Tag: khans-of-tarkir

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Gregoire Thibault - January 24, 2015

Hordeling Outburst FNM Promo March 2015

Hordeling Outburst FNM promo March 2015

Hordeling outburst FNM promo looks great. This is the version you want to get, the original artwork were scarcer from Ugin’s Fate promo packs and weren’t foils. This is a goblin card i’d like to see play, could be in a token deck with Ponyback Brigades. The newest Mardu Alesha, Who Smiles at Death from Fate Reforged works well with the Brigade and Goblin Rabblemaster. We got some of the pieces to start a Mardu token deck right there, what’s the endgame though? I’ve gone off topic… So far I haven’t had any use for Hordeling Outburst other than in Limited Format. I hope this changes so we don’t end up with another sub par FNM promo.

Hordeling Outburst FNM March artwork - CopyHordeling Outburst FNM March - Copy

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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 12, 2015

Crack a pack MTG Khans of Tarkir with Bruce (8th) #19

Crack a pack MTG - Khans of Tarkir booster packs 8

Crack a pack MTG Khans of Tarkir with Bruce (8th) #19

By Bruce Gray – Casual Encounters

Well, I’m back after having spent a lovely holiday season with my family.  Santa was very generous to my little guy and there are now plenty of trucks and farm animals to scatter around on the floor.  The only real unfortunate part about the holidays is that I don’t get much chance to sit down and play much Magic.  Sure, I can sneak a little bit of time here and there, but I would like to pour a little more time into it and really sink my teeth into a few things…building decks, playing, or drafting.  So, now that things have settled down a little I can take a few minutes and take one last kick at Khans of Tarkir pack before we have Fate Reforged arrive on the scene and force us all to adapt pretty heavily.  So, let’s crack a pack and see what we get!

 

Rare

 

Uncommons

 

Commons

 

Well, let’s start with the rare in this pack.  Rakshasa  Vizier…hmmm…I really like this guy and feel like he could be an absolute menace.  A 4/4 for 5 mana isn’t a bad stat line and if you have any Delve sources things will get pretty out of control as you just have a pretty big beat stick. However,  I’m not a big fan of taking him with my first pick in pack one because of the fact that it forces me into playing three colours right off the hop.  It’s just too many colours too early in the draft.  I’ll let this guy go and see where my picks lead me.

Hordeling Outburst:  This is a premium spell and generates effectively a 3 for 1.  Whether you are Jeskai, Mardu or just a 2 colour Red deck, Outburst is the sort of spell you want to be running all day and all night.  This would get thumbed straight to the front of the pack for sure.

Abzan Guide and Ponyback Brigade:  These are both first rate Morphs in this set and can really turn the tide of battle for you, but just like the Vizier, they are too many colours too early in the draft. So, I’ll need to let these go and establish my colours…and THEN see if these wheel around and give me the chance to grab either one of them.

Swarm of Bloodflies: This is a very strong creature in Limited.  It is mono coloured, casts for a single black, is evasive, and has upside.  All of these abilities make this a prime target to take first.  It gets pulled to the front of the pack along with the Outburst.

Watcher of the Roost: I’m probably higher on this guy than most people, but I feel like creatures that un-Morph very inexpensively (like this guy) can’t be overlooked because of the synergies you can create and extra value your deck can eke out.  Also, add in the fact that it is an evasive creature is never a bad addition.  My only regret with this guy is that he has 1 toughness, meaning he dies to a stiff breeze.  So, while I like him and might be prepared to take him in the first half of the draft round, there is very little chance I’d take this guy first.

Jungle Hollow: We have seen the value of the mana fixing in this set become a high priority…and with good cause.  With so many 3, 4, and 5 colour decks the mana needs to be available in order to make those all work.  Jungle Hollow is fixing and is very reasonable.  Based on the fact this pack is relatively weak, the Hollow would get a good long look too and so I’d probably pull it to the front for consideration.

Savage Punch:  Quality, cheap removal in Green.  While the art is awesome, the truth is that I will not be taking this first because it isn’t that sort of good.  I would be looking to find one of these late in the draft and see what comes from there.

Weave Fate:  You might take this in the very late portions of the Draft, but you aren’t happy to do so and you don’t want to run it.  You would only play this if you didn’t grab a Treasure Cruise and even then you might opt to leave the 4 mana card draw spell in your sideboard because it just isn’t that good.  I’ll keep looking and largely ignore this.

Feed the Clan: Nope.  Bad spell.  Don’t waste your time.

Barrage of Boulders:  We’ve seen that this can do some good work and bust up those board stalls that develop and let you force through the damage you need to close out an opponent.  It isn’t a first pick, but if you are in Red you certainly will not mind running 1 or 2 of these in amidst your spells just to open the floodgates and close out the game.

