Tag: mogis-god-of-slaughter

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Daniel Clayton - September 25, 2014

Live by the Night, Die by the Night as Olivia Voldaren EDH

Olivia Voldaren edh

Live by the Night, Die by the Night as Olivia Voldaren EDH

 By Daniel Clayton – The Will of the Floral Spuzzem

Vampires have always been one of my favorite creatures in the game of Magic, I still remember back in the day playing with my brother’s cards and thinking that there was not a whole lot that was better than Soul Collector, a 3/4 from Scourge that cost 5 to play and when a creature dies the same turn that it was dealt damage by Soul Collector it comes back into play under your control. You can imagine my disappointment when I found out that Tribal Vampire decks were not exactly competitive decklists. There was a few very short times during Zendikar, Innistrad and then towards the end of the Return to Ravnica set that Vampires entered the standard mindset, but the place that Vampires have really had a chance in my opinion is in the realm of Elder Dragon Highlander, or EDH, as it’s also known. EDH is a format I play pretty regularly even if it’s almost impossible to find tournaments for it, since I live in Delaware most of the time.

 

Night Life by Daniel Clayton 

Olivia Voldaren EDH / Commander 

 

Olivia Voldaren EDH deck borrows heavily from another deck that was posted by Cassidy Silver on the 7th of October 2011, you can find it here. While my decklist “Night Life” does borrow heavily from his, I have added a few cards to the list, taken some out, and directly subbed others to make the decklist mine. The commander of my deck is of course Olivia Voldaren, a strong creature with all of the abilities you’d want in a vampire, Flying, the ability to deal damage to other things and get bigger, and most importantly, it has the ability to take control of opponent’s creatures. There are quite a few interesting lands in this deck and some of them are potentially very expensive cards; on a less expensive note, the deck does run almost 20 basic lands in Swamps and Mountains. The deck also runs quite a few fetch lands, from Bloodstained Mire to Terramorphic Expanse and Evolving Wilds. Following up the fetches, the deck does run a compliment of dual lands, in Badlands, Blood Crypt, Command Tower, and Dragonskull Summit. The deck also contains various lands that can be used in conjunction with other cards for combos, such as an infinite mana combo with Cabal Coffers or Nykthos, Shrine to Nyx.  These lands can sometimes tap for lots of mana, first black mana equal to the amount of Swamps for Cabal Coffers and the other Nykthos can tap for any one mana equal to your devotion to that color. Deserted Temple for one mana and taping it you can untap a land, such as these big mana producers I just mentioned. Then Rings of Brighthearth for two mana can copy any spell or ability, this card not only works into this combo, but works well with quite a few cards in the deck making their powerful abilities even more powerful. Another smaller combo built into the deck is Strip Mine and Wasteland with Crucible of Worlds to shut down your opponent’s ability to keep lands on the field. The deck also contains various forms of mana fixing and acceleration in Graven Cairns, Phyrexian Tower, and the two cards we named before Cabal Coffers and Nykthos, Shrine to Nyx. The rest of the lands in the deck have unique effects that in many cases is not sufficiently covered by the rest of the deck. The first of these is Bojuka Bog, a Swamp replacement that enters play tapped, but makes up for it by exiling a graveyard from the game. There’s Reliquary tower, which removes your hand limit. Shizo, Death’s Storehouse, a replacement for a Swamp that can give a legendary creature fear until end of turn. Spinerock Knoll is a replacement for a Mountain with hideaway that you can activate when an opponent takes 7 damage in a turn. Stensia Bloodhall is a land that taps for two damage to target player for four mana. Urborg, Tomb of Yawgmoth is a land that makes all lands Swamps in addition to their other types, that can boost up Cabal CoffersVolrath’s Stronghold is a land card that returns a creature from your graveyard to the top of your deck. As well as  Shinka, The Bloodsoaked Keep a replacement for a Mountain that can give a legendary creature first strike until end of turn. The creatures in the deck largely contribute to the tribal theme of the deck being vampires for the most part. There