Tag: fate-reforged

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Roy Anderson - February 5, 2015

GP San Jose: The Sockymans’ Story (Day One)

Pearl Lake Ancient

GP San Jose: The Sockymans’ Story (Day One) – Team Sealed

By Roy Anderson – Sockymans

Hello my fellow looters! It’s Sockymans here with this week’s article, or should I say, articles. That’s right, this week is a two part series (As you probably saw from the title) about my adventures at Grand Prix San Jose. Now, I was only there for two days, Saturday and Sunday, so the article today will be about the first day of the main event.

To start off, man was I excited to see a Grand Prix so close to home. I was even more excited to see that the main event format was Team Sealed. To add even more excitement it was just a week after a new set release, therefore, it had a very new format! Now before I go into the actual day, I want to clarify some things people may not know.

 

Team sealed

So Team Sealed, what is it? It is a format you don’t see too often but if you have two friends that are also into Magic, I would highly recommend it. It works similar to regular sealed except you are on a team of three people. You start, just like in sealed, cracking your packs and building a deck. However, in Team Sealed, you have 12 packs between the three of you to build three decks. This gives you more options in each color, however, you must be able to figure out which team member gets which card. I will talk more about this when I describe my team’s pool. Another thing I want to note is that you must have every card in the sideboard of a certain player. You cannot have cards flowing between players sideboards so that is an important thing to decided as well. So when decks are built and round one starts, you are sat opposite another team. The way it works from there is each person plays against the person sitting opposite from them and whichever team has two of their members win their match, wins the round. During the games you are allowed to talk to your team and get advice about: plays, hands, and even sideboard options. If you make day two, after another Team Sealed round, you get to play team draft which is a whole other can of worms. Well, let us get to the meat and potatoes of the article!

Starting this story on a good note, we got to wake up at 6:30am. Now continuing this story with less sarcasm, we got there early very anxious for the event to start. There was a huge turnout for the main event which made competition fierce. In order to make day two, a team would need to not lose more than two rounds in a nine round tournament. My friends, John, Andy, and I, knew that would be tough but we were pumped and ready to go.

So they announced the start and we sat down. For those who have never played at competitive level  before, there is a step before you just crack packs and build decks. You first open a pool of cards and register every single one. Only after this is done, you pass your pool to someone else. This ended up being a good thing this time around as the pool we had to register was utter garbage. There were no strong archetypes, no strong reason to play any colors, no bombs, nothing. Bullet dodged. So we finally finish all of the boring stuff and we get our real pool. Our pool was much better. Lots of strong Fate Reforged, FRF, and Khans of Tarkir, KTK, cards with good pulls to multiple different archetypes. After some deliberation with my comrades we all settled on decks that were good and the decks we wanted to play. The end result was a very strong Abzan deck, a Sultai Control deck, and a mediocre R/W Aggro deck. We figured this divide of cards was decent at the time and we all were happy with the archetypes we had. I ended up with a personal favorite of mine, Sultai Control.

I won’t leave you hanging on the details, so here is the list I decided to run:

 

Abomination of Gudul – This creature was never too relevant for me and I think in FRF/KTK it is actually a bit worse. That being said, it was always a morph in the worst match-up and it did cycle through my deck quite a few times in the longer games

Pear Lake Ancient – This is just a very powerful game ending card. It only came out of my deck in extreme situations when my opponent’s deck was super fast. Even in the aggro matchup, it was good as a flash blocker.

Debilitating Injury – Super solid early game removal.  Even in FRF/KTK this remains an all-star.

Disowned Ancestor – This was mostly used to muck up the ground and keep me alive until I dropped Torrent Elemental or Pear Lake Ancient. I took this card out in control matches, however, I was not sad with this in the main deck.

Sultai Scavenger – A very solid mid-game flier. It was useful at getting past defenses. It was even a way to get Torrent Elemental into exile to use his ability. 10/10 would play again.

Archer’s Parapet – Same reasoning as Disowned Ancestor but I would have much rather had two of these. This never got boarded out as it is a supper good card.

Longshot Squad – This was in because I needed creatures, it was a Hill Giant with upside. I can’t complain about that.

Scout The Borders – Delve fuel, enough said.

Sultai Flayer – This was another all-star in my deck. The life gain was always very relevant and he has a nice body in the format. He definitely lifts bro.

Aven Surveyor – This card I was still on the fence on. Some games I was super impressed and others I was not so happy having him. First off, he was two blue which hurt in a three color deck with little fixing. My other concern was his body for his mana cost. Even if you didn’t need the bounce, which was never the case, he still died to every piece of removal and couldn’t trade with other fliers.

Enhanced Awareness – Can you hate anything with draw a card? It never seemed to end up in my hand when I needed it though. I kind of wish I had a treasure cruise along with this card.

Torrent Elemental – This card is bonkers. Using quadrant theory, this card was never bad at any point in the game. When you are ahead he wins the game almost immediately. When at parody he wins almost immediately, during setup he doesn’t serve much purpose but when behind he is even a flying blocker with a big butt.

Whisk Away – This was a card that was just okay in all my matches. I cast it and was reasonably happy with the results when I did. It was not a removal spell but it was quite the tempo swing.

Douse In Gloom – This card was awesome. I wrote about it quite a bit in my FRF pre-release article so I won’t cover it too much here. The only thing I want to say is that my opinion has not changed about this card. I am happy it exists.

Gurmag Angler – This is a new addition to the delve family and I think it is a pretty good one. It is had a huge body that not many other creatures can tangle with. It is also out of removal range for most of the removal spells in this format too unless your opponent is white. This guy also was a very common two for one as they would chump and use a removal spell.

Reach of Shadows – This card I was always happy with. Five mana, kill something other than morphs or manifests. Since the format is slower in general than formats in the past, five mana is very achievable to kill a big threat.

Rotting Mastodon – This should not have been in my deck. I never liked it much in KTK and it got worse. It was boarded out every game for something.

Sultai Emissary – This card made me happy to have, especially in the aggro mirror match-up. It is pretty much the black Jeskai Sage except he is card advantage with a card on the board. You are not even unhappy when you manifest a land. In my deck I ran 18 lands which meant if I could turn one into a creature and trade I was happy as a red player with a Lightning Bolt.

Whisperer of the Wilds – Since I had many five to seven drops this helped me ramp just a little bit. It was a bread and butter card. I was never happy with it but never sad.

Wildcall – This card I was unhappy with at the prerelease. Boy was I wrong. This is a very good card for any matchup. At the very worst it is two green for a 2/2 with possible upside. In most games, this card was the most flexible in my deck. On average it made a four to six power creature that would  become the biggest threat on the board. Sometimes, it would just manifest a land and I would be 100 percent happy with a six power land.

 

Sideboard Stratedy

There you have it, my GP SJ main event deck. Neither of my team mates were using blue so I got a lot of very powerful spells. I also had a good amount of very relevant sideboard choices against different matchups. Against aggro I could side in an extra Sultai Emissary, Despise, Force Away, and a few other low drops. Against a mid-ranged strategy, I would side in Disdainful Stroke, Despise, Tasigur’s Cruelty and a few other relevant creatures. Finally, against control, I would switch to a game of fighting for resources. I would take out some low cost removal and side in Disdainful Stroke, and Tasigur’s Cruelty. Now that our decks were completed, it was time to do what we came to do, play Magic and chew bubblegum! (You know the rest.)

 

Main Event

Round One

This round was the first of the tournament. My teammates and I, unofficially named “The Ainok Bond-kins,”  were ready to start on a good foot. My first round match was the mirror match and I felt pretty confident that I could win with my good resource advantage cards. Torrent Elemental helped pick me up a quick game one and I was feeling great. Andy was also winning his match. John, not so much, however, I was still happy. Game two I was not so fortunate. I ended up losing to flooding a bit and my opponent resolving a Treasure Cruise and slowly beating me out of the game. No big deal, I am on the play for game three. I look to see how my team is doing and they are both done. Turns out, we are one and one so this game three was the deciding game. The pressure was on.

Game three was a very long game. Lots of trades, draw spells, and board stalls. Finally, a line of play opened up that started to tip the scales in my favor. I resolved a Tasigur’s Cruelty delving away my Torrent Elemental. I was able to cast it tapped and I put my opponent in top deck mode. Turns out he didn’t draw anything but an Gurmag Angler. This turned out not to matter as I quickly untapped and started crashing in. Turned out that ended up winning me the game! My day was off to a good start.

