Tag: modern

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Eric Jeffrey Seltzer - September 22, 2015

Anticipate FNM December Promo

Anticipate FNM December Promo

Anticipate Art

Blue mages will be rejoicing this Christmas time as they get an early present with some pop’n’flash !!! While not quite the Impulse it is still a very high impact card for any control player. While we are sure to see it find a home somewhere in Standard we will see if it can squeeze into Modern. That is also an incredible piece of Volkan Baga art which is sure to sparkle in the light. Good luck to everyone wishing for Santa to drop off an Anticipate FNM under the tree.

Anticipate Card

EJSeltzer
@ejseltzer on Twitter
ejseltzer@hotmail.com

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Eric Jeffrey Seltzer - August 28, 2015

Roast FNM November Promo

Roast FNM November Promo

Roast Art

So the next FNM promo offering has been revealed for November and while it may not be as flash as the ones from this summer it still sees some Modern play. Certainly Twin players will be happy to have a new card to pimp their decks, and while that’s where it seems to show up most Tasigur be damned by any deck running red. The Zoltan Boros art is also pretty amazing. Enjoy !!!

Roast Card

EJSeltzer
@ejseltzer on Twitter
ejseltzer@hotmail.com

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Bruce Gray - January 27, 2015

Brewing a budget modern deck

Eidolon of Blossoms

Casual Encounters: Brewing a Budget Modern deck

By Bruce Gray 

With the banning of Cruise and Dig Through Time I thought I might take a bit of a stab at Modern. The format seems SOOO intimidating because it is just so powerful and with so many truly ridiculous archetypes that even getting into the format seems very challenging.  Now, I don’t have the money to jump into the format with one of the Big Boy decks, so I end up having to brew my own budget deck just so I can play.  Today, I thought I would share with you guys what sort of budget Modern Brew I’ve been working on.

Budget means different things in different formats.  To most of us a budget deck at Standard means that the deck costs less than $100.  At Modern that threshold changes significantly and puts you well into the hundreds of dollars, but considering that some of the Modern decks floating around can cost THOUSANDS of dollars, this still seems like a bargain.  The deck I have for you today costs a couple of hundred dollars and thus falls into this realm and could be a lot of fun to play.

Sometimes there are decks that you brew for one format that you like so much that you keep them together as they roll over into the next format.  That is the case for this deck that I ostensibly built for Standard during Return to Ravnica and Theros Block.  It wasn’t a mainstream deck by any stretch of the imagination, but it was a deck that I liked to play and it could do some awfully powerful things and steal a win out of nowhere. Let’s take a look at the deck list.

 

Bant Enchantress Auras – Modern Budget deck

 

Breakdown

Ok, a number of people are going to look at this list and just scoff because I have things like Plasm Capture…and I agree…but part of the idea behind this build was to do something a little off beat…and I think I’ve got it.  This deck is trying to do a number of things, and that might be its downfall.  It wants to be 1 part control deck, 1 part Hexproof, 1 part Enchantress and looks and feels a bit clunky, but with some streamlining could be really fun. Let’s have a peak at some of the cards.

The Hexproof package is the Aqueous Forms, Ethereal Armor, and Unflinching Courage and the game plan is pretty easy.  Suit up a Witchstalker and go nuts. The Lone Revenant was something I found in a janky binder and tossed in just in case I needed another target because I wrathed away the board…and the additional card draw is kind of a sleeper addition to the deck. Ajani is in here for his 2nd ability, to give a Witchstalker flying and double strike and it can well and truly end a game in a hurry.

The control package is the trio if Plasm Capture and Render Silent along with the Supreme Verdicts.  This is pretty straight forward in terms of concept but the choices I made are pretty unusual.  Counterspell and Plasm Capture are both likely too slow for Modern, but if there is going to be a 3 mana counter spell to run, Render Silent feels like a good option because it is Counterspell  and a Silence stapled together.  Plasm Capture is just a greedy spell that gets passed over, but even nabbing one spell with one is a huge tempo swing.  This package could no doubt be streamlined, but they provide for some interesting options and are spells your opponents would NEVER expect to contend with. Sphinx’s Revelation is just a powerful card draw spell that can’t be overlooked and some number larger than 0 felt like the right call.

The Enchantress package is powered by the ever popular Eidolon of Blossoms. I took one look at the large number of enchantments, particularly Auras, and decided that nothing makes an Aura based deck run better, and ruin more opponents, than cantripping into your other spells.  So, in went the Eidolon to abuse all those enchantments and off I went.

A few other pieces that are useful in here don’t fit with any real theme, but are versatile utility creatures.  Qasali Pridemage is great example as he wrecks other enchantments and can provide a meaningful boost to a solo attacker.  The original interaction of this deck had Fleecemane Lions but with those still being played heavily in Standard I made a suitable substitution.  Courser of Kruphix is another useful card that jives well with the Enchantress theme, but would likely get run anyway because it just provides so much value.  Thassa, the Charioteers, and the Bow of Nylea all offer similar utility for differing reasons, but all could be replaced without much trouble.