Jeskai Student: A very reasonable Bear…but not a first pick.  A playable card you’ll want, but should be able to find in the mid rounds.

Kheru Dreadmaw: I know this is a 4/4, but really, this feels like a bad card because it is a defender.  If only it could attack! I’m not on board taking this even if I am in Black and Green, and I’m certainly NOT taking it first!

Whirlwind Adept:  The fact that this guy has Hexproof and Prowess makes him interesting, but with no evasion I’m not really keen on this guy unless I need filler. He is certainly playable, but you likely aren’t happy to do so.

 

Top Five cards:

  1. Hordeling Outburst
  2. Swarm of Bloodflies
  3. Jungle Hollow
  4. Rakshasa Vizier
  5. Abzan Guide/Ponyback Brigade

 

First Pick

First Pick in this pack is a little dicey, but I figure it really comes down to either the Outburst or the Swarm…and I’m taking the Outburst.  I feel like the Outburst and the fact that it produces 3 tokens is super useful and can be used to enable all sorts of things.  The Tokens chump block readily in a pinch, can double up and take out a Morph, get Trumpet Blasted to make a mess of your opponent and are just very versatile.  The Swarm is good too, but 5 mana for 2/2 initially is not exactly what I want to be doing and it needs work in order for it to be good.  I’d rather have the 3 tokens and move on.  Also, the Outburst has ramifications for Constructed decks if you want to play Jeskai Tokens or the like, so the double application (much as it really isn’t a consideration for me too frequently) is kind of nice.

Well, there we go.  I will be honest, I’m looking forward to mixing up the Draft format a little with Fate Reforged because I have largely stunk at Khans Limited in all its varieties.  Maybe, with some fresh cards and a shake-up of the format I will see some more success and better results from my decks.

Thanks very much for taking the time to read.  Enjoy your pre-release events and I look forward to opening up some Fate Reforged for you in the not too distant future. Until next time, may you open nothing but Mythic bombs.

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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Bruce Gray - December 23, 2014

Crack a pack MTG Khans of Tarkir with Bruce #18 (7th)

Crack a pack MTG Khans of Tarkir booster

Crack a pack MTG Khans of Tarkir with Bruce #18 (7th)

By Bruce Gray – Casual Encounters

Well Merry Christmas everyone! I hope you are enjoying the time with your friends and family…and maybe opening a few cool new treats that Santa left for you!  It’s a pretty busy time of year for everyone with visiting family, big turkey dinners, and generally being festive during the Holiday season.  However, I know that those of you who are Magic players can’t wait for Fate Reforged to drop in a couple of weeks and for the Draft format to get totally turned on its ear again, so I thought what better way to start getting ready than to crack open a holiday treat a little early and see what we find.  Let’s take a look.

 

 

Rare

 

 

Uncommons

 

 

 

Commons

 

 

 

 

Well then…we opened ourselves up a Mythic…and a pretty good one at that.  Zurgo is pretty devastating bomb to open up in limited because there really isn’t much in Limited that can handle him.  He attacks all the time and can be very difficult to handle when he attacks because of the indestructibility he gets.  Also, blocking profitably is really just an impossibility with this guy so you are always on your back foot.  Kill Shot and other such removal won’t really do the trick either.  So, you end up having to get him with clunkier sorcery removal on your turn…which is not a bad thing or impossible, but it just makes the whole process of killing him harder and more narrow.  5 mana isn’t impossible and the fact that he has 3 different colours might be an issue…but the fact is the upside in terms of power is likely well worth the risk.  He would immediately get moved to the front of the pack for serious consideration.

In this pack, to complement Zurgo, there is a Nomad Outpost, Highspire Mantis, a Ponyback Brigade, and a Trumpet blast.  All of these would see themselves thumbed to front of the pack as well.  We have the makings of a pretty solid Mardu deck that would absolutely cause our opponents a bunch of trouble.  However, here is the issue.  These are all good to very good Mardu cards meaning that one of your neighbors is going to take a look and decide that Mardu appears to be open and move in too.  That is an issue because Zurgo is going to reward you most when you have the ability to curve aggressively into him and then go on a massive offensive.  The very real reality could be that none of these cards wheel around to you and that you have a number of other players competing for the Mardu deck too.  So, while Zurgo is still a very strong card, and this pack has a whole of bunch of super nice cards to complement it, there are still going to be some issues that you will need to negotiate as you move through the draft.

Longshot Squad is likely the next card that gets my attention.  It is a very solid creature, has a relevant ability and is just a very useful Green creature.  I have been a fan since day one and will continue to be a big fan. It may not be a game breaker or spicy the way Zurgo is, but he’s solid, reliable, and knows his role.

