Tag: magic-the-gathering-strategy

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Eric Jeffrey Seltzer - June 19, 2014

Champion’s Deck – Mono-Red Aggro by Festus Resendez (1st a...

Mono-Red Aggro - Firedrinker Satyr
 

Mono-Red Aggro by Festus Resendez

1st Place at StarCityGames Standard Open on 6/14/2014
 
 
It looks like it’s a good time to be a Red mage in Standard, Patrick Sullivan must have been jumping for joy. Not only did the winner of the Grand Prix in Moscow play a Red deck but also Tom ‘The Boss’ Ross piloted one for his Standard portion at the SCG Invitational. The most interesting about that is they all ran on similar but completely different lines and stretched the bounds of Red to the limit. This deck is one of the more creature heavy builds.

 

With an aggro deck like this the most important factor of your strategy is to be dropping at least one creature every single turn until you mash your opponent into a bloody pulp which is why we find no Scry lands. We start the curve with two one drops that come out swinging with two power each from Rakdos Cackler which if is not unleashed usually means you’re about to die and Firedrinker Satyr who’s drawback will be largely nullified by the amount of beats he will inflict on the opponent. Then we hit a mass of two drops starting with the hasty first striker Ash Zealot, also Firefist Striker that when attacking with two others will nullify the opponents best blocker and then Burning-Tree Emissary that enables your lightning starts by chaining into more spells to advance your board faster then the opponent can mount a defense. We also find two quality three drops to continue the curve with perennial wall of death in Boros Reckoner which turns combat math from simple addition into complex algebra, and Chandra’s Phoenix that has a limited amount of direct damage spells to bring it back but is still a hasty flier to bring forth death from above. Our last creature is the curve topper Fanatic of Mogis that comes in as a late game play once you have your army mobilized to take full advantage of a surprise blast of Devotion to Red to the opponents face, hopefully to put him down for good. There is a support package of burn coming primarily from a full set of Lightning Strike, but also a pair of Shock, a pair of Magma Jet and a singleton Searing Blood all help to either clear the way for your creatures to get through or blast straight up to the dome.

This deck exemplifies what it means to be The Beatdown. It looks like Aggro has positioned itself between Control and Midrange in the metagame right now to exploit it’s speed and destructive nature. Now has been a great time to blast your opponent to bits either using creature or burn based strategies. It’s not likely that this Red mage dominance will continue but shows that any given weekend you can not count out any deck that has power behind it. And counting from twenty to zero has been a fundamental aspect of this game of Magic.

Eric J Seltzer
@ejseltzer on Twitter
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Eric Jeffrey Seltzer - June 18, 2014

Champion’s Deck – Boros Burn by Igor Gorbunov (1st at Gran...

Boros Burn - Skullcrack

Boros Burn by Igor Gorbunov

Grand Prix Moscow Champion – Standard on June 15th 2014

Once again the power of fire to the face was able to propel this Tomahawk missile of a deck right to the top of the victory podium. Showing how powerful a linear strategy of simply throwing everything into reducing your opponents life total to zero really can be, this design is a well oiled machine dedicated to death and destruction. This really appeals to the little fire imp which resides in my heart and is a variation on the classic burn theme which has existed in magic since the days of Fireball and Lightning Bolt.

The deck is a little light on the creature side but has found two spicy dudes that synergize with the deck extremely well given the 26 spells that are played at instant speed. The first is Young Pyromancer which on its own isn’t a very intimidating creature but once you start slinging some spells the party gets started and guests will arrive, and don’t think that lowly 1/1’s aren’t any good because every single point matters with this deck. The other creature comes with Chandra’s Phoenix that can do some real damage as a hasty flier but also will find its way back to your hand rising from the grave whenever one of your spells blasts into the opponent. The manabase also affords you space to squeeze in three copies of Mutavault that are able to maneuver their way around any sorcery speed removal. Then we get into the burn suite of the deck which is massive. There is at one cost Shock capable of delivering a two point blast either to the player or if necessary any of his smaller creatures. The mass of the burn is found at two cost starting simply with Lightning Strike which is simply three points going to the opponents dome or one of his creatures. Next we have Magma Jet which is another flexible two points but the most important part is the Scry 2 which helps the weakness of this deck a bit as there is no real draw available to you. Against decks that play with lifegain, the true nemesis of burn, you have Skullcrack which as a surprise against Sphinx’s Revelation decks could very easily snatch victory from what would be an almost certain defeat. The flexibility of Boros Charm is almost universally wasted with the four point blast to the face as the Double Strike will rarely do more damage but if you have a sizable force you might need the Indestructible against a sweeper. The last two cost burn is a removal spell with Searing Blood which will do two points of damage to a creature but has the added bonus where if that creature dies will do an additional three to its controller. And the last burn spell is the Warleader’s Helix with a four point shot while also providing a four point lifegain as an added benefit. The last spot in the deck is taken by the removal of Chained to the Rocks which is capable of exiling almost any creature threat that is able to skirt the other options from direct damage.