 

Substitutions

At Modern the Shocklands paired with Fetchlands are indeed the way to go so the mana base is most of the way there.  The Scry lands aren’t ideal and the “buddy” lands would be preferable…particularly the Hinterland Harbour and Glacial Fortress.  However, those are fairly modest adjustments to the mana base.

Render Silent and Plasm Capture are both targets for an upgrade provided you have a suitable option.  Mana Leak, Spell Pierce, Remand all come to mind, but some of those are more expensive. The permission shell has room for improvement and there are a number of possible ways to go.

I could run Slippery Boggle and Gladecover Scout as Hexproof one drops instead of the bulkier Witchstalker, but I like how the stalker could be used to punish Black and Blue decks who want to play on your turn.  Those +1/+1 counters accelerate the clock in a suitable way for sure. It might mean that the deck is too slow, but I’ll need to test it out and see.

Obviously the Aura package could stand to be improved with Hyena and Spider Umbra’s to help my Hexproof dudes have a little resilience as I wash away my opponent’s threats with Supreme Verdict.

The Lone Revenant is likely FAR too expensive…but I think he’s a funny card and something that could be an interesting solo threat.

Well, that’s my deck…it may not be much good and could most certainly be streamlined with a bunch of other options, but it is a fun and interesting deck.

 

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

Regards.

By Bruce Gray – Casual Encounters
@bgray8791 on Twitter
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Daniel Clayton - January 15, 2015

To Ban or Not to Ban that is the Question

Jeskai Ascendancy - Modern banned list

To Ban or Not to Ban that is the Question

By Daniel Clayton – the Will of the Floral Spuzzem

Shuffling Up

If you look at most of the formats that are currently (except draft, but draft’s special), one thing you might notice is a sizable list of cards that are restricted associated with them. Today, I want to start off with talking about a couple of the cards that are currently banned. Then, we’ll take a look at why Wizards bans cards. Finally, we’ll wrap up withby talking about current events relating to bannings (namely talk of soon to be banned cards and cards that players have been calling for a banning of for a long time).

 

Stricken from History

It’s interesting to go through and look at the various card restriction lists for the various formats, because of how much they change from format to format. There are cards that are eternally restricted in every format such as Black Lotus, some that are restricted in lower formats but open to play in higher formats such as Ancestral Vision, and some that are restricted in higher formats but open in lower formats such as Trinisphere. Let’s just look at some of these cards and try to understand why they were restricted when they were. First, let’s talk about the first restricted cards in Magic’s history, the cards that have stayed in this spot since 1994 are Shahrazad and the Ante cards. The reason for the banning of these cards was that Shahrazad often times made tournaments run way too long causing a series of games within a game. Ante cards made you ante or gamble cards against your opponent meaning that the game could no longer be played by kids and also allowed you to skirt the 60 card minimum to your deck if you ran 1 in your deck without playing ante. The other two cards on the original ban list were Time Vault, a card that has had its rules text changed more times than any other card in the game, and Divine Intervention simply due to it not seeming like a fun card for players (Tying games doesn’t really feel good). I’m sure there are some readers out there pointing out at this point that Standard doesn’t have a banned list, but that’s why I said that all formats, except for draft and sealed, have card restrictions, and this does hold true for Standard. Its card restriction list is all of the cards not currently in Standard. Let’s talk about some of the more modern card restriction lists. In modern, a couple of the cards that you have are Brainstorm and Ponder, Second Sunrise, Jace, the Mind sculptorSkullclamp, and Mental Misstep. The first cards that we’re going to talk about are Brainstorm and Ponder. The banning for these two cards came after a modern season with a showing of Storm that was just too strong and fast for other decks to compete with. The field became almost untenable for other decks in the format and it wasn’t too long before Brainstorm and Ponder were on their way to being banned. The next card on my list is Second Sunrise, and as a player who’s played against the Eggs decklist in tournament, it’s a good fit for the modern banned list. The Eggs deck was just way too oppressive when it had its time in the sun. It was a deck that would take up an entire round worth of time to go off and was very hard for other players to respond to. Jace, the Mind Sculptor is a strong card that finds itself a home in many Legacy, while Skullclamp is a card that was deemed too strong for even Legacy and found itself a banning in the format. These cards are banned for power level reasons; they just make certain decks far too powerful for other decks to compete with them. Understandably, the power level of the two is different, but both have the ability to completely warp the format. Jace, the Mind Sculptor has the ability to maintain a game state extremely efficiently, being able to both control your opponent’s draw, having the ability to remove creatures from the field, a draw engine and even having the ability to act as your win condition if you can maintain the board state well enough. It’s pretty obvious that this card is a great addition to control, but Skullclamp acts as the foil to this card making aggro decks completely warped. The idea behind why it breaks decks is that all deck archetypes are supposed to have some fundamental weakness built into the deck, and for agro decks, the weakness is that they run out of cards pretty frequently. Skullclamp is just too much of a fixer for this problem and breaks Modern aggro too much. It’s in the mindset of Wizards of the Coast that every deck archetype should have a weakness, and for aggro that weakness comes in the form of a very limited draw base, with decks running out of cards a lot to keep the deck balanced against other deck builds. This is exactly the problem Skullclamp fixes for those decks. Finally, there’s Mental Misstep, a card that is almost a hex against faster decks in the format and can be run in any deck for its phyrexian mana allowing decks to do things that they shouldn’t be able to do.