are many creatures in the deck that are not vampires, but the cool thing about having Olivia as your general means that you can turn any creature into a vampire. Additionally, the card Conspiracy allows you to turn all your creatures into a specific creature type, both in and out of play. There is also  Mephidross Vampire from Fifth Dawn that not only turns all your creatures in play into vampires, but he also gives them the ability that when they send another creature to the grave they get a +1/+1 counter. The first vampire in the list Anowan the Ruin Sage, is one  that I almost made my general, it’s an outstanding Vampire that makes each player sacrifice a creature during your upkeep. Baron Sengir is an outstanding addition to any vampire tribal deck with two strong abilities and flying, his first ability is that he gets larger by two +1/+1 counters each time a creature it deals damage to dies, secondly you can tap him to regenerate a vampire. As an additional reach against opponents, Blood Artist gives you both more life and takes life away from your opponent each time a creature dies. Bloodghast is one of those creatures that you don’t find on a lot of EDH decklists, but it just feels worth it for a 2/1 that comes back from the grave each time a land enters play. As mentioned before, there are several non-Vampire creatures in the deck like several demons. Two such demons are Bloodgift Demon, a creature that makes a player pay 1 life and draw a card and Charmbreaker Devils, a big flyer that gets bigger when you cast an instant or sorcery and them brings back from the grave each upkeep. Kicker and multikicker are mechanics that when activated they give their spells a more powerful effect, a few cards in this deck take advantage of these kick abilities. Urza’s Rage deals ten damage when kicked and four when it is not. Blood Tribute is a card that takes away half of an opponent’s life, but lets you gain it when it is kicked. And finally Bloodhusk Ritualist a vampire with a multikicker that makes the opponent discard equal to the number of times you kicked it. The set Rise of the Eldrazi gave us many powerful creatures, but for the vampire tribal deck there are few that are more powerful than Nirkana Revenant. She Acts like a “black” Mana Flare for all your swamps and pumping herself for every black mana you spend. Drana, Kalastria Bloodchief acting as both removal and a pump up for this flying vampire. This deck also comes with two token producers in Bloodline Keeper which produces tokens, then if you control five vampires you can flip him to turn him into a lord for vampires. And Kiki-Jiki, I know he’s not a vampire, but it lets you produce token copies of all of your most powerful creatures until end of turn. Vampire Nighthawk is in the deck, because it didn’t feel right to run a vampire deck without it. And the last three vampires all have powerful effects, Bloodlord of Vaasgoth gives all of your Vampire creature spells bloodthirst 3, giving vampires +3/+3 if an opponent was dealt damage on the same turn you cast them. Butcher of Malakir and Grave Pact make your opponent’s sacrifice a creature each time one of your creatures die, and Captivating Vampire takes control of a creature and makes it a vampire if you tap five vampires. The deck contains its three indestructible Gods for their powerful abilities, Mogis, God of Slaughter which makes opponent’s have to sacrifice a creature on there upkeeps or take 2 damage. Erebos, God of the Dead let’s you draw cards in exchange for life and stopping your opponent’s from gaining life. Lastly Purphorous, God of the Forge deals damage each time a creature enters the field under your control. The last three creatures have useful enter the battlefield abilities, there is Duplicant with the ability to make himself a copy of any creature on the battlefield and exiling it from the game as well. Godo, Bandit Warlord let’s you search your library for an equipment card when he enters the battlefield and then each turn he gives himself and all samurai an extra combat phase after the first time he attacks. Solemn Simulacrum searches for a land when it enters the battlefield and draws you a card when it leaves play. There are only eleven instants and sorceries in the deck, but they are some great ones and allow my Charmbreaker Devils to get me exactly what I want almost every time. The deck runs a whooping six tutors in the deck, we already went over Godo, so the others are Demonic Tutor, Vampiric Tutor, Beseech