interact with could be a problem.  The solution would appear to be, in the absence of a true sweeper, sacrifice effects.  Devour Flesh may  be rotating out, but there will undoubtedly be another sacrifice type effect that could at least be sided in if the need arises.  I’m hesitant to include In Garruk’s Wake, the 9 mana sorcery that is an asymmetrical board wipe, but if you are playing a control deck you could get there in a long game and then drop this thing to just devastate an opponent.  I’m skeptical myself, but it warrants some investigation.  Red would also give you access to Lightning Strike, Anger of the Gods,  and Magma Jet and Magma Spray meaning you would have a pretty beast set of removal spells to lock your aggressive opponents out of their creatures.

 

Lastly we have the permission package and M15 gave us a sweet option. Dissolve is a very solid 3 mana counter spell, but now with the addition of Dissipate we have as many as 8 hard counters to use. That could be pretty devastating to deny your opposition of a crucial spell or to protect some resource of your own.

 

I can think of very few creatures that you would be truly excited to play in this deck because control decks are usually pretty light in the creature department, but those that they cast can protect themselves.  Aetherling played such a role perfectly for months after it arrived on the scene from Dragon’s Maze, but Prognostic Sphinx could play a similar role.  The 3 power makes it JUST small enough to avoid getting killed by Elspeth, Pillar of light or other spells.  The high toughness means it survives most burn spells. You can even grant it Hexproof to help protect it.  And the best part is the Scry 3 whenever it attacks basically ensures you can draw exactly what you need.  Other options could include Indulgent Tormentor because the triggered ability is useful in all three modes, or Chasm Skulker because the more cards you draw to bigger it gets…and when it dies it spits squid tokens everywhere making it a real pain to contend with.

 

The last consideration is Planeswalkers and the Grixis control standard colour combo could have some good ones.  Chandra Pyromaster is the best Chandra yet printed and she could be extremely useful in this deck.  Lilianna Vess is another viable option and her ability to tutor up an answer makes her invaluable.  Jace, the Living Guildpact could also be a very solid control card and offer some very good versatility to filter your draw and bounce permanents.  The last is Ashiok, Nightmare Weaver who might be an ideal Planeswalker in this sort of deck to give you a true win condition of milling out your opponent.

 

So, the pieces sort of fit and so I have put together a rough list of a deck that start down the Grixis control standard path for when Khans of Tarkir is released.  It is not going to be perfect because it only includes cards that are from Theros and M15.  Without knowing exactly what Khans could hold for this deck it’s tricky, but I figured I would give it a stab and see what i can put together as a framework for the deck and add when Khans is released.

 

Test Deck – Grixis Control Standard – Khans of Tarkir

 

There we have our shell for a Grixis control deck.  Of course, this is not written is stone but is something that you might be willing to brew up and test out.  I haven’t put together a sideboard yet either because you might have your own direction you want to take it in.  The beauty of this time of year, as we prepare for the Brave New World post rotation, that anything is possible and lots of interesting new twists on decks could emerge.

 

Let me know what you think about the deck.  What would add?  What would you take out?  Would you go another direction all together? Some of the beauty of playing Magic is that the possibilities are endless, so let me know what possibilities YOU see.  Send me a tweet and let’s exchange some ideas.

 

Thanks for reading and until next time keep it fun, keep it safe…keep it casual.

 

by Bruce Gray – Casual Encounters

@bgray8791 on Twitter

 

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Bruce Gray - August 6, 2014

Exploring Casual Variants of Multiplayer Magic

Kitchen Finks - Multiplayer Magic

Exploring Casual Variants of Multiplayer Magic

by Bruce Gray – Casual Encounters

 

I have to admit, the Magic community is really pretty terrific.  By and large most people you meet and interact with while playing Magic are genuinely nice, helpful, and just friendly.  Let me share with a little anecdote.  Not too long ago I was trying to think up some new twist I could bring to our next Casual Magic night because we got into a bit of a rut.  We all love Multiplayer Magic, but the games take so long and if someone gets skunked on land they find themselves quickly eliminated and having to sit and watch the others play.  That really isn’t all that fun, so I was trying to come up with some way to mitigate this issue. When I was drawing a blank I turned my attention to the Magic Community and reached out on Facebook for suggestions and was rewarded in short order with tons of great suggestions.  Today I thought I would share some of those fun options so that you could use them the next time you play around a kitchen table with your friends.

 

Pack Wars

This is perhaps the easiest of all the Casual variants and it takes very little in the way of set up.  Essentially all you need is a booster pack and some land and you have all the ingredients for a game.  People have said for a long time that just cracking a booster pack is a waste of time.  You rarely get a solid return for you money spent, once open it is just 15 more cards, and really is a very short lived experience.  However, you can draw that experience out by opening your pack and just shuffling in some land and playing a game!  Typically you would want 3 land of each colour and then the spells are whatever you open, meaning you have little to no strategy, curve, or any other technical element to your game.  However, it does cause you to think on your feet and adapt to the situation and making due with obviously substandard cards.  The best part is, it could be any two packs…not even from the same set…and everyone is on the same respective level (unless they open some silly bomb).  I gave it a try with a buddy and we laughed ourselves silly with the sheer ridiculousness of some of the cards we played…and really at the end of the day it really is all about having some fun.

 

Howling Mine

One of the main complaints with Multiplayer Magic is that it takes so long because everyone runs out of cards.  It’s true…I have routinely seen games grind to a halt as everyone ends up in Top-deck mode praying that they rip some awesome bomb off the top of their deck.  However, a great strategy to ensure everyone has enough cards and speed up the game is to give everyone a Howling Mine effect.  This means everyone draws 2 cards instead of the usual 1. This really speeds up matters and ensures everyone can play with the cards in their deck instead of just sitting around top decking…drawing a dud…and then passing the turn.

 

Archenemy

Not all that long ago Wizards had a product that essentially pitted one deck against two others.  The idea being that the one deck was super powerful and that the other two were more marginal, but could team up to beat the superior deck. So, why do you need a particular product from Wizards to play this?  The answer is…you don’t.  Playing 2 or 3 on 1 is a great way to even out the playing field, so find that buddy with the super powerful deck and have him play solo…and then the rest of you get to see if you can take him out.  It sounds really fun because if you are the solo guy, you want to see just how awesome your deck is against multiple opponents.  If YOU get the win solo…damn…you be DA MAN! For the guys teamed up on you, you get a chance to dismantle THAT guy…you know…the guy who almost wins. Even if it is in a handicapped situation, there is no better feeling than beating that guy.  A nice variation on this is to build the deck that the player who will be solo together as a group, so you all know just how awesome it is.  There is a lot of fun to be had in group deck construction.