 

Breaking Banned Cards

Now that we’ve talked about some of the more restricted cards in the game and why they’re restricted, we begin to see a few trends emerging from the whys of the various cards that are restricted. Magic is a game and the first reason that cards tend to get banned is for making the game un-fun for players, an excellent example of this is the card Second Sunrise. We mentioned the Eggs deck before, but just mentioning it doesn’t do just to the shear amount of pain that opponents would feel while playing against the deck. It was a combo that would take almost a whole round of time to go off and had your opponent just sitting there for a long period of time. The second reason that cards get banned is for the health of a particular format. Wizards of the Coast has long maintained that to keep the game fun there should be a variety of decks in a format, so that players may while still being competitive be able to use various decks. This can be seen through the cards Brainstorm and Ponder, cards that made one deck archetype far too powerful in the format, or through Jace, the Mind Sculptor, a card that made playlists that weren’t Blue control a hard deck to succeed with. The third major reason that cards get banned is if a card is so good that it can be run in any deck and does something that the deck shouldn’t be able to do. This principle can be seen though Mental Misstep, a card that found a home in almost the entire format before its banning. There is one more suspected principle, but we’ll examine its validity in the next section.

 

Scrying the Modern banned list

The last principle and one that I want to talk about before we talk about our first suspected future banned card. The principle of price is one that people always hint at when people guess at what are going to be banned next. The justification for this believed principle is that high price is something that bars individuals from entry into a format and this may in some way be hurting the health of a format. I personally disagree with this idea, because there will always be replacements for the “most expensive” cards, and banning these cards could cause general mistrust from the secondary market in Wizards of the Coast’s ability to maintain the prices of their products. Additionally, Wizards of the Coast (or more importantly in this case, Hasbro) is still a business and the ability to pump up their sales exponentially is to include 1 or 2 of these expensive cards in their set. Nonetheless, the first cards that everyone always tries to shove onto this list are the fetch lands. I doubt that this will happen as Wizards just released a set chock full of these cards, and players have the ability to pick up any number of them at less than $20 a card, and I feel that this is the best way to deal with cards that are “too expensive”. As a player, I feel that banning these cards would be inherently bad for the game and hurt it in ways that many of us may never understand. The cards changed the game forever when they were printed, allowing 3 to 5 color decks to be run in multiple formats (even if they’re still rarer), and allowing 2 color decks to become far more consistent than they would be otherwise. On top of the various consistent decks that these cards bring to the table, they also bring advantages to mono-colored decks and have hidden cards that they combo with that just add to the complexities of the card. All of this basically means is that while these cards are very powerful cards that have far-reaching effects on the game, and a price tag to match, they also contribute much to the health of the game and as such I hope that they do not earn themselves a banning or restriction at any point in the near future. It looks like Wizards of the Coast is going to answer my hopes with exactly what I want also, as a reboot of Zendikar is right around the corner (supposedly with a reprint of the enemy fetches) and with the ally fetch lands just being printed in Khans of Tarkir. Tarmogoyf is a card that falls perfectly in line with the fetch lands; it works well in combination with them and falls into an even higher price gap than the fetch lands. Same as the fetches though, it looks like Wizards Is more than happy to reprint this card and I’m even looking forward to seeing another iteration of it in Modern Masters II that is supposed to be happening at some point in the near future. The other 3 cards that are supposedly on the chopping block are Jeskai Ascendancy, Treasure Cruise, and Dig Through Time. Dig Through Time has been making a powerful showing and has made appearances in decks throughout the Modern format. It does help control and combo decks quite a bit, but having played against it, I like the fact that its ability can’t be played too early and acts as a foil to cards like Snapcaster Mage, and Past in Flames that typically want to keep cards in the yard. The card is a strong contender for sure, but I feel that it hasn’t quite earned itself a banning even with it being so good. Treasure Cruise is in a different boat, while Dig Through Time has made a strong showing in Modern, Treasure Cruise has made a strong showing in all formats. If we look at history, Wizards doesn’t like players drawing 3 cards off of 1 card and for good reason, just look at Brainstorm. The card is powerful, and while like its counterpart Dig Through Time, I’m not sure letting this card run free is such a good idea. Still, whether it gets banned or not a year or two from now, I don’t see it getting banned in the immediate future. The last card we have to talk about is Jeskai Ascendancy, this is a card that I absolutely loved when I first saw it, thought that if someone figured it out it would be broken and it is.

