Tag: legion-loyalist

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Eric Jeffrey Seltzer - September 14, 2014

Rabble Red by Thomas Graves (1st at SCG St. Louis Standard Open on Sep...

Champion’s Deck

Goblin Rabblemaster - Rabble Red

Rabble Red by Thomas Graves

1st at SCG St. Louis Standard Open on Sep 6th 2014
Here we have the future of Standard Aggro as we prepare for the upcoming rotation. Now obviously there is going to be changes necessary as a huge portion of the deck will no longer be legal in a few weeks but Goblin Rabblemaster is likely where everything begins anew. It is just so aggressive and provides advantage to Red which has always craved cards like this to eke out small edges with which to hammer in the nails.
As with any Aggro deck we start with an tight and efficient curve. A quarter of the deck comes in one drop creatures boasting full sets of Legion Loyalist, Firedrinker Satyr and Rakdos Cackler, along with a trio of Foundry Street Denizen all capable of producing damage at a rate that exceeds their cost. Next at the two drop spot we find Burning-Tree Emissary which is capable of chaining out spells when he joins the fight with pairs of both Ash Zealot and Firefist Striker all of which are more beaters to help mash the opponent. Next we have newcomer and future superstar Goblin Rabblemaster who just continues to provide value to your board every turn, and this deck has incorporated some Convoke spells to thwart would be suicidal assaults. The final creature is Rubblebelt Maaka but it is most useful for its Bloodrush ability which turns it into a Giant Growth for your attackers. Speaking of Giant Growth there is a one of Titan’s Strength for pump and it has a useful Scry for added value since otherwise this deck is slave to the top of its library. For reach there are two burn spells with Lightning Strike to either clear blockers or finish him, and Stoke the Flames which is capable of tapping down your forced attackers once you get your Rabble token. Finally, we have a misers anthem with Hall of Triumph which is another Convoke if necessary but especially pumps the team to push the beats harder and faster.

 

While it is hard to say exactly how this deck will look in a few weeks it is a certainty that a Red Aggro deck is going to be around in the meta early. I would certainly be pulling together pieces getting ready if you like to beat face Aggro style. Especially important to note is with people going to brew hard with the wedge colors and mana going to slow down a lot of those decks we will undoubtedly be an overwhelming force while they work out the kinks. So definitely mise the meta early until you find that wedge you love.
Eric J Seltzer
@ejseltzer on Twitter
Email: ejseltzer@hotmail.com
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Bruce Gray - September 13, 2014

Random beats at Casual MTG decks night

Kor Skyfisher - Casual MTG decks

Random beats at Casual MTG decks night

by Bruce Gray – Casual Encounters

Well, we’re back to school and back to the grind. For some this is the worst time of the year because it signals the start of the boring and mundane for yet another year.  For others it is a time of excitement as things start all over again with fresh beginnings and fresh options.  For those of us who play Magic, the specter of rotation and the imminent arrival of Khans means there is lots of buzz in the air.  The end of September can’t come fast enough!

 

This isn’t an spoiler article because we are hard at work here at Three Kings Loot prepping our review, but we’ve got good stuff on the burner.  However, with Khans being on the horizon and Constructed being in a bit of holding pattern until the rotation, I thought this would be a perfect chance to highlight some casual decks I’ve been rocking, some relatively inexpensive and fun decks to liven up your Casual games.  These are all 60 card decks that are perfectly viable in a duel situation, but are better suited to playing a multiplayer setting.  Let’s see what I’ve been brewing.

 

The first deck is my take on what can only be called a Modern Mono-Green Devotion deck.  A number of months ago I posted a decklist for a budget Mono-Green Devotion deck here on Three Kings Loot.  It has done reasonably well for me since then, but decks are like living organisms that change and evolve and this deck is no different.  With cards like Chord of Calling, Genesis Hydra, Hydra Broodmaster there are yet more powerful options to sink a ton of mana, there is no reason not to change a few cards to do a few more powerful things.  However, the addition of a card from an older set is REALLY what I wanted to add to the deck…and that was Craterhoof Behemoth.  This just smacks of being the best thing you can do to dump a ton of mana either by hard casting it, Chord of Calling for it, or Genesis Hydra for about a billion and grabbing it too.  Here’s the list.