 

Two Headed Giant of Foriys - Multiplayer Magic

Two-Headed Giant

This classic team games pits 2 vs 2 and each pair of 2 players take their turn at the same time.  This ends up being a wildly fun and exciting way to play.  It can be played with constructed decks if you like, but is just as much fun in a limited environment.  The ability to sit and discuss strategy with your team mate is one of the highlights of this format and helps you to explore a variety of different strategies.  This one also shows up from time to time at pre-releases and such, making it a little more mainstream and sometimes competitive, but even there is generally regarded as being a fun and friendly format.

 

Dice-y Free for all

One way to mix up your multi-player free-for-all game is to have each player roll a die to determine which other player they will be attacking this turn.  Sure, it takes a little longer, but in the end it usually avoids one person getting ganged up so badly that he gets blown out the game.  Remember, you are here to play Magic…not blow someone out of the water…and giving each person the chance to not get attacked and develop a bit of a board only makes the game more enjoyable for everyone.

 

Token Sanctuary

[Gregsterism Addendum] Back in high school, we played a lot of multiplayer games and to prevent players from ganging up on one person early on, we used a Token Sanctuary (in reference to Island Sanctuary). As long as you have the token no one can attack you or your Planeswalkers. The first person to get attacked gets the token, it stays with that player only till the next player gets attacked, they then get the token. It continues moving as the last player to get attacked has the token. We usually used a coin or a a miniature statue to represent the token.

Chaos Draft

For those who love to draft…why draft boosters from the same set/block?  There’s no set rules come Casual Magic night…so everyone show up with different boosters and just see what you get.  The randomness and unpredictable nature of the Draft environment makes for tons of fun as one guy brings in a pack of Modern Masters, and the next guy brings in a pack of Dark Ascension…and let the mayhem begin.

 

Mass-Chaos

One of the major complaints with multi-player free-for-all games is that they take a lot of time. You spend forever sitting there waiting for everyone else to finish their turn and twiddling your thumbs, all the while hoping you don’t get hated out of the game ASAP.  Well, one way to speed the game up significantly, and create all sorts of mayhem and chaos, is to have everyone at the table take their turn at the same time.  There’s no waiting for the turn to come around…you’re going at the same time as the guys sitting beside you.  Now, resolving spells, attacking, blocking and the like is pretty complicated, but between the bunch of you I’m sure you can figure out a system to make it all work for you guys.  This seems like the most insane and disgustingly fun format I have ever encountered and really want my play group to give it a try.  I can only imagine the arguments, shenanigans, and ridiculous scenarios that will get cooked up with this format…bring it on.

 

Awarding Points

My buddies and I have grown tired of having players sit and posture in a multiplayer game.  Anyone can durdle…heck…I’m one of the best at it.  However, to create an incentive to being more aggressive, we award points for having taken out other players at the table.  At the end of the game, the player who has the most kills is actually declared the winner, even though he’s not last man standing.  This absolutely speeds up the game and makes people play much more aggressively, but you need to watch out for the “cherry picking” as one guy does all the work to KO one player at the table, only to have his point stolen from him by an opportunist who swoops in and delivers the final blow to take the point.  In either case, there is no doubt that this gets people moving and out of their defensive posturing shells.

 

So, there we have a number of suggestions to help spice up your next Casual night.  These could be a breath of fresh air for your playgroup and be options that you guys opt to maintain as house rules for when you play.  Maybe you give them a try and find out that you don’t much care for some of these variants. That’s fine.  There’s no wrong way to play Magic so long as everyone is having some fun and slinging spells. In either case, give them a try and see what you think.

 

What do YOU guys do when you sit around your kitchen table to play?  Do you use one of the variants that I’ve listed above or do you have your own house rules?  This is a great time to share these ideas with Conspiracy here and the new 2015 Core Set just released giving us an influx of great new cards to liven up casual games further. Let me know what you think. Hit me up with a tweet and let’s hear what other people are doing out there in the wide world of Magic.

 

Thanks for reading and remember keep it fun, keep it safe…keep it casual.

 

by Bruce Gray – Casual Encounters
@bgray8791 on Twitter
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Bruce Gray - July 30, 2014

UWR American Bulk [Budget standard decks]

Daxos of Meletis - UWR American Bulk rares [Budget standard decks]

UWR American Bulk rares [Budget standard decks]

 by Bruce Gray – Casual Encouters

Here’s a situation we all face in this game.  Magic is a collectible card game.  As such, you are always collecting the cards and looking for the next card you want and need to add to your collection. Some of those cards you want for a new deck, others you want because of the cool art, or because they are foils, and other cards are just cool to collect.  Along the way you accumulate all sorts of other cards.  Many of these cards are commons and uncommons that seem to multiply in short order. Others are chase rare cards that you REALLY want to add to your collection.  Others are still rare, but aren’t very good…in fact, many of them are terrible.  These are called Bulk rares.  They are called “Bulk” because you can find them in the “bulk” bin at your LGS (Local Game Shop) and just sitting there doing nothing.

 

What to do with these bulk rares?  For many they sit in a binder and just…be.  They don’t get played.  They hardly get LOOKED at.  They just sit in their sleeve.  No one will actually trade for them.  Few stores will take them off your hands with their buylist.  No…these are truly cast away cards.  Even commons get more of a lease on life with Pauper formats.  However, Bulk rares just sit and do NOTHING.

 

Well, this is where I come along.  I’m always looking for some way to brew up a new deck without costing myself much in the way of money.  Let’s be real here…I have BOXES of stuff that I’m not playing.  That’s thousands of cards that are just sitting there and not getting played.  Surely, somewhere in amongst all those cards there are 60 cards that I can eke out into a deck.  Well, today I think I’ve managed to make it work…and surprise…I think I even found a way to slide in a couple of M15 beauties.  I call this Casual Masterpiece…American Bulk (rares)…BEHOLD!

 

American Bulk [Budget Standard decks]

 

 

This deck is actually very simple in terms of game plan.  Play a dude…suit him up with Bestow creatures.  Smash.  There are some of the best Bestow creatures in Hopeful Eidolon, Everflame Eidolon, Ghostbalde Eidolon and Thassa’s and Purphoros’s Emissaries that can all make combat just miserable.  Fencing Ace is another unheralded critter with Double-strike that can just make an opponent cry if he gets suited up.  The Ordeals have long been good, and Purphoros’s ordeal is a perfect fit. No, generally the game plan is very straight forward and not unlike the plan from many a Draft deck, however, mix in some bulk rares for variety’s sake and we can make for a spicy game with some interesting twists and turns.

 

The first piece of wonky deck-tech is Daxos.  This guy is so close to being good…he can let you play your opponents cards, has a form of quasi evasion and a 2/2 for 3 mana is just a shade under the curve meaning he’s playable…sort of…but just not quite. However, suit him up with a Bestow creature and suddenly he becomes far more interesting and more of a nuisance.  He can outclass 2 drops meaning your opponent will need to block with multiple creatures (which always feels bad) or have you start nabbing stuff off the top of their deck.  Perhaps it says something about the sort of player I am, but I really, really, REALLY enjoy beating up my opponent with their own creatures and spells.