 

Jeskai Ascendancy Combo by Sam Pardee [Modern]

 

 

 

This deck has been boasting an impressive, consistent turn 2 or 3 win rate. The basic idea of the deck is to get Jeskai Ascendancy and a mana producer such as Birds of Paradise, Noble Hierarch, or Sylvan Carytid online, and then just win. The mana producers not only play well into the combo, but can also act as an accelerant for your deck. The land-base needs to be straight-forward for the deck, either being fetches, lands that tap for any colors, lands that count as green (for the mana-producers) and one of the colors for Jeskai Ascendancy. Most of the sorceries and instants in the deck are just draw for your deck, with the instants pulling double duties for cool creature effects like haste or untap and also mana acceleration with the Ascendancy and some creatures. The Ascendancy also acts as a filtering engine on top of its untap ability, allowing you more filtering power. The biggest piece of secret tech for this deck is the Glittering Wish, it can count as an answer to a question you didn’t even know you had to answer, counts as 4 extra Jeskai Ascendancy’s in your deck, and in this decklist is also your only way to access your win condition. In the board are mostly targets for Glittering Wish, the only other 2 cards in the board besides these solutions are Leyline of Sanctity, a solution to a lot of decks including the deck I currently use in Modern, and Swan Song, because it’s a pretty good solution to control. The question is, is this deck too good for Modern? My answer is yes, probably. Combos like this are of the speed and consistency of Affinity, and unless we are about to enjoy a season that will see a ton of unbannings, we are about to see a Modern season that will see at least a banning. So that brings the next question, will Jeskai Ascendancy see banning? My answer to this question is almost an affirmative no. We can look at the history of the ban list for proof. When Wizards thought Jund was too powerful for Modern did they ban Tarmogoyf? No, they banned Bloodbraid Elf. What about when they thought Affinity too powerful, a banning of Cranial Plating or even Arcbound Ravager? Nope, let’s ban artifact lands and Disciple of the Vault… to be fair banning Disciple of the Vault is probably more relevant to the deck than the rest of the cards, but still. It can be shown that pretty consistently if Wizards thinks that a deck is too powerful, they will ban a card that is typically used as a major piece of the deck without getting rid of the engine that allows the deck to function. Another quality that these cards should possess is the fact that the card is run almost exclusively in the deck and a banning won’t affect other decks too much. There is a card in the deck that fits the bill on all of these and that is Glittering Wish. Through the banning of this card the consistency of win for the deck would drop and even the deck’s ability to find its combo would be hampered. Additionally, this card is one that doesn’t see that much play in the format besides this deck.

 

Wrapping Up

In today’s article, we took a look at the modern banned list. What it takes to get on it, some of the cards that are on it and why they’re there, and some potential future additions to the list. In our next article we’ll aim to look at what makes a good card store, a good card store.

 

By Daniel Clayton – the Will of the Floral Spuzzem

@DC4VP on Twitter

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Eric Jeffrey Seltzer - October 7, 2014

Mono-Red Burn Modern by Michael Glanzer (1st at SCG Edison Modern Prem...

Champion’s Deck

Keldon Marauders

Mono-Red Burn Modern by Michael Glanzer

1st at SCG Edison Modern Premier IQ on Sep 28th 2014
Very elegant and simple in design Burn has a storied history in magic since the first Fireball and Lightning Bolt were sent to the opponents dome. Recently it has been growing in popularity in the Modern format. The game plan is very straightforward, just keep casting damage inflicting spells and attacking with your few creatures to reduce your opponent to zero life as quickly as possible.
As far as creatures in Red one of the best aggressive one drops ever is found in relatively innocuous Goblin Guide, but the wise Red mage learns to use his triggered reveal ability to provide himself with invaluable information which is not normally provided to him. It is complimented with Keldon Marauders which will get two points of damage direct then either get a smash in for another three or briefly wall off other aggressive attackers. Then we get to the ample assortment of Burn spells designed to char your opponent to crispy cinders. The all time classic is represented four times with three damage for one mana in perennial Lightning Bolt, with essentially clones from sorcery speed Lava Spike, suspended Rift Bolt and also Shard Volley at the cost of a land. Next we find a wealth more of direct damage costing two with three damage from Incinerate, two from Magma Jet but an invaluable Scry 2 tacked on it, and landfaller Searing Blaze which needs a creature to target but will blast both it and its controller for three points. We then find possibly the two key spells to the deck with Skullcrack and Flames of the Blood Hand which both help kill the opponent with decent bolts to the face but most importantly stop them from gaining life that turn which is the worst enemy of a Burn deck. For a bit of value added Keldon Megaliths is there to provide extra points of damage when you’ve run dry and find your hand has gone Hellbent.
Quite possibly the best way to crack into Modern with the cheapest possible initial investment, it’s certainly the best bang for your buck. As far as straight-up Aggro you’ll be better served with Affinity right now and Lightning Bolt has no better friend then Snapcaster Mage, but those are decks that you need to have the dollars to push into them in comparison. Definitely I would recommend starting with this deck if you’re looking to take the step into Modern until you’ve had a chance to see the other decks and decide where to bet your chips. It’s hard to argue with a proven winner so you aren’t selling yourself short on this one.
Eric J Seltzer
@ejseltzer on Twitter
Email: ejseltzer@hotmail.com

 

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Eric Jeffrey Seltzer - September 9, 2014

UR Storm Modern by Mark Donaldson (1st at SCG Washington DC Modern Pre...

