Tag: casual-encounters

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Bruce Gray - January 7, 2016

Casual Encounters – New Budget Brews for Your Next Casual Night

Demonic Pact Artwork

New Budget Brews for Your Next Casual Night

by Bruce Gray – Casual Encounters

Welcome back folks! It’s been a while since I sat down and provided you guys with some fun new decks for your next casual card night, so I thought I would sit down and share with you what I’ve been brewing. The good news for you guys is that I’ve actually got TWO decks here for you and who doesn’t love a 2 for 1 special? Even with all the talk of Battle for Zendikar being less than thrilling from many perspectives, there are still loads of fun and interesting things you can do. Let’s take a look at a couple of things that I’ve brewed up and see what you think.

Budget U/B control

One of the biggest things about the current standard environment that makes it so prohibitive to get into a top tier competitive deck is the sheer value of Jace, Vryn’s Prodigy. Any deck playing Blue wants a playset of Jace! Let’s face it, the card is extremely powerful and likely worth every penny you pay for it if you grind out lots of matches. Sadly, I can’t afford the $320 for a set of four. However, there was another Blue mythic from Magic:Origins that no one even talks about and I can afford. I’m thinking of none other than Disciple of the Ring. I had the chance to draft this guy in back to back drafts and this guy was amazing. He has almost every relevant ability you would ever need on a creature stapled to him and if you fill your yard with Instants and Sorceries you can dictate the terms of the game fairly easily with an active Disciple of the Ring. So, the question is, can this be a big deal in some other environment than just draft? I suspect the answer is yes. Here is the list I put together.

Budget B/U control

The game plan seems simple enough. You want to push into the late stages of the game by answering their threats through bouncing them, countering them, or just outright killing them. Using your spells to handle their threats should allow you to pile up a bunch of fuel that you can then use with Disciple of the Ring to either further deal with their threats or to take the fight to them. It wouldn’t take much to pump the Disciple into being a very real threat and a quick clock.

Let’s suppose that your opponent can deal with your #1 threat like the Disciple. Did you notice any other backdoor wins? How about Demonic Pact and Disperse as being a potentially deadly way to really cinch down on your opponent? Get max value off the Pact and then bounce it, recast it and then repeat…seems pretty good to me. Also, don’t forget Damnable Pact and the Mage-Ring Network. If you get into a situation where you have available land at the end of their turn, charge up the Network and wait to be able to fire off a massive Damnable Pact at them, make them draw a whole pile of cards and die as a result of the damage. Nothing quite like a Black “Fireball”! The last trick is Learn from the Past which acts as a way to deck your opponent if you need to get that far.

The only cards that are expensive in this deck are the 2 Languish, 2 Crux of Fate, and the Demonic Pact. Even those are fairly modestly priced in most respects and available right here at Three Kings Loot. Otherwise, the Disciple is about $1/ card, Damnable Pact is about fifty cents, and everything else is super inexpensive, even the lands.

Now, there are lots of good upgrades to run that can still be budget friendly. Ultimate Price is a strong removal spell that is much cheaper to cast, but it doesn’t handle multicolored creatures like Siege Rhino, Anafenza, Mantis Rider or Atarka. Yes, Reach of Shadows is bad 5 mana removal, but at least it can handle those big time threats instead of being a dead card. Murderous Cut might be upgrade on both counts, but exiling your yard isn’t ideal when you want to fuel the Disciple. Of course, you could full on upgrade to Ruinous Path, but that is one more sorcery speed spell and that just might be too slow, or too expensive for the old pocket book. Cancel is eligible for an upgrade with a Scatter to the Winds, but as a rare that may not economical. Spell Shrivel would work almost as well in most situations but I would rather have the hard counter as opposed to the conditional element as part of Spell Shrivel. Reave Soul could stand to be upgraded to Complete Disregard and the only reason I’m running Reave and not Disregard  is that I don’t have any more in my box…they are already all in decks! Reave Soul is fine, but the same issue surrounding casting it at Sorcery speed crops up again.

My early version of a sideboard would include 2 copies each of Encase in Ice and Self-Inflicted Wound as very solid sideboard options. I think I would also opt to run 2 copies of Mire’s Malice as a way to force discard and clear out their hand. Malice can also work to give you a late game threat with an Elemental should you need it. There is no doubt 2 copies of Dispel would make the grade as well simply for a little insurance. There would need to be some other serious considerations, but these would almost assuredly make my first 75 for this deck.

You could rock this with your buddies on a Saturday night and feel fairly assured that it could be a real pain in the derriere, but I don’t think you would be ashamed to sling this at FNM either…and the impact on your pocket book would be very manageable.

My second deck runs a couple of the same cards, but whereas the Control deck played these cards as an alternative win con, this time it would be a major key to victory.  Let’s take a look at what I’ve got this time around.

G/B Damnable Cutthroat

The game plan this time is a little different. This acts very much like a token swarm deck. Cast a bunch of dudes, make some Scions, and then pump the team for the win with a Joraga Invocation or a Tajuru War Caller. Now, if that doesn’t work or you can’t find the Overrun style effect, Zulaport Cutthroat could be a win con if you just sac all your dudes to drain out your opponent. However, the really greasy way to get it done is to sac all your tokens (hopefully with the Cutthroat in play) to cast yet another massive Damnable Pact to close out the match. If you don’t have enough Scions feel free to power up the Mage-Ring Network and then just go mana crazy when it’s time to finish off your opponent.

The issue with this sort of deck is that it is extremely creature reliant meaning that a board wipe pretty much shuts this one down. Oh, and by the way, there are LOADS of wraths in this Standard format.  However, decks looking to trade 1 for 1 with a token deck won’t be too happy to play you because their exchanges will invariably be much worse. If this deck can get online, go wide, and maintain pressure then this deck could be a real pain in the neck for some decks out there.