 

Round Two

So, I don’t know if any of you here recognize the name, but my second round opponent was none other than Day9 and his friends Case and Tristan. First of all, it was awesome to be able to talk to him and he was a super nice guy, however, I was playing Case. So there is not much to talk about this round as there was one card that won every game that it came out. This resulted in my losing 1-2 which was a bummer. The card I speak of is Ojutai, Soul of Winter. This card is expensive, however, against a deck like mine, that was not a big problem. Had Case been playing my friend John, he may have won with his very aggressive deck. The two cards I had that could deal with that card was my two copies of Reach of Shadows. I also boarded in a Disdainful Stroke when I first saw the card. Unfortunately, game three, he played a Frontier Siege which, for a dragon deck, was pretty good. I never saw it so I was unable to board against it. Sadly, despite Andy winning. John lost another match and we were now 1-1.

 

Round Three

After pulling ourselves together, we went to face our next opponents. This time I was against my worst matchup: Aggro. This is when I also want to point out what I think the red MVP card in FRF is and that is: Goblin Heelcutter. This card wreaked havoc on my deck. I lost the first game and thanks to some good sideboard options and a good draw, I made it to game three. Sadly, he curved out really well despite a Debilitating Injury in my opening hand. Andy, who is a boss, was now 3-0 and our team was 1-2. John was getting creamed in mirror matches for the first three rounds.

 

Round Four

This was it, if we lose here, we have no chance of making day two. The record you needed to get to day two was at least 7-2. If we wanted that record, it would be a long rest of the day. We sit down against our next round opponents and they were also on the block. They seemed to be having a lot of fun and it was a fun match overall. It was another mirror match and this time, I knew how to board better. I was learning the matchups and changing my deck more and more each game. I boarded in both Tasigur’s Cruelties and Disdainful Stroke after winning game one. I lost game two and I knew I had to win in order to carry the team. I looked to my teammates and, to my surprise, they had won. Yay!  We had hung on for at least one more round.

 

Round Five

Another mirror match? At this point, I felt like my deck was advantaged in the mirror. I had a Pearl Lake Ancient, a good curve, good removal, and lots of ways to generate card advantage. This time, for the first time in the tournament, it was an easy 2-0. I looked over at Andy and finally, he dropped a game. I was worried as John’s deck was disadvantaged in yet another mirror. However, he had won his best of three and we were on to yet another match!. Awesome! 3-2

 

Round Six

I will be 100 % honest, I don’t even remember this round as the next one was so intense. The important part is we won yet again. We were all starting to realize that the dream was real for us! We were crawling back from a 1-2 record to end up sitting pretty at 4-2. We only had three rounds to go. Let’s move on.

 

Round Seven

At this point in the tournament, it was getting intense. Side events were closed down and everyone had been there for so long and come so far. We sat down against some very nice foreign players who made some great conversation. My matchup this time around was another aggro deck, which I dreaded seeing. This was different from other aggro decks I had faced. It was mostly red Mardu and boy was it fast. Game one I was obliterated despite having a removal heavy hand. Alright, on to game two. I made some needed side boarding and moved into game two. Notably, I brought in Despise and Tasigur’s Cruelty in order to kill dash cards. I also brought in my second Sultai Emissary which was good against his 3/1s and 4/1s. Through some good managing of resources and a timely Pearl Lake Ancient, I took game two. Sadly, my opponent came out of the gate swinging on turn two. Even with the removal in my hand, nothing prepared me for being hit by Kolaghan, the Storm’s Fury. Luckly, I was able to kill it and his other dash with Tasigur’s Cruelty, however, it was too late. I lost. As it turns out, both my allies bit the dust as well. Our dream had died.

All in all, we had a lot of fun at the GP San Jose main event. If you ever have a chance to play in any GP, I would highly recommend it.

I will have another article up later this week detailing my day two GP report. I hope you enjoyed this article. Let me know what you think and, if you were there, let me know what your record was and what you played.

For now, Happy Planeswalking!

 

By Roy Anderson

@Sockymans on Twitter

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Bruce Gray - February 3, 2015

More Random MTG musings

Shu Yun, the silent tempest wallpaper

More Random MTG musings

By Bruce Gray – Casual Encounters

Hi again…

In my New Year’s Resolution to keep my column up to date and a little more current I wanted to take a little time to write about some of thoughts I had during the course of the week about some MTG stuff.  No deck list tonight…but some things that have caught my interest recently.

 

Uncharted Realms

I’ve been back and playing Magic now for 2 1/2 years, but I’m finally NOW getting to the point where I am not just about the cards, but the broader community piece as a whole.  By that I mean I am starting to appreciate that there is far more to playing Magic than just playing the game, but there are other areas where people can explore and enjoy this hobby as well.

One of the big ones I have overlooked until now has been Uncharted Realms, the fiction that is essentially the telling of the story of what is happening in Multi-verse and helping to explain how and why certain things are happening in the game.  You can check it out for yourself here:

http://magic.wizards.com/en/articles/columns/uncharted-realms

Now, the most recent short story was really intriguing because it showed how Sarkhan Vol essentially saved Ugin and prevented the demise of the Dragons on Tarkir by sheltering him from Nicol Bolas after their battle.  It was a pretty neat read and I suggest you take a peak.  However, as someone new to the tales of here are some of my impressions:

Sarkhan– Up until this point I largely thought this guy was a “Heel” (pardon to WWE reference) that is essentially a pawn of evil.  The truth is the guy has had it pretty tough.  If you have had MULTIPLE Dragon Planeswalkers in your head, you would be pretty messed up to.  I have some interest in this character and will be sure to keep tabs on him.  Hopefully they don’t kill him the way they did Elspeth at the end of Theros block.  (Prediction:  They are totally going to bring her back as a B/W iteration of her down the road when Erebos lets her go.)

Nicol Bolas– This Dude is a jerk of Epic proportions.  I know every story needs a villain, and he’s about as good as they come. I like the classic Villain feel to him, although I still prefer his artwork from the original Legends set where he saw print as an Elder Dragon.

Yasova Dragonclaw– I’m not sure what I think of her…I feel like she’s part of the Villain cycle and I would NOT have thought that would be the alignment of the Temur.  I really thought if there were going to be a Villain in this set it would be the Sultai…although I suppose that is too easy…but I didn’t think the Temur would be in cahoots with Bolas.  Guess that shows how much I know.

Hedron- The cocoon that preserves Ugin…it came from Zendikar…and sure it saves Ugin and allows him to recover and preserve the Dragons.  Sure, I get that…but does ANYONE else want to see Eldrazi show up because they can sense something from their plane is being used elsewhere?  C’mon…who DOESN’T want to see Emrakul show up?

All in all, I’m a fan and will check back on the story line to see how it develops.

 

Enhanced Awareness and Card Evaluation

“over rated”

I initially took one look at Enhanced Awareness when I opened my pool at my pre-release and was initially really disappointed.  There was some uneasy tension around playing the card and if you read my post about my pre-release you will get the vibe that I wasn’t a fan.  I have spent some time thinking about and have clearly determined WHY I don’t much care for the card and unlikely to prioritize it highly as we move forward.

“you wish you had me in your draft pool”

From the outset, Enhanced Awareness looks like a pretty sweet card.  5 mana, instant speed, Draw 3 cards and discard 1.  Right off the hop, we know it isn’t better that Jace’s Ingenuity, but it is a little easier to cast because Jace’s Ingenuity is 5 mana, but double Blue while Enhanced Awareness is only a single Blue.  However what sets Enhanced Awareness far behind Jace’s Ingenuity is the actual real card advantage netted by casting this spell.

Ingenuity draws you three cards, but you spend 1 card in casting the spell meaning that you have netted +2 cards.  5 mana for 2 cards is pretty sizable and nice amount of card advantage to generate at Instant speed at  your opponent’s end step.

Enhanced Awareness draws you three cards, and you spend 1 card in actually casting the spell…so at most you are getting +2 cards out of this spell.  However, the added drawback of having to discard 1 more card means that the actual card advantage gained is only +1 card.  5 mana for only 1 card in terms of actual advantage is actual a very poor rate of return.  You do just as well with Weave Fate, a much poorer card draw spell in the eyes of many players, and it costs a full mana cheaper.

Not as bad as everyone thought…huh?”

The only advantage I can discern from this spell is that it actually enables Delve reasonably well, so Delve decks enjoy this.  Meanwhile the rest of us aren’t going to play this because the rate of return is quite poor.