 

Mono-Green Devotion (Budget modern and/or casual MTG decks)

 

I was rocking this is in a 4 person free-for all game and was in the driver seat.  My opponents had allowed me to resolve a number of creatures, a Voyaging Satyr and a Nykthos.  I had all the tools needed to start going off and just needed some huge mana sinks.  Sure enough, up comes a Polukranos and we’re off to the races.  I cast “Big Polly” and get set to Monstrosity him…but sadly have to target the stupid Biovisionary in the stupid combo deck my pal was playing, a Fleetfeather Cockatrice because I had no flying defence, and some other random creature.  Stupid Cockatrice and the Deathough ability.  Oh well.  I get my turn back and top deck… Hydra Broodmaster! OK! So, cast it, and then set up the Monstrosity…and make 10 10/10 Hydra Tokens! OH YEAH! Let the beat down plan begin.  I start smashing stuff around and just making a wreck of the board.  Then, out of nowhere, my buddy slams a second a Biovisionary, casts Polymorphist Jest, and turns his mana dorks into Biovisionaries…and we all lose.  Damn it! Lesson learned…kill the stupid combo deck…no matter how durdly the combo is.

 

Next, I shuffled up my Mono-Red Goblins deck.  I have no real expectation that Mono-Red Goblins will fare well in a multi-player game.  They are far too fragile and just not suited to trying to fight a number of opponents.  However, things are going my way.  I land a Foundry Street Denizen, Legion Loyalist, and then…KRENKO! Oh yeah.  A couple of Krenko activations later and I have a ton of goblins, had just smacked one opponent for 20 points of damage and was in good shape to start taking the game over.  Everything changed with one card…Scouring Sands…and wipes out all the Goblin Token…and I get thumped.  Ok…I know Goblins are fragile, but it is a terrible feeling to have your board wiped out by Scouring Sands because NOBODY plays Scouring Sands.  However, I lost to Scouring Sands and I wanted to cry (well, not really).

 

Mono- Red Goblins (Casual MTG decks)

 

 

The last deck today is one that is clearly a Casual build because it is such a silly concept and packs such a ridiculous mana base there is no way to describe it.  Here’s the list and I’ll talk about it afterwards.

 

UWR Skyfisher (Casual MTG Decks and/or budget Modern)

 

 

This deck plays on the interaction between Kor Skyfisher and Spark Trooper.  Most opponents won’t bother to block what amounts to a Ball Lightning because they know that it will be sacrificed at the end of the turn.  Sure, they eat 6 but they are banking on the creature no longer being a threat. However, during your second main phase if you can cast the Kor Skyfisher you can return the Spark Trooper and re-use it.  Once I established that interaction it became a matter of digging up a host of creatures who a) return stuff to my hand to be re-used or b) have good enter the battlefield triggers.  Now, this is a very mana hungry deck so playing it in a duel is suspect, but in a slower multiplayer game it is just perfect.

 

Well, I shuffled it up and suggested a couple of minor adjustments to our game.  I suggested that we all play at the same time and play with a Howling Mine effect.  The Howling Mine is hardly earth shattering, but the “everyone plays at the same time” is…interesting.  It makes resolving spells really tricky, but boy was it fun! So, we had 1 player eliminated leaving 3 of us still playing. It was a tricky situation but I decided to throw caution to the wind and swing to take out the opponent to my right.  The whole team went and was delivering somewhere up to 35 points of damage…but in the process the opponent to my left hit me.  All the while, the opponent to my right wound up and lashed out with Nefarox with some ridiculous amount of Exalted triggers caving in the guy to my left.  So, all in one turn all three of us just straight up die ending the game in a weird finale. It was a fun variant and something we will do again, but most definitely not the way to play every single time.

 

All three of these decks would fall into a pretty budget friendly category and highlight how you can make some fun decks with just a pile of funny cards and do some damage at your next Casual Night.  The Mono-Green deck is probably the most pricey of the decks on this list, but the cards on it can totally be substituted for and can revert back to the Budget deck list I had previously.  However, the new twists on it could make for a fun deck because of the powerful things you can do with the crazy amount of mana that can be generated. The UWR Skyfisher deck is pretty unreliable because of the wonky mana base and the fact that half the plays in the deck set you back, but when it works…dear LORD…does it work.  And Goblins…well…they’re Goblins and will always be funny. When they work, they work awesome.  When they fall flat on their face, they fall flat on their face hard.