 

The second piece of truly bizarre deck choice is Fated Retribution.  7 mana board wipes are completely unplayable in 60 card decks right?  Well, I for one am willing to give this one another lease of life.  It’s actually a very powerful spell, and at Instant speed could really be back breaking. I’m willing to give this a try and see whether or not it can cut it.

 

Perplexing Chimera is another odd choice, but there’s no mistaking that the ability to switch owners of a spell is intriguing and the fact that it sits there as a threat, waiting to de-rail a spell is enough for me.  I think this is a very funny card and really can shake things up as your opponent attempts to play around it.

 

Silent Sentinel is yet another odd choice but when you consider the context of the deck it quickly becomes apparent why he’s in this little build.  Whenever he attacks you get to return an enchantment from your graveyard to your hand.  This is quite a powerful ability when the bulk of the creatures in the deck are enchantment creatures.   A 4/6 flier is also pretty handy even though he’s a greedy mana sync, but as a one of is quite reasonable.

 

Boonweaver Giant and Spectra Ward are my latest discoveries.  This pair from M15 just scream “PUT ME IN AN ENCHANTMENT DECK!”.  So I did.  The absolute best part about this combo is that if you cast Boonweaver Giant you can tutor up Spectra Ward from almost ANYWHERE! Graveyard? Sure thing. How about in my hand? No Sweat! What about in my library?  Go nuts! Then, once you get Boonweaver all paired up with Spectra Ward you have a 6/6 creature with protection from basically everything.  It’s actually gross. Now people say “but it costs 7 mana!”…and I simply respond “it sure does…but when I’m digging up a 5 mana aura to attach to it, it’s like I’m casting 12 mana worth of spells and really only spending 7.  That’s a bargain if I’ve ever heard one”.  Besides, there are very few things that actually outclass a 6/6 creature with protection from EVERYTHING, 7 mana or not.

 

The last piece of truly bizarre deck-tech is the choice to run Pyxis of Pandemonium.  This is usually a terrible card and something that you don’t really want to play…unless you’re simply using it as disruption to throw your opponent off their game plan.  Many decks are developed to play a certain way and with a large number of Scry abilities want to set up their draw steps very carefully to maximize each and every time they draw.  However, slide this card into your deck and just start screwing with their scrying and exile the top card of their library.  You have no idea what you just exiled from their deck, but I bet they probably wanted it.  As for this deck, with 28 permanents and 24 lands you don’t really care what gets exiled because when you sacrifice the Pyxis you’re reasonably assured to get most of it back.  Besides, you’re playing a souped up draft deck with some bulk rares…who CARES what you exile…it can likely be replaced by something.  I just think this card makes for a hilarious random game and just puts such a monkey wrench in the game plan of so many decks that I just need to find it a slot.

 

How does this deck fair?  Well, as it is fairly experimental I haven’t had a chance to play it against too many people.  I had one of my friends stop by to play one evening and the deck fared very well.  The life gain that can be achieved by Bestowing a Hopeful Eidolon on something can really push a game and make it very difficult to dispatch this deck.  Attach the Eidolon to something with Double Strike and things get even better.  Also, the flexibility of having Bestow creatures actually lowers the curve where you can get out and play a number of smaller threats early and then later in the game, as you draw others, allows you to suit up one as you ready for the kill. Sea God’s Revenge is just a blow out waiting to happen and Voyage’s End is just a very versatile way of holding off an aggressive opponent.  Is it a finely polished deck ready to take down a PTQ?  No way…but as a cheap and fun casual brew I think it fits the bill and can do some funny things to keep things interesting.

 

Well, there we have yet another funny Casual Brew for you to test out at home.  Give it a whirl…I’d love to know if you have the same success I’ve had.  Also, go ahead and flip through that binder and see if there are any bulk rares you can use to spice up a deck.  No one said that every deck you make HAS to be tier 1 competitive ready…sometimes brewing fun Casual decks like this can be just as fun.

 

Well thanks for reading and until next time, keep it fun, keep it safe…keep it casual.

 

by Bruce Gray – Casual Encouters
@bgray8791

 

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Bruce Gray - July 27, 2014

Deep Thoughts on…Inspiration

Aqueous Form - Bant Auras

Deep Thoughts on…Inspiration

by Bruce Gray – Casual Encounters

 

What motivates you to Brew?  Is it a card?  Is it a mechanic?  Is it a colour?  Brewing up a deck takes as much creativity as any other creative output, whether it is writing the next piece of great literature, or composing the next symphony, or even painting a masterpiece to be displayed.  No, regardless of what you do in your life, if you brew up decks at Magic, you need some sort of inspiration.  Let’s explore some of those sources of inspiration and where you go looking for creative ideas to make a deck.

 

There are lots of different types of decks out there and lots of different people out there brewing things up.  Not every one brews up first rate competitive decks…and that’s fine. Let’s be honest, the very creative and best are rare and hard to find.  If it was easy to be creative there would have been more Mozart’s, Rembrandt’s, or Shakespeare’s.  The same theory applies to creating a deck…the top deck builders are the top deck builders for a reason.  They “see” things that the average player misses, and that’s what makes them special.  However, we can learn a process, we can all improve, and the fact that we aren’t that special talent does not invalidate our own efforts to build decks.  In fact, there is a great deal of satisfaction in building your own deck even if it is never going to be used at more than a game at your kitchen table. Building decks is a creative activity that brings with it its own level of enjoyment and joy regardless of how talented you are.

 

So, when you sit down to brew, where do you start?  For me there are a couple of ways that often kick start the process. The first and most obvious jumping off point is you open up an automatic “build around me” card that it is just too tempting to turn up.  These are usually super powerful mythics or rares and come in a variety of colours and shapes, but these present an opportunity to exploit something very explosive and powerful.  However, sometimes these are commons or uncommons that can yield a more consistent result because you likely have a playset to fill out in your deck.  One such example would be the card Aqueous Form from Theros.  “Huh?” you ask, but let me run down how this could be such a card.  We have seen that unblockable creatures are super hard to contain and interact with…and the only thing harder is an unblockable creature that is also hexproof.  Basically, I took one look at Aqueous Form and said “ well…let’s make my own Hexproof/Unblockable creature and make the game totally degenerate”.  So, I next needed to find hexproof creatures…and I was off and running to build a deck all on the back of 4 common Aqueous Form cards.

 

 

Another approach for inspiration is looking at the decklists of others for ideas.  This does NOT mean straight out copying the deck list.  As much as that is a very popular form of building decks, it is not really inspiration because there is very little of your own creative thought that goes into the deck.  No, the idea spawned by the decklist is a decent place to start but you need to take that idea and then build around it by substituting and replacing pieces of your own.  This may be done on account of you not having the same pieces as the decklist that was posted, but sometimes it is to reflect your own interests.  Perhaps you want to push the linear mechanic in the deck further. Perhaps it is to reflect your playgroup and you make changes to deal with particular decks. Whatever your reason, you move away from the standard decklist that you found somewhere on the internet and take it in a different direction.  On occasion I have done this as well mostly to get a sense of some core pieces that can fit nicely together that interest me, but I then go around and fill out the shell with the cards that I want.