There are people that will argue that you do get to dig three cards deeper into your deck and filter for the cards you actually want, meaning that you get to sculpt your hand somewhat.  These are true statements, but the fact remains that you are essentially spending your mana on “looting” and netting yourself only a single card for a pretty sizable investment. Players looking to win focus on the efficiency of their mana and the spells they need to cast because that is a prime factor in determining if the spell is going to help you, particularly in a Limited type deck.  Think about it, the cost of playing Enhanced Awareness as your card draw is that you need to have a) 5 mana untapped and nothing better to do with it and b) cards in hand that are no good to you to discard in order to improve the card quality in your hand and accept that I am only netting 1 card.  Weave Fate, the card that is in direct competition with Enhanced Awareness can be cast a whole turn earlier for 4 mana and doesn’t care one stitch about what you have in hand…and you STILL net 1 card.

I’m not saying that Enhanced Awareness is a bad card, but there are costs associated with it that you need to balance in your Limited deck and so it might not be something you are quick to slam in your draft and run.

 

Shu Yun, the Silent Tempest

This guy has caught my attention and I am clearly going to have to brew with this guy.  You take one look at him and he SCREAMS “Jeskai Prowess Deck”.  However, I am of the opinion that this guy doesn’t want a Jeskai Deck at all.  He really wants a Temur or Bant build to make use of a couple of really disgusting interactions.

Flash is a ridiculous keyword and it is even GROSSER on Auras.  You know who really wants Flash Auras?   Shu Yun…that’s who.  Green has a pair of good ones and Red has a third that is kind of interesting as well.

What could be more fun than attacking with Shu-Yun?  Your opponent IMMEDIATELY knows you have something in hand because he’s a Prowess creature.  Your opponent, not being a dummy, isn’t interested in creating an unprofitable block and walking into your trick declares no blocks.  So, Flash in your Boon Satyr as an Aura, trigger his Prowess, trigger Shu Yun’s Double Strike ability…and end the game on the spot for 16 points of damage.

Ok, that is a best case and your opponent can still respond by removing Shu-Yun, but the exchange is appealing.  yes it takes 7 mana to get the whole thing going and that’s steep, but not unimaginable.  So, you want some cheaper options? ok.

Feral Invocation Remember this little gem?  This is much cheaper to cast and still means Shu-Yun hits for 12.  That’s still a massive chunk of damage in a turn.  Dragon Grip was behave in a similar way but is also somewhat more situational in order to meet the Ferocious trigger on the card, but it is an interesting choice as well.

So this is starting to come together.  When I have something more final I will be sure to post it here for you guys.

That’s all for tonight guys…thanks for reading.

 
By Bruce Gray – Casual Encounters
@bgray8791 on Twitter

 

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Bruce Gray - January 30, 2015

Crack a pack MTG Fate Reforged with Bruce #20

Crack a pack MTG Fate Reforged

Crack a pack MTG Fate Reforged with Bruce 20

By Bruce Gray – Casual Encounters

Well, welcome back to our continuing Crack a pack MTG Series here at Casual Encounters and Three Kings Loot.  I’m very happy to say that this is crack a pack number 20 for me! I can’t believe that I’ve got to 20.  It seems like not all that long ago I was pitching the series to the guys at Three Kings Loot.  The goal for 2015 is to continue writing these and hopefully build up some more readers who are keen to get into a discussion about the cards and the selections.  So, let’s see what we’ve got on deck for today!

 

Today we’ll be opening a shiny new pack of Fate Reforged.  Remember, as Fate Reforged enters the draft environment we are now drafting one pack of Fate and 2 packs of Khans meaning you will still be pretty heavily Khans focused.  That said, Fate Reforged dove tails pretty well with Khans so it should move pretty seamlessly.  Here we go.

 

Rare

 

Uncommons

 

Commons

 

 

Oh boy…we just opened something pretty spicy in Crux of Fate. People have been calling for a re-print of Damnation for a long time and this may be as close as we ever get.  This is an awesome mass removal spell in Black, something that doesn’t come along in every set.  The fact that this is modal could be relevant in Draft if you have a couple of the uncommon dragons on board and need a way to punch them through, but you will mostly look at this as premium mass removal that you will grab first almost each and every time.

 

Valorous Stance is a tremendously versatile card and both modes are very relevant.  It is extremely efficiently costed at 2 manaand just does exactly what you need it to do every time.  In most packs this would be first pickable, but today it’ll like slide to the 2nd pick in this pack.

 

Neutralizing Blast is a very underwhelming counter spell.  The fact that it only targets multi-coloured spells is a huge issue because the number of such spells is quite low.  Think about it, there were some in Khans, but many of those were Morph creatures (that aren’t multi-coloured if cast face down) and a cycle of uncommon spells like Ride Down. In Fate, there is once again a cycle of common spells and the cycle of Rare Dragons.  That means that there aren’t a lot of relevant targets for this…so you’re likely just best to pass this and see if you grab it late as a sideboard option for the greedy 5 colour deck that the guy next to you is building.

 

Shifting Loyalties is a super powerful effect and could really turn the tide quickly as you trade you junky creature for their awesome one…but the variance on this is high.  If they only have a Gore Swine do you really want to spend 6 mana and trade you Jeskai Sage for it?  Likely not.  So you have a dead card in hand. If you have a Jeskai Sage and they have Atarka…well…that’s different.  I’d be careful with this one and wouldn’t prioritize it too highly because it could really backfire and just sit dead in your hand.

 

Sandteppe Outcast is a very useful 3 drop.  3 mana for a 2/1 creature and a 1/1 flier OR a 3/2 creature is nice versatility.  I imagine the 1/1 flier is the most likely mode you’ll pick, but I could make a case that you really want the 3/2 if you have the Abzan Falconer or Abzan Battle Priest on board.  Either way, this is very good and efficiently costed and could be a first pick if you were hard pressed.

 

Write Into Being is an interesting take on Manifest.  It is a sorcery that only costs 2 and a Blue for a total of 3 mana.  That is on par with Morphs…so that’s a perfectly acceptable casting cost for a 2/2.  However, the fact that you get to look at the top two cards and pick which one gets Manifested is actually excellent value.  You can essentially craft exactly which card you want turned over as a 2/2.  That gives you a lot of control and could allow you to play some very fun head games with your opponent.  Not a first pick, but a nice spell that likely goes in the early half of the round.

 

Fierce Invocation is another Manifest Sorcery.  I like this one less, but it is still a 4/4 for 5 mana which isn’t bad…and if it is a creature…you’re in business.  This is a mid-round pick up.

 

Douse in Gloom is Pharika’s Cure…just slightly more expensive.  This is another early pick in this pack because it deals with everything from facedown creatures to Alpine Grizzly without any difficulty.  This one isn’t flashy, but is the backbone of most limited decks.

 

Cunning Strike feels too expensive and just not good enough for 5 mana.  At 5 mana I want to do something AWESOME…this just feels slow and awkward.  Couple that with the fact that it is two colours and there is no doubt that this will table.  I’d pass and only take this as a last resort.

 

Arashin Cleric…and the consensus is…NO.  It doesn’t do enough.  It can’t block Morphs and Manifested decks profitably, the life gain is fairly modest, and it gets outclassed quite quickly.  No, don’t take this, you can do better.

 

Collateral Damage is a spell I really like.  In a tokens strategy, or heck, just with that dumpy Arashin Cleric, sacrifice the creature for 1 red mana (at instant speed) for a Lightning Bolt.  That seems fine to me.  Not a crazy high pick, but very reasonable once you establish your colours as a mid-round pick up for some inexpensive removal/damage.

 

Gore Swine is just a 4/1 vanilla creature. I’m not going to dump on this creature because it can be quite serviceable, but if I have better options I’m taking those long before I take this.  All that can be said for this thing is that at least it triggers Ferocious.

 

Bathe In Dragonfire is an excellent red removal spell.  The 4 damage is very useful and deals with most threats.  I’m not a fan of the Sorcery speed on this thing because it won’t catch Dash creatures, but you can’t expect too much from a common.  For the record, this continuing the trend of seeing removal slowly become more and more expensive…so while this is pretty reasonable it likely would have been cheaper had it appeared in a set 3-5 years ago.

 

 

Top 5 Cards

  1. Crux of Fate
  2. Valorous Stance
  3. Sandsteppe Outcast
  4. Bathe In Dragonfire
  5. Douse in Gloom

 

First pick

This is pretty much a no brainer…you grab Crux of Fate and move on.  There really isn’t anything that would match up well with Crux, and if suggested anything else I would out right lying to you. So, while the other cards are pretty good…Crux is the hands down winner.

 

Wow…that was easy.

 

Well, thanks for reading folks and thanks for coming along for the ride to get to 20 Crack a Pack MTG.  20 may not seem like a lot to you guys, but let me assure it has been quite the trip.  Let’s see if we can get to 30!  Thanks for reading and until next time may you open nothing but Mythic rares.