Now, I need to confess, I haven’t had a chance to put these through much of the way of testing.  My wife and I had a new baby boy about 6 weeks ago, so testing has been somewhat limited, but I am 100% prepared to take both of these to battle at my next casual night and see if I can’t grab a few wins by casting  Damnable Pact AT THEM. It just sounds glorious! And the best part is both decks are cheap so I won’t feel bad if they need to be scraped or adjusted.

Well, thanks for stopping by and having a read. If nothing else I hope my brews have given you a little inspiration to sit down and do a little brewing on your own. I get the sense from people out there in the MTG community that the relative let down of Battle for Zendikar is suppressing some brewers because they aren’t super enthused with the quality of the cards. However, as you can see, there are still lots of other fun things you can be doing with Battle and still enjoy the experience.

So, until next time, have yourselves a great MTG day and be sure to stop by next time for another Casual Encounter.

 

By Bruce Gray – Casual Encounters

@bgray8791 on Twitter

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Bruce Gray - December 31, 2015

Casual Encounters – A Little MTG Thankfulness

Fact or Fiction

A Little MTG Thankfulness

by Bruce Gray – Casual Encounters

It is usually around  this time of year where we all get to stop and reflect on our lives over the past year. While a year seems to come and go so quickly, it always amazes me to think about how much my life has changed from one year to the next. I have been very fortunate this year in many facets of my life and now I would like to express a little thankfulness. I won’t bore you with my personal life, but I did want to share the ten things MTG that I am thankful for as we leave 2015 and make way for 2016.

10- Prereleases: I love these things. I find the prerelease experience to be just about the most fun you can have and the two-headed giant variant is my personal fav. I make a point of attending these whenever possible and the one in January is already on my calendar. At its core a prerelease is a fun tournament that brings out all sorts of different players and not just your local game store grinders which can make it so much more fun. As a father of a young family with not a lot of time to spend haunting my LGS, the pre-release experience allows me to whet my competitive juices, meet new people, have tons of fun with my buddy, and just really enjoy Magic.

9- YouTube: YouTube has been a blessing because it allows me to find so many different content producers, videos, and general MTG news all in one spot. When you are a little limited in the amount you can actually play, watching another (usually more skilled) player can really help you to make up some of the gap that exists between those who play sparingly and those who play more frequently. My weekly consumption of YouTube videos is pretty high and I am very thankful that they exist.

8- Hearthstone: It seems strange to put the competition on this list, but I am thankful for the advent of Hearthstone from a number of perspectives. The first is that it gives MTG players an alternative to sinking a huge amount of time into a tournament on MTGO. With Hearthstone you always have the option to get in, jam a couple of games, and then get out without feeling like you are missing something. Yes, you can jam some games in one of the other play lobbies on MTGO, but that isn’t the same as being to be able to jam some games that matter in a fairly short time frame and feel like you accomplished something. Leagues are step in the right direction on MTGO, but there is likely still a little work to be done in this regard.

The second reason I’m thankful for Hearthstone is that it gives MTGO an honest competitor in lots of regards and that’s awesome. Competition is healthy for the average consumer because it means that companies need to be mindful of what their customers want and continue to improve their product. That means that WoTC needs to continue to improve their online products or risk losing customers to playing Hearthstone. We have seen a number of recent changes to how MTGO works and some improvements to play options as a response to the growing pressure that Hearthstone is putting on the market. Sure, MTGO is very different in many respects, but they can’t simply ignore Hearthstone and that will ultimately benefit players as MTGO will continue to evolve and improve thanks to the growing competition between the two products.

7- Pucatrade: Pucatrade has seen a real explosion over the last year and it is a real benefit to players. When I signed up Pucatrade had made less than a million trades. Today they are nearing 3 million and counting. With over a 100,000 users and more changes to the online trading features of the program magic players are going to continue to see more value from the site. Personally, it means I can continue to trade cards I no longer want or need and look to pick up cards I am interested in without trolling through online vendors and dropping yet more of my hard earned money on cards.

6- The Expeditions: These have a huge revelation for a number of reasons. First off, they are beautiful. Second, unless you are a hardened enfranchised collector they represent you opening up a rather large sum of money that you can trade/sell to further offset the cost of playing the game. Case in point, my friend Dave opened a Verdant Catacombs and turned that into a healthy chunk of change that he could use to buy the cards he wanted to play. The third side effect is that because so many people were looking for the expeditions that record amounts of boxes of BFZ have been opened this fall. As a result, the price of just about every other card in the set is way down meaning that it is cheaper for the rest of us to get the singles we want for that sweet deck we’re building. Anytime this game can be more affordable is a win for the average player and the Expeditions have been a big force in that regard this fall.

5- MTGO: now I did say I wouldn’t go too far into my personal circumstances, but I think it is relevant to mention that I have two young children, a beautiful wife, a full time career and am a busy person. I don’t have many opportunities to go to the local LGS and play Magic nearly as frequently as I would like. That would mean I forgo bedtime with my boys, don’t get to spend time with my wife or take care of any other chores that need to be finished up before the end of the day. However, MTGO mitigates this somewhat by making the playing of Magic more convenient because all I need to do is turn on my computer and I can access all sorts of tournaments and game experiences. It is that convenience that I appreciate more than anything. Is MTGO perfect? No. But given the alternative of not playing it is vastly preferable.

4- Limited: I am thankful for limited formats because I like the mental challenge of building a deck from a smaller pool of cards. I know many players enjoy playing constructed, but I relish the challenge and diverse game play limited offers. From Draft, to Sealed, to Cube it is that experience playing these ever changing formats that is super refreshing and helps keep Magic fresh and exciting for me.

3- Siege Rhino: Only the most omnipresent card in Standard since he dropped in Khans. Abzan is everywhere and this is in every Abzan deck. He’s not easy to cast but a 4/5 trample plus a 6 point life swing at 4 mana is worth the time and energy. Personally, I’ll be sad to see him rotate out in 2016  because he’s my boy, but he’s had a good run and is likely good enough to see play in modern going forward meaning he’ll get a renewed lease on life.