 

A third way to find some inspiration is looking at decks from previous formats and then modifying them with the use of cards that are currently in the Standard format.  The nice thing with Magic is that often similar cards get printed that have the same or similar effects.  This isn’t always the case, but you can find most effects you want printed in one form or another.  As a result, the same style of decks and archetypes can exists, but with slightly different cards and with some slight differences.  One such archetype that I have been enjoying is the Hexproof/Auras decks…particularly the Bant Auras deck that was played while Geist of Saint Traft and Invisible Stalker were in Standard.  Both of these cards are effectively broken and to arm them up with Auras makes for a potent deck.  My immediate thought when they rotated out was that Theros could NOT support such a strategy again because the deck was pretty degenerate.  Honestly, who wants to play a deck that allows for almost 0 interaction and races you with devastating effectiveness?  Not me…unless I’m the one running the deck! Then I saw a deck tech on the coverage for the Theros Pro-Tour that was a W/G Hexproof auras deck and my hopes were renewed as I took inspiration from source #2 (someone else’s deck).  This is where my interest in Aqueous Form, an idea for a current deck in the Meta, and a previous archetype coalesced to form one common deck idea.

 

Now, once you have a deck idea the actual brewing process can be very quick or it can take a long time to assemble the cards you want/need.  I’ve sat down and in 25 minutes put together a perfectly reasonable deck with a variety of synergistic pieces. That’s fine so long as you are prepared to play with a bunch of common and lower price tag cards.  However, I have also been building a deck for the better part of the last 8 months in an attempt to assemble all the cards I want.  Now, the prime reason it has taken me so long to build the deck is that I have been looking to pick up the premium rare cards and lands to make the deck go.  When you play Magic on a relatively tight budget it takes time to trade, acquire, scrimp and save enough to acquire the pieces you want for you deck.  That is exactly the situation in which I find myself and have had to piece together the cards for my latest deck.

 

Bant Auras “Aqueous Form” decklist

2015 Core set Standard

 

 

So, that’s the deck I’ve been building since September. It is a combination of all three forms of Inspiration that I usually use.  The common playset of Aqueous Form, the W/G Hexproof shell from Pro-our Theros, and some of the main tenets of Bant Auras as it existed while Geist and Stalker roamed the battlefield. I’m actually proud of this deck because I have yet to actually see a deck that looks like this in Standard anywhere.  Now, that likely means it is likely no good, but it is nice to think that is entirely my own brew and not copying or emulating any other deck running around Standard currently.  It is also a long way from being a budget deck.  That’s part of the reason it has taken me so long to build this deck and to take it out for a test drive.  Inspiration is great to give you direction…but sometimes the old bank account can hold you back from some of those goals. It has taken me 8 months to put together the pieces for this deck and will likely continue to evolve.

 

Further Deep Thoughts on Inspiration

 

Tribal

I haven’t included much in the way of discussion around tribal decks because they are almost self evident.  You open up a bunch of Goblins…you make a Goblin deck.  Horsemen (Centaurs), make a Horsemen deck.  That’s easy enough, but just because it is easy doesn’t mean that it can’t be fun. Sometimes the simplest source of inspiration is the best sort.

 

Kor Skyfisher

I built a rather wonky casual deck around this one common and the interaction with Spark Trooper.  What could be more fun than a recurring Ball Lightning with Lifelink! Sometimes finding cards that extend across sets separated by a number of years can yield some fun and unexpected interactions and fun inspiration for a deck.

 

Griefer

Sometimes I wake up and want to build a deck that will totally cause nothing but grief for my opponents.  It is not normally my style, but there is a sort of sick satisfaction from just hosing your opponent and locking him out and then crushing him.  Mill. Counter decks. Land Destruction. This can be immensely enjoyable…but only in small doses.

 

I have to say that a Monte Cristo sandwich is really quite delicious.  If you’ve never tried one, if you see it on the menu of a restaurant near you, give it a whirl.  Think Grilled cheese sandwich meets French Toast…and 100% delicious.  That’s some solid food to Brew on!!

Monte Cristo sandwich - Bant Auras

 

 

Thanks for reading…if you have any other ideas on what motivates you brew I’d love to hear about it.  Everyone is different and maybe you have a trick that you could share with the other readers. Shoot me a tweet and let me know.

 

Until next time keep it fun, keep it safe…keep it casual.

 

Bruce Gray
@bgray8791

 

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Bruce Gray - July 7, 2014

About Planeswalkers in Casual Magic

Planeswalkers Pantheon

About Planeswalkers in casual Magic

by Bruce Gray -Casual encounters

Magic is an amazing game.  I can think of very few games that allow you to do the sort of things Magic can do.  No, I don’t mean cast spells and have minotaurs and dragons do battle.  What I have in mind is that you can play a large number of different games, all with the same bunch of cards, and still have it be called Magic.  That’s very unique.  Think about it…how many different games can you play with Monopoly? Clue? Stratego?  These games have 1 way of playing the game…but Magic has a number. In addition, the way to play Magic and what each player is seeking from the game experience differs greatly making the way for countless reasons and ways to play.  That is what I love about Magic…every game is fresh, fun, and with a new outcome based on how and why you decide to play.

 

So, when someone says they play Casual Magic it can be very tricky to pin down how and why people play and this is why there can be a certain amount of disagreement over the cards that are acceptable to play.  Recently I had a discussion with a friend of mine who was complaining that he didn’t feel that there was any place in our Casual Magic environment for Planeswalkers.  I had heard a similar argument raised a couple of weeks ago on a podcast and paused.  I looked at my friend and was really interested in hearing about his thoughts on Planeswalkers.

 

The arguments

My friend started making the argument that initially, when Magic was created, there was no need for additional Planeswalkers because the players themselves were serving that role.  In fact, he argued, there really isn’t any place for MORE Planeswalkers than the players themselves because they represent something that is not “created” by the player in terms of spells in his library.  How can you cast a spell and summon an entirely different person?  It doesn’t make sense and it spoils Magic. He continued on in his diatribe by saying that Planeswalkers represent the creep of competitive Magic into the Casual community because everyone wants to play to most powerful cards and many of the Planeswalkers are exactly that.  They spoil the fun of the game because they are such powerful cards that they drain the fun from the game and warp the board state for all the other players. You need to either immediately eliminate the Planeswalker or cast one of your own…so fight it…or join it.  Needless to say, my friend was clearly the sort of person who was not overly interested in seeing Planeswalkers in our decks.

 

Now, I admit, I paraphrased somewhat on behalf of my friend…in part for expediencies sake, and partly because he used some rather “colourful” language is his complain, but the crux of the matter is that he clearly feels that Casual Magic is not the place for Planeswalkers. Now, on my end, I feel slightly differently about the state of Planeswalkers and I wanted to share my thoughts with you today.