 

By Bruce Gray – Casual Encounters

@bgray8791  on Twitter

 

 

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Bruce Gray - January 21, 2015

Fate Reforged Prerelease – Casual Encounters

Pilgrim of the Fires

Fate Reforged Prerelease

 By Bruce Gray – Casual Encounters

Well, I hope everyone’s had a blast at their prerelease events over the weekend.  I have to admit, it was kind of weird format because we all opened so many Fate Reforged packs and very few Khans packs.  That was a weird choice by Wizards, but it seemed to work ok.  At one point I turned to someone else and said “hey…could you imagine doing this with 4 packs of Dragon’s Maze…that would have been unplayable.” By comparison, Fate Reforged prerelease worked, but there wasn’t the sort of variance that I would truly expect from the sealed format starting next weekend…but it was fun.  It wasn’t as grinding as Khans was and that increased explosiveness meant winners and losers were easier to pick…and you could tell if you were on the right path or not.

 

Two-Headed Giant

I played the Two-Headed Giant event on the Sunday evening with my brother.  The last time we played at the Khans prerelease we got thoroughly embarrassed and were pretty unimpressed with our results.  However, this time we held our own and were in the running until the very last match.  I’ll get to how that one got away on us in a bit, but we finished 3-2 and were relatively pleased with our results.

 

I opted to play Temur for this event and my brother decided he would play Mardu meaning we could bank on having some pretty solid creatures and a pair of aggressive decks…or so we thought.  I opened up my pool and I was legitimately shocked.  My Temur pool hardly had ANY playable 2 drops…and a very limited number of Morphs.  The three drops I had weren’t even in my Clan! What gives?  It wasn’t until I hit 4 on my curve that I started getting creatures that felt and played Temur-esque and that was a bad sign.  So, my curve was…how do you say…TERRIBLE with very few plays in the opening turns.  I was not impressed.  The only good news was that my brother had a much more aggressive build and could put some early pressure down to help bridge us to turn 5+ when my deck could roar to life. It wasn’t a great game plan, but it was the best we had with the pools we opened.

 

Round 1

In our first game we started off ok and I was holding up my end of the deal with some pretty reasonable removal to try and stave off the threats from our opponents.  I Burn Away Dromoka, cast Bathe in Dragonfire on another dragon and felt pretty good about things.  But then I drew three straight lands and completely flooded out and our opponents cast Shifting Loyalties on our Brutal Hordechief…which they then followed up with one of their own.  You can imagine things took a decidedly downward turn and we were dead shortly after.  We felt a little bummed.

 

Round 2

Game 2 our opponents had us on the ropes and pretty much dead on board until they misplayed. They had a Daghatar the Adamant on the board with his 4 counters and they cast Hunt the Weak on it to fight something of mine. Then they cast a second Hunt the Weak on Daghatar, but forgot that Daghatar had already been dealt some damage and this second round was going to be lethal.  Oops! With Daghatar dead because they goofed we went to town and my trio of Dragons (two Mindscour and one Destructor) went to work.  They shortly conceded and we evened our record at 1 and 1.

 

Round 3

The next game we came out much more quickly out of the gates, but the game turned when I had 7 mana and Temur Sabretooth on the board. The Sabretooth just stymied our opponents who just could not sequence a profitable attack by the potentially indestructible kitty.  To make matters worse, my ultra greedy deck was PACKED with value creatures to abuse with the Sabretooth.  When you are bouncing Aven Surveyor in order to give the Sabretooth indestructibility, eating their attacker, and then recasting the Surveyor to out tempo them, the opponents get sad…fast.  Oh, the Surveyor isn’t your style?  How about Bear’s Companion?  Hell yeah! It was undoubtedly our best game and the one where I was able to hold off and to play conservatively and eke out advantage with the cards in play and not rush to dump my hand on the table.  Suddenly we were 2-1 and feeling pretty good about ourselves.

 

Round 4

Then we had a bye because a team dropped leaving a weird number of teams and we just had a turn to sit.  Ok…3-1 it is…and in striking distance of a prize.

 

Final Round

The last game we were moving along ok…until we got caught with Tasigur’s Cruelty and it forced us to pitch two cards apiece.  Normally, this sort of card would be unplayable, but in Multiplayer it was devastating.  I also opted to discard a land and to hold on to some pricey spells.  Figures.  Next thing I know I’m stranded on 4 mana, can’t hit Burn Away, Aven Surveyor, or ANYTHING…and we die to some pumped up creatures.  Grrrr.  Oh well.  We had a shot and we blew it.

 

Here’s my decklist

 

Temur Frontier – Fate Reforged Sealed  prerelease

 

Hits

Some of the cards that shone in our matches were not the ones I was expecting.

 

Pilgrim of the Fires: The 7 mana golem was about our best friend all day.  Sure, he’s 7 mana and you don’t run him out there any too quickly, but the truth is, he likely wins just about any combat he ends up in.  And by 7 mana, your opponents have already fired off just about all their best removal that can handle this guy…so the NEED to rely on combat.  Well, with this guy being just a house we made short work of a number of opponents and were very impressed with him.

 

Temur Sabretooth:  This kitty can do some work.  The ability to be indestructible is very potent and can make combat a real nightmare.  What’s more, it is super fun to bounce value creatures and then reap the rewards all over again.  This one looks like the real deal and likely a real player in Limited.

 

Wild Slash: Premium Red removal…yeah…it’s good.  It did work all day long.

 

Aven Surveyor:  I know the guys on LR were pretty stoked for this card, and I like it too because it did do work…but I’m not convinced it is as super as people think it is.  5 mana is a big investment for a bounce effect, particularly when there are lots of powerful things to do at 5 mana.  It was a big tool in my deck as I was packing loads of bounce effects, but users must be wary because he’s expensive.

 

Bathe in Dragonfire:  Relatively inexpensive and useful removal to take out those nagging creatures.  This likely over performed a little for me because it took out all sorts of things including a number of Dragons of varying sizes and descriptions as well as pesky Morphs.  A good utility card.

 

Whisperer of the Wilds:  This guy was a star for me all day.  He’ll be good in Limited for sure, but could also be good in Constructed…once Caryatid rotates out.

 

Bust

Jesaki Infiltrator:  This guy was a bust. A  2/1 unblockable creature SOUNDED good, but then he immediately Manifests a buddy…and loses the Unblockability.  That’s kind of junk.  Tested this guy out once and was immediately underwhelmed.  Out he came and in went more burn.

 

Enhanced Awareness:  What I would have given for a Weave Fate…or Treasure Cruise…or just about ANYTHING.  This one is 5 mana…and it is an awkward one to jam.  I got it off once, but wasn’t hugely impressed.  Most of the time it was a 5 mana brick in my hand.  It feels far more situational than Jace’s Ingenuity or even Opportunity and in a format where there are likely to be lots of other things to do with your mana that isn’t good news.  As much as this COULD be good, it wasn’t. We’ll have to see if that trend continues.

 

Dragons:  The 6 mana 4/4 dragons are playable, but hardly scary.  I found the Mindscour Dragon cute because the Mill effect was handy.  The only catch is having to watch that you don’t mill someone with Delve cards because you’re fueling their Treasure Cruise.   I ran three of these just to see what they can do and while they are kind of neat, I wouldn’t hold my breath for them.

 

Runemarks: These are as awful as I feared they would be.  Most of them seemed totally unplayable and not at all what I was interested in doing…so they all got left behind in favour of actual cards that did stuff.

 

Well, guys…I feel like we’re coming to an end of my Fate Reforged prerelease experience. I’d love to hear about what you experienced and how you fared.  Let me know by leaving a comment or finding me on Twitter.

 

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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Roy Anderson - January 20, 2015

Tales From the Prerelease: Fate Reforged sealed

Abzan Beastmaster - Fate Reforged sealed

Tales From the Prerelease: Fate Reforged sealed

By Roy Anderson

Hello, fellow looters and welcome to my first ever article written for The Bag of Loot and hopefully there will be many more to follow. I had a hard time deciding what I wanted to write about for my very first article. Should I start a column? Should I talk about Magic Online? Or maybe I should write an article about which removal spells would best work to finally dispose of Justin Bieber? Either way, I decided that since this is the first of my content for The Bag of Loot, I would write about another recent first. This first being my initial experience with Magic’s new set: Fate Reforged.

Who doesn’t love a good prerelease? Maybe people who like to be in bed by eight o’ clock on a Friday night, however, I don’t think anyone by that description is reading this article. Khan’s was such an amazing set and Wizards have been doing better and better with the events in general that I was extra juiced for this event. Looking back on the night, it did not let down my expectations at all.