Champion’s Deck

Pyromancer's Ascenscion - UR Storm Modern

UR Storm Modern by Mark Donaldson

1st at SCG Washington DC Modern Premier IQ on Aug 24th 2014

I fell for Modern Storm Combo way back when it was a build up with Seething Song into an Epic Experiment to just blow out your opponent from literal nowhere. Since then there have been some changes as Seething Song was banned and in order to remain competitive the deck morphed back into a Pyromancer Ascension deck reminiscent of the days of yore. I continued to follow my passion of the deck and still believe it to be a very solid choice, not to mention a deadly weapon in the hands of a competent pilot.

 

The game plan of the deck is solid and straightforward. Cast enough spells to build a high enough Storm count to burn out your opponent. In order to accomplish that the deck is composed of draw spells, mana makers, enablers and a win condition.  The most important aspect of the deck is the plethora of draw spells with fully twenty-three ways to cycle through cards, necessary when the only way to win is find one of two copies of your win con. The package starts with Gitaxian Probe which with a Phyrexian mana cost basically cycles free while providing information as it peeks into the opponents mitt. Then since one Blue cost Ponder and Preordain were banned for being just too good the next best floated to the surface with Sleight of Hand and Serum Visions to dig deep and find the cogs to the machine. There is also Thought Scour and Desperate Ravings which both synergize well with the Flashback providing ability from Past in Flames as they proactively stock the graveyard with targets to abuse. In order to keep the wheels turning once you start the combo going we use Reds rituals with Desperate Ritual and Pyretic Ritual both providing three Red mana on resolution, as well as Manamorphose which is able to filter excess Red into Blue mana to cast additional draw spells and is itself also a draw spell as well. There are very few non-land permanents in this deck but one which does a major amount of heavy lifting is Goblin Electromancer which reduces colorless costs of your instants and sorceries to make those mana producing push even further, but as it is a beacon of any creature removal your opponent plays it is often best to wait until you’re ready to go off before committing him to the board. The other non-land permanent we have is a very powerful enchantment Pyromancer Ascension that once active provides extra copies of your instant and sorcery spells to bring a devastating death to your opponent with vicious alacrity. Our last enabler piece is Past in Flames which is a boon for this deck in that it provides a means to build up a lethal storm count with access to fewer spells in hand by abusing the graveyard and flashing back previously used spells effectively doubling the amount of spells you can cast. This all builds towards our win condition Grapeshot which looks at the total amount of spells cast that turn or the Storm Count and makes additional copies of itself with each doing a point of damage to a target creature or player to blast out your opponent in one fell swoop.
This is a deck that has been around in Modern since the inception as it was a port from the old Extended. Despite several bans to reduce its effectiveness, namely from Ponder/Preordain and Seething Song which made the deck just a bit too efficient, it still finds a way to produce results. It may never be the top deck of the format but is a solid Combo option and will always be around as long as spells are printed to keep the Combo going off. If you like to kill your opponent out of nowhere then I definitely urge you to give this deck a twirl.
Eric J Seltzer
@ejseltzer on Twitter
Email: ejseltzer@hotmail.com
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Daniel Clayton - September 4, 2014

The Pinnacle: Designing Monstrosities (Part 2)

Progenitus - Top creatures in Magic the Gathering

The Pinnacle: Designing Monstrosities (Part 2)

Top creatures in Magic the Gathering

By: Daniel Clayton – The Will of the Floral Spuzzem
(Link to part 1)

Today I want to talk about some of the most utilized creatures in the game as a whole and what makes them good. I’ll also try to pull some decks in and show just how good they are with their performance throughout time since their printing. Some of the cards on this list are a part of the most expensive cards in the game club while others are not quite as flashy. My requirement is that they are creatures and they have had some type of impact on the game at some point. While I will try my best to put the best creatures in the game on my list I am only human and as such make mistakes so I apologize in advance if your favorite did not make it on my list. As this is a type of card versus a specific card I figured I would drop them out in a top 6 list going from number 6 to number 1. I’ll also be pulling in some honorable mentions from throughout the years. In the previous article we started talking about creatures numbers 6 through 4 and some decks that they exist in that have done fairly well in over the years. To give a little review, at number 6 we had our super mana-producing creatures Rofellos, Llanowar Emissary and Metalworker with a spotlight on a powerful and fast deck: Metalworker (MUD). Sitting at number 5 we went over our unique creatures Arcbound Ravager and True-Name Nemesis, as well as the uniquely difficult decks that they exist in. Finally, sitting at number 4 is our combo creatures Kiki-Jiki, Mirror Breaker and Stoneforge Mystic, along with the powerful modern creation Kiki-Angel deck (My name for it… I think). In this article we’ll hit numbers 3 through 1 and try to find out what the best creature in the game is… well the best one in my opinion anyway.