 

There we have it, three fun builds, three fun games, and some random feel bad stories about how to lose a game despite being in a dominant position.  I’m not sure what lesson to draw from the last two apart from perhaps playing the politics game a little more, but regardless of the lessons learned it was fun. It was refreshing to sit down and just sling some card board and relax with some friends with nothing on the line.  I’ll have to make a point of playing this way more often just to keep things fresh.

 

Thanks for reading again this week…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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Daniel Clayton - July 17, 2014

Burning Up or Burning Out: The power of the number three

Red Deck Wins primer - Goblin Guide

Burning Up or Burning Out: The power of the number three

By: Daniel Clayton – The Will of the Floral Spuzzem

 

Red Deck Wins Primer

Very soon now Magic fans, we will exist in a world without Return to Ravnica and what a different world it’s going to be; the old script of decks and tournament play will be scrapped and we’ll return to the primordial ooze of deck construction. Return to Ravnica was a powerful format and it is responsible for staples spread out throughout standard right now; you’ve got power houses such as Sphinx’s Revelation, Desecration Demon, and Pack Rats (You can probably tell which decks I played and hated based on this list). Now, let me begin by prefacing that I really don’t like this format, and I don’t presume to call myself an expert on it, so I won’t begin to tell you about decks that are going to either become dominant or stay dominant until the end of the tournament season. I have, however been playing in tournaments (Not gigantic tournaments, but mostly local events, a few larger) long enough to notice certain trends. One example of these trends is control typically taking hold or seeing more play towards the end of the first or second set in a block. Another trend you typically notice is at the beginning of a new block is a shift to one of the most powerful decks in the most powerful color. The deck is of course Red Deck Wins (RDW) and it can be seen to some extent in almost every single block in one form or another; today I’m going to talk a little bit about the ideas behind this deck both from a flavor and an actual game play perspective, and then I’m going to examine some of the decks played by various players played throughout Standard, Modern, Legacy, and Vintage and try to apply some of the principles behind each of these cards.

 

 

Burning Up or Burning Out

This is the decidedly nerdy part of the column, so if you’re just looking for deck construction or points about RDW you can skip ahead to the next section. What is a red mage? A red mage is an individual usually of innate talent, who while not unintelligent, is often motivated and powered by their very tempestuous emotions. They do not act based on what may be considered pure or intellectual, but act based on their own personal code of ethics, personality, and mindset at that time. Red mages may be considered individuals who can be quick to anger, quick to appease, and overall very mercurial in their range of emotions; this isn’t to say that they aren’t loyal. Their loyalty belongs to individuals over organizations and they treasure the bonds to those that they are close to over the traditional organizational bonds that people typically give value to. As their power and their actions are based off of their emotions, these individuals are the most likely to “burn” themselves when it comes to their power, often times losing themselves in the throes of their power and succumbing to anger, fear or hatred. As a side note, it is not often that a red mage would tend to spend time in books studying or honing their skill, but tend to just fall back on their natural talent and strong emotion to win the day for them. All of these characteristics are reflected heavily in the game. The very concept of a red mage is fire and just like a fire, if you play red there’s a very good chance that you’re going to burn yourself out of tournament play. If you think about the various resources you have available to you in the game (I’ll explain all of these in greater detail in a later article), but red typically seems to draw its power from your current state of mind (your hand) and thinking about this from a flavor perspective, your emotional state begins by flaring up and giving you a large swathe of power, but you begin to tire quickly from expending too much mental energy from such emotions and your power begins to wane quickly. (burning out) Even the depth of cards in red lends itself to the flavor of the red mage in a very strong way; red mages typically have one or two strategies for solving problems, burn it or break it, and a red mage is not typically going to spend time examining the depths of their power meaning that the depth of things you can do in red is also pretty limited. Even all the way down to how well the decks place in tournaments is very conducive of the flavor or the red element; a very powerful contender, but not a winner over the hard work and diligence of another color except with a few very talented red mages.