the Queen, and Planar Portal to search up anything in your deck and then Expedition Map to search up one of any land. The instants and sorceries also contain most of the decks removal suite, whether it’s Hero’s Downfall to kill a creature or planeswalker, Shattering Pulse a recurring artifact hate or Damnation which is one of the best creature mass removal spells in the game. The removal may be scarce, but it gets the job done in most cases. Exsanguinate is a pretty big win condition in the deck, with the amount of black mana that this deck can generate. The last two sorceries in the deck are Yawgmoth’s Will which can be extremely broken if you’re able to generate a tremendous amount of mana. It allows you to play out every card from your graveyard, the only problem is that any cards sent to your graveyard this turn are exiled instead. The second to last sorcery is Temporal Extortion which either takes away half of an opponent’s life total or gives you an extra turn. It can be a pretty hefty sum of life or accelerate your board position especially with the deadly combination of Charmbreaker Devils. The enchantments in this deck may be the strongest categories of cards if for nothing else than their sheer abilities of card advantage or mana ramp with only one exception.  The remaining enchantments either generate mana like Black Market, Braid of Fire, or in the pseudo fashion of Heatrless Summoning by making creatures cheaper to play or they generate card draw like Phyrexian Arena and Dark Prophecy at the expense of life. I understand how the power of Braid of Fire can be overlooked, but this is an outstanding ability for Olivia’s first ability and potentially lets you ping down your opponent’s field all the while making Olivia larger. The last powerful enchantment is Stranglehold which shuts down a ton of cards by preventing your opponent from searching their library and from taking extra turns. The artifacts in the deck help to make things easier for you with their powerful effects. The first set of artifacts aim to make your general even better than she already is, whether it’s making her a 1-ping kill with Basilisk Collar, or making her hexproof with Swiftfoot Boots and Lightning Greaves. The next few artifact aim to improve your mana cost such as Urza’s Incubator making all of your vampires cheaper to cast or mana acceleration through Rakdos Signet and Sol Ring. The last artifact in the deck, Relic of Progenitus is a powerful artifact that gives you a way to not only deal with your opponent’s graveyard recursion, but also a pretty solid way to filter cards out of your own graveyard to make Charmbreaker Devils better. The planeswalkers in the deck basically act as curveballs for the deck that your opponent has to have answers for or they begin to take over the game. The first planeswalker on our list is Chandra, the Firebrand, her plus 1 ability can ping  for one an opponent or a creature, her -2 makes all of your instants or sorceries twice as good by copying them and finally her -6 can decimate both your opponents and creatures on the field by dealing 6 damage up to 6 targets. Karn Liberated is probably the second biggest planeswalker in the deck by price and probably the most powerful of all the planeswalkers in the deck. His +4, that’s right +4, exiles a card from your opponent’s hand, then his -4 exiles a permanent from the field while his ultimate at -14, restarts the game with all permanents exiled under him being put under your control. The next three walkers are Lilianas, the most famous of all of them is Liliana of the Veil, a three mana walker that has the ability to make an opponent sacrifice a creature, another makes each player discard a card, and then ultimately make your opponent sacrifice potentially a lot of permanents. The second is Liliana of the Dark Realms that can fetch a swamp for plus one loyalty, as well as a mutilate for minus three and her ultimate creates an emblem that makes all of your swamps tap for four mana. The final is the most expensive of the three Lilis: Liliana Vess, but her abilities are top notch. For starters her plus ability makes target opponent discard a card, then her minus acts as a tutor that puts a card of your choice on top of your library and her ultimate brings back a substantial amount of creatures from the grave to the battlefield all under your control. Overall, I feel that these planeswalkers add a healthy degree of randomness and power to the deck that opponent’s must find an answer to.