If you like a deck that goes all out in pounding your opponent to a pulp with a relentless assault of burn baby burn then this is definitely the deck to tickle your fancy. Don’t think though that it just pilot’s itself as you are always faced with the decisions of how to best utilize your mana and spells each and every turn. As you are limited by your draws be sure to practice and know your match-ups in advance so you can realize which way you need to fight. This is the ultimate race where your resource is your life vying against his, don’t be afraid to take a couple hits from his creatures if it means you get to blast his dome for a few extra points and kill him a turn faster. But on the flip side make sure you kill his creature before it gets you. In the end you’ll find that the rush of this deck makes it so worth playing.
Eric J Seltzer
@ejseltzer on Twitter
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Eric Jeffrey Seltzer - June 17, 2014

Champion’s Deck – BUG Midrange Theros block by Fabrizio An...

BUG midrange theros - Temple of Malady

BUG Midrange by Fabrizio Anteri

Grand Prix Manchester Champion – Theros Block Constructed on June 1st 2014

Winner of ‘the other’ Theros Block Constructed tournament was Fabrizio Anteri playing a powerful BUG Midrange deck. This deck is the flip side of the Elspeth, Sun’s Champion coin and as such runs the means to beat it rather then join it. As was proven at Pro Tour Journey into Nyx that the battle lines were drawn with the majority taking sides between either Elspeth and Prognostic Sphinx then jamming in the formats Green acceleration package.

In this format the most commonly played cards it turns out are a pair of Green mana accelerants which most likely are going to become the dynamic duo come the next Standard season. This decks ideal opening lies with a turn one Scry land into a turn two Sylvan Caryatid followed by a turn three Courser of Kruphix before making your land drop. That provides the deck with the possibility of rushing out that early five drop which is where the deck plays into. The main avenue of attack lies in the Prognostic Sphinx which was discovered to be the main foil to Elspeth as it not only will fly over her ground forces but also is able to skirt her destroy creatures ability by virtue of being not too powerful. There is also additional beatdown provided by Reaper of the Wilds which sports great stats as a 4/5 for four mana able to protect itself if necessary, but also provides some added bonus with a Scry whenever another creature dies. A pair of planeswalkers are included with Ashiok, Nightmare Weaver doing a lot of heavy lifting by not only milling away possible threats and answers from the opponent but also stealing some of those threats away, and Kiora, the Crashing Wave which can add extra draw and acceleration, lock down a particularly troublesome creature or even ‘Call the Kraken’ if allowed to build up enough loyalty. As this deck chose the Midrange route instead of Control the only disruption in the deck is provided from a set of Thoughtseize to not only strip them of their most bothersome card but also provide you with all the information about their plans so you are able to set yourself up properly. Then we have the removal suite which is as robust as they come. Centering around the formats best there is a full set of Hero’s Downfall to rid the board of creatures or planeswalkers alike, a trio of the pseudo-sweeper in Silence the Believers which can often hit two or three necessary targets, a pair of Bile Blight that is extremely good at taking care of an army of Elspeth tokens, and a misers Unravel the Æther to deal with any troublesome artifacts or enchantments including Gods as they are shuffled back into the library. A solitary Read the Bones provides the deck just a tiny bit of draw power to help dig for the cards it needs.