 

 

The Most Powerful Color

I may be wrong and I may be biased, but I truly believe this to be the most powerful color in the entire game of Magic. I will say fair enough that decks of this color typically tend to fall flat on their face, but there’s a reason for that; the decks don’t have consistency. The printing of cards for this color is really only missing one thing and that’s the ability to draw or at least order your deck. There are exceptions, but for the most part those are either bad for one reason or another (Faithless Looting or Magma Jet), or they have a ridiculously high mana cost. (Past in flames) Even those these cards are either very expensive to play or have large downsides to them, I’m sure you’ve seen them run in plenty of decks and the reason for that is that they just make red so much better that you can’t not use them. Now let’s all address the 35-ton gorilla in the room, surely even with consistency problems why don’t the decks win more, I mean if they’re that good. Well, consistency is half of the equation, and probably a larger problem than you give it credit for (It’s what gives you games where all you do is draw mana, a death sentence in red), but the other half of the equation is that almost every deck has built in side board options just to deal with red. Red is the reason that Kitchen Finks is run for the most part; siding against RDW is even run in some RDW that runs white. If you don’t believe me then put together one of the decks that I’ve got listed below and run it against one of your own decks and see how you fair without your side board. I know there are special exceptions, decks that just run faster (Tron, Metalworker, Affinity, Monoblack Devotion, etc.) but by and large the basic shell of RDW is equipped to deal with most decks in a straight fight.

 

The Beginner’s Deck

Let’s just make this point clear, yes RDW is extremely easy to run and yes it is used by people who are just getting into the game for reasons we’ll get into in just a second, but that doesn’t mean that it takes no skill to win with one; if you lose to it, it means there was some flaw or error in your play or deck that allowed you to be overrun by the red deck; they exist out there and if as opposed to coming up with a game plan and a side board, you just spend your time whining about how you lost to the deck, then you’ll never overcome your flaws when it comes to playing against red. Now that that’s said, choosing to play red is a very difficult choice, it is a color that will screw you eventually and refuse to play for you some games, just out of the blue. The other thing that you have to understand about red is that it is a mathematician’s deck; while white may have rule-makers, blue may have strategists, green may have conquerors and black may have tyrants, it is actually red that has the mathematicians. The red deck is designed to do more with less and work around a single number, the number 3. This is a deck that revolves around somewhere between 3 to 4 turn wins as consistently as possible by running cards that typically cost 1 to 3 mana, and deal about 3 damage. But why is this 3 so important? Well you might as well call it the Magic number in Magic; with most of the powerful stabilizing spells sitting at 4 to 5 mana, and decks typically taking the same amount of time to stabilize (begin to fight back against aggro strategies) this is the amount of time decks straight aggro decks have to pump in their hits consistently. Now, you’re probably asking yourself why 3 damage or 3 mana? In a typical hand over the course of 4 turns you will see 10 cards; that is the latest average time a straight aggro deck has to win a game, before stabilization can really begin. Taking into account that you want to play 1 mana until you have about 3 mana on field, that leaves you with 7 cards, or 6 if you played 1 mana every turn for 4 turns. In these 4 turns with 7 cards you have to deal 20 damage, meaning that you have to deal 3 damage with 6 cards, at least and 2 damage with your last card to take out the minimum amount of life. Alternatively, if you have 6 cards in hand, you have to deal 3 damage with 4 cards and 4 damage with 2 cards in order to take out the minimum amount of life. Did you know that this is one of the healthiest decks in the game of Magic? With most of your games lasting somewhere between 4 and 5 turns either way, decks like this allow you to do other things while competing in tournaments and can help you keep healthy by giving you time to go get something to eat or hang out with friends between rounds. Not to mention, your typical red burn runs with much cheaper cards than other decks in the same format, allowing newer players a chance to get more accustomed to the basic rules of the game before purchasing an expansive complicated deck that they may not understand.

 

 

Deck construction

There are a few archetypes of RDW that are run, and I will now attempt to explain each one:

  1. Burn: This is the least expensive and usually most aggressive of all RDW strategies. Trading almost all of its board presence for quick hits that deal damage and then go away. The name of the game is to get in there, and deal damage before your opponent can do anything.
  2. Goblins: One of the strongest creature types of all times, this deck tries to set up a strong assault that buffets your opponent and knocks them so far off their feet that by the time they recover, the game is already over. As a side note, this is one of the most powerful archetypes of all time, having one of the only tribal spells in existence on the banned list in Legacy; elves is the other contender for your information. This deck archetype is part of a larger type known as RDW creature agro; a sub-archetype in which you run a creature base supported by instants and sorceries.
  3. Mid-range: This odd deck runs more middle of the road cost Red cards. The deck is aimed to have power houses that don’t cost as much as other formats, just designed to get there and win the game; these cards are oftentimes backed up by a formidable removal suite capable of dealing with most of your adversaries’ cards.