 

Fundamentally, I have no issue with playing Planeswalkers in Casual decks or in Casual games in general and I have a number of reasons why.  My friend started his argument with the inception of the game back in 1993 to justify why there was no place for Planeswalkers.  They didn’t start the game with Planeswalkers…so we don’t need them now. This is an argument founded on the reluctance to change.  Human being don’t like change and the older we get the more reticent we are to changing.  Think about it…why do you do certain things the way you do? Why do you follow a certain path when you’re out walking the dog? Why do have a “favorite” when you order pizza?  Why do you buy the same model of shoes when you need a new pair?  Your brain craves things that don’t change and change scares it…so when you change a game like Magic by adding Planeswalkers there are some players who are unwilling to accept this change.  So, when I heard this argument from my friend it was clear to me that he didn’t like the change.

 

Now, some of you will say “Ummm…Planeswalkers have been around for ages…what gives?” but the truth is that they were released in 2007 in Lorwyn which is only 7 years ago.  That means for 13 years there were exactly zero Planeswalker cards, so for the bulk of the existence of Magic Planeswalkers just weren’t cards to play with.  That makes them, on the whole, relatively new to the scene.  Also, add in the idea that many players leave the game and then return to it (much like myself).  Now, these returning players, who may not be familiar with Planeswalkers because they didn’t exist when they last played, are suddenly facing this new card type that is a major force to be dealt with in the game.  No, I get the argument and understand the feelings of my friend.

 

However, there is also a part of the brain that craves new experiences and craves to learn.  Why do we travel to new places?  Why do we try bungee jumping or para-gliding? Why do we try new foods?  Our brain, which is scared of too much change craves a certain amount of change and innovation or else it goes stale.  My feeling is that Planeswalkers are one of those changes to Casual magic which is healthy for the game and the players involved.  Now, like anything, moderation is the key, so integrating some Planeswalkers into your Casual games can be fun and refreshing.  Of course, you can always go back to playing games without them…that isn’t a issue…but trying something kind of new and different for you is positive, so I feel like Planeswalkers can survive that ordeal and still be played.

 

The second half of his argument is essentially that Planeswalkers are too powerful. Essentially in Casual Magic there is a “Social Contract” and that Planeswalkers violate this contract.  Now, by “social contract” I mean there are a number of nebulous rules about how to play the game in order to make the game experience fun for everyone.  You hear about this most often with EDH, but the same sort of thing applies to Casual Magic.  In essence, you don’t want to play cards that are so powerful that they spoil the experience for others, or play in such a way as to spoil the game for others.  This means no rough combos, no “broken” cards, and no Planeswalkers.

 

But power is cool…

Ok, so that can work depending on your playgroup, but I always respond to this sort of argument like this: What’s fundamentally wrong with letting someone play with a busted combo once in a while?  So long as he swaps the deck out after he Painter’s Servant/Grindstones you to death what’s the harm?  I agree, it is no fun to play the same grossly over powered deck time and again, but once in a while there is nothing wrong with it.  In fact, I WANT to see that combo…it’s how I learn! It is highly unlikely I will ever piece that combo together myself, so if I can see it once in a while that’s COOL.  Sure, we all groan and scoop, but the fact is we just watched a premier combo slice and dice.  That’s pretty neat to see…and it’s even MORE fun if you can beat it. So, in your playgroup, there is no reason you can’t play some busted combos, or absolutely degenerate cards, or Planeswalkers, so long as you are prepared to mix it up and play some different decks that give everyone the chance to play and have fun.

 

Which brings me to learning…part of the interesting part of playing Magic is learning.  You learn by watching other people play.  The decks they build. The cards they value over others. How they decide to play and the interactions they create.  To rob yourself of the chance to learn something just because you don’t like it or you feel it spoils the fun seems a little short sighted to me.  Sure, you don’t want to play against the things you don’t like or the overpowered cards every game, and so moderation and variety needs to be mixed in, but there is nothing wrong with players running Planeswalkers in a Casual game. Just be sure you learn from the experience so you know how to interact with that situation in the future.

 

Answers to Planeswalkers

My last point in terms of allowing Planeswalkers into Casual play is much more “nuts and bolts” way in the sense that increasingly Wizards is printing cards that specifically target Planeswalkers so that you have more tools to manage them.  Think about it, in the last 2 years they have printed things like Dreadbore, Abrupt Decay, Hero’s Downfall, Fated Retribution, and Fated Conflagration all of which can target Planeswalkers giving you a number of options to deal with Planeswalkers.  So, if you don’t like them you at least now have an option with which to fight them.

My verdict

No, I see no good reason to NOT allow Planeswalkers in Casual games of Magic, but they do require a little more careful consideration. You and the people in your playgroup need to have a discussion if there are players who are genuinely upset by Planeswalkers.  Perhaps you can work out some sort of a compromise to allow everyone to play the decks they build.  This is the beauty of the “social contract”…it can be amended and changed.  However, maybe your playgroup is 100% okay with Planeswalkers, in which case keep calm and carry on.

 

At the end of the day the criticism of Planeswalkers in Casual Magic probably has far less to do with the actual cards and more to do with the fact that some players have stronger decks and win more frequently.  If that is the case, limiting Planeswalkers is one potential way to even the playing field, but the more important factor is building decks that match the overall skill and power level in your playgroup.  The complaints against Planeswalkers are likely more symptomatic of a problem than the actual cause.  So, there is nothing wrong with having decks that emulate tier 1 decks in various constructed formats, but there is also a time and place for other fun and less powerful decks to keep you playgroup fun and fresh.

 

Thanks very much for reading guys and if you have any ideas or thoughts on Planeswalkers or Casual Magic in general, I’m all ears.  Just shoot me off a tweet at @bgray8791 because I’d love to hear what you think.

 

Until next time, Keep it fun, Keep it safe…keep it Casual.

 

Bruce Gray

@bgray8791

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Bruce Gray - June 24, 2014

The Stigma of playing Magic

Stigma of playing magic- Skeletons in the Closet 

The Stigma of playing Magic

by Bruce Gray -Casual Encounters

 

If you are anything like me you have fond memories of the Original Super Nintendo.  What a classic gem that was! It was easy to play, had cheesy graphics, terrible music…and some truly iconic games of the video gaming era.   I still maintain that Super Mario Brothers 3 was by far and away the best video game ever made as it found a healthy balance between challenging levels and fun interactions.  You are free to disagree, but SNES was and will forever be an amazing way to play video games.

 

However, since the days of the SNES things have changed.  Gaming is no longer a thing for children.  No, it is full on adults at play who game…and game lots.  Now, I have no problem with gaming and I’m in fact quite glad that people still enjoy these products.  I think everyone deserves some time to relax and wind down and if sitting down and playing at your favorite game console does it for you, then by all means enjoy it. No, the issue is that some people take it to excess…but that happens with EVERYTHING.  Moderation is grand, but excess is problematic.