Definitely this is a strong build and worth thinking about as a deck going forward into the next Standard season. Although there is still many more cards to add into the card pool between now and the end of September it is never to early to start planning ahead. If you find this to be an appealing design I would definitely encourage you to start piecing it together and looking at all the new on color cards as they are spoiled to see if they have a spot in the deck. It pays to be prepared.
Eric J Seltzer
@ejseltzer on Twitter
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Bruce Gray - June 16, 2014

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

MTG Lands- Zendikar Lands montage

 

It’s all about the MTG Lands baby!

by Bruce Gray -Casual Encounters

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

 

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

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

Guildgates

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

Core Set buddy lands

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

Zendikar Life Gain lands

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

 

Mirage Fetch lands

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

 

Ice Age pain lands

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

 

Other ways to facilitate mana fixing

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

 

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

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

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

Bruce Gray
@bgray8791
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Bruce Gray - June 13, 2014

Casual Encounters – Deep Thoughts on…Drafting JBT

Drafting JBT

So, I got my first up close and personal look at full Theros Block Draft and I have to say I enjoyed the experience.  The format has good flexibility and variance making for a wide variety of decks and lots of interesting choices.  Today I’ll share some of my thoughts on the format and recap my draft…hopefully some of you don’t make the same mistakes that I made.

First off, I ended up playing Junk (G/W/B) which is pretty unusual for a draft deck.  Most players would opt to play 2 colours and perhaps splash a third colour, but I ended up playing a full suite of all three colours.  In the Journey into Nyx pack I was looking through and had a rare of Revel of the Fallen God…which is a funny card but it is ambitious to cast and tough to get in to because it is 2 colours to cast.  However, in the same pack there was a Banishing LightBanishing Light is premium removal in White in both Standard and Limited, so this was an easy pick and set me up to go into white.

My second pick had a variety of interesting cards but the Golden Hind looked like an easy second pick and had me going into White and Green.  Normally this is a colour combination that I’m very comfortable with and really felt at ease with being set up in those 2 colours.  With a pick 3 Ravenous Leucrocota I was well on my way to W/G beat down deck I would be expecting myself to play.  However pick four is where things got off the rails.

Pick 4 had me looking at a pack that had no green cards of any sort and poor white cards, so it would appear as if I was being cut off from my colours (or is was a lousy pack) but I was looking at a Brain Maggot.  Now, I thought to myself, Brain Maggot is a pretty solid card…and with both of my other colours seemingly closed off, Black might be an option.  So, Brain Maggot was the pick, opening the door a crack to play Black.

Pick 5 was another Ravenous Leucrocota and I was back on W/G.  However, again, pick 6 I was out of luck in either of my colours, but looking at a pack with a Spiteful Blow.  Normally I don’t get excited for 6 mana removal spells, but in a draft where removal is a tad tough to come by, the fact that this destroys a creature AND a land made it easily the best pick…and at pick 6 was a pretty good sign Black was open.  So, Spiteful Blow and my thought process was very seriously to play either W/B or G/B and abandon the W/G deck idea.

Well, Born of the Gods opened up and my first pack had Tromokratis which was far from ideal as I hadn’t picked a single Blue Card yet.  However, Bile Blight was looking at me and I made sure to grab it.  Passed my pack…and picked up the next one…which also had a Bile Blight! Ok, so now I was very seriously playing Black…I had perhaps two of the best removal spells back to back and to not play them would be foolhardy.  With the next couple of picks I grabbed a couple of green creatures like Nyxborn Wolf, Phere-Band Tromper, and Swordwise Centaur and was really and truly looking to play G/B.

Well the plan totally changed again with Theros when I got passed a pack early in the round and was looking at Scholar of Athreos and a bunch of White, Blue, and Red cards…and nothing in my other two colours.  I wondered if I was being cut off again because someone down the table had decided to jump colours too! I was unimpressed.  Scholar is an awesome card in a B/W deck…but I committed to playing G/B…unless I was prepared to play all three colours or basically toss this pick.  I grabbed the Scholar. I was rewarded with a second one in the next pack too.  Oh boy. Now I was in a pickle. So, more or less I spent the rest of the Theros round grabbing utility creatures in White like Leonin Snarecaster, Hopeful Eidolon and an Ordeal of Heliod.  I also lucked in to a Sip of Hemlock but most of the rest was just filler and not very good.

So, here’s my Draft deck

Junk (G/W/B)

Now, my first thoughts when I finished building this deck from my picks was ” wow…am I GREEDY! ”  Almost every draft deck I have ever seen built, that is any good, is two colours and MAYBE splashes a third.  I was full on running three colours…and had virtually no mana fixing.  On top of that, I pushed the envelope and played 24 spells and 16 land instead of the more traditional 23 and 17.  I was clearly pushing my luck.  I kept telling myself I had plenty of removal…all I had to do was hold down the board long enough to get to 4 land (and have all three colours) and I was golden because my highest casting cost on a creature was 4.