Sidisi’s Pet…no…I’m not taking this.  A 1/4 is woefully inadequate in this set even with the Lifelink.  The ONLY plus is that he can be a Morph in a Secret Plans/Trail of Mystery deck, but since that doesn’t appear to be the direction I will head with this pack it would be WAY down my list of cards  for this pack.

Smoke Teller is a potentially useful 2/1 for 2…and that’s it.  He’s a Bear with an ability.  I feel like his ability is under-utilized, but I’m not really surprised.

Disdainful stroke is useful and shuts out pretty expensive bombs.  I would be looking at this in the mid-to late rounds of this first pack if I was in Blue, but since this pack looks Mardu heavy it will likely be a late pick.

Awaken the Bear…and no once again.  It is a marginal trick that in most situations is really just a Giant Growth.  Occasionally the trample will be relevant, but the biggest issue is the casting cost.  Giant Growth is 1 mana for +3/+3.  Titanic Growth is 2 mana for +4/+4.  This is 3 mana for +3/+3…and some trample.  No.  If you are looking for a pump spell, this really isn’t a good option.  It feels slow, is too expensive, and is not something I can get behind.

Gurmag Swiftwing has a load of abilities, and even flies…but is a 1/2. He could be useful, but I’m not lining up to get this little critter.  A serviceable choice in the mid-rounds, but that is about it.

Rakshasa’s Secret feels like an expensive way to target your opponent’s hand.  Yeah, 3 mana isn’t outlandish, but it feels a little slow to be relevant regularly and is likely on the outside looking in for most decks.  Besides, this pack is looking like a Mardu style pack and the Secret plays into a Sultai deck a little bit better.

Salt Road Patrol is just about the only reasonable White card in this whole pack but even that isn’t saying much.  Yes, 2/5 is tough to fight through, and to Outlast him once makes him just about impossible to fight through, but really, he’s kind of bland and just not overly exciting. I would take him in the mid-round and be pretty ok with it.  Like I mentioned earlier, this pack has a number of Mardu cards in it meaning that it could get striped of prime Mardu cards long before the pack wheels.  However, this might be something that you might find should the pack wheel  meaning you would at least get a second solid playable out of this pack for your Mardu deck.

Weave Fate is an acceptable card draw spell, but it is dwarfed by Treasure Cruise in terms of flexibility and overall power.  You might see this get forced at the end of this pack, and that’s ok…or you might see this card disappear to a Blue player around the table because blue cards in this pack are so sparse.  On the whole…Blue players will curse this pack while players packing Red are going to be drooling.

 

 

Top 5 Cards

  1. Zurgo Helmsmasher
  2. Nomad Outpost
  3. Highspire Mantis
  4. Ponyback Brigade
  5. Longshot Squad

 

 

First Pick

My first pick goes against almost all of my beliefs.  I don’t like taking a three coloured spell first…it potentially pigeon holes me into those three colours.  Three coloured spells are rough to cast because your mana invariably takes a beating and you lose a bunch of consistency. It just feels like you are forcing a very narrow understanding of your deck and not allowing the cards to come to you to make up your deck.  HOWEVER, I have seen that many of the three colour spells are just ridiculous BOMBS.  Villainous Wealth is evil.  Duneblast ends games on the spot in most situations.  There is no reason NOT to expect that Zurgo would have a significant impact on the game as well.  Also, just because I open up with a Mardu mythic creature does not mean that I am FORCED to play Mardu.  There are almost 3 full packs for me to change directions if I start to notice that something else is open.  So, with that in mind, I want to take a first pick that offers the most potential upside and highest power ceiling.  So, I’m going to grab Zurgo and cross my fingers some of those other Mardu treats come back my way.  I realize the Outpost and Mantis are likely gone, but there is an outside chance that the Ponyback brigade, Trumpet Blast or the Salt Road Patrol will come back meaning that I would have a complementary card for a Mardu deck.

Well, there we go.  That was an interesting pack to say the least.  A tough choice if you want to venture down the Mardu path because you know you will be fighting with a number of other players for the same pool of cards, but the upside on Zurgo might just be too much. What would you have done?  The Outpost for the fixing? The Mantis because it only leaves you in 2 colours?  Maybe the Longshot squad because you appreciate the simple reliability of it?  Let me know what you think.

Once again, Merry Christmas to all of you and I wish you all a happy holiday season with your friends and family.  May you have a terrific end to 2014 and an amazing start to 2015!

Until next time, may you open nothing but Mythic bombs.