Today, we looked at Olivia Voldaren EDH as tribal vampires, a great deck at least in my opinion. EDH is a great format that I feel is under-appreciated by a lot of players because they feel that it’s too weird of a format, or it’s too hard to learn, while these are the types of players that would be most acclimated to join the format as most of the time these players are casual players with too many cards on their hands.

By Daniel Clayton – The Will of the Floral Spuzzem
@Dc4Vp on Twitter
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Gerald Knight - February 11, 2014

Knight’s Booty: That’s Bull!

Fanatic of Mogis

So by now everybody has gotten their hooks or teeth into the Born of the Gods expansion and have probably started to brew up a hundred new decks or just stuck to minor modifications to current decks in the format.  Well, I’m not exception.  But I’m not going to look at Standard today, I want to look at Theros Block Constructed.

For those who don’t know what Block Constructed is, it is where you create a deck based off of cards from only a block.  Sounds pretty simple doesn’t it?  If you haven’t gotten it yet I will give you an example.  The previous block involved Return to Ravnica, Gatecrash, and Dragon’s Maze, and if you constructed a deck out of only those cards then you would have a Block Constructed deck.  So that means, if we move to the present block, that we are going to only use Theros and Born of the Gods for this exercise.

If you are asking why we would do something like this, and potentially ‘gimp’ ourselves in design space, you need to read my previous article about Pauper and how restricting your card selection forces you to look at things differently, challenges you more, and makes you see cards that you wouldn’t have normally looked at.  Not to mention an exercise like this can prepare you for when the eventual standard format rotates.

I am going to use a focus card for this article, and one that caused a little bit of a stir when it wa previewed, Ragemonger.

I don’t know how many creatures or cards in the past have been able to reduce coloured cost of creature spells being cast, but there aren’t that many.  Colourless cards have been printed throughout the ages starting from the days of Urza’s Incubator all the way through the Scourge with the Warchiefs, and beyond.  But coloured cost is something special.  It makes playing creatures much easier, most of them turning into colourless casing only, leaving you free to keep up whatever mana you need for your combat tricks and removal in your hand.

So, how can we abuse this?  Let’s take a look at some of the more prominent Minotaurs that showed their heads in the last two sets.

Fanatic of Mogis, a devotion based Flametongue Kavu that hits your opponent’s life total instead of a creature.  While sometimes that creature removal is preferred, it can’t be denied how much damage he can cause, especially if you remove the coloured mana costs.  Can you imagine being able to spend three generic mana to get what he can do?

Felhide Spiritbinder, a creature with the new mechanic Inspired.  When he becomes untapped, presumably during your untap step after having attacked with him the turn before, you can pay two mana to make a token copy of a creature you control and give it haste until the end of your turn.  When you combine this with other minotaurs that have Enter the Battlefield abilities, such as the above mentioned Fanatic of Mogis, it can quickly get out of hand.

Kragma Warcaller is one of the biggest creatures that can be affected by Ragemonger, reducing his casting cost from five converted mana cost down to three.  Would you like to play a turn four Warcaller for only three mana? Can you imagine how much damage that would punch your opponent for?  Imagine if you copied it with Spellbinder?! Such potential.

Oracle of Bones, a new creature from Born of the Gods using the Tribute mechanic.which will either pump him up to a decent 5/3 or keep him at 3/1 and grant you a “free” instant or sorcery from your hand. (Side note: Going standard this can make split cards from Dragon’s Maze with fuse free, see Toil // Trouble)

And lastly the new Minotaur Lord, Rageblood Shaman.  The last key piece to making a deck like this work is certainly a guy who will pump up your little cow army up and even give them the ability to trample over your opponent.

Now if we include a playset of each of these we have twenty-four of our sixty cards already spoken for.  So what Black and/or Red (leaning more towards the Red) can we arm ourselves with?

Well, if we go expensive we can grab Hero’s Downfall for spot removal, Fall of the Hammer and Lightning Strike are cheaper ways to remove more roadblocks, Magma Jet to deal some damage and to dig for the key pieces.  A playset of each of these and we have forty cards with which to bullrush our opponent.  Trim that deck down a bit and we might be able to find something like this:

What do you think?  It’s not Slivers, and it’s not Humans, it’s a tribal all of it’s own, and it ain’t no bull!