2- Fetch Lands: These have helped make casting tri-coloured spells like Siege Rhino, Crackling Doom, and Mantis Rider a thing and have now pushed mana to the point where 4 colour decks are the norm. The fetches have been hugely influential for Standard and have uses in every constructed format making them highly sought after. I have often stressed that good mana is paramount in any format you happen to play because if you get blanked on one type of land your game plan falls apart. The fetches have helped mitigate this substantially and have been extremely powerful and important cards for all of 2015 and I wouldn’t be doing my job if they weren’t on my list somewhere.

1- Double-Sided Planeswalkers: I was very thankful for these guys this summer when Origins was released because I like the flavor that each of them brought to the game. The way they changed from a Creature to a Planeswalker, and how they each did it, was a very interesting and fun dynamic to have as part of the game. Now, not all of them are equally good, but their abilities and the lore they each brought to the game was fun and exciting. I feel like these were excellent additions to the pantheon of Planeswalkers and I was happy to see them arrive on the scene. Let’s ignore the fact that Jace is silly expensive, the design was good, the flavor was a nice addition, and the cards have a been a fun addition.

Well, that’s it for me in 2015.  Thank you to all of you who stop in and read my little corner of the internet.  I’ve had plenty of fun and spoken to lots of interesting people this year thanks to Magic and I look forward to continuing with what I’ve started in 2016,  So, until then, enjoy the time with your family and a friends and find a little MTG thankfulness in your life.  See you all soon for another Casual Encounter!

 

By Bruce Gray – Casual Encounters

@bgray8791 on Twitter

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Bruce Gray - November 24, 2015

Crack a Pack MTG with Bruce – #30 Battle for Zendikar 3rd

Drowner of Hope

Crack a Pack MTG with Bruce
#30 Battle for Zendikar 3rd

By Bruce Gray – Casual Encounters

This is going to be the third and final crack a pack that I will be doing for Battle for Zendikar…at least for right now. Having taken a shot at a draft I really got a taste for the format. However, watching better players sink their teeth into the format has helped me solidify some of my thinking around many of the cards. There are so many things going on out there that I would like to try and touch on, so I’m going to do this pack and then take a little break from cracking packs and talk about a few of the other things going on in the Magic community in the weeks to come. So, let’s not waste any more time!

Let’s see what we’ve got this week.

Commons:

 

Uncommons:

 

Rare:

Murk Strider is a pretty reasonable card if you want to play the Ingest/Processor deck or the R/U Devoid deck. However, a 3/2 for four mana is not an outstanding rate and the ability of bouncing a creature is just decent because the set-up cost is quite high. If this was a mana cheaper or a bit bigger this would be a much stronger critter, but it trades with most two drops and is largely replaceable. This would not be anywhere near the first pick and I would expect I can find this pretty easily very late in the pack.

Sludge Crawler is a more relevant threat. 1/1 for 1 is not usually that relevant because unless you land it on turn one they often get blanked by a 2/2 or better. However, this one can scale in the late game to trade more profitably by pumping. The Ingest is also relevant. It is still not a first pick, but I would look at it ahead of the Murk Strider.

Kor Castigator is a pretty relevant ally. A 3/1 for 2 mana is very aggressive and can pay you off handsomely if you are in the ally deck by coming down early and threatening plenty of damage if unchecked. Also, since it is an Ally it also is not a dud in the late game to trigger a pile of Rally triggers. The last piece of text is that it can’t be blocked by Scion tokens which is very relevant in many matchups. I’m still not taking this early because I would expect to find this quite readily later if I am in the Ally deck.

Reckless Cohort is not a first pick by any stretch. It is a reasonable 2 drop and can play a role in the R/W allies deck. However, a 2/2 for 2 and a questionable drawback hardly makes this guy exciting.

Cloud Manta is just a solid reliable flier. Nothing fancy here but it is usually a useful card and you won’t be sad to run it. This and Shadow Glider are just two relevant fliers, sort of like Wind Drake, that decks running Blue or White will gobble up and love to run. Not a first pick mind you, but something that is likely to get snapped up fairly quickly.

Sandstone Bridge is another of the utility lands this set packs and it’s pretty decent. This not a first pick because the land just isn’t good enough but it will often be the pick over many of the other playables because it just offers a little more flexibility. Nice card…but still no.

Tajuru Beastmaster is the first real card we’ve seen in this pack and even at that it likely isn’t a first pick. It’s a big curve topper in an ally deck or a deck looking to leverage the anthem-esque effect of this thing. It is clearly the best card we’ve seen to date in this pack but I would be very displeased if this ended up being first pick.

Demon’s Grasp is bad sorcery speed removal. You don’t really want spells like this if you can help it, but sometimes you need stuff like this. I wouldn’t seriously look at this for a first pick and in this pack many of the other just “playable”cards would win out over this.  Sure, you might take it late, and you might even run it, but you don’t really want to if you can help it.

Skyline Cascade is just like the Sandstone Bridge. Decent card, not a first pick.

Eldrazi Skyspawner is the business. This is just a value creature and there is no other way around it. A 2/1 Flier and a 1/1 scion for three mana is very solid and stacks up with Sandsteppe Outcast or Ghirapur Gearcrafter from some of the other formats we have recently seen. This also goes in just about any deck playing blue and is pure value. Whether I select this over the Beastmaster is debatable, but I think I would be leaning towards this because this is quite a bit cheaper and easier to play, but I would need to really think about it.

Scythe Leopard is a 1 drop that I’d probably rather avoid. It is very good in a Constructed Landfall deck where it can consistently be cast on turn 1, but in Limited this doesn’t match up well in any other situation other than being cast on turn 1. Even with Landfall this gets outclassed by so many other creatures that it is hardly worth the pick.  I like the leopard, but just not if I intend to win.