Anyway, let’s begin our story around ten o’ clock Friday night. I always tend to show up early to make friends and participate in the only thing comparable to casting Magic Cards: Trading Magic Cards. Prereleases are some of the best times to trade for cards as few events bring such a big crowd to your Local Game Store (LGS), and more people means more cards. I am not going to spend too much time on trading, (as that is not why you are here) but some notable additions to my collection were: A foil Artifact Mutation, Rite of Replication, and plenty of sweet sweet foils. ( I have a problem ok.)

Finally, the clock strikes midnight. Magic time! Sultai Time! Sultime? Forgive me for the pun but, Sultai was the actual clan I decided to go with. I had no predisposition of the specific deck I wanted to play, however, I did get a card pool that was very well positioned for a leap into my favorite archetype. My favorite deck in Khans of Tarkir Limited is the four to five color control deck with a Sultai base. I always felt like it is a very strong deck and the new cards from Fate Reforged only gave the deck more tools. I will go over the specific new cards that I found to be helpful in this deck in a little bit. (At least the ones that I got to play with.) So without further ado, here was the deck list I ended up with and a little explanation of why I ran each card:

 

Five Color Death – Limited Fate Reforged sealed

 

Breaking it down

Abomination of Gudul x1- This is just a solid value morph that is also in the right colors. The deck I ran, due to having five colors, was 18 lands. This creature would help me filter through my deck during my land heavier draws which greatly helped out my decks consistency. It is also worth noting that it’s 3/4 body is very strong against a majority of Fate Reforged cards. I got more value out of blocking and flipping it than I thought I would. This flier also beats a lot of the smaller body fliers that got brought into the format by Fate Reforged.

Abzan Beastmaster x2 – This was a card that I really wanted to try and use because I am a big fan of low setup cost card draw engines. I had many occasions where this card would draw cards off himself as I was the control deck. I was very happy with this card even at the bottom end where I had to snap block him to trade with a morph. At the worst, in my deck it was still a one for one trade that stalls the game which is exactly what a control deck wants.

Atarka, World Render x1 – I only got to attack with this card once as it always acted as a lightning rod and immediately ate a kill spell every time I played it. The one time I attacked with it, I won the game by a landslide. Twelve flying damage a turn is no joke. Even if they manage to have a blocker, trample and double strike are a good combo.

Aven Surveyor x1 – This did not initially make the cut into my deck, however, it was about midway through the event that I re-read this card and kind of had a moment where I asked myself, “Why am I not playing this card?” It is an easy, slow-going, late game clock attached to a powerful tempo swing. I like it especially due to the fact that counters, heavy mana investment, and the rune mark cycle are very easy ways to get additional value out of using this card. Did I ever play this with a +1/+1 counter? No

Bathe in Dragonfire x2 – This kind of fell in the same boat where I had two in my pool and I wasn’t playing them. Boy was I stupid for not main decking these sooner in a control deck. Not much else to say about this card other than it kills a lot and is cheap.

Channel Harm x1 – Now this is an expensive but very effective trick that I can easily say fit the bill in my heavy control deck. In fact, this was my only white card. A majority of the time, it was only a one for one and a tempo swing, however, that ended up working out for my deck a majority of the time.

Debilitating Injury x1 – Cheap, efficient, solid removal in Khan’s limited, not much to really say about it.

Douse in Gloom x1 – This was one of the New Fate Reforged cards I happen to really like. Not only did this kill morphs, but there are a lot of new and existing two toughness cards that this made short work of. The additional effect of gain two life was also surprisingly relevant in a majority of my games. As the control deck, any amount of life gain helps carry you to the late game that much easier.

Enhanced Awareness x1 –  I was very happy with this card being in my deck. It filters through the top three cards in order to grab two or even all three if you have a land in your hand you want to pitch. This card does occupy a crowded slot mana wise, however, at instant speed, it offers flexibility.

Master the way x1 – Solid removal that replaces itself. Not much to say here. It is a little disappointing that it is a sorcery though as that reduces flexibility.

Monastery Flock x2 – This card served a few purposes in my deck. First, it is just a very flexible creature that could be an effective wall or a 2/2 beat down creature. Second, and most importantly, it almost always triggers Abzan Beastmaster which I was playing two of. This two card combo drew me more cards than I can count over the five rounds.

Reach of Shadows x1 – Probably one of the best single target removal spells in the format. It also lends itself to a flexible five drop slot which made it even better.

Ruthless Ripper x1  – This card was mainly used as an effective way to deal with threats on board. The two life did not really matter much, however, the deathtouch allowed this creature to trade up quite a few times as well as force my opponents to hold back attacks in fear.

Soulflayer x1  – This was one of the few real bombs in my deck. In my deck, it almost always ended up being a 4/4 flier for two black, due to my Monastery Flocks and other fliers, which as it turns out, is awesome! The best cast scenario in my deck was to have a Ruthless Ripper in my graveyard in order to give it deathtouch as well which allowed it to hold off anything in the air from attacking.

Sudden Reclamation x1 – Instant speed selective draw two, what is not to like? I found it surprisingly relevant at all stages of the game too. Early game, I wanted to fix my land drops and charge my delve engine. Late game, it got back my best creature and usually got back one of my tap lands to gain a life.

Sultai Soothsayer x1 – #Value and delve fodder on a creature with a body who will, nine times out of ten, trigger Abzan Beastmaster? Hop in! In all seriousness, I would play this card any time I am in Sultai colors because this card has a lot of value.

Swarm of Bloodflies x1 – This card was decent. It worked well with all my kill spells which gave my opponents a big clock. I was never supremely happy to cast this card however, it did pull its weight quite well though. WARNING: Manifesting this card will make you a sad panda.

Tasigur, the Golden Fang x1 – I played this card but found myself never caring to activate him. As far as I was concerned, this was a stronger Hooting Mandrills. This card may have some real power in constructed but in limited, this is by no means a super bomb heavy card.

Write into Being x2 – This card was mediocre for me, however, it felt like a necessary card to include. This card served a few purposes for my control deck. First, my deck had 18 land, therefore, most of the time I would manifest a land just to get more value from my deck. Second purpose of this card was draw fixing. What was essentially scry two ended up being very powerful whenever I cast it. Lastly, it was a way to add more creatures to my deck which only ran a limited number as a majority of cards were removal spells.

That was a big exhaustive, but that was my deck and I was very happy with it. In addition to the cards listed above, my sideboard was stacked with additional removal just in case it was needed which made me feel comfortable in every match-up. Speaking of match-up, I think it’s time for round one.

 

Round One

I was ready to play! Let’s do this! My first round opponent sits down and we start talking and he tells me that this is his first ever game of Magic. Oh boy, this means I have some work to do. There was really no challenge in this match-up due to his skill despite the raw power of his deck, however, I made sure he had as much fun and learned as much as he could. I wanted to walk away from that table with a new player among our ranks and that was job number one. Game one was short, and I tried to make it that way. Unknown to me until turn two, he kept a one land hand despite me explaining mulligan’s as I took one. I don’t think he quite understood the importance of them or of mana yet so I tried to end his suffering fast as he didn’t draw a single land. Game two was where he actually played a real game of magic. Despite the first game only lasting five minutes, this game took us to time. This was due to his slow play and need for explanation but I didn’t mind. I won in the end thanks to a well placed Channel Harm, the life gain from my lands and Douse in Gloom. War Flare and Ponyback Brigade did a number on my life total and always took him all the way with some help from me. At the end of it all, mission accomplished, he wasn’t a very vocal person and kind of quiet, however, by the time I left to turn in the match slip, he was smiling and in a good mood.

 

Round Two

My second round was an opponent from my LGS that is quite skilled. I have faced him in many finals so I was stoked for a good match. He was playing a very effective Temur aggro shell which I have seen be very effective in the past. Game one, my seven card hand had no land. Bleh…well, time to ship it. I was on the play so I was fine with it. Down to six cards and….another horrible hand with only one land. Five cards? Still only one land…. Well, four cards might be better? Still one land was all my deck seemed to want to give me so I played it. It went about as well as you expected with me hanging on as long as I did thanks to a Debilitating Injury. Game two I decided to play and I got a much better hand. I was trading removal spells for creatures and generally feeling good about my chances and then…the fire nation attacked. Not really, but he played Shaman of the Great Hunt which immediately allowed him to use that and his 3/3 to crash in for seven and gain a whole lot of upside. At this point in the game he was even able to activate the ferocious ability that turn. This is where I made a crucial mistake. I let it live another turn despite a kill spell residing in my hand. I decided to develop my board a little while longer which allowed another turn of smash for nine this time and draw two more cards. At this point all prior card advantage I had gained had been lost and we were back to being even. To top it off I was now bleeding to death. The game went on and I had actually stabilized through Abomination and Soulflayer which got flying. It got to the point where I had lethal on board and all he had was a 2/2 flier. Abomination was holding him back and I was sure I was going to win and this is where I made the game breaking mistake. I had Master the Way  and I saved it instead of cracking it off to kill the 2/2 while I was at two life. I was killed by a flipped Temur charger giving it trample into a Runemark and Dragon Scale Boon. Ouch.