~ Gerald Knight

Extra Booty: Some things to consider if you want to take this into Standard, Boros Reckoner works amazingly well with Fanatic of Mogis and becomes cheaper with the Ragemonger.  Any Black and/or Red Fuse cards from Dragon’s Maze become viable with the Oracle of BonesDoom Blade is a cheap alternative to Hero’s Downfall and is also less mana restrictive.  If you want to go really big you can include Mogis, God of Slaughter himself to keep the pressure on your opponent.

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Bruce Gray - February 6, 2014

Casual Encounters – My Favorite Cards From Born of the Gods

My favorite Born of the Gods cards that have been spoiled

While all the spoilers were unrolling the last couple of weeks my friends and I were looking at the new treats we would get to play with.  Everyone had their own favorite…apart from Brimaz (aka the Lion King), because he’ll be ridiculously good and a standard all-star soon enough. I will go through my pick for best card for Mythic, Rare, uncommon and common slots .  You may not agree, but as with anything in Magic, anyone is entitled to their own opinion.

Mythic of choice:

The first card that caught my eye was one of the minor gods.  Mogis is cool. Xenagos could make G/R monsters absolutely insane and power out bananas monsters that crush EVERYTHING.  However, neither of these got me excited.  One of the gods fit exactly into a deck I already have built, but is missing something…and the fact that she was staring right back, like an answer to a prayer, was tremendous. What caught my eye was Ephara, God of the Polis.  While her ability looks a little underwhelming, for the casual player, she is a bomb and a can’t miss all star.  Here’s what got me excited.

A little over a year ago I wrote an article detailing what is in essence an Azorius deck where I push the detain ability just about as far as I can go.  The deck list is as follows:

Azorius Detain (casual)

Now, this deck list wants to do exactly what Ephara is looking for: play lots of dudes! And with this deck, everytime you do, you’ll be detaining a creature and slowing down your opponent.  The problem that this deck runs into is the need to replenish your hand and while it has ways to this, Ephara is the perfect card draw engine to make things work for you even faster. You’ll cast your guys, slow down your opponent, and then refill your hand with new weapons to tie up your opponent.

Now, people will tell me “Wait! This deck isn’t standard! What are you doing!”.  True…this is not a standard legal deck, but at its heart Magic is game designed to be fun and this casual deck is exactly that.  It is also a deck that I routinely run in a multiplayer free-for-all environment and can be very effective and can shut down the whole table for turns on end. Also, it could certainly be adjusted to be Standard playable and the detain ability is still perfectly valid.  So, for those Standard players out there, with little adjustment, Ephara could play a role for you too.

Basically, at its simplest, this becomes a solid addition to simple decks looking to drop lots of creatures to turn sideways and smash your opponent.  However, it combos really well with Heliod in the Standard environment, or any Bant populate deck (which could totally become a thing with Advent of the Wurm  still running around).  The quiet ability of drawing extra cards for playing creatures is terrific.  It rewards you for doing exactly what we all want to do: play dudes and let them fight.

Rare of choice:

As an avowed Bant (G/W/U) mage by choice, I am rarely excited by cards in Black.  However, in this set one card immediately got my attention.  Pain Seer jumped out at me for the quasi “Bob” wording. Basically, if you can get this guy tapped and then have her live long enough to untap you can build some massive card advantage off of her.