Grovetender Druids puts me in two colours and with a creature that is good, but not insane. I don’t think the payoff is big enough for me to jump into two colours right away, so I think I’ll pass on this and opt for one of the other cards in the pack.

Cryptic Cruiser is another payoff for ingesting. However, as a first pick I don’t think it makes sense. If you want to go into the Ingest/Processor decks you really ought to start with the Ingest cards and then try to find your payoff instead of grabbing the payoff and then finding the Ingest cards. Not all Ingest creatures are equal and you want to be sure you have some good ones before you start looking for the payoff.

Drowner of Hope looks like it should be the slam dunk pick. Six mana for a 5/5 are solid stats and it makes two 1/1 scions so in essence you are getting 7 power and toughness for your 6 mana. The ability to sacrifice a scion to tap down an opposing creature is also an important ability. However, if you take this you need to ask yourself what sort of deck lends itself to maximizing this sort of creature. At first glance this looks it should fit in a B/U sacrifice sort of deck where this and Zulaport Cutthroat are your big time payoffs. However, how many 1/1 scions are you getting to maximize the ability to tap down your opponent’s team? Blue makes a few and Black has a couple, but you aren’t really getting a ton of them so the idea of sacrificing a bunch of scions and then reaping the benefits as you drain your opponent out is fairly limited. On top of that, B/U usually wants to play the Ingest/Processor game and not token production. Green is the colour that makes a pile of tokens and is the situation where this could be really explosive. Can you imagine sacrificing a pile of tokens, tapping down their whole team and then crashing in for a ton of damage? Sounds appealing to me. But is U/G really a powerful thing? Maybe with the Converge deck, but that can be tricky. Drowner might also want to go in the U/R Devoid deck because that is also a relevant choice. With so many deck options it is hard to pick one solid deck that this goes in, but Drowner plays reasonably well in all of them and it leaves you very open to a number of strategies. Drowner of Hope seems to be big time game and looks like the front runner in this pack.

 

Top 5 Cards

  1. Drowner of Hope
  2. Eldrazi Skyspawner
  3. Sludge Crawler
  4. Tajuru Beastmaster
  5. Cryptic Cruiser

First pick is very handily the Drowner. It is strong all on its own and fits in a wide variety of decks meaning that our options going forward are pretty good. The real question becomes where do we go from there?  There is almost no chance we’ll see the Sky Spawner come back around or the Sludge Crawler but you never know about a few of the other things in this pack. Even things on my top 5 list might make it back around depending on what other decks start to take shape around the table. As a result, it is very difficult to predict what might come back on the wheel and so our next couple of picks will be very important to help get us into a “lane” here and steer our future selections. The nice thing is that Drowner leaves us open and gives us lots of options and very sizeable top end to our curve that can help get us there.

Thanks very much for taking the time to stop in and read. BFZ is proving to be a very complex and difficult draft format. My own limited playing experience is proving to be a bit of an issue, but thank goodness that lots of other, more skilled, players are posting Draft vids all the time so I can see first hand what is getting picked and where.

Next time I’ll be back to brewing and I have a couple of budget decks that I’ve been working on that I’m ready to share with all of you.  So, until next time take care of yourselves and have a great MTG day!

 

By Bruce Gray – Casual Encounters

@bgray8791 on Twitter

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Bruce Gray - November 10, 2015

Crack a Pack MTG with Bruce – #29 Battle for Zendikar 2nd

Ruinous Path

Crack a Pack MTG with Bruce
#29 Battle for Zendikar 2nd

By Bruce Gray – Casual Encounters

Welcome back folks! Today we are back on the old Crack a Pack plan with an eye towards evaluating a pack of Battle for Zendikar for a draft. Let’s open up the pack and see if there is something interesting in here or if we are going to have a tricky time sorting out our first pick.

Commons:

Uncommons:

Rare:

 

Foil:

Land:

Mind Raker is a serviceable Hill Giant with upside. It passes the vanilla test just barely but I’m not convinced that the ability to discard a card is overly relevant. I get the sense that if you want to play Processors and Ingestors in your deck that you are looking for something better than making them discard a card. Now, if you don’t happen to have a lot of Processor payoffs and you just sort of jam this guy for the body to get the occasional upside of making your opponent discard then you are probably pretty happy with it. I’m not picking this early and I would expect that if I want it late it’ll likely still be there.

Territorial Baloth just does good work. He is a beefy creature, gets bigger with Landfall and can just make a mess of the battlefield quite quickly. This guy plays super well with things like Evolving Wilds, Blighted Woodland and any spell that allows for more than 1 land per turn at Instant speed. As much as I like this guy (and I had him as a 10/10 for a turn at the pre-release) I would expect that we can do better with our first pick and wait and see if we can find one of these later on in the draft.

Roilmage’s Trick looks like a bad card, but I think it actually plays better than it seems. I’m not thrilled about this being a 4 mana instant, but let’s face it most decks in this format will be at least 2 colours making the Converge ability fairly reasonable. Besides they can’t make this effect be too cheap when Hydrolash from Origins (which is very similar) is 3 mana. Many decks I’ve seen can handle a splash for a third and maybe a fourth if you are in Green. That means you are likely shrinking down your opponent’s creatures by at least -2/0. That means that those 3/2’s are only dealing 1 point. Those Grizzly bears ain’t got no teef! Imagine getting -3/0 or even -4/0? Think about the profitable blocks you could set up knowing that damage will be a minimum. I’m not saying go out and mortgage the farm for this one, but I do think that there is something here and it could be a suitable combat trick. If I find myself in Blue and need a mid-round pick I would look at this seriously.

Outnumber is a very solid Instant speed removal spell. My personal inclination is to say that this is perfect in a R/G or R/W strategy. That’s where you can get lots of inexpensive creatures then follow up by casting this to take our their bomb and then stampede through the hole for the win. I don’t have much to quibble with here and I would absolutely be looking at this early and often in this pack.