 

Round Three

Opponent was a no show! Well, bright side was that one other person had a no show as well so we each took the win in our respective matches and played each other. He was piloting one of the most stacked Abzan decks I could have imagined. Two Falconers, two Battle Priests, premium removal and strong on-color rare cards. I ended up beating him two to zero however due to my strong removal suit. Let’s move on to round four!

 

Round Four

Imagine my opponents and my surprise when we both sit down and realize we had been playing each other for the last hour. He was my “third round” opponent. Well at least we both knew each other’s decks in and out because we also shared them with each other. In all honesty I was feeling great because I was the one who won. Game one was very difficult however, remember when I talked about attacking with Atarka once? Well it quickly ended the game. My opponent had so much removal, but had just used his Suspension Field on another mediocre creature. To my credit, I baited it out because I knew he had it. On to game two which technically never ended. We battled back and forth with removal and playing giant threats. Eventually, I was able to take control of the board and forced him to Crux of Fate during turns which caused me to win the match leaving me at 3-1. (Yay!)

 

Round Five

At this point it was five in the morning. My opponent wanted to go home and though the extra packs weren’t worth staying for. I win…technically.

 

In Summary

I do feel that 4-1 was the result I expected given how I was playing and the quality of my card pool. I just wish more matches were actual legitimate wins, but you go to prereleases to have fun right? Well, I had a boat load of fun despite having to wake up for work in the morning. I look forward to seeing Fate Reforged unfold as a format and continue to figure it out.

Thanks for reading guys! Feel free to comment below or message me your own fun prerelease stories or memories. See you next time!

 

By Roy Anderson
@Sockymans on Twitter
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Bruce Gray - January 14, 2015

Fate Reforged Reviews: Top 10 cards for Casual Magic

Archfiend of Depravity - Fate Reforged

Fate Reforged Previews: Top 10 cards for Casual Magic

by Bruce Gray – Casual Encounters

                Fate Reforged is right around the corner and the anticipation in the Magic Community is mounting.  So many SWEET treats! But with any new set it is also spoiler and preview time as everyone offer their own opinion on cards.  However, anyone can offer an opinion…but what can we at Three Kings Loot do to make out previews a little bit different?

We decided that this time round that previews would be done a little bit differently.  If you want a full, comprehensive review of each and every card, you are welcome to check out the host of sites that do that sort of thing.  No, here at Three Kings Loot we decided that focusing on the cards that will be impactful at various formats and what they offer the Magic Community would be a different take on the whole “Preview” idea and might spice things up.  On my end, I will look at cards that will impact Casual Magic players.  Specifically, I will look at some of the cards that have got me excited and some of the ways I intend on using  them to help diversify my Casual play experiences with my pals when we next meet around the Kitchen table.

I would like to make one major distinction because when most people hear “Casual” they immediately think of EDH.  However, there is far more to Casual play than just Commander and so I will touch on a variety of cards and some of them may be awful for Commander.  However, what keeps many of these cards all in step is that many are unlikely to see play in Constructed environments in most situations.  Let’s take a look at my top 10 cards for Casual Magic.

 

Honourable Mention

Archfiend of Depravity – Who doesn’t like a 5/4 flier for 5 mana?  Add on that extra ability and this guy is hilarious.  Granted, only the guy who is a “griefer” in your play group is going to dig this, but it is still pretty amazing.  This guy shuts out token strategies, destroys Manifest decks, or really just about any deck that is looking to go wide…and then shuts them down again by making you crash into a 5/4 flier if you get brave enough to attack.  The best part is that is asymmetrical, meaning you can throw down as many creatures as you like!  It wrecks Hexproof because it doesn’t target…really, there is very little this can’t do.  Sure, it might not get everything, but this guy can single handedly make a mess of the board state and put you in the driver’s seat.

 

Top 10 Casual cards from Fate Reforged

10- Fascination – This just looks like a ridiculous spell.  Normally I don’t like symmetrical spells like this, but the option to Draw or Mill both players is incredible…and double blue and X is potent. At 5 mana it’s Jace’s Ingenuity.  At 6 it’s Opportunity. At any more than that you are grabbing a huge pile of your deck and just going to town.  Now, my IMMEDIATE thought was pair this with Notion Thief…which would be a hilarious interaction.  Consecrated Sphinx sounds fun too.  How about this plus…oh I don’t know…Reverberate/Fork/Howl of the Horde?  Oh my…the hilarious nature of those spells.  Also, there are a number of fringe decks that could run this because they don’t care what their opponent does.  Turbo Fog has little to no interest in what their opponent does…so symmetrical card draw is fine because they only want to dig up Fog effects.  Lastly, this could totally power out some busted Delve type spells by Milling everyone.  All in all, this is just fun and the sort of card I would be looking to brew Casual non-sense with.

 

 

9- Mob Rule – Hello! This is just Harness by Force on Crack…or Threaten on steroids…or something ridiculous to do with 6 mana.  Take all your opponent’s stuff, untap it, and smash them with it?  Wowzers. That’s filthy.  I’m on board the train to silly town with this guy.  And at Casual, 6 mana isn’t an unreasonable casting cost…and the effect is kind of bonkers.  I’m in.  Just ridiculous.  But wait! There’s MORE! “What is even better than just taking their stuff?” you ask. Well let me tell you.  Let’s imagine you CAN’T kill them by stealing all their stuff…why not start sacrificing their stuff to some sac outlet for hilarity’s sake?  Altar’s Reap is an easy place to start…but why not keep going and go to Bloodflow Connoisseur , Cartel Aristocrat, Corpse Traders, Culling Dais, Dark Triumph…and you’re getting the idea.  I’m not sure that there is something that makes me happier than sacrificing my opponents stuff for a laugh and a giggle.  Time to find Free sac outlets!

 

8- Ghastly Conscription –  Oh c’mon…as if you didn’t think of this with Fascination?  Mill their Graveyard and the next turn turn them ALL into Manifested 2/2 creatures?  That seems like fun.  Heck, any Mill strategy with this will be hilarious and ensure that you will bury them under a pile of their own cards.  I’m quietly giggling waiting to pick up a couple of these and surprise my pals.  I might get Booed out of the room…but that’s ok for the look of sheer disgust on their faces. I love it.  7 mana ridiculousness never looked so good.

 

7- Manifest – Yup, that’s right…I like this new Mechanic so much that it is effectively on here twice. Ghastly Conscription is just the tip of the iceberg!  I’m lumping this whole mechanic in as being sweet for Casual play because there are a number of fringe ideas that this can play right into.  The card that highlights this ability most to me is Ethereal Ambush that dumps a pair of 2/2 Manifested critters on the board for you and give you and immediate board presence.  I’ve already expounded pretty well on where I think this idea can go, but to sum it up, anytime you can guarantee to turn random cards into 2/2 creatures it is not a bad thing.  Pack your deck full of creatures and very few spells and you can make your Casual deck tons of fun to play with and still flip them over by paying their casting cost.  Add in the interaction with Secret Plans and Trail of Mystery and you have some very powerful engines to power through a deck.  Oh, and you know all those Moprh triggers? There could be some really interesting interactions as you need only pay their mana cost to flip the card over…meaning Master of Pearls now flips for 2. 2 Mana! Wow.  Yeah…this could get silly and I’m going to be diving right in trying to break it huge.

 

6- Ojutai, Soul of Winter – Ok, so all the other Legendary dragons in this set could at least see some sort of Constructed play…or at least I could conceive of a deck that would want them…whether they see play is another matter all together.  However, Ojutai just will not get the job done.  The ability isn’t powerful enough by itself and Ojutai needs some dragon buddies to really go off.  That said, he will still be a sweet addition to a number of decks in the Casual realm.  First off, Dragon Tribal EDH will LOVE this guy.  That’s an obvious starting point.  However, a W/U deck premised on Freezing your opponent or Detaining their whole team is indeed a thing and Ojutai is right there playing along.  How about Jeskai Dragons featuring Brood Keeper and Crucible of Fire?  That has some promise.  Or, just as a really big dude in any deck dabbling around with W/U really…Ojutai is still a big beat stick with a Crippling Chill attached to him for good measure.  He may not see Constructed too readily, but I’ll still be pumped to open up this guy and run him in other things.