 

 

Burn: Charlie Mitchell

First in our example of decks is a deck which took 4th in a Legacy open in Worchester on 06 July 2014.

The decklist is as follows:

 

As you can probably tell by looking, this is a deck that is designed to knock opponents off their feet and then keep them there, Goblin Guide, a powerhouse in almost every format in Red allows you to almost always get in 4 damage before he’s stopped. Grim Lavamancer acts as extra damage for all of the used up cards in your graveyard. Eidilon of the Great Revel works to punish players for playing cards with some of the most common mana costs in the whole format. One thing you’ll notice about the mana base of almost all red decks is the fact that they don’t run many lands compared to the whole of the deck, and they use fetch lands to try to thin the amount of lands that you will draw throughout the course of your game. Sulfuric Vortex not only deals damage to your opponent each turn, but it also stops your opponent from being able to gain life a powerful advantage over your opponent. Fireblast is a ridiculous spell that at the cost of 2 mountains deals 4 damage to something of your choice, which can mean the end of the game for your opponent in a lot of situations. Price of progress punishes players for playing the best and most commonly run type of lands in the format. Searing Blaze not only acts as outstanding creature removal, clearing a path for your creatures to swing and dealing 3 damage to your opponent at the same time. The rest of the cards main deck are typically used to just get in 3 damage the face to your opponent and push you one step closer to victory. As for the side board, you have Vexing Shusher (Stop your opponent from stopping you), Satyr Firedancer (Damage a creature each time you deal damage to a player), Mindbreak Trap (No more searching), Red Elemental Blast (Blue is a pain), and Smash to Smithereens (Metalworker ends games). Overall, this is a very powerful deck that places very well typically despite its consistency and hate issues, the one change I would issue would be to try to include 4 Vexing Devils in the deck, but I’m not sure where I would squeeze them in.

 

 

Goblins

 

 

This is a goblin deck of my own creation, because Goblins have apparently fallen out of flavor with the game, I still love the deck and it still is competitive with the right side board. This deck like most of the decks of the same type tries to leverage the damage-dealing ability of its creatures to get in for enough damage to win the game before the opponent has the chance to get back on their feet. Ember Hauler is a powerful card, allowing you to swing in for 2 with the option to pop him and deal 2 extra damage to target creature or player. The Goblin Bushwacker appears with the ability to pump up all your red creatures, give them haste and pump up their power by 1. Goblin Chieftain allows you to get in there for as much damage as possible, by giving all your goblins haste and +1/+1. Goblin Guide, Searing Blaze and Lightning Bolt are strong for reasons previously mentioned. Spikeshot Elder is one of those rare hidden gems, being able to deal his power to target creature or player and being able to be used as many times as you want per turn, he has the ability to burn down opposing creatures and players, making him almost always a great play and also giving you a sink for all your extra mana. Legion loyalist further pumps all of your creatures and gives them first strike and trample, stopping your opponent from being able to just chump block and trade for all of your goblins. Then, you have Goblin Rabblemaster which will not only generate board presence for you, but will also swing in for a powerful hit when surrounded by other goblins. After that you have Goblin Grenade, at 5 damage for a goblin and 1 red mana, this card doesn’t really need any more explaining than that. You want to avoid drawing lands in this type of deck and that accounts for the lack of lands in the deck and the filterability of Arid Mesa mixed with the fact previously stated accounts for why there are so few lands in the deck. The last card in the deck, the Teetering Peaks allow you to burst your creatures quickly without having to lose a land spot and the 2 extra damage is a big help; can also boost Spikeshot Elder for a powerful ability enhancer. The sideboard of my deck deals with most of the difficulty that my deck typically ran into; affinity is a huge problem in Modern, so by running Shattering Spree, we attempt to slow them down long enough for us to take the win. Blood Moon or Sowing Salt is my way to deal with Tron and most other decks that are based around non-basic lands. Surgical Extraction is my way to deal with all of the combo decks that I don’t have another plan against yet, such as second sunrise back in the day; the card also helps against decks that base themselves around the graveyard and is a handy tool against Tarmogoyf. Dismember is really my only defense against creatures with protection from red as well as large creatures that goblins can’t really deal with. Finally, Pyrewild Shaman is my one card combo against Control, pumping what needs pumping and being uncounterable and instant speed, being a creature when I need another creature, returning to my hand to do things more than once every time I deal damage to an opponent, and being a goblin forever; working into the overall strategy of my deck. The only card that I left out which warrants inclusion in the main board of the deck is Arc Trail, just a value card with the ability to be heroic in the mirror match as well as a great solution to most of your infect decks.