 

Honorable Mention

Progenitus

In the early days of Magic they printed a card called Oath of Druids and a whole deck was designed around it. The deck became a huge contender long after it was printed, the major idea of the deck was your opponent put out one creature then you could cheat the most powerful creature in your deck into play. This card and others like it made the deck a huge challenge for its time. One of the major fuels for the deck was Forbidden Orchard, a Legendary Land from Kamigawa that tapped for one mana of any color and put a 1/1 colorless spirit token into play under your opponent’s control. This card exists as part of a triumvirate of the most powerful creatures in the game. With protection from everything and the creature being a 10/10 it’s almost always an unstoppable 2 turn clock.

 

Deck:

 

So the major idea for this deck is to get Oath online and then win by taking infinite turns with Time Vault, and swinging for victory with the Progenitus. This deck is almost card for card the same deck that was created by Starcity games a while ago, with a couple differences to suit my own tastes; the two differences are the adding in of Progenitus and the adding of Tezzeret. Tezzeret combined with Time Vault is basically a win condition on its own; it acts as a replacement for Voltaic Key and even does it better than Voltaic Key sometimes; it can be put into exile to activate Force of Will; and his final creates attackers if you don’t have any others. I put in Progenitus, because if I can get it online on my turn and I’ve got infinite turns it’s almost impossible to stop. If you do decide to get into Vintage and build this deck there just note that it typically gets beaten out by more true to name control decks for their ability to counter spells and abilities.

 

 

Number 3

Emrakul, the Aeons Torn Blightsteel Colossus

Clocking in at number 3 are the other members of the triumvirate, and also the 2 strongest creatures in the game, these cards are so powerful in fact that many decks that run these two creatures don’t typically run too many other win conditions. Emrakul is so powerful for all of the things that he has; the strongest creature in the game at 15/15, he can’t be countered, he grants you an extra turn when he’s cast, he has flying, protection from colored spells and most importantly he has annihilator 6 (this means your opponent sacrifices 6 permanents every single time he attacks). To show you how good this creature is it is the creature that has replaced Progenitus in almost every deck that Progenitus has held sway over in the past. At 15 power it wins the game in two swings and can take down just about anything that blocks it, and at 15 toughness there aren’t many things that can take it down in a fair fight. Flying gives this card a fair amount of evasion, and the protection from colored spells gives him protection from most of the removal that he has to deal with; the ability to take an extra turn means that this card has an ability which is strictly better than haste. The real ability that wins games is none of these however, Annihilator 6 is the knife that ends the games in most situations; it is typically just too hard to recover from sacrificing 6 permanents and blocking with one for you to fight against this card in most situations. On the other side of the bench is one of the only creatures that has an ability to deal with Emrakul reliably, Blightsteel Colossus; this is the other member of the triumvirate and is my personal favorite. He is big, he is bad and he is the card that ran to replace Darksteel Colossus. He is an 11/11 for 12 with Trample and Infect; he is indestructible and if by some off chance he would be put in a graveyard, he is shuffled back into his owner’s deck instead. This is one of those cards that typically wins the game the first turn he’s out, unless your opponent finds an answer the game is over before they can find one. These are the two most powerful creatures in the entire game based on brute strength. Now if we compared how good cards are by how well they are able to defeat other cards of the same type then these two would be the most powerful cards in the game hands down, but they don’t do much for you early to mid-game if you don’t trick them out leading to their rating of 3 instead of 1As for a deck list for these two look up the last article to see Blightsteel Colossus in the Metalworker deck and Emrakul, the Aeons Torn easily takes over Progenitus’s spot in the Oath of Druids variant.

 

 

Honorable Mention

Dark Confidant and Snapcaster Mage

Now, I’m sure there are some of you wondering why these two cards did not make the list, surely there are cards on this list that are less than these two creatures and the short answer is debatably yes there are worse cards on this list than these 2 cards, but I wanted to show diversity of creatures and different scales on which they could be graded, essentially where the essence of the most powerful creatures in the game fit when compared to the essence of the other most powerful creatures in the game, as for why these 2 cards aren’t taking up the spot for their creature essence type, that will become apparent when I reveal our number 2 card; the overall theme of this card is card advantage. These two cards have become staples in just about every format they are legal in, in just about every deck that has their color, and for good reason.