Well, I went 2-1…which is normally a pretty decent record…but that one loss left me somewhat frustrated because I played my way to that loss more than I got beat by my opponent.  We went the full three games and he won game 1, I won game 2, and then he took game 3…but it was the loss in game 1 that left me bummed.  The exchange that left turned the game in his favour was one where I attacked with a Ravenous Leucrocota into his 2 creatures that combined had enough power to kill Ravenous Leucrocota.  I didn’t expect him to team block, but he did.  But all was not lost…I had Bile Blight in my hand and 2 open black mana.  However, I got greedy…again.  I opted not to pull the trigger on the Bile Blight on one of his creatures (voyaging Satyr I think) in favour of trying to get a better target with it later. So, my leucrocota died, so did his Satyr…and that left him with a creature and me with an open board.  Next turn he Bestowed Nylea’s Emissary on his dude and the beat down was on. That HUGE misplay cost me the game and a chance to go 3-0.  I’m not going to say I would have won for sure, but my odds would have been at least even if not better…but instead I had to swallow a loss due to some poor play.  All in all, it was a pretty successful draft and had a blast and can hardly wait for my next one to try and rectify those playing mistakes.

Other Ramdom Thoughts:

Ravenous Leucrocota- In my review of Journey Into Nyx  I reviewed Ravenous Leucrocota favourably and compared it to Nessian Asp, a bomb in triple Theros draft. Well, Ravenous Leucrocota might be better than the Asp.  The difference is the Vigilance.  Once this thing goes Monstrous and is 5/7 it is house!  It can attack and defend, and if you can Bestow it with anything it is HUGE and really hard to manage.

Brain Maggot grossly over performed for me.  The ability to strip your opponent of a key card early in the game is extremely valuable and if that allows you to get out in front and force them to expend resources on other things, well, you are in luck. I have to admit, I also under rated this card in my review.

Leonin Snarecaster and Deathbringer Lampads both played similar roles in the deck, namely provide a form of evasion for some of my bigger creatures to exploit.  The snarecaster would tap down pesky blockers and the Lampads just let something sneak in for extra damage and allow me to get into the red zone.  These were both surprisingly useful.  Especially the Lampads. I was skeptical at first but I have changed my tune.

Consign to dust vs. Fade into Antiquity.  I had the option of running either one of these and opted for the Consign to Dust.  I liked the option of the Strive mechanic despite the fact that I feel that it, in most situations isn’t all that relevant.  Fade can be excellent with the exile ability instead of Destroy, but unless you are facing down a god, the ability to hit multiple targets is key.

Normally I really like Blue, but I really got the sense from the packs going around the table that Blue is pretty weak in this format.  Unless no one else is drafting Blue you are usually scrambling to find playable cards.  Most of the players who were drafting Blue in my pod really struggled and couldn’t dig up enough answers to stay in the game for long.  The one exception was the guy in G/U because he was able to back his blue up with the Green muscle he needed.

A good friend of mine in the military, Major Observation, told me that Bile Blight and Banishing Light are REALLY good removal…and of course he was right.

As much as I hate 6 mana removal, I had never been so happy to see that 6th land show up and then be able to cast Sip of Hemlock.  That Hemlock never tasted so good and putting the final nail in the coffin of your opponent.

Fellhide Brawler largely stinks.  He’s a bad Grizzly BearMogis Marauder isn’t far behind.

White Cheddar popcorn is outstandingly tasty.  Every time I have it I am surprised at how good it is. Why don’t I ever pick any of this stuff up on my own?

Well, that’s all I’ve got for today.  If you have thoughts or experiences you want to share about your Drafting JBT, go ahead, let me know.  I’d love to hear about them.  Fire me a Tweet and tell me your tale or share your wisdom.

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

 

Bruce Gray

@bgray8791

 

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Eric Jeffrey Seltzer - June 11, 2014

Champion’s Deck – Mono-Blue Devotion by Ross Merriam (1st ...