 

 

By the Will of the Floral Spuzzem
@DC4VP on Twitter 
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Eric Jeffrey Seltzer - June 26, 2014

Champion’s Deck – Mono-Red Aggro by Kevin Rand (1st at SCG...

Mono-Red Aggro- Rubblebelt maaka

Mono-Red Aggro by Kevin Rand

1st Place at StarCityGames Standard Open on 6/21/2014

 
Again we continue with what is slowly looking to be a dominance of Red as we continue creeping into The Bloody Summer. The strange thing being that usually Mono-Red aggro is best positioned at the beginning of a new Standard season when control is not yet prepared to take on an unknown meta, but the abundance of Midrange strategies have allowed Aggro to slip into the metagame and start to dominate. This deck has taken elements of both Festus Resendez winning list and Tom ‘The Boss’ Ross to come up with an amalgamation which delivers a forceful punch with precision and alacrity.

The deck is at its core a solid creature beats concoction with more then half of its slots devoted to them with an extremely low curve reminiscent of a brew we would expect from Legacy. The deck is chock full’o one drops loading up on value with them all. With two power for a single Red we find both Firedrinker Satyr and Rakdos Cackler coming strong out of the gate. We also have Legion Loyalist which with Battalion grands First Strike but more importantly Trample to your assault, and Foundry Street Denizen who when dropped on turn one can offer you so many turns of added value from each and every other creature you pop into play. On two mana you basically have the rest of the team starting on Burning-Tree Emissary to try and chain multiple creatures into play right away, Ash Zealot as a value drop with Haste to lay down the beats as fast as possible, and Firefist Striker with its Battalion trigger to neutralize any big blocker and ram additional damage down your opponents throat. There is also Rubblebelt Makka but he is really there as a cheap pump to ram through as much extra damage as possible working along side Titan’s Strength to take huge chunks out of the opponents life. The deck also has a trio of Shock and a pair of Searing Blood which help to ensure that the path to victory goes unhindered by opposing creatures.

 

It’s hard to say if the meta will continue to be soft to Red based decks but judging by all its success I guess you’d be a fool not to join in. I’m hesitant to say that this is the best strategy but it is always a strong strategy in the hands of a compitant mage. The only caution I would provide is that people are certainly aware of the deck and should plan accordingly. Also, don’t be one of the fools who says that it’s just a simple Red deck and I can pilot it like an expert without practice. This deck requires a precise use of its resources and knowing when to go all out as opposed to ensuring you don’t over commit is crucial. Just make sure you drive it around the block at least a few times, but most of all feel the burn.

Eric J Seltzer
@ejseltzer on Twitter
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Gregoire Thibault - January 30, 2013

Top cards from Gatecrash

I present you Three Kings Loot top cards from Gatecrash. These are the cards we think might get played in standard, modern and Legacy. There is another list of the Top cards for EDH/Commander from Gatecrash; we’ve also made a list for Dragon’s Maze.

Make sure to check out my addendum to this article with top cards and deck lists from the latest standard tournaments post-Gatecrash.  [Editor’s note] Deck lists and top cards from Dragon’s Maze Standard.

Obzedat, Ghost Council

Obzedat, Ghost Council –  Ghost Council drains your opponent 2 life straight out of the gate and again every turn you ‘phase’ him. That’s 4 points of life gained and up to 9 points of damage by his second turn out if he connects. And there is a limited amount of instant speed removal that can answer him. This guy could go in a Esper control build, Orzhov mid-range or Junk anyone (I like Avacyn’s Pilgrim). Is it just all hype? Ghost council certainly is interesting.