So, while I was at excited, the sheer fact that this card is printed it amazing.  However, couple it with Springleaf Drum now you are a) able to ramp b) tap your Pain Seer without combat and c) get yourself cards.  Imagine this in a Mono-Black Devotion deck.  Turn 1: play a Swamp, cast Springleaf Drum – Turn 2: play a Swamp, cast Pain Seer, tap Pain Seer, play Thoughtseize – Turn 3: untap Pain Seer, draw your card, play a Swamp, tap Pain Seer, tap your Swamps, cast Desecration Demon Turn 4: untap Pain Seer, draw your card, play a Swamp, tap Pain Seer, tap your Swamps, cast Gray Merchant…and you’re off to the races. I’m sorry…Mono-Black just got one more way to accelerate into stuff, draw more cards and frankly, be even scarier than it already was. If this excites me for the impact it could have in a game just imagine what someone who LIKES to play Black will do with it. One word comes to mind: Gross.

Uncommon of choice:

My uncommon is one that grants an ability I haven’t seen in a while.  Noble Quarry is a Bestow creature with Lure on it.  Now, Lure was a ridiculous ability from when I was just a wee lad playing and it was awesome.  I was always so proud of my Thicket Basilisk (the ORIGINAL Deathtouch creature) with Lure that would wipe the board clear.  However, now Lure (I mean Noble Quarry) is back and it is pretty sweet.

This fits nicely in G or G/R creature heavy decks and games where the board state has stalled a little.  This can happen in a multiplayer game because people just can’t force through enough damage to finish off an opponent.  Little Noble Quarry will quickly result in a blow out.  Bestow it on your Sedge Scorpion, or some other innocuous creature (although Deathtouchers are always the most fun!) and watch the rest of your army punch through to your opponent and blow them out.  Sadly, your Scorpion dies, but guess what?  Noble Quarry, because it is now a creature allows you to untap, reload, and take out opponent number 2 with exactly the same maneuver.  This cute little unicorn is a game breaker and I love it!

Common of choice:

I’m going a little out of my comfort zone again and heading into Red for my common of choice.  With Heroic being a solid mechanic and Inspired being a mechanic that in the right deck could also be very interesting, Epiphany Storm is perfectly placed to be very useful and have some surprising impact.

We learned from Theros that cheap Heroic triggers are the way to go in order to take maximum advantage of the mechanic. So, Epiphany Storm being only one red mana is efficient and triggers Heroic on a creature.  A great example is my Akroan Crusader that acts like a little mini Assemble the Legion in a aggressive W/R deck.  I don’t REALLY want to attack with my Crusader, but I do want the tokens, so this is perfect and it can then be used to help me rummage through my deck to accelerate my aggressive deck.

The other ability is finding cheap ways to trigger the Inspired mechanic on…you guessed it…Pain Seer.  In a Rakdos B/R build this is the perfect enabler on a Pain Seer to get him to tap without forcing combat.  So, you’d rummage with the Epiphany Storm (to discard a card you don’t need), and then when Pain Seer untaps draw a card and then take your draw step.  So, for little investment you’ve just dug three cards deeper in your deck and hopefully found the gas you needed to continue to beat down…or find an answer to slow down your opponent.  Either way, this card is huge boon and something anyone looking to play Red should be looking to pick up in order to trigger Heroic or Inspired abilities.

Those are my picks for top cards for each of the four slots.  You may have different picks on your own, but the bottom line is that Born of the Gods looks like it could a very interesting set with lots of neat new tricks, fun choices, and things that continue to make Magic enjoyable and fresh.

Thanks,

Bruce Gray
@bgray8791 on Twitter

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Three Kings Loot - January 14, 2014

Born of the Gods – Epiphany Storm, Arbiter of the Ideal, Eater o...

Epiphany Storm

Epiphany Storm – if you’re looking for a possible way to help trigger your Inspired creature this cheap enchantment may be the way. Red has had this sort of pitch draw looting ability associated with it for a while now so it’s not out of place. The only problem you’ll run into is when you don’t have a card worth ditching in your hand.

Arbiter of the Ideal

Some of the Inspired creatures with their more fragile bodies leave you scrambling to find ways to tap them that don’t involve attacking but with this 4/5 Flying body that should rarely be an issue. Paired with manipulation of the top of your deck this should often gain you tons of value with the downside of turning the new permanent into an enchantment more of a nuisance then a hindrance.