Mono-Blue Devotion - Hall of Triumph
Mono-Blue Devotion
Ross Merriam
1st Place at StarCityGames Standard Open on 6/7/2014
Something old, something Blue…or as they say “It’s back !!!”. Like a blast from the past a Mono-Blue Devotion deck was able to rise to the top and finally grab itself another crown. While it is basically the same lists that were around and dominating oh so many moons ago, Ross did squeeze in some interesting things to bring the deck forward to the now.
It all starts with your Flying one drops. The usual suspects arrive with Judge’s Familiar and Cloudfin Raptor to start terrorizing from the sky, but it looks like Ross wanted that extra little push and added a singleton Galerider Sliver to ensure a consistent turn one play. Continuing into two drops there are perennial two way player Frostburn Weird playing both defensive and offensive roles, and Tidebinder Mage which is great in a world rife with Green and Red monsters. Next we find that amazing yet inexpensive God with Thassa, God of the Sea to both push through Unblockable creature and provide constant card selection. There is also Devotion superstar Nightveil Specter that help as the only real card advantage in the deck while at the same time stealing options away from your opponent. All of these creatures help to increase your Devotion count for the decks bomb play when you drop a Master of Waves and clutter the board with an army of Elemental tokens. As another slight addition to the devotion count there’s also a miser Bident of Thassa which gives the deck that slim extra card draw when it’s on the offensive. The real innovation in the deck comes from the inclusion of anthem artifact Hall of Triumph which will help to ensure that the Masters tokens don’t just disappear whenever he takes a hike, a huge issue in the past. For a few bits of removal in the deck we find a pair of Rapid Hybridization to keep the skies free of blockers and Cyclonic Rift when you just need to flick the reset switch on the other side of the board.
While I won’t exactly say that this looks like we are heralding in a new era of Mono-Blue it is encouraging to see that there is always place for tried strategies to return for another round. This is also a fairly good deck to invest in going forward into the next Standard season as it is powerful and maintains a good amount of its list. And while Frostburn and Nightveil are two huge losses we should no doubt see decent replacement options with the upcoming new sets. I would definitely say this list is worth taking for a spin and working forward into the next year.
Eric J Seltzer
@ejseltzer on Twitter
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Bruce Gray - June 9, 2014

L’eggo my Aggro – Gruul aggro budget

Fanatic of Xenagos

L’eggo my Aggro

by Bruce Gray -Casual Encounters

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

 

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

 

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

 

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

 

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

Gruul Aggro Budget:

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

Bruce Gray
 
@bgray8791
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Eric Jeffrey Seltzer - June 4, 2014

UWR Delver Legacy by Craig Krempels (1st at SCG Somerset on May 25th 2...

Champion’s Deck

Batterskull Grand Prix Promo artwork - UWR Delver Legacy

UWR Delver legacy by Craig Krempels

1st Place at StarCityGames Legacy Open on 5/25/2014

The Legacy format is filled with cheap and efficient cards as it has access to the best ever printed over the entire history of the game. This deck is one of those that takes full advantage of that fact to pull together a cast of the top choices creating a highly disruptive killing machine. It pulls together permission, removal and draw to quickly dispatch all enemies that stand in its way. It’s no surprise whenever a deck of this style takes down a tournament.

Quite possibly the best Blue one drop ever printed, and quite aggressively out of Blue flavor, we have Delver of Secrets supported by an almost 50/50 split on spells which will be able to blind flip it turn two so you’re able to commence with the beatdown plan. Follow that up with True-Name Nemesis which demands the opponent to find an answer to it or they will definitely die to that unchecked clock. Both of them are supported by Stoneforge Mystic who is able to either search up an Umezawa’s Jitte to equip one of your attackers or find you a Batterskull to commit further to your beatdown plan. Next we speed up the deck with an abundance of card draw starting with the perennial Brainstorm, coupled with Ponder and Phyrexian freebie Gitaxian Probe which also provides you a sneak peek at the opponents plans. The deck also packs a very robust permission package centering around another format staple and free spell Force of Will, backed up by also free Daze and cheap but disruptive Spell Pierce. Then we round out the deck with top quality removal with the main reason this deck dips into Red with Lightning Bolt and also the classic Swords to Plowshares which will convienently exile most any creatures which are presenting you with certain doom.

The Delver deck is no surprise in the Legacy format and it’s one of the quintessential packages of the most cost effective but extremely powerful cards available. If you want to give yourself a fighting chance in any Legacy tournament you enter then definitely this is a fantastic choice. A great investment into a deck that is very likely to remain competitive continuing into the future of Legacy with only minor tweaks from time to time.
Eric J Seltzer
@ejseltzer on Twitter
Email: ejseltzer@hotmail.com