Snapping Gnarlid is the baby brother to the Baloth, but is much more playable as a two drop. Not a first pick, but most certainly something I’m going to be keeping my eyes open for if I find myself in Green or Green is showing as being open. I like this guy and likely over value him at this point in the format, but good two drops are always important in a draft deck.

Spell Shrivel is still a no. I’m not big on Counters and that hasn’t changed since last week.

Complete Disregard is still a yes. I would pull this to the front of the pack, slightly ahead of Outnumber at this point based on the fact that I would rather play Black than Red in most situations.

Scour from Existence is still m’eh. I’m not picking this early even if it is good catch all removal. Let’s be honest, how many times will I want to get to 7 and then Exile their thing? If I really need this I’m likely already dead. I would take this once my options start to dwindle or I need a sideboard card, otherwise I’m likely to move on.

Tajuru Beastmaster is the curve topper for a Rally/Ally deck. I’m pretty ok with a big body like this and the quasi Anthem effect could be very potent. This wouldn’t be a first pick, but it is a very solid selection.

Turn Against takes Act of Treason to a whole new level. Instant speed makes this potentially back breaking as you steal their creature, block their other creature (presumably killing them both) and you get to reap the benefits. How frequently that this will be that good remains to be seen, but it is appealing. I’m not sure I like the 5 mana needed to cast this, but at least it is only single Red meaning I could splash it or cast it with minimal strain on my mana. I would expect this to be a fairly early pickup around the draft table because the potential ceiling is very high with this one.

Bloodbond Vampire sort of feels like a payoff for the lifegain deck. Sadly she lacks evasion to truly make her devastating. The bigger perk might be that this is an Ally meaning you can trigger Rally yet again. While this could be pretty strong in the right build, it feels like it could be a bit underwhelming unless you can find it some sweet synergies to tag along.

Tide Drifter is the reverse of Ruination Guide in that it pumps your colourless team +0/+1.  That could be relevant and make you more adept at blocking, but that feels like it is a bad tradeoff because now you are inviting a couple of combat tricks to blow you right out. I would be far more inclined to take a Ruination Guide, but in the absence of the Guide this is a decent plan B.

Ruinous Path is a ridiculous bomb here. Sure it is Sorcery speed removal, but it really reads “3 mana make that bad thing go away”. The upside on the Awaken is also not trivial because in the late game this can make a very relevant creature that can shore up the ground game or join in on the beat down. This is very clearly the strongest card in this pack and is an automatic windmill slam.

Rising Miasma seems like it could be a strong card to wipe away an aggressive deck. However, I’m not taking it when I see the Ruinous Path in this pack. It isn’t even the second best Black card in this pack! No, there is little to no chance that I would be keen to pick this up.

 

Top 5 Cards

  1. Ruinous Path
  2. Complete Disregard
  3. Outnumber
  4. Tajuru Beastmaster
  5. Snapping Gnarlid

Ok folks, this is a pretty easy choice. Ruinous Path is the pick and highly incentivizes us to look at Black in order to make the most of this sort of highly efficient, extremely powerful removal spell. When this pack wheels there is almost no chance of seeing the Complete Disregard so we’ll need to look at other things. Bloodbond Vampire or the Mind Raker might be a choice as a reasonable body in Black, or I might have to look at another colour. B/G might be a fair colour combination and we might get either the Beastmaster, the Gnarlid, or the Baloth. That has some promise. The Blue in the pack looks a little underwhelming but B/U is a very strong colour combination if you can find the right pieces. So, I would be prioritizing Black at this point to try and cut off other players from jumping into Black but I would also have an eye towards keeping an open mind and spotting a strong second colour to pair with Black. However, if my next pack has some ridiculous strong card that I can’t ignore then I might need to re-evaluate my plan and try something a little different.

Well, there we have it. A pretty easy first pick Ruinous Path, but lots of options to weigh as we move forward as we try to maximize our deck. I can’t wait to get my next taste of the draft format because it seems to be so wide open and synergy based that it is fun, refreshing, and always challenging.

Thanks for taking the time to stop in and have a read and as always, have yourself a great MTG day!

 

By Bruce Gray – Casual Encounters

@bgray8791 on Twitter

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Bruce Gray - November 3, 2015

Crack a Pack MTG with Bruce – #28 Battle for Zendikar 1st

Ob Nixilis

Crack a Pack MTG with Bruce
#28 Battle for Zendikar 1st

By Bruce Gray – Casual Encounters

Hi folks! Today is pretty exciting because this will be my first Crack a Pack for Battle for Zendikar. With a new Limited format taking shape this is the perfect time to open up a pack and go through card by card to establish what you might take in a draft, if this was your first pack.

I have to say, on the whole, Battle for Zendikar feels very nuanced compared to some of the previous sets. Origins had very clear “good” cards and “bad”cards and even Dragons of Tarkir was fairly obvious. Battle for Zendikar feels much more subtle and it has a lot more conditions for the cards to be good, but once they are good your deck becomes pretty solid. The real danger comes if you aren’t able to grab enough of or the right synergy pieces then your idea starts to fall apart. Your first couple of picks become so crucial to provide you with strong playables, but be certain keep your eyes open to the synergy pieces that are passed to you. With all that in mind, let’s open up the pack and see what we find today!

Commons:

Uncommons:

Rare:

Foil:

Land:

Giant Mantis is just a solid playable card. It is just a Giant Spider and is nothing fancy. There is no way this is an early pick and will only make your deck for curve consideration reasons. That said, it is a useful card and when you need it you are always thankful it’s in your deck.

Anticipate is one of those cards that always sounds really good, but in a draft deck is often a card that under performs. It just doesn’t impact the board and eats up a valuable card slot. Yes, it is an  instant and can help smooth out your draw, but the cost of playing this over something else is real. I’m not a big buyer of this in Limited.