By Bruce Gray – Casual Encounters
@bgray8791 on Twitter
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Bruce Gray - December 1, 2014

Crack a Pack MTG Khans of Tarkir with Bruce (6th)

Crack a Pack MTG Khans of Tarkir boosters

Crack a Pack MTG Khans of Tarkir with Bruce #17 (6th KTK)

By Bruce Gray – Casual Encounters

Well, I’m back at it trying to work through some pick selections and I’ve got another crack a pack MTG with a fresh Khans booster.  This format is showing lots of variances with loads of tough choices…and what makes it doubly difficult is that there are a number of ridiculous Bombs that are obvious first picks, but aside from that there are a wide variety of picks that can all be considered depending on what style of game you like to play.  So, let’s bust open this pack, take a peak, and see what we’ve got.

 

 

Rare

Uncommons

Commons

 

 

Well, this pack is very uninspiring.  The Rare is a pretty big dud, the uncommons are reasonable but hardly insane, and the commons leave me wanting more.  Ok…so where do I begin?  I know.  Let’s start with the LEAST desirable card in this pack and move from there.   The card I want least from this pack is Lens of Clarity.  This is a do nothing artifact that is completely useless.  If I see this in my pack I want nothing to do with it and would rather take a land, even a basic, over it because it is just that poor.  No thanks.  Forget this one and move on. And don’t be that guy who plays it to be cute…it’s a sign that you drafted garbage and are likely ripe for a beat down.

 

The Rare is Hardened Scales and while this seems like a neat card, it is likely of little or no value to you unless you are really keen to be in on the Abzan game plan.  Regardless, you aren’t taking this first.  I actually see this being more of an EDH or Casual card rather than an actual Draft or Constructed card.  It just doesn’t have enough of an impact to make it worth the first pick…or even an early pick for that matter unless you have set your path to your deck and are committed to play counters in a big way.

 

Frontier Bivouac actually gets a fair amount of attention because the Tri lands are very good.  Initially I wasn’t overly impressed, but they offer so much flexibility to your mana that they are well worth an early pick.  Also, since they hardly EVER wheel, you had better grab it now or it will be gone…particularly with how poor this pack is. I’m not excited to consider this as my first pick, but it might be something that makes sense.

 

I’ve started to hear whispers that there is a Goblinslide/Quiet Contemplation deck out there but I’m not going to jump on this little treat until I get a couple of picks deep and start to see that it is still available.  Also, the deck feels pretty unreliable so I think that this card may be something I pass along and try another direction unless I start seeing multiple Slides floating around.

 

Pine Walker is a very nice creature with a very powerful ability.  Really, are you going to complain about a 5/5 for 5 mana, has Morph, and a relevant triggered ability?  No. Didn’t think so.  This would be very reasonable as a first pick.

 

War Behemoth, Glacial Stalker, Canyon Lurkers, and Kin-Tree Warden all fill the same sort of void in your deck. They are perfectly viable Morphs depending on your deck and can ambush an unsuspecting opponent pretty easily.  Am I in love with any of these?  No.  But will I play them?  Absolutely.  Just not as a first pick.

 

Bloodfire Mentor is something that is quite interesting and is pretty overlooked but it can be a very aggressive creature.  A 3/1 with Prowess can be very powerful if you can fire off a non-creature spell to hit your triggers and watch the damage start to pile up. Sure, it isn’t very good on Defence as a blocker (apart from as a speed bump), but it is quite a strong aggressive creature that at least bears some consideration in the mid round of the draft if you are in Red and have any ability to trigger that Prowess.

 

Bitter Revelation is a fine card for a mid-round pickup and can do a fine job of enabling Delve and still netting you a card or two.  You will likely only want 1 of these in your deck but you are unlikely to regret the choice.  It’s just a solid utility card that does what it needs to do quite well and is nice addition to decks playing Black.

 

Smite the Monstrous is a very nice removal spell to wipe out fatties.  This includes pretty much the ENTIRE Temur deck and many of the dudes in Abzan colours meaning you have a fairly high ratio of targets.  I’d take this as an insurance policy once I’m committed to being White, but there is no way I’m picking this first.

 

Singing Bell Strike is generally good removal to just tap down a pesky critter but does have an unintended drawback against Abzan decks.  Since the board state tends to stall out there will be lots of chances for your opponent to play a load of land and then untap a creature with Outlast and then use the Singing Bell Strike to effectively Outlast the creature numerous times on the same turn, provided they have the mana.  I have seen this happen to me and seen my plan brutally backfire and then face down a massive Outlasted creature.  Ouch.  So, I’m generally pretty pleased with this one, but be wary.

 

Dismal Backwater is yet more solid fixing and something that I generally like because the format offers so much flexibility if you are prepared to select it.  I like this as a solid mid-round pick and would be prepared to pick this up likely a little higher than many other players.