 

In the 20 years or more since the SNES was all the gaming rage something has happened.  Yes, it is no longer for kids…but it has also exploded into the mainstream as a 100% legitimate form of entertainment. That’s actually very remarkable to have seen this societal trend to allow something like video games into the realm of the totally acceptable forms of diversion. No longer do you need to hide your console, tuck away your controllers, and stuff those games in that sock drawer…no, they are all displayed neatly, but with a high degree of prominence in a TV room.  My, how things have changed.

 

What does playing video games have to do with playing Magic you ask?  Quite simply this. If gaming can move from the shadows of societies acceptable activities to being a totally legitimate acceptable form of diversion, why is it that Magic players still been a degree of shame for THEIR diversion?  Oh, you don’t believe me that Magic players feel shame? Ask around a local high school, college or place of employment and see if anyone openly admits to actually playing Magic.  The answer is likely no…but if you pry a little deeper, you might be surprised to see who actually plays or has played in the past.  However, without fail most of these people admit to such things discreetly because they don’t want other people to know about their “dirty little secret”.

 

First off, there is nothing dirty about playing Magic, and frankly, being the father of a young child, I would rather see my child play Magic instead of taking up video games.  Why you ask?  Here’s why.  I am a teacher by trade and routinely overhear my students talking about their latest video game exploits.  My students range in age from 7 to 10 years old and yet they are discussing matters such as Grand Theft Auto, Call of Duty, or Assassins Creed.  I am not one to critique the parenting choices of some families, but I know that personally I am not a fan of letting my young child see shooting, killing and the generally more risqué material of these games until they are older.  No, I would rather have my son play with cards and use his imagination to try and visualize the sequence of events rather than blowing up a car full of zombies in the latest video game.  The distinction may be minor to some, but to me the lack of actual violence and relying on fantasy and adventure to spark the imagination of my son seems far more appealing to me than any video game I have seen.

 

Now, there are some people who don’t like the idea of fantasy and adventure that can be found in Magic, and I totally understand that point of view.  It is difficult to believe that in a world far away that dragons, vampires, and other creatures roam the wilds and occasionally do battle with each other.  That can be a stretch for the old grey matter for sure.  However, in the next breath hundreds of millions of people attended the Lord of The Rings trilogy, Harry Potter is among the most celebrated young adolescent book series ever, and Bella, Jacob, and Edward won international acclaim for their books and movies.  No, people are prepared and generally able to accept that such things exist, or at least willing to suspend their disbelief long enough to enjoy such things.  A little imagination never hurt anyone.

 

Then there are people out there in society that don’t much care for card games.  They find games like Bridge, Rummy, and Euchre difficult to understand, hard to play, and largely boring.  These are also the same people who love to play Poker…not for the cards, but for the gamesmanship and the thrill of betting.  However, let me remind you, playing cards in an age old social activity that gathers people together to enjoy in a mutual experience.  Whether you play card games like Bridge or Euchre or Magic you are continuing that age old tradition of meeting with friends and playing a game to relax.  At its core Magic is simply that.  It is a social convention used to relax.  To those who want to play for the thrill and gamesmanship, all that is built in to Magic already WITHOUT the huge gambling issue.  Besides, many of the top players in Magic are also top Poker players and not without coincidence.

 

As you can see, there is no good reason for anyone trying to disguise their interest in playing Magic, and in fact it is a healthy and perfectly acceptable form of diversion and mental relaxation. It has subject material that can be perfectly acceptable for a younger audience, slides into a segment of society that is already hotly sought after if recent movie releases are any indication, and can genuinely allow for an honest social experience with friends as you share a common interest. Of course, moderation is the key for most of us.  Very few players will ever achieve the status of Luis Scott Vargas, Brian Kibler, or Patrick Chapin who are among the most recognizable names and faces on the Pro Tour, and that is just fine.  We can still enjoy our interest and past time without and enjoy the benefits afforded from the game so long as we don’t let the game become bigger than it ought to be.

 

Currently it is estimated that there are roughly 12 million people who play Magic worldwide.  My first impression was “wow…that seems very high!”.  But then I stopped and thought about it.  That’s actually far lower than to really ought to be.  If video gaming can somehow have hundreds of millions of players worldwide, and movies like the Hobbit can have several hundreds of millions of people pay to come and watch it, and Poker can somehow manage to find primetime on ESPN and the like, then surely Magic can carve out a larger niche.  I wager that there are actually more than 12 million players, but there are a certain number that don’t like to admit to what they perceive is a Stigma attached to playing Magic.  Others quit years ago for fear of that same Stigma.  However, my point today is that stigma, whether it is real or just perceived, should not actually be something we worry about as Magic players.  We occupy the same space as video games, movies, and poker…all of which are perfectly acceptable activities…and by consequence Magic is just as acceptable.

 

Am I suggesting that you go and make a banner claiming for all to see that “I PLAY MAGIC!”?  No, but there is no good reason why the average person should feel any shame or stigma attached to their hobby of choice, namely playing Magic. I bet that many of you reading this have already come to grips with this, but there are players out there…somewhere…that miss out on the experience, the enjoyment, and the diversion of playing Magic. There are potential players who don’t ever crack a pack because they are worried what “others” are going to think of them .  There are casual playgroups that fall apart for lack of players simply because we don’t know that they are out there…despite the fact that they may be around the corner or live in the house next door.  This is why the Stigma needs to be something that the players who are already tied to the community should be working to dispel.  You are no less of a student, employee, mother, father, friend, or anything else in society because you opt to play Magic as a diversion.  That stigma needs to go…and once it does we will all be much better off for it.

 

Well, there we have it.  If you have your own thoughts on the “stigma” of playing Magic, I’d love to hear about it.  Maybe I’m way of base.  Perhaps the Stigma is even larger than I perceived. Whatever the case, I’d be happy to hear what you have to say.  Shoot me a tweet and let me know your thoughts.

 

Thanks for reading again this week…and remember keep it fun, keep it safe…keep it casual.

 

Bruce Gray

 

@bgray8791

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Bruce Gray - June 16, 2014

It’s all about the MTG Lands baby! -Casual Encounters

MTG Lands- Zendikar Lands montage

 

It’s all about the MTG Lands baby!

by Bruce Gray -Casual Encounters

Regardless if you play Standard, Legacy, Vintage, Limited…or you just play on a Saturday night with some buddies around the kitchen table, lands are by far and away the most crucial component to any deck.  If you don’t have the right mana you can’t cast your spells.  Everyone can play with basic lands of whatever colour, but in some instances that still leaves you stuck looking for just the right land to cast your awesome spell or activate that cool ability that you want to trigger.  What can a guy do?

 

In its original form Magic had dual lands.  They were just like any other land except they produced mana of both colours.  As time has passed these lands have been revealed to be tremendous assets and greatly increase the consistency of decks and thus have climbed in value to the point that only the most ardent of collector or the most competitive of players are prepared to pick them up.  Other dual lands of varying nature have been printed, all with differing drawbacks, but yet these too have seen their value climb.  Players want access to both colours of mana and modest tradeoffs are perfectly acceptable.