Kozilek’s Sentinel is a more interesting card because as a 1/4 for two mana this is an excellent blocker. The fact that this could gain an extra point of power (or two) is just extra gravy because it costs you nothing extra. This may not be an early pick, but don’t overlook this if you are in red because if you wait too long it’ll be gone.

Inspired Charge is not an early pick. This gets picked up if, you are in a token strategy and can use it something akin to an Overrun effect. I’ll pass on this early because it’ll probably be there late if I am the deck that wants this.

Scour from Existence is a fine card to deal with just about anything and fits in every deck. The exile is nice because a processor card could use the card exiled as fuel for a bit of a bonus too. Sadly, it’s 7 mana. I’m not in on this early, but if I see one later on I might be inclined to pick one of these.

Grave Birthing is something I’m interested in. Not first pick, but interested in. I feel like it starts to help enable you to to play the Eldrazi processor cards as a payoff without skewing your deck to ingest cards. The surprise blocker could also be real. Don’t get the wrong idea, this is a card that has marginal upside and some modest synergy, but I am interested and if I start to see myself taking some processor type cards then I might be more inclined to grab this sort of reasonable enabler.

Broodhunter Wurm is Green’s Summit Prowler-esque card.  He’s a very playable 4/3 vanilla creature and will make your deck regularly enough if you want it.  I’m not crazy about it, but I recognize this sort of card has definite value. I would be passing this and hoping to see if I can find one later on to fill out my curve.

Spell Shrivel is a counter spell. I’m not really big on counter magic in Limited decks and this is no exception. I’m going to say initially that this is a no but perhaps in a few weeks, after we’ve seen how the format shakes out a little more, I might be inclined to take this a little more highly. We shall see.

Here is the first REAL card I would look at. Complete Disregard is a very good spell. It is reasonably costed, Instant speed removal that even synergizes with Eldrazi processors. This is EXACTLY the sort of card I would consider taking first. The only downside is that it is a little on the conditional side of things with getting things with power 3 or less, but I think that is a reasonable drawback and something that I can work around. This parallels with Reave Soul from Magic Origins very nicely which was a very good common to pick up and I expect Complete Disregard to be similar.

Roil’s Retribution is a very powerful card. Yes, it is 5 mana, but this is similar in many ways to Pyrotechnics that we just got to play with in Fate Reforged. It is Instant speed and almost ensures that you can get a 2 or a 3 for one out of this spell. It is somewhat less flexible because you can’t target your opponent directly to burn them out and you can get punished pretty heavily if your opponent can play around it and make you leave up 5 mana on your turn to avoid getting blown out by it. I feel like those are manageable risks and not a reason to avoid this card. This one would be pulled to the front along with the Complete Disregard.

Ruination Guide looks pretty spicy. If you can get the Eldrazi Scion token swarm deck online this could be just a horrific beating. However, there is a pretty high set up cost to make this really good. I would rather to make sure I had a few other Devoid/Eldrazi cards in my pile first before I go for this guy. This would still be a fairly early pick, but not a first pick until I saw where I was with my deck.

Slab Hammer is a very solid artifact for an aggressive Landfall deck because you get to replay your lands for yet MORE Landfall triggers AND you get the bonus from this. I’m still not picking it highly. This might make my deck as a 22nd or 23rd card, but I can’t see myself prioritizing this too frequently.

Sunken Hollow is a pricey high-end rare that really only pulls its weight in Constructed. The real question is this: do you pass the expensive rare land and take a better playable or do you just rare draft the value? If this is in paper, I’m totally taking the land. If this is on MTGO, I’ll take the playable instead because this will most likely only be worth about half a ticket and not impactful for the deck most of the time.

Fertile Thicket as a foil sure looks pretty. Definitely not a first pick, but it sure is very pretty.

Can you believe the Swamp might be a consideration in this set? With full art basics being a real thing you might actually give this some consideration. I might question your sanity…but hey…maybe you’re a collector? I’m not really. This would be left for near the end of the pack.

 

Top 5 picks

  1. Sunken Hollow*
  2. Roil’s Retribution*
  3. Complete Disregard
  4. Ruination Guide
  5. Kozilek’s Sentinel

First Pick: If this is a draft in paper and I get a shot at a Sunken Hollow then I’m totally grabbing it. I love non-basic lands and go to great lengths to pick up as many as I can. Furthermore, the raw monetary value from this one card makes this very appealing and not something to be passed. Now, if this is an online draft the relative value of Sunken Hollow is minute compared to the paper version. I am also incentivized to win more with more/better prizes, so I would pass on the land and look to be picking up a playable card for my deck. I’ve made the mistake of taking the fancy land online and have no intention of repeating it. No, online I would most certainly be looking at the removal spells first. I think in this pack I would be starting off with the Roil’s Retribution even if it is a little on the expensive side.

This was a very interesting pack because of the presence of the rare land in the pack. The value represented in real life vs the online desire to win is very interesting and a key feature to keep in mind. However, I feel like the Roil’s Retribution is likely the BEST card choice if you are intent on trying to win and not value draft.

Thanks for taking to time to stop in and have read. Next week I’ll have another pack of Battle for Zendikar and we’ll see how things continue to change following the Pro-Tour & Grand Prix, SCGs and more heavy online exposure. But until then, have a great MTG day!

 

By Bruce Gray – Casual Encounters

@bgray8791 on Twitter

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Bruce Gray - October 26, 2015

Crack a Pack MTG with Bruce – #27 DTK Art Draft

Dragon Whisperer

Crack a Pack MTG with Bruce
#27 DTK Art Draft

By Bruce Gray – Casual Encounters

Hi everyone and welcome back to Casual Encounters. Today I am going to do something that I haven’t done in a little while. I have fairly regularly cracked a pack and gone through what I would be looking at if I were starting a draft, but today I’m going to crack that pack and look at for the ART. I call it my Art Draft and today I’ll be busting open a pack of Dragons of Tarkir. Let’s not waste any time, let’s get down to business and see what is in the pack!