Some ideas from Gerald Knight inspired by insomnia

Eater of Hope

Eater of Hope – the demon always demands a sacrifice, but this time the sacrifice is beneficial and nonobligatory. While he isn’t horrible as a 6/4 Flying body for seven mana his abilities are pretty good as long as you have fodder to satisfy his hunger for sacrifice.  He’s got some built in protection with the first ability allowing him to sac another creature to regenerate. That second ability is what really makes him shine allowing you to feed the hunger of the demon to destroy pesky creatures. If you have a good token generator or naturally recurring creatures then this bad boy might be what you’re looking for.

Flame-Wreathed Phoenix

Flame-Wreathed Phoenix – RDW gets a new bird and this one demands tribute! Your opponent gets the choice of either dealing with a 5/5 flyer or  possibly a recurring 3/3 flyer. She’s more powerful than Chandra’s Pheonix if you get the 5/5 flyer for 4 mana, which is pretty crazy for red.

Forgestoker Dragon

Forgestoker Dragon – a pretty standard dragon showing fairly typical stats but with a pretty intriguing ability. While fairly mana intensive if your opponent has a formidable air force that you are trying to bypass it isn’t always necessary to clear all blockers, just the ones that would be a nuisance. While not necessarily a dragon of choice for constructed this should definitely see play in casual formats and could be a great addition to a Kaalia Commander deck.

Hero of Iroas

Hero of Iroas – This new hero could make a Boros heroic deck possible using auras like Madcap Skills and Ethereal Armor in modern. Although aura decks without hexproof aren’t that attractive there are things like Brave the Elements to protect the team and Gods Willing that pumps up your heroes as well. This guy might see some play in a Bant aura deck for Modern, but he’s still not hexproof! You could throw on some Canopy cover auras to protect him.

Kiora’s Follower

Kiora’s Follower – Pump, pump, pump it up! That’s what this Merfolk wants to do and he does it all day and everyday by unntaping lands, mana rocks, dorks and other abilities; the list goes on and on. He’s definitely going to find play in EDH for some added shenanigans. We already know that, but what about standard? The next set has Kiora, the Crashing Wave with her ability to Explore and also to “Release the Krakens”.  Simic might be finally ramping up to some Prime Speaker Zegana, Prophet of KruphixMaster Biomancer and something else, right!?!? Ramping up in a deck with flash, counters and draw sound like a party, maybe even Plasm Capture could find a spot. To be continued…

Mogis, God of Slaughter

Mogis, God of Slaughter – This God means business by putting your opponent on a 10 turn clock on turn 4. Tic toc, tic toc its time for an good ol’ time killing! The sadistic party clowns from the Rakdos guild are going to be back in town. We already know a decklist that could use Mogis, check out the Rakdos aggro list from GP Santiago. Adding to your devotion playing Rakdos Cackler, Rakdos Shred-FreakSpike Jester and Exava, Rakdos Blood Witch to come out of the gates delivering fast beats in combination with Madcap Skills and Mogis’s Marauder. Lightning Strike and Doom Blade to clear out the way. This is just if we directly port in the list from the GP, there are still more Rakdos cards from Born of the Gods coming.

 Nessian Wilds Ravager

Check out Gerald Knight’s write up about Nessian Wilds Ravager

Silent Sentinel

While extremely high end as a seven drop and requiring an attack to trigger its ability the sheer power of that ability is what could see this card see some action. Commander players who are already abusing enchantments will likely find this ability very welcoming especially in Uril, the Miststalker decks.

Fated Intervention

Fated Intervention – I won’t proclaim this as a second coming of Advent of the Wurm but it is pretty good. With a triple green mana cost it is very restrictive the decks you’re looking to put it in but the effect is well worth the cost. With not one but two surprise blockers you can most often catch your opponent by surprise and swing games a full 180 back into your favor. And tack on a very handy Scry 2 if you use it on your turn.