 

Number 2

Griselbrand

People have been calling for this card to get banned almost since its printing as many people complain that it’s just too powerful. The card is beautiful and simple, but a post-editing R&D pulled the card away from too broken card-hood; it’s a 7/7 Flyer with Lifelink that you can pay 7 life to draw 7 cards, so obviously it costs 7 to go with the theme? Wrong, it costs 8 mana probably to keep it from once again being too broken. But does increasing its mana cost make the card unbroken? According to many of the players who have been faced down by the Demon not by a long shot. With tons of ways to cheat this into play the card may be facing the ban-hammer one day very soon, but for now it sits in a very powerful spot at number 2 on our list. The traditional list for Griselbrand involves ways to cheat it out and runs alongside the ever-powerful Emrakul, and a lot of the time people would much rather have a Griselbrand rather than an Emrakul. The reason for that is the draw ability which lets you draw almost a quarter of your deck in just a turn, it costs you some life, but the trade-off is easily worth it, especially when you consider he regains you the life you lost for drawing 7 cards. This card is so strong it’s not even funny. Plus when you consider the fact that in the 7 cards you draw another Griselbrand shouldn’t be too far off from feasible in just your first try. The flavor text on the card seems fitting for not only his opponents in the story but also for any player who’s had the misfortune of being faced down by this demonic power house. For this deck I look back to 2013 and look at a deck that took 1st place Sneak and Show.

 

Sneak and Show Legacy Decklist

 

The major game plan of the deck is to get a Sneak Attack or Show and Tell online and put an Emrakul onto the field and win the game from there. The deck may pretty much be a one-trick pony, but who needs other tricks if it works? The deck is highly competitive and the inclusion of Griselbrand makes the deck much, much faster. Everything in the deck, Griselbrand included, is used either to get pieces for your combo, to defend your combo or to get your combo out sooner. It is a very aggressive and powerful deck.

 

To Recap

I’m pretty sure at this point just about everyone can think of at least one of the cards at our number one spot, but let’s go through our list one more time in case you missed one. At number 6, we have Rofellos and Metalworker or just mana producing creatures in general, being able to ramp is a powerful ability and these two seem to do it better than anyone else, they may not get you there by themselves but they’ll provide the fuel to do it. At number 5, we have Arcbound Ravager and True-Name Nemesis, these creatures may not be the biggest they may not offer much by themselves, but for their weirdness and uniqueness you have to give it up to these 2 powerhouses, capable of getting in there and pulling out a game for their sheer adaptability as hard to hit and hard to get rid of is the name of the game with these lovable weirdos. At number 4 sits our combo suite, with cards like Kiki-Jiki, Mirror Breaker, and Stoneforge Mystic; these two powerful cards may be almost useless by themselves, but in the right deck these two grow to legendary proportions and can hold their own in any fight. At number 3, are our Heavy Hitters, these are cards that are nearly unparalleled in their power and winning potential, not much needs to be said about these 2 goliaths. Sitting lonely at number 2 is the diabolic Griselbrand, a card which is so powerful it’s being called for a banning in Legacy by some players, a format where Jace, the Mind Sculptor is legal.

 

 

Number 1

Tarmogoyf and Delver of Secrets // Insectile Aberration

I’m sure that the Tarmogoyf might have been expected as it is currently the most expensive creature in the game, but people may find Delver of Secrets a little bit more exciting. If we had to name this category of creatures, it would probably be cheap, efficient beaters. It might be surprising to people to find out that when Tarmogoyf first came out it was actually one of the lower cards in the set. Goyfs with similar abilities had been seen before and none of them had been very good, so people logically thought that Tarmogoyf would follow suit, but he didn’t and has turned himself into a staple in just about every deck that runs green and is allowed to be played in. He didn’t even start off that strong with the inclusion of planeswalkers and fetch lands in Modern buthe’s truly built himself up as a powerhouse. He is mostly commonly run in the current mondern deck Jund:

 

Jund modern decklist:

 

With only a few exceptions the lands in the deck are used to either find or produce mana. The exception to this is Raging Ravine, which is in the deck not only to produce mana, but also to act as a reliable way to get in for some damage. Courser of Kruphix allows for fixing of your draw, lifegain and a slightly more reliable way to get out mana each turn. Scavenging Ooze, while it is sort of a counterpart to Tarmogoyf, acts as both a potential big beater creature for cheap and potential life gain. The Dark Confidant acts as card draw and can be a beater if you need him to. Chandra and Liliana basically act as a mop for anything you miss with the rest of your cards and can even deal a little bit of damage themselves. Almost all of the Instants and Sorceries are aimed at making your opponent discard, dealing damage to them or having a reliable way to deal with any problems you might run into for the most part. Overall, the deck just acts as a get in there type of deck getting in there for quite a little bit of damage between Tarmogoyf and Scavenging Ooze.