Top 5 cards

 

  1. Frontier Bivouac
  2. Pine Walker
  3. Smite the Monstrous
  4. Glacial Stalker
  5. Hardened Scales

First Pick

In a marginal pack like this the first pick is very tough.  I’m honestly torn between taking the very solid creature (Pine Walker) or going for the mana fixing (Frontier Bivouac).  My sense at this point is to go for the Bivouac because creatures are readily available and can be somewhat more interchangeable whereas the land could be at a premium. That is by no means a slight on the Pine Walker and I could make a really strong argument to select it first, but I still think taking the land is the more prudent play and will net you more benefit in the long run.

 

 

It isn’t exciting is it?  However, I think it is the better choice considering what is in this pack.   Well…there we have a pretty unexciting pack.  If I actually opened this at a draft I would feel pretty sad because they was very little to get jazzed about. We did get to see just about the least playable card in the set, which is always a nice treat to see which poor chump ends up having it forced on them.  But, as for the rest of the pack, the best word to describe it is lackluster.

 

 

Thanks for reading once again this week.  If you have some ideas of your own or experience that would lead to a different first pick, by all means let me know.  Fire me a Tweet or leave a comment down below.  I love having an honest discussion with players and sharing ideas and points of view to help make us all better players.  Until next time, may you open nothing but Mythic Bombs.

 

By Bruce Gray – Casual Encounters
@bgray8791 on Twitter
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Bruce Gray - November 27, 2014

Further Deep Thoughts on… Drafting Khans of Tarkir

Riverwheel Aerialists - Drafting Khans of Tarkir

Further Deep Thoughts on… Drafting Khans of Tarkir

By Bruce Gray – Casual Encounters

As someone who really enjoys playing Limited games of Magic I was pretty excited to have a relatively free weekend not all that long ago where I could go and play a couple of drafts and try out some new and different things.  I know that there are many players out there who play Magic online through MTGO, but I am not one of those guys.  I have an account, and have played a few games here and there, but I prefer the live experience of sitting down with other players and actually playing the game.  This means I am likely to get far fewer opportunities than an online player because I need to make time in my schedule to make it to a store and draft instead on just firing up the old computer and grinding out a few matches when it is convenient.  Don’t get me wrong…I’d likely enjoy the online experience too, but it is just not something I’m prepared to get too heavily involved in when my budget for playing the game is as limited as it is.

Anyway, back to the point, I was prepared to hit two drafts in two nights and was really excited for it.  However, after the two nights I left slightly disheartened because I didn’t do very well.  I was 2-2 on the first night and was 0-2 and had to drop on account of a family emergency on the second night leaving me 2-4 for the weekend.  That’s not a particularly good record and had me wondering what the heck I was doing. I was really questioning my own ability to play and more importantly, why was I trying to write anything about my experiences when I couldn’t even manage to go 3-3?  What was I offering to the community if I am below the “Mendoza line” and simply stinking out the joint?  Well, I took a little time off and thought about where I fit and why I feel like I have some valid contributions to make to those who read my material here on Three Kings Loot (or anywhere else for that matter).

There are two reasons that I write.  The first one is entirely self-serving. As someone who doesn’t get too many chances to play, but still really enjoys to play Limited, the best way for me to try and improve my skills is to spend my time thinking about drafting and thinking critically about card choices and evaluation.  The writing here on Three Kings Loot helps me to try and stay as sharp as possible and to be thinking in preparation of my draft opportunities to make the most of them. For a guy with only 3 official drafts of the Khans format under his belt, I lack the repetition that many players have but I feel like I can make up for SOME of this with my preparation.  There is still no substitute for the experience, but preparation can go a long way to helping to shrink that gap.

The second reason is something I heard on a podcast.  The hosts were going on about how it is important to gather up as much aggregate data as you can in order to gain a sense for what works, what doesn’t and why.  If you only ever used your own experience you would come to many of the same conclusions, but it would take you far longer to gather the evidence you need to make that conclusion.  However, by using the relevant experiences of others, including mistakes and misplays, you can improve your game and learn from their mistakes more quickly.  This is my more significant contribution.  Yes, you could go and read or watch about the experiences of a professional player and watch as they don’t misplay and have got the card selection narrowed down very finely, but you haven’t seen the leg work that they have put in to get to those decisions that they have been refining off camera for weeks.  By reading about the mistakes of others who DO misplay and make HORRIBLE pick errors, you can see some of the work leading to those conclusions and accelerate your learning for your next limited experience.