Aurelia's Fury

Aurelia’s Fury –  It’s an instant speed Rolling Thunder that will also taps the creatures it hits.  Also, players that take its damage can’t cast non-creature spells that turn so you can cast it before their main phase to either protect your creatures against wrath effects or to stop a deck from comboing off.

Blind Obedience

Blind Obedience –  This card could be used effectively against Hellrider/Thundermaw Hellkite decks and maybe even Boros or Rakdos to slow down their haste. It only cost 2 mana and it adds an Extort trigger every spell you cast.  Too bad it doesn’t hit lands as well but then it wouldn’t be so cheap to cast.

Legion Loyalist

Legion Loyalist – A one casting cost with haste and a useful ability for all out aggro.  I think this little guy has the potential to end up in a Boros or Rakdos deck for standard.  Some say he’s the Goblin Guide of this block.  He could also find a home in Goblins for Legacy.

Boros Charm

Boros Charm – It’s a Flame Rift but better, can make all your creatures indestructible to protect them from wrath effects like Supreme Verdict or other sweeps like Bonfire of the Damned and the third option can come in handy as a surprise endgame to double-strike an unblocked creature for the win or to turn the tides on an otherwise unfavorable combat.

Simic Charm

Simic Charm – This is probably the best charm in Limited, so I wouldn’t be surprised if it finds a spot in some standard deck. It’s a Giant growth, or it protects a permanent from a destroy effect even one that can’t be countered such as Abrupt Decay, or it’s can also be an unsummon. It’s obvious why it’s great in limited but will it make a difference in standard or other formats.

Clan Defiance

Clan Defiance – It’s an answer to a Non-Flier and/or a Flier and/or you can hit your opponent straight to the dome. It’s a nice card worth mentioning and has many options for you to abuse

Skullcrack

Skullcrack – The new Flames of the Blood Hand that gives 3 damage instead of 4 but costs 1 less. It could be useful against all the Thragtusk/Sphinx’s Revelation life gain in Standard. It could also be a sideboard versus Soul Sisters in Modern.

Vizkopa Guildmage

Vizkopa Guildmage – There’s been a lot of talk about the instant win combo he makes with Exquisite Blood. Is this a future Standard or even Modern deck?

Frontline Medic

Frontline Medic – This card seems to be an answer against cards like Sphinx’s Revelation or Bonfire of the Damned, and also the new Aurelia’s Fury.

Illness in the Ranks

Illness in the Ranks – An interesting new sideboard tech against token based deck in Standard and Modern. Are the days of Lingering Souls coming to a close?

Glaring Spotlight

Glaring spotlight – Can this be the answer to Geist of Saint Traft, Invisible Stalker or Sigarda, Host of Herons in Standard and the Enchantment deck in Modern? May turn out to be a key sideboard answer and is fetchable with Trinket Mage.

Domri RadeEmblem Domri Rade

Domri Blade – Will there be a new Gruul Beats or Naya deck to spring up in Standard? Seems like a fine addition to a deck running Huntmaster of the Fells and Kessig Wolf Run. Only results will show.

Lord of the void

Lord of the Void – There has been some talk of him as a sideboard answer against Show and Tell decks to be able to trump their creature drop, but is it really more effective then a Gilded Drake? Might also have a similar effect in Show and Tell decks against the mirror or even Reanimator decks. Just doesn’t seem very reliable.

Enter the Infinite

Enter the infinite – Does this card pair with the Omniscience to win for OmniTell? Seems like it may just be a win more type of card. But it guarantees that you will have each and every combo piece necessary in your hand to just go off. And don’t even look at the casting cost since whatever the plan to cast it will certainly involve doing it for free.

Boros elite

Boros Elite – Similar in style to Wild Nacatl as the one drop 3/3, although the qualifier is much more limiting. This is probably aggressive enough to find a home in a Boros build for Standard, and there may even be room in Modern for Boros that could produce enough cheap hasters to reliably trigger his ability.

I hope you find my list informative and I would love to get some feedback. I have a followup article with more top cards and some deck lists from standard post-Gatecrash right here. Leave me comments and feedback please.

Greg Thibault (@gregsterism)

greg@threekingsloot.com

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