As a casual player, I fully appreciate the need for access to the right mana and dual lands are certainly the way to go.  However, the price tag on these lands can be staggering.  If you were to review the mana base for many top tier decks, the value of the lands that are being run in the deck are often the most prohibitive part of replicating the deck yourself, or of brewing up something that is just as competitive.  So, how do you balance the need to have access to the correct lands without putting a hole in your pocket?  Today I will go through some of the options that a casual player can use without mortgaging your home (again) but can still make your decks fun and relatively competitive when you sit down to play.

Guildgates

The cheapest and easiest dual lands is the guildgates from the Return to Ravnica. The nice thing is that all 10 colour combinations have access to a guildgate making them very versatile and readily accessible for decks looking to access the mana of both colours.  Each guildgate enters play tapped which is a dilemma if you are looking to have untapped lands, but played strategically can be a nice addition to a deck. Each guildgate runs for about $0.25 on Three Kings Loot but can often be found in boxes at game shops for a dime.  This makes them eminently affordable and can help greatly to smooth out the mana hiccups.

Core Set buddy lands

For a number of years Core Sets had a series of lands affectionately called“Buddy Lands”.  These were lands of typical allied colours (W/U, R/G, B/U, G/W, B/R) and came into play tapped unless you controlled a basic land of the required colours.  These lands balanced the need for access to both colour mana and had a suitable drawback without making them undesirable to play such that they were extremely popular.  The other nice thing is that since they saw a number of print runs the cost of picking them up can be quite a bit lower than other dual lands.  Three Kings Loot has them listed for anywhere from $1.99 to $5.99 a card.  These can add up quickly to a costly investment, but their versatility and ability to come into play untapped may make these appealing.  Since these have rotated out of Standard there is likely no rush to pick them up, so unless you suddenly get the urge to test out your latest deck at a Modern event you should be just fine to gradually collect these to help defray the cost over a period of time.

Zendikar Life Gain lands

Another cycle of inexpensive dual lands that is a little older are the Zendikar “Life Gain” lands.  Again, these were allied colour combinations (G/W, W/U, B/U, R/G, B/R) where the land came into play tapped.  What sets these a little bit ahead of a guildgate is the fact that when the land enters play you can gain a life.  This may sound like a minor benefit, but any benefit is better than simply coming into play tapped.  Also, in a deck where you may be running 4 or more of these lands in your multi-coloured deck you may fine yourself with a 20-30% increase in you life total, which is actually very sizable. It is even possible to recur these lands and gain the benefit a second time with creatures such as Kor Skyfisher or Emancipation Angel making for a little extra benefit from these lands.  These lands run for approximately $0.75 a piece on Three Kings Loot but can be found at local game shops for about $0.50 a card, making them very inexpensive and perfect for a casual player.

 

Mirage Fetch lands

When people think of fetch lands everyone immediately thinks of the Zendikar fetch lands (Arid Mesa, etc).  These cards are extremely pricey and not typically something someone on a tight budget can afford. However, Mirage had a very reasonable set of fetch lands.  Flood plain, Bad River, Grasslands, Mountain Valley, and Rocky Tar Pit enter play tapped, but can then be sacrificed to fetch a basic land of either type of land type.  This is extremely valuable because it allows you to effectively thin your deck out for land and still let you get the land you require to cast your spells.  Is it as desirable as the Zendikar lands that let you play them untapped?  Absolutely not, but when you compare the difference in cost, a casual player may be willing to accept this tradeoff.  The Mirage fetch lands are listed on Three Kings Loot for $0.50 a card and are roughly the same at the local game shop near my home.  Arid Mesa is about $40 a card.  I could pick up a play set of all 5 Mirage fetch lands for $10.  If I’m looking to stretch my dollar I know what I’m looking to get.

 

Ice Age pain lands

The Ice Age “pain” lands are another option for those looking to pick up lands that produce both types of mana.  Unlike the “buddy lands” or the “life gain” lands, “pain” lands come into play untapped and can be used for a colourless mana with no drawback.  However, if the land is tapped for a coloured source it deals 1 damage to you.  As your deck initially kicks off at the start of the game you may be willing to accept this drawback in favour of getting off to a quick start.  The option to then use them as colourless mana is appealing to limit the damage you take, but still leaves you open to options.  These Ice Age lands were initially in the Allied colours, but a similar set of Enemy dual lands was printed in Apocalypse, giving the “pain” lands a full complement of colour options. These lands usually run for about $1.99 a card, making them somewhat more expensive but not outside the realm of possibility.

 

Other ways to facilitate mana fixing

There are other ways to go about fixing up your mana situation without needing dual lands or fetches.  There is always the option of artifacts that allow you fetch your lands. The cheapest and easiest to put into practice is Traveler’s Amulet as it was printed in Innistrad block and again in Theros.  Traveler’s Amulet allows you to fetch a basic land and put it into your hand and is very useful to get out of a jam.  Along the same vein, Expedition Map grants you a similar ability.  The activation cost to sacrifice it a tad more, but you can fetch ANY land including a non-basic.  There are also countless spells and creatures that allow you to fetch lands of varying sorts and all of these are viable as well.

 

The problem with having these different mana fixing tools in your deck, whether you play at a kitchen table or commander, or some other variant, is that all these cards take spots in your deck.  Some players may not mind running a 61 or 62 card deck, but every additional card limits the chance to draw what you really need. Conversly, if you stick to 60 cards you are sacrificing spots in your deck for creatures, removal, or other spells in favour of mana fixing.  In Commander, with only 99 spots, you may find yourself unable to squeeze in the required mana fixing into your deck.  As a result, these options are not optimal and having access to the correct mana is vastly preferred.

So, as you look to diversify the mana in your casual decks in time for your next kitchen table game, take a moment and consider if access to the correct lands is in your best interest.  Instead of getting bogged down with the prohibitive cost of playing the newest and most expensive dual lands, explore some of the other options available to you to help keep you competitive without drying up your bank account.  Remember, Casual Encounters are the perfect place to give these older, and often overlooked, cards a chance to shine once again, and great way to help keep your game of Magic fresh and interesting.

Until next time keep it fun, keep it safe…and keep it casual.

Bruce Gray
@bgray8791
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Bruce Gray - June 9, 2014

L’eggo my Aggro – Gruul aggro budget

Fanatic of Xenagos

L’eggo my Aggro

by Bruce Gray -Casual Encounters

I like to sit down and try my hand at brewing all sorts of formats.  Pauper, sure…I love it. Modern…of course (although I don’t think I’m all that good at it!).  Casual Tribal. You bet! Standard.  Yes, sometimes I like to try and brew Standard, but with a budget twist.  Today I have a “budget” deck list that isn’t as budget as usual.  Flipping through my boxes of Standard goodies I came across a number of spicy cards that will make the deck a little pricier than normal…but I’ll suggest some alternatives to try and make some substitutions if you are playing on a tighter budget than this deck would normally allow.