With that sort of thought freshly in my mind I feel better about my drafts.  I feel like in both situations I drafted very viable decks that were quite reasonable.  Now, the 1st draft (Thursday Cheap night) was my better deck on a number of levels starting right from the 1st pick in pack 1, but I don’t regret either deck.  On the Thursday I drafted a Sultai deck that I felt had all the bits and pieces to really hang with the big boys.  The ceiling on the power level was quite high, I had a very solid curve with a number of very solid Morphs that could come down by turn 3 and start plugging up the ground, and even had enough mana fixing to support a 3 colour deck.  On the whole it felt pretty good.  On the Friday at FNM I started down the path of Temur, but as we progressed  through the draft the deck changed and took on more of a 5 colour feel.  I was happy to explore the 5 colour deck for something relatively unique that I have never tried before, but the power level just wasn’t high enough to really warrant such a deck. Let’s have a look at those deck lists.

 

Thursday Night Draft

Sultai Deck draft picks

 

For this Draft I was excited to play Sultai because my first pick was Villainous Wealth. I won’t go on too much about it here, but the card was really good for me.  As we kept moving through the draft there was a pretty solid Sultai deck coming my way and what clinched it was a Rakshasa Vizier who is a rare card that is marginal in most decks, but in a deck with a couple of Delve outlets could be a real game breaker.  The Vizier was passed to me late and I jumped on it, really sealing the fate of the deck.  However, the deck felt very solid and I was pretty pleased.

Match 1 went my way with a 2-0 win including an awesome Villainous Wealth for 5 that flipped over and Arrow Storm for lethal in game 1.  Game two was the Mystic of the Hidden Way show and the Abomination of Gudul playing second fiddle to get the job done.

Round 2 saw me sit down and play a ridiculous Abzan deck.  In game one he curved into Abzan Falconer, Tuskguard Captain, Armament Corps on turns 3,4 and 5…leaving me essentially dead on board.  I did manage to stabilize and remove the biggest threats, only to be blown out by Duneblast.  Game 2 was somewhat better because he got out to an early lead again, but I fought back and Villainous Wealthed him for 6 turning up 5 permanents I could play…only to see the Duneblast a second time rendering me dead on board all over again.

Round 3 saw me grind out a super long match where I ended up decking myself in game 1 and going to extra turns in game 2, only to lose the match because I lost game 1.  It felt pretty yucky, but what can you do?  My deck hung in there and I just couldn’t squeeze through enough to close the deal despite being in the driver’s seat for most of the game.

Round 4 was the Bye, and while I am loath to count it, the computer seems to think I won a match and I’ll take it.  I would have much rather had a chance to play, but those are the breaks.

 

FNM draft deck

5 Colour draft deck

 

 

Right from the beginning I didn’t feel as if this draft was going my way.  Pick 1 Pack 1 was Meandering Towershell (a.k.a The Durdle Turtle).  That’s not really the sort of card you want to take first, but I feel, based on the strength in the rest of the pack and that Green is generally a pretty strong colour that it was the best pick to make in that pack.  One thing I did remember from the night before was the possibility of a board stall and so I made sure to pick up a Roar of Challenge to try and set up a ridiculous alpha strike to close out a game.  As we kept moving through the draft I was noticing that there was loads of mana fixing available and that there were a number of Gold cards floating around.  I started making a point to grab some of these and to take a stab at the 5 colour deck.  As you can see, I had the mana base for it, but what I lacked was the relative power level in the deck.  What I had were Gold cards that didn’t impact the board overly much like Temur and Sultai Ascendancy but could be splashy.  That ended up putting a lot of pressure on my creatures, many of which were just average creatures like Mardu Blazebringer and Riverwheel Aerialists, to carry the load of breaking down the board stall and getting me a win. They couldn’t quite manage it and I ended up stalling.

I won’t recap the matches I played because I only played a pair of them because I ended up having to leave on account of a family emergency.  However, once again, board stalls were the order of the day and one of the matches went to extra turns and I came out of the wrong end of that exchange again.

Hits and Misses

Hit

Villainous Wealth: This over performed in my estimation.  Any time you can fire off one spell and net 3 or 4 cards off it is just pure evil.  It breaks a board stall wide open and can absolutely warp a game.  Yes, it takes some set up, and sure you need a fair pile of mana to make it worth it, but if you can stabilize the board you can likely make this one work for you because of the regular board stall situation in the game.  I will be making a point of grabbing this one and using it the next time I see it.

Mystic of the Hidden Way: Again, a great way to bust open a board stall was to have an unblockable creature.  He’s not flashy, but good lord is he effective to just chip away at a life total while letting you keep your shields up.  This guy is a star and well worth the pickup to ensure you can get through.

Heir of the Wilds:  He’s just unfair.  He’s really a 3/3 with Deathtouch in many decks and just provides enough insurance because nobody is keen to tussle with this guy.  Perhaps the best 2 drop in the format.

Riverwheel Aerialists: A 4/5 with Flying and Prowess is a pretty stacked creature.  This was a menace and my opponents quickly opted to take it out rather than dealing with the humungous flier buzzing around.