 

5-Temporal Trespass – Ok, so the debate is already raging if this is good for Constructed or not.  My sense is that it is, but who the heck am I? There is absolutely no doubt that this is good enough for Casual because it says TAKE AN EXTRA TURN!  You know what I can do with an extra turn? Absolutely ANYTHING.  I love it and I will make in happen …regularly.  Stay tuned because there will be deck lists featuring this little beauty.

 

4- Siege Cycle – These will be terrific in Limited, but they will all be amazing in Casual games, in large part because of the wording.  Each of these cards have a mode that impacts each player sitting at the table, meaning that you can impact each opponent at a multiplayer game.  That’s big in EDH and 60 card multi-player variants because it gives you good bang for your buck.  While they aren’t degenerate cards, except for maybe Frontier Siege which ramps at EVERY MAIN PHASE, they will all be useful and are likely to be solid additions to most decks.

 

3- Warden of the First Tree – There is no doubt that this will be outstanding in the Casual arena.  I have my doubts if this is good enough for Constructed, but in Casual I can assure I will ramp to the ultimate and make the 8/8 trampling, lifelinking sprit token.  Yeah…this seems like fun and the Hybrid mana cost means he could fit in sooooo many Casual brews that it is ridiculous.  There will be a warm spot for him in my Evolve deck powered with Gyre Sage and ramp this guy out.  Really, any mono-green ramp strategy will be a solid fit and will make this guy into an instant all star.  Look for this guy causing havoc at Kitchen tables for years to come.

 

2- Shamanic Revelation – Ok, this is an upgrade on Collective Unconsciousness, and it will be ridiculous in Casual Games.  Any strategy going wide playing Green will gobble this card up, run it, and gain about a bajillion life and draw ALL the cards.  Think about it. I can name at least 2 of my own decks that will love this and there is room for plenty more.  Mass card draw in Green is never easy to find and the fact that this one takes some set up is not ideal, but the potential upside is huge.  I can hardly wait to fire this one off.

 

1- Temur War Shaman: Ok, if this were a 4/5 for 6 mana it would be ok.  However, this packs an additional Manifested creature when it enters the battlefield meaning that you get  6/7 for power and toughness…across two bodies…for 6 mana. That is some pretty good stats that you shouldn’t overlook when you are playing this card.   This is also absurdly easy to abuse…bounce it to your hand with Sage Eye Avengers, Roaring Primadox, Quickling or Deputy of Acquittals…but even better is all the flicker non-sense from Avacyn Restored. Cloudshift, Ghostly Flicker, Conjurer’s Closet, Deadeye Navigator…and you are off to the races Manifesting everything.  I really like this guy and feel like it has some Casual applications in addition to the ridiculous pile of Manifest cards that can just make the battlefield one huge mess.  I’m a fan!

Well, there we go.  Of course, you might have some other casual favorites in mind, and that’s 100% fine.  The nice thing with Fated Reforge is that it seems to offer quite a number of really interesting cards for Constructed and Casual applications making it look fun and feel pretty neat.  Also, I feel like the Manifest ability is going to make this set very complicated and challenging…which is a good thing because it will force us all to deviate from playing boring linear decks, but instead splashing it around and seeing what other sorts of shenanigans we can concoct as we move forward.    I’m a big fan, in case you haven’t seen. However, the Khans of each of the clans, Ugin, and some of the other spells and creatures are all insane, but I wanted to take some time and highlight some of the things that have got me excited.

Thanks for taking the time to read.  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 - January 9, 2015

A look at Fate Reforged Spoilers and New MTG Brews

Morph Token

A look at Fate Reforged Spoilers and New MTG Brews

By  Bruce Gray – Casual Encounters

 Well…HAPPY NEW YEARS magic players! Fate Reforged spoilers have started and dear LORD am I excited.  We have only started to see the sweet new treats coming our way, but they look awesome already!  I mean…Ugin?! Sure, he’s pricey…but he’s mighty sweet.  Old Nicol Bolas may have bitten off more than he could chew here.  And Soulfire Grand Master looks RIDICULOUS! Jeskai Burn/Wins decks just got an all-star to hit Clean-up…and dear lord does he pack a punch! I mean, lifelink on all your burn spells? That’s insane.  Oh…and if you find yourself with a bunch of extra mana why not cast your spell and have it return to your hand? No biggie.  That’s totally fair…and not the least bit suspect when you can also trigger Jeskai Ascendancy.  No, that’s not broken at all.  However, I digress…here at Three Kings Loot we are working on our previews as well, but what got me started today was one little word.

MANIFEST.

Yup.  That one word BLEW my mind because it meant that Morph was going to continue to be a thing in this second set.  We saw some sweet Morph creatures in Khans of Tarkir and some really amazing enablers to push them.  However, I was really worried that the Morphs were going to disappear in the follow up sets meaning that they really only had a place in Limited and a few super Casual brews.  However, with the support of the Manifest mechanic in Fate Reforged there is  the very real possibility to push Morph decks from the realm of Limited to Fringe Constructed play.  Here is where my mind is going.

We saw very early in the Khans Limited format that Secret Plans was a very powerful engine in the 5 colour Morph deck…or really any Morph deck.  It allowed your Morphs to outclass those of your opposition, could chain you into more cards (replacing the need for more narrow card draw spells in the later stages of the game) and generally allowing you to out card advantage your opponent as you closed in for the kill.  I also had an up-close look at Trail of Mystery and have decided that it is the real deal too.  It may not pump your Morphs right now, but it does filter your deck, ramp your land, and then lead to blow out central when you start un-Morphing your creatures later on.  These two powerful engines can really make Morph decks go.  So, the logic being that if they are good in Limited, there is an outside chance, with some additional support, that they could start to be reasonable to see some fringe constructed play at FNM or some low pressure constructed events.

What are the new treats you ask?  Well, the two that REALLY got my attention were Ethereal Ambush and Whisperwood Elemental.  These two cards come with the Manifest mechanic and can totally enable further some gross things.  They just enable you to chain more Morphs together into more cards and lands…and then full on going off.  It does rely on synergy to get ahead and can be easily disrupted, but you should be able to pull it together once in a while and with devastating effect.

Now, I was debating what colours to use when building the deck, but the obvious starting point is U/G/X…and the X is totally up for debate.  Yes, yes, I could go 5 colour, but that is just full on greedy and if the intent is to create something that is at least feasible in a competitive arena then 5 colour is NOT the way to go.  So, we’re back to 3 colour build.  Let’s see what we can do here.

My first reaction is to slide in Red for the Temur Morph deck, and looking at the other cards that have been spoiled, this feels pretty normal.  Now, the nice thing with a Morph deck is that your actual curve is quite flat…because everything you play is really a Morph and you don’t much care about the actual casting cost.  You DO care about the Morph cost, but hey…at least you should have things on board early on.

 

Temur Morph test deck

 

 

With the inclusion of Ethereal Ambush and the Whisperwood Elementals you aren’t rewarded for spells with the Manifest ability because lands and non-permanent spells simply become a 2/2 until they die.  That is not overly useful in lots of regards.  So, packing a deck full of spells is a bit foolish.  So, as you may be able to see, most of the things in this deck are the two engines (Trail of Mystery and Secret Plans) or are creatures with a Morph ability anyway.  The real trick is finding creatures that can Morph relatively inexpensively but yet are still useful.  Sagu Mauler and Ashcloud Phoenix are obvious auto-includes  and a couple of Thousand Winds could prove very effective at washing away your opponent. The other Morphs are all cheap to un-Morph and all of them have a solid ability.  The Flock is just a big old flying wall to ensure you don’t get shredded from above.  The Mystic of the Hidden Way ensures inevitability because it just can’t be blocked.  The Icefeather Aven is a fun bounce effect. And the Rattleclaw Mystic is unadulterated ramp.    The other spells are all useful, but if you lose one or two to being Manifested (Is that going to be the Term? I guess we should figure that out) by the Whisperwood Elemental or a stray Ethereal Ambush, but hey, that’s ok.

Your ideal opening hand has you playing Trail of Mystery on Turn 2, a Morph on Turn 3 to fetch a basic land, another Morph on Turn 4 to hit your 5th land drop…and you are off to the races.  By the 5th Land drop you could cast Ethereal Ambush on your opponent’s End Step, Manifest 2 face down creatures, search up 2 more lands and well and truly be set cast your whole deck.  Sneak in a Secret Plans as you go and you have a card engine to match your land filter engine…and all the mana you need to pay those Morph costs.  Sounds like a pretty sweet deal to me and could lead to all sorts of ridiculous things.