Commons:

Uncommons:

Rare:

Have you ever really looked at the art on Qarsi Sadist? Have you? It is pretty amazing art on a card that is very marginal. The act of sacrificing the man on the altar is pretty detailed, but it is the masks of the guys pinning him down that are pretty chilling. These would be the type of ornate masks I would expect to find right out of some horror movie and are frightening while beautiful. However, look closer. Who’s is that in the background?  Yeah, that is Silumgar. I don’t think I’ve ever actually noticed because my eyes get pulled to the masks in gold and the white shroud on the victim, but therehe is lurking in the background. That’s crazy neat. I may not be a big fan of the card, but I’m on board when it comes to this card in terms of art.

Sabretooth Outrider is a fine piece of art where the art is essentially exactly what you were expecting. You get a big cat, plenty off red on account of the colour of the card and generally a pretty predictable card. Heck, I can even account for the first strike because of the lances they are carrying. This is just fine on a card that is also just fine, but no one is getting excited. The white in the background is kind of whitewashing the whole piece, the art is reasonably predictable, and nothing remarkable really stands out. This is just fine, but nothing more.

Champion of Arashin is a little more interesting. The hound in the foreground is very interesting and highly detailed if you look at the armor he’s wearing. The background is also pretty interesting with the other hounds joining the battle as well. However, the real winner here is the fact that they sneak Dromoka into the background breathing a big gout of flame. This is more my style.

Atarka Beastbreaker looks pretty bland to me. Sure, he’s pretty jacked but that is hardly noteworthy. The colors and contrasts are once again kind of washed out and there really isn’t much happening. By comparison, the Champion of Arashin is on the midst of a battle, while this guy is coming home dragging supper behind him. This really isn’t anything super cool even if the card is a fine little card for a draft deck.

Mystic Meditation offers us far more in terms of visual eye candy. The colors are a little sharper and the detail feels like it is just a notch above what we’ve seen done in the other cards. Look at the dragons above the figure in the center and tell me those aren’t detailed portrayals of dragons. The gold steamers coming down from the ceiling look to be floating, further capturing the moment that looks like “mystic meditation” so that the art truly matches the card. I think the aspect that really pulls me into this card is the quote from Narset in the flavor text. I’m a huge fan of this fairly simple card draw spell because the art totally appeals to me.

Butcher’s Glee is one of my favorite combat tricks in the set and art is almost as good. That little goblin just looks so funny coming lunging at you brandishing that huge machete. The big toothy smile says all I need to know about this goblin and what it is feeling. I also really like that the action shot is up close. The close up perspective adds an emotional dimension that reinforces the panic for the card, much like you might feel if you are the one trying to cast this. You don’t want to have this spell fizzle so the sense of panic is real. The flavor text is also pretty neat as we get to know a little bit more about the the little goblin Kneecleaver. I’m just a fan on the whole and feel like the emotion in the card art matches the emotions I feel as I play the card.

Ojutai Interceptor is one of those card that had me excited when the set dropped because I like the art, but I’m less thrilled with it now. Sure, the morph like cloud behind the bird is pretty cool looking but there really isn’t much else to look at. There is a monastery appearing faintly in the background, but even that can not save this card. The bird in the foreground just doesn’t look like much because even the colors are a little muted. Sadly, this one has slipped down my list of card art preference and is much lower than it was a few months ago.

Herald of Dromoka has a lot more of what I like. The foreground is a highly detailed character in mid action which is a good start. The background is very interesting as well with a pile of soldiers leaving the temple on the left hand side of the card frame. They are clearly in a rush because the fortress is under assault. The right hand side of the card frame is a huge Dragon trying to bbq the fortress. My only real complaint with this card is the horn. It just looks so ridiculous right there in the middle of the card. I think the piece of art would have been more powerful with a different horn, but they were looking for a common thread to tie this to the Abzan from Khans of Tarkir. However, I still feel like it looks a little silly and detracts from the rest of the cool art.

Segmented Krotiq is a pretty gross looking centipede but it’s the sheer size of that thing is what’s so neat. Underneath the Krotiq is a monastery of sorts and it is absolutely dwarfed by the size of this gigantic creepy crawley. While I appreciate the proportions of the bug, I’m not hugely enamoured by the art and wouldn’t be putting this super high on my list.

Tail Slash is one of my favorite removal spells from the set but I can’t say the same for the art. The portrayal of the dragon doesn’t seem to match with the images we’ve seen elsewhere in the set. It feels like this has been pulled out of a book on dinosaurs because it looks like a brontosaurus with wings rather than an honest to goodness dragon. Apparently this dragon also got a 2-for-1 out this deal based on the two guys being launched in nearly identical positions. No, I can’t get behind this art even if the spell is very solid removal.

Echoes of the Kin Tree looks like it is a poster for the Hobbit. The relative positioning of the figures in the foreground look like they have been taken right out a movie. Their uniforms are dull to start with and dulled further as our eyes are pulled to the ghostly figure in the background. The art does a good job of conveying the significance of the card because it becomes clear that spirits are supporting the living warriors of the Dromoka brood. The best part for me is the flavour text about the human warriors maintaining their tradition of worshiping the Kin Tree despite Anafenza being executed. This card is reasonable and the art is pretty, but the positioning of the characters on the card feels very cliche.

Dromoka’s Gift is much cooler. I think what appeals to me is the vantage point as you look up, past the soldier being rewarded, up at the face of Dromoka. This feels like the moment is pretty momentous and should be something to take note of. Sadly, the card itself doesn’t match the grandiose art, but we aren’t here to quibble about spells are we. Based solely on the art, this is something that I like and enjoy seeing. If only the spell itself was slightly better.

Self-Inflicted Wound is a grisly card if I’ve ever seen one. Our eyes are drawn to the man in the foreground and the anguish he is experiencing as he fights against himself to try and prevent harm. However, what is interesting is the combination of the corpse in the lower right of the card frame in purple mist and the pair of matching purple cloaked wraiths in the background in the top left. This man clearly has no hope and The Reaper is clearly coming for him. This is chilling and grisly art to say the least and something that is interesting to examine more closely.