 

I’ve been keen to see how the format has changed with the influx of Journey into Nyx cards and I’ll be honest…I’m a little disappointed.  Journey into Nyx has afforded a few new tricks into some of the meaner and leaner decks, but most of the decks running around are the same old archetypes that have been dominant for months now.  Mono-Black. Esper Control.  Boros Burn. All of these decks are everywhere in Standard and they all have something in common.  Can you see the common thread?

 

The common thread between all the decks is that are all packed with a gross amount of removal.  Mono-Black and Esper can draw on Hero’s Downfall, Bile Blight, Ultimate Price, Doom Blade and on and on and on.  Basically these two archetypes are packed with all the best removal and if they see a creature, they kill it on sight.  To make matters worse, if Esper really gets in a jam, out comes a Supreme Verdict to clean up the mess.  No, these decks are for sure the two main boogeymen on the scene.  Boros Burn or R/W Burn, whatever you prefer to call it this week, is also jammed full of removal but of a different sort.  Anger of the Gods, Magma Jet, Magma Spray, Lightning Strike, Warleader’s Helix are all viable in the Burn Deck and can burn out creatures with alarming speed and then turn their sights on you.  Essentially the removal package of all three decks is what makes them so viable in the format. It’s tough to lose a game when your opponent can’t keep his or her creatures on the table.  Now, there are a few decks that are capable of fighting through this barrage of death, namely the Monsters variants and sometimes Mono-Blue, but it’s a tough uphill battle for these deck on most nights. So, how can you top decks that can turn so many creatures into flaming ash?  Hmmm…

 

One option is to play no creatures.  This is why Burn decks are experiencing a relative degree of success right now.  They have little to no creatures to target with removal and so Mono-Black and Esper both have a number of dead cards in game 1 before side-boarding.  You could go the route of playing Planeswalkers…notably Elsbeth because she alone can produce more creatures than most decks can handle.  Ashiok is another viable alternative to completely mill out your opponent and deny them the chance to play their spells by having them land in the poubelle .  These strategies work…but they aren’t everyone’s style.

 

The other alternative is to try and out aggro them by just giving them SO many aggressive targets that they are overloaded and can’t cope.  This strategy is dicey at best because the format is so removal heavy from our top three contenders, so the aggro decks need to have a really strong way to punish these decks (and fast) if they hope to succeed…thus why Monsters is able to pull it all together because leaving one Polukranos or Strombreath unchecked will basically cost you the game.  However, I feel like the deck I have here could sneak in and surprise a few of the big boys by overwhelming their removal suite and then making blocking near impossible.  Let’s see what I’ve got.

Gruul Aggro Budget:

 

There’s nothing earth shattering in this list.  We have a number of aggressive 1 drops in Dryad Militant and Slitherhead and some ramp with the Elvish Mystic.  At 2 we have Brushstrider, Kalonian Tusker, and Burning-Tree Emissary.  At three we have Fanatic of Xenagos.  All of these creatures are designed to put significant early pressure on your opponent and can then turn the table and smack them if they can’t deal with them quickly.  Going up we have 1 Rubblebelt Raiders.  This guy is actually a fun little treat that can get pretty nasty if you can get him to attack with some buddies, or give him haste with Ogre Battledriver.  Ghor-Clan Rampager is a solid 4 drop, but it can also be used to pile through and give you extra reach with the trample.  Finally, Savageborn Hydra is that mythic rare that everyone has forgotten about.  His double strike ability is off the charts powerful and the ability to sink extra mana into him to do extra damage is key.  To think, you can put 2 mana into him and up his damage by 2 points every time! Load him up with some evasion and you have a winning formula. Finally, Xenagos, God of Revels, is in here because his ability to grant something haste and boost the damage done is ridiculous.

 

Some would argue, why no Experiment one?  I opted to replace the Expriments with Slitherhead for the simple reason that they would be a useful resource to me even if they got killed.  An experiment one with 1 counter on it is still a dead experiment one, where a Slitherhead in my graveyard means something else can be bigger next turn. Also,  Fanatic of Xenagos is a terrific little addition at the three slot because it comes with trample and can either be a 4/4 or a 3/3 with haste and +1/+1 until end of turn.  In either scenario, I’m just fine with this card and am happy to run it.

 

The spells are also pretty straight forward.  4 Madcap skills make blocking an early threat near impossible and can really take a bite out of your opponent.  Turn 1 Dryad Militant into Turn 2 Madcap skills and swing for 5 is stiff.  They’ll need to burn early removal spells or risk ending up in big trouble. Giant Growth is in here to add some extra reach if they opt not to block thinking they are safe for a turn.  Armed // Dangerous can be devastating at the right time to lure your opponent to block a patsy while the rest of your team slices and dices.  Finally, as a concession to the fact that we want to be attacking lots and other aggro decks may be looking to take advantage, a single copy of Fog could very well spell the end for them.

 

The strategy for this deck is simple: Attack.  Attack all the time because you don’t have the spell suite to sit and posture.  You are banking that if you get out early and apply a bunch of early pressure that they will need to expend a lot of removal resources on your game plan instead of establishing their own…and in the process give you the chance to top deck into one of your monstrous threats to close out the game.  Now, that’s the game, but let’s be real, many of these top decks have seen this game plan before and I fully prepared for it.  So, don’t be surprised if you find yourself down and out to these top tier decks.  However, if they draw below average, or you play a deck that DOESN’T pack as much removal you might be in good shape. We can talk about the psychology of losing, but to keep it simple, this is deck premised on an old tried and true strategy that the top tier decks in the format come prepared to deal with.  You might lose out, but if you surprise them or they draw poorly you’ll make them pay…and really with a budget deck isn’t that the best part?  Smashing apart a finely tuned deck with a budget deck brings great joy to my life…how about you?

 

Now, as I said, you may not call this a true budget deck, but most of the value is in the mana base.  Stomping grounds are steep.  Temple of Abandon also cost a pretty penny.  However, you can sub out the mana for Gruul Guildgates and basic lands if you need to without much difficulty.  The other high priced item on this list is Xenagos, God of Revels as he could run you somewhere near the $6 range depending on where you are looking.  This is usually more than I want to spend on a single creature in a deck, so I could replace him with Gruul War Chant to make blocking totally ridiculous and near impossible if I wanted to give this more of a true budget feel.  Otherwise everything else on the list is somewhere shy of $2 a piece meaning the deck is generally pretty affordable and packs a pretty mean bite.

 

So, before you head off to your next FNM and want to give something a little different a try…something that seems like it’s missing from the Standard Meta as the big boys all eye up each other, you might want to give this Gruul Aggro Budget a try and see if you can surprise a few of them. I know that I can hardly wait to try it out.

 

Thanks for reading and until next time keep it fun, keep it safe…keep it casual.

 

Bruce Gray
 
@bgray8791