More surprising to readers might be my choice of Delver of Secrets, but of course if you’ve been to Legacy, Vintage or Modern tournaments recently you’d probably be less surprised by this choice. There aren’t many flyers in the game that cost 1 to play unless they come with drawbacks or are 1/1’s or less. There is only one flyer in the game that has none of these and is in fact a 3/2. The card is outstanding for control decks, which typically only want to get 1 creature on board and just keep up the clock by slowly wasting your opponent’s life and this card performs this duty heroically. This card just placed first in a Legacy tournament on July 6th of this year in

 

American Delver Legacy decklist (UWR Delver)

 

The lands in this deck are used exclusively to either produce mana or find other lands. I have seen a lot of variants of this deck that run basic lands in the main board just in case the opponent runs Path to Exile. Other variants of this deck run Green instead of White while some stay dual colored with only Red and Blue. This deck, however is an American variant of the Delver deck that runs only Red, White, and Blue mana. The True-Name Nemesis is a card that we went over earlier in the article and you can read about it there, but in this deck it gets in for a hit each turn which can mean a lot especially when equipped with an Umezawa’s Jitte and is exceedingly hard to kill. The Delver of Secrets in this deck mean that you are going to be able to deal 3 damage each turn pretty reliably from turn 2 on. Finally, the Stoneforge Mystic in the deck basically acts as a combo on its own fetching up various equipment from your deck and is able to put them directly onto the battlefield for cheap, and it is the reason that the deck runs the 2 artifacts that it runs. Umezawa’s Jitte is a powerful card that earned a banning when it first came out for just being too good. The card basically does just about everything you’d want a card to do as soon as it gets to hit an opponent, it acts as removal, makes your creatures bigger, and gains you life. Realistically, the only 2 things you could want more of are static abilities (Flying, First Strike, etc) and card draw. On the other side of the artifact spectrum is Batterskull, which acts as a reliable blocker through vigilance, reliable life gain through lifelink, and recursion through its activated ability to return to your hand; when coupled with Stoneforge Mystic, these two cards can be a powerful one-two-punch. The sorceries in the deck act as both knowledge generator, whether that knowledge come in the form of knowing what your opponent has (Gitaxian Probe) or knowing and controlling what you’re going to draw next (Ponder), and card draw (both Gitaxian Probe and Ponder). The instants in the deck either act as removal (Lightning Bolt and Swords to Plowshares), Card Draw/Knowledge Generation/Card Fixing (Brainstorm), or Counterspells (Spell Pierce, Daze, and Force of Will).

By Daniel Clayton – the Will of the Floral Spuzzem
@DC4VP on Twitter
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Eric Jeffrey Seltzer - August 28, 2014

Boros Burn Modern by Teruya Kakumae (1st at Grand Prix Kobe on Aug 24t...

Champion’s Deck

Vexing Devil - Boros Burn Modern

Boros Burn Modern by Teruya Kakumae

1st at Grand Prix Kobe on Aug 24th 2014

Now here’s a deck that calls straight to my heart. As I’m an Aggro player in the blood Red has always been a color I most associated with. I’ve followed burn through Standard from year to year, Extended back in the day, Legacy while Mental Misstep was legal, and of course now in Modern. The two main draws of this deck is that there are few lifegain issues in the meta as Soul Sisters is not the most popular deck choice while you’re deck has a wealth of removal to deal with many of the life gaining creatures in Pod decks, and with a largely fetch/shock manabase common to the format most decks do between two and six damage themselves in the first two turns.

 

The creature package is very tight and comprised of some very cheap drops. Eleven one drops showcase just how low the curve of the deck is with perennial Goblin Guide with its hasty beats and uncommon ability to provide information to this color combination, Vexing Devil leaving your opponent with the decision to take a smack to the dome if he isn’t able to deal with it otherwise, and a trio of Grim Lavamancer who will often find a graveyard well stocked in fetchlands and burn spells. There is also a two drop in relative newcomer Eidolon of the Great Revel which once you’re ahead on life can come down to lock out any opposition. The rest of the spells in the deck consist of a plethora of burn spells designed to ruin your opponent in just a few turns. The deck boasts basically fifteen bolts providing three damage for one mana with full sets of Lava Spike, Lightning Bolt, and Rift Bolt supplemented by a trio of Shard Volley. Then it is filled out with two cost burn starting with a full set of Skullcrack which is the decks insurance against lifegain from Sphinx’s Revelation, delaying the infinite life combos in the various Birthing Pod builds, or even a cripling life boost from a Martyr of Sands. Next a trio of Boros Charm are easily four damage to the dome but can in a pinch save your army from untimely death with indestructibility or even grant one of your soldiers Double Strike to one shot for a kill. The last inclusion is the decks only straight removal with Searing Blood which is great against all the low toughness creatures that litter the format and tacks on a bolts worth of damage if that creature does find its way to the graveyard.
I am intrigued by his build and feel the move away from Black which these decks had been regularly splashing into White for the Charm and better sideboard options is a great move. The only thing I am questioning is the twenty lands where this low curve would seem to thrive on eightteen, although with three Shard Volley you do need few more land but I’m reluctant to go to three in the first place. It’s great to see a good ol’fashioned Aggro deck rise up to the top where the format does appear rife with Combo and Control. Still, I am hoping that a viable Dark Boros deck splashing both White and Black for all-star Dark Confidant to enable the deck with a draw engine will emerge one day. Until then this deck will have to satisfy my cravings to burn my opponents into toasty piles of ash, definitely something near and dear to the flames in my heart.
Eric J Seltzer
@ejseltzer on Twitter
Email: ejseltzer@hotmail.com