Now, I have been toying around with some of the other colours as well.  For a while everything I touched turned Bant…so U/G/W…and this could very well lead me to doing exactly the same.  Here’s the build I’ve been toying with.

Bant Morph test deck

 

The deck functions very similarly to the Temur version but is somewhat less obviously powerful with no Phoenixes or direct burn.  Instead you have Watcher of the Roost and Master of Pearls as the replacements and a couple of Feat of Resistance to make combat truly miserable.  The trick here is that when you Morph your Watcher of the Roost for Free (Provided you still have a white card in your hand)  the Trail of Mystery triggers making it now a 4/3 flier.  Pump it again with a Master of Pearls as it Morphs  and it is now a 6/5 until end of turn and likely making combat truly awful.  Now, this is absolutely living in a fantasy land where I can do as I please and have all the pieces to the combo set up, but I can clearly see that this deck has more “moving parts” in order to generate the sort of explosive damage I want and can be derailed more easily.  I feel like the Temur build is the better option, but I still like the idea of blowing out an opponent with Master of Pearls and a couple of Watcher of the Roost.

The options in Black if I wanted this to be a Sultai deck are less appealing with only the Ruthless Ripper and Grim Haruspex as desirable targets to Morph, but it does offer a lot of really interesting spells that I would love to have access to.  Villainous Wealth and Murderous Cut being the first two most obvious choices, but there are others including Dead DropArchfiend of Depravity is also highly entertaining but none of these cards play into the Morph deck idea.  Heck, the Villainous Wealth deck is already a thing on the fringe of Constructed standard.  No, unless there are some higher quality black Morph cards coming in Fate Reforged the Sultai version would just be Sultai good stuff and not so much a Morph deck looking to abuse Trail of Mystery and Secret Plans.  So, I think I’ll pass.

Well, there we have few new ideas to go about what Fate Reforged has to offer.  And I just scratched the surface because I can see loads of other great pieces that will make many of the best decks even better, and will allow for some newer decks to start taking shape.  Needless to say, we will be in for a treat in a few weeks when we all get to crack Fate Reforged and see what it has to offer up close and personal at the Pre-releases.    I can hardly wait.

Anyway, thanks for taking the time out of your busy day to read my ramblings.  As always, keep it fun, keep it safe…and keep it casual.

 

Regards,

 

By  Bruce Gray – Casual Encounters
@bgray8791 on Twitter

 

 

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Three Kings Loot - September 2, 2014

Fate Reforged spoiler – Release notes, Artwork & Card Galle...

Magic Fate Reforged- large pre-orderFate Reforged spoilerFate Reforged spoiler symbol

Release notes

  • Set 2 of 3 in the Khans of Tarkir block
  • Number of Cards: 185
  • Prerelease Events: January 17-18, 2015
  • Date: January 23, 2015
  • Game Day: February 13, 2015
  • Official Three-Letter Code: FRF
  • Twitter Hashtag: #MTGFRF

 

Fate Reforged spoiler

Colorless

Ugin, the Spirit Dragon

White

Abzan AdvantageAbzan RunemarkAbzan SkycaptainArashin ClericAven SkirmisherChannel HarmCitadel SiegeDaghatar the AdamantDragon Bell MonkDragonscale GeneralElite ScaleguardGreat-Horn KrushokHonor's RewardJeskai BarricadeLightformLotus-Eye MysticsMardu Woe-ReaperMonastery MentorMastery of the UnseenPressure PointRally the AncestorsSage's ReverieSandblastSandsteppe OutcastSoulfire Grand MasterSoul SummonsValorous StanceWandering ChampionWardscale Dragon

 

Blue

Aven SurveyorCloudformEnhanced AwarenessFascinationFrost WalkerJeskai InfiltratorJeskai RunemarkJeskai SageLotus Path DjinnMarang River ProwlerMindscour DragonMistfire AdeptMonastery SiegeNeutralizing BlastRakshasa's DisdainReality ShiftRefocusRenowned WeaponsmithRite of UndoingSage-Eye AvengersShu Yun, the Silent TempestShifting LoyaltiesSultai SkullkeeperSupplant FormTemporal TrespassTorrent ElementalWhisk AwayWill of the NagaWrite Into Being

 

Black

Alesha's VanguardAncestral VengeanceArchfiend of DepravityBattle BrawlerBrutal HordechiefCrux of FateDark DealDiplomacy of the WastesDouse in GloomFearsome AwakeningGrave StrengthGurmag AnglerHooded AssassinMardu ShadowspearMardu Strike LeaderMerciless ExecutionerNoxious DragonOrc SureshotPalace SiegeQarsi High PriestReach of ShadowsSibsig HostSibsig MuckdraggersSoulflayerSultai EmissarySultai RunemarkTasigur, the Golden FangTasigur's CrueltyTyphoid RatsGhastly Conscription

 

Red

Alesha, Who smiles at DeathArcboundBathe in DragonfireBloodfire EnforcersBreak Through the LineCollateral DamageDefiant OgreDragonrageFierce InvocationFlamerush RiderFlamewake PhoenixFriendly FireGoblin HeelcutterGore SwineHumble DefectorHungering YetiLightning ShriekerMardu RunemarkMardu ScoutMob RuleOutpost SiegePyrotechnicsRageformShaman of the Great HuntShockmaw DragonSmoldering EfreetTemur Battle RageVaultbreakerWild Slash

 

Green

Abzan Kin-GuardAinok GuideAmbush KrotiqArashin War BeastArchers of QarsiBattlefront KrushokCached DefensesDestructor DragonFeral KrushokFormless NurturingFrontier MastodonFrontier SiegeFruit of the First TreeHunt the WeakMap the WastesReturn to the EarthRuthless InstinctsSandsteppe MastodonShamanic RevelationSudden ReclamationTemur RunemarkTemur SabertoothTemur War ShamanWarden of the First TreeWhisperer of the WildsWhisperingwood ElementalWildcallWinds of Qal SismaYasova Dragonclaw

 

Artifact

Goblin Boom KegHero's BladeHewed Stone RetainersPilgrim of the FiresScroll of the MastersUgin's Construct

 

Multicolored

Atarka, World RenderCunning StrikeDromoka, the EternalEthereal AmbushGrim ContestHarsh SustenanceKolaghan, the Storm's FuryOjutai, Soul of WinterSilumgar, the Drifting DeathWar Flare

 

Lands

Crucible of the Spirit Dragon

Tokens

Manifest and Morph Token Monk Token 1  Spirit TokenWarrior Token

Pre-release promos ‘Time Shifted Cards’

Ugin's Fate booster - Fate Reforged spoiler

Ugin's Fate Display

Fate Reforged pre-release will introduce special promo ‘Time Shifted Cards’. During the event you get to pick your  Tarkir Clan and will also receive a special ‘Ugin’s Fate” booster pack which contains a Token, a Land card and certain amount of ‘Time Shifted Cards’ from a pool of 40 holo foil stamped cards with alternate art which demonstrates how the plane of Tarkir has changed. The PAX Australia panel showcased three of these cards.

  • Smite the Monstrous (exchanging a mastodon for a dragon),
  • Ghostfire Blade (showing that everyone was left-handed a 1000 years ago),
  • Briber’s Purse (showing a pay-off to a tyrannical dragon.

Briber's Purse - Ugin's Fate Ghostfire Blade Smite the MonstrousHordeling Outburst

 

Fate Reforged promos

Launch event January 23–25, 2015

Sandsteppe Mastodon

 

Game Day February 14–15, 2015

Mardu Shadowspear - Game Day

 

Game Day Top 8

Supplant Form - MTGFRF Game Day promo

 

Exclusive playmat for the Game Day Champion

Fate Reforged Game Day champion playmat

 

Buy-a-Box Promo

Shamanic Revelation Buy-a-Box Promo

Fate Reforged Artwork

Fate Reforged spoiler artworkCrux of Fate - Fate Reforged spoiler ArtUgin Fate Reforged spoiler artSoulfire Grand MasterWandering ChampionUgin's ConstructValorous StanceSupplant FormShockmaw DragonScroll of the MastersOutpost SiegeMardu ScoutJeskai InfiltratorFrontier SiegeDestructor DragonCrucible of the Spirit DragonCitadel SiegeArchfiend of DepravityManifest artworkAinok GuideMonastery MentorNoxious DragonPilgrim of the FiresPressure Point