Monastery Flock: You know what deals with fliers really well?  The Flock.  A- it is cheap to cast B- very little can fight its was through an 0/5 flier and C- no one ever thinks to use removal on a 0/5…c’mon…what sort of threat is that?  So, needless to say, this is just an all-star blocker.  Put this is a Secret Plans deck, net the cards off the Cheap Morph, and enjoy your big blocker!

Bust

Durdle Turtle:  I was not a fan of this…I even got passed the stupid Temur Ascendancy and I wanted to live the dream of having the Turtle trigger the extra card draw on the Ascendancy.  Instead I got a big, dumb, slow creature that routinely died to Kill Shot or Smite the Monstrous.  Yuck.

Bouce effects: Ok…I’m not calling these a bust…because they straight up blew me out on two occasions…but they wrecked me and left me fuming because of something as simple as Force Away.  My spells fizzled ALL THE TIME…particularly Roar of Challenge as I set up an Alpha strike.  Grrr!  Good cards…but irritating to play!

5 colour decks- These are just not all that good compared to more reliable decks.  The upswing in power doesn’t always trade off well against the much poorer mana.  Also, unless you grab a ridiculous Gold bomb early (Duneblast, Villainous Wealth etc) that facilitates you forcing 5 colour, you are unlikely to have enough benefit to really take advantage of you forcing 5 colours.  I was listening to a podcast and they were discussing the relative success of the 5 colour deck and found that it was quite low. Either the deck performed amazing or it just whiffed.  I tend to agree…the deck was somewhat underpowered and really not as good as I had hoped.  I have a feeling I will try to avoid it in the future.

Banners:  I was mildly disgusted with myself for having to play a banner and it was just a bust.  I would have much rather done all sorts of things instead of playing it.  I would avoid it in the future because I would rather have had a creature, any creature, instead of it.  Card slots matter in this format, particularly when many decks are sacrificing picks to select lands and are opting for 22 cards and 18 land, and this is a waste of a card.

 

Well, there we have it.  This has been a fairly lengthy article, but hopefully it helps someone out there.  I can’t wait to take another crack at a draft, but that may need to wait a few weeks with Christmas looming and family obligations pending.  Oh well…hopefully these lessons continue to bear fruit into the Fate Reforged/Khans format that will follow early in the New Year.

 

Thanks for reading this week and as always keep it fun, keep it safe…and keep it casual.

 

By Bruce Gray – Casual Encounters
@bgray8791 on Twitter

 

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Bruce Gray - November 11, 2014

Crack a Pack MTG Khans of Tarkir with Bruce (4th)

Khans of Tarkir booster packs - Crack a Pack MTG

Crack a Pack MTG Khans of Tarkir with Bruce (4th)

 By Bruce Gray – Casual Encounters

It feels like it has been a long time since I’ve sat down and played much in the way of Magic recently. There are times when playing Magic is largely inconsequential and events in the world around us put things in perspective.  For those of you who don’t know I live in Ottawa, Ontario, Canada and our community was recently touched by a tragic act of violence.  I won’t recap what happened because you can find all that relevant information online if you’re interested.  However, as a result of the events on October 22nd , 2014 we have been trying to put things back to normal and get things back to the way they were. However, when events like what happened in Ottawa take place it makes playing Magic seem very trivial.  What really matters is ensuring that your friends and family are all safe and that you value your time with all of them.  If you haven’t done so recently, pick up your phone and call your friends and family and just have a chat with them and be sure to tell them how much they mean to you.

 

From my end, I am teacher.  The events of Oct 22nd were extra scary because I was organizing a soccer tournament.  We had 300 plus 9 and 10 year olds out playing soccer and had to stop our tournament on account of what happened and find some place safe to go and shelter until we got the signal that things were all clear.  It was a very stressful day for all the coaches and students but everyone handled the situation very well.   However, as the guy who is organizing the tournament I have spent much of my time since trying to organize a chance to re-play our tournament, on short notice, before the snow flies.  Needless to say, I have been busy.

 

But today I wanted to take some time and go back to Magic, crack a pack, and allow Magic to be the diversion that it is, even if only for a little while. Let’s bust open a pack and see what we’ve got!

 

Rare

 

 

Uncommons

 

 

 

 

Commons

 

 

So…Siege Rhino?  As my rare?  Well, that is a snap first pick if I’ve ever seen one.  4/5 for 4 mana?  Sweet enter the battlefield trigger? Trample?  Hell YEAH !  This wins on every metric I can find.  The card is efficiently costed, a huge beater, comes with a sweet upside in terms of an enter the battlefield trigger and is even worth a pretty penny on the secondary market.  This is a slam dunk.

 

Swiftwater Cliffs actually gets my attention because in draft 5 colour Morph decks are a thing.  You need all the fixing you can find to pull it off, but the potential power level is through the roof.  I’ve watched a number of players draft the 5 colour morph deck and it looks sweet and very potent (and surprisingly reliable).  I would be seriously eye-balling this card.

 

Sultai Scavenger is a pretty nice 3/3 flier.  The Delve on this is what makes it very viable because it makes this so much cheaper to play.  The single Black mana in the casting cost makes it very splashable, but the real treat is a 3/3 flier.  Flying is crazy relevant in this format because fliers are hard to come by and the evasion allows you to bust up a board stall really quickly.  This is a super solid common and something that really gets my attention and a solid push to play Black.

 

Sultai Flayer is still a solid 3/4 for 4 mana and comes with a solid upside.  I wrote about this card a couple of weeks back and I’m still a fan.  I think it brings enough presence and pressure to the board, has a relevant upside to help your position and is just an efficient creature to slide in your deck. I’m on board.

 

Scaldkin is another creature that gets my attention, but I’m not really sold on it yet.  It’s a little pricey for a flying 2/2, but the flying really helps restore this creature.  The fact that it can also be used as a Shock to handle those pesky Morphs is useful and relevant and makes this a nice mid-round pick.

 

Dragon Grip is kind of spicy, but the issue I have with it is that it doesn’t add any toughness to my creature.  Think about it, Hammerhand and Titan’s Strength at least pump your creature a little in the toughness department so that it can rumble a little more effectively than it could before.  Inferno Fist, another recent enchantment, allows you to clear the path with a “Shock” and remove something.  This simply gets used as a pricey combat trick to pile on the damage, but then leaves your creature no better able to stave off dying because the toughness hasn’t taken a boost (and leaves you open to a 2 for 1 later). Don’t get me wrong, I LOVE me some flash, but I’ll likely take this mid to late round because I’m not big on it.

 

Shambling Attendants.  These guys are everywhere in these packs.  They are solid, but unexciting and expensive.  I’ve spoken about this in previous weeks…go check them out here on Three Kings Loot to read my thoughts.

 

Glacial Stalker and Canyon Lurker are both nice Morph cards that I’m likely to prioritize.  They can be played in any deck and if you can Morph them back then you get to seriously ambush your opponent and smash face.  I’m a fan…and I’m increasingly a fan of the 5 colour Morph deck so I might prioritize these higher than some other cards.

 

Salt Road Patrol is another nice card that is relatively inexpensive and outlasts nicely.  Unexciting and a tad clunky, but if you can get a +1/+1 counter on it you are likely laughing because fighting through a 3/6 (or better) is really tough..

 

Tusked Colossodon is another curve topper and is a pretty healthy fatty to play.  I would put this down near the bottom of my selection pile, but can still be serviceable. I usually figure that for the 7 mana I spend on this guy that I would rather do a number of more impactful things, but if you need a big body, this fella will do nicely.

 

Alpine Grizzly is another reasonable 4/2 for 3 mana.  I’m not excited for it, but I won’t be sad to see this either because it trigger Ferocious…plus 4 power is nothing to sneeze at.

 

Awaken the bear…umm…no thanks…

 

Top 5 cards

 

  1. Siege Rhino
  2. Sultai Scavenger
  3. Swiftwater Cliffs
  4. Sultai Flayer
  5. Glacial Stalker

 

So, once again this week, it is really a non-issue.  My first pick is quite clearly Siege Rhino because it outclasses everything else in this pack by a fair margin.  Efficient and devastating is nice…and the Enter the Battlefield trigger is a nice addition as well.  It’s hard to argue with this card and when it sees extensive play in Constructed formats you know it has to be good.

 

The other cards on this list are other efficient critters or provide useful upside…and Swiftwater Cliffs enables a whole ton of interesting deck options if you go down the 5 colour deck road.  One of the interesting pieces I’ve started to see in these decks is that when there are no really good choices for you to draft and you can opt to take a land card, you’ll grab the land.  If this becomes an early strategy in Pack 1 you have opened the door for a deck where the upwards power level is extremely high because you can honestly select the most powerful you see at every pick from there on afterwards, making a very reliable strategy.  Now, this will likely dry up as more people get on board this and get wise to the ploy, but at this relatively early stage of things it feels like a perfectly viable strategy and route to success.

 

Well, there we go.  We have another pretty diverse Khans pack and a nice new Siege Rhino to rumble with.  Sweet!  I’ll keep crossing my fingers for a few other sweet treats to come my way, but on the whole this was a nice pack and well worth the time to sit down and have look at it.

 

Until next week, may you open nothing but Mythic Rares…have a great one ladies and gents!

 

By Bruce Gray – Casual Encounters
@bgray8791 on Twitter