Clone Legion is pretty cool simply because of the mirror factor that has matching forces on each side. This feels like a flavor success in the truest sense of the word because the art and name show almost exactly what the card says it does. When art, name and card all match life for the players is made easy and things make sense. When either the card art or the name don’t match, players get confused. Don’t believe me? Check out a card like Tormented Soul or Orchard Spirit which clearly floats because it is a spirit or wraith. It can’t be blocked except by a creature with flying. However, they themselves don’t fly. That’s something that newer players don’t always remember because both of them LOOK like they should be flying. Well, Clone Legion is a win because if you look at the name and look at the art you can get a really good sense for what the card does.

 

Top 5 picks

  1. Clone Legion
  2. Self Inflicted Wound
  3. Butcher’s Glee
  4. Mystic Meditation
  5. Qarsi Sadist

My first pick is going to be the creepy art on Qarsi Sadist.  The detail in the masks and the fact that Silumgar is lurking in the background pushes this over the top for me in this pack.  This wasn’t the best art pack I’ve ever opened, but there certainly were some pretty reasonable choices.  I always like looking at the art on these cards and this was fun today.

Thanks for stopping in to have a read!  Have yourself a great MTG day!

 

By Bruce Gray – Casual Encounters

@bgray8791 on Twitter

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Bruce Gray - October 14, 2015

Casual Encounters – The Ten Commandments of Casual Deck Construc...

Mountainside Crypt

The Ten Commandments of Casual Deck Construction

by Bruce Gray – Casual Encounters

Hi again everyone and welcome back to another Casual Encounter! With Battle for Zendikar being out and now legal in Standard, there has been an explosion of decks being built. Brewers of all stripes have sat down and put their thoughts together to make a pile of sweet new decks. I have been in the process of building some of my own new decks, but instead of eyeing playing tier 1 Standard decks I’m looking to build decks to play casually. I’ve always had some unspoken guidelines that I’ve kept in mind when building these decks, but I’ve never actually sat down and laid them all out in front of me. Today I have compiled my personal top ten commandments for building my casual decks and will share them with you. At the end, if you have any others that you feel should be added or things that don’t work for you, leave a message or send me a tweet and let me know!

Let’s clear up a few things before we get started. When I say “casual” I’m talking about any time you just sit down with a buddy or two on a Saturday night and just jam a few games. You are playing Magic, but not with an express interest in winning (although winning is fun). You are looking to enjoy the company of your friends and have games of Magic where something interesting, surprising, or intriguing happens. So, if your deck is too powerful, or too weak, your experience is just not going to be as good because you will either dominate or get run over and your games will run out of steam. Neither experience lends itself to fun game play. So, when trying to build a deck I try to follow as many of these rules as I can. Without further ado let’s check out The Ten Commandments of Casual Deck Construction.

10) Thou shalt build a deck that is good…but not too good. Playing the oppressive tournament winning deck is no fun for your friends. It’s ok to have this built and to play it once in a while, but if this is your go-to deck you will quickly find that your friends lose interest or don’t like to play against that deck. Pull it out and play a game or two with your scary good tournament deck, but then put it back in your deck box and grab something else.

9) Thou shalt look for synergy over raw power. Synergistic decks are always more fun and can be deceivingly powerful. Once you get the momentum going you are hard to derail and can be capable of some pretty explosive things. One such example of a synergistic deck that is perfect for Casual play are Simic decks featuring the Evolve mechanic and lots of +1/+1 counters. The Simic deck can be slow to get going, but once you get that Zegana or Master Biomancer up to speed your deck gets hard to handle. Decks featuring somewhat obscure or tricky combos like Sanguine Bond/Exquisite Blood are other great examples of where synergy can totally take over a game, but the deck doesn’t need to ruin the experience for everyone..

8) Thou shalt play those janky bulk rares. Those terrible, unplayable cards can give you much joy and give everyone a good laugh because no one thought they would see play…ever. I’m looking at you Felhide Spiritbinder and Blessed Reincarnation. These sorts of cards can do powerful things if you are prepared to actually play them…sometimes with unintended consequences…and that always makes for great stories. Don’t be gun shy, just run’em. You’ll see.

7) Thou shalt remember that commons and uncommons are your friends. Most Casual players have boxes of commons and uncommons that just sort of sit around and don’t do very much. However, these very playable cards can be leveraged into good value during a game if you are committed to running them. A couple of recent examples are the uncommons from Fate Reforged like Elite Scaleguard, Temur Sabretooth, and Mistfire Adept that can be very powerful but often get overlooked in constructed in favor of just more raw power. Kitchen Table Magic is the perfect place for these to flourish.

6) Thou shalt play an imperfect mana base and that is okay. Really, it’s O-K. No one expects you to have all the most current dual lands / fetch lands / creature lands / make rainbows & skittles fly out of their back side lands. Plus it is way cheaper. WAY cheaper !!!

5) Thou shalt play seven mana (or bigger) spells and not even blink twice. I think this is self explanatory.

4) Thou shalt play expensive, but useful creature destruction. We all know how removal has changed over time. Long gone are Terror, Dark Banishing, Swords to Plowshares and Path to Exile. Instead we get much more conditional removal that is either slower (at sorcery speed), more narrow (like Ultimate Price) or just plain expensive like Spiteful Blow Pinion Feast that tack on an extra effect. There is actually an incentive to play these less mana efficient cards outside of Limited when you head on to the Casual game. The extra ability (that usually makes the spell so expensive to cast) actually can help your deck do what it wants to do. I always use the example of Spiteful Blow in a deck with a fair amount of land destruction because now you get a 2 for 1 out of this spell that plays into the theme of your deck. Pinion Feast is fine removal in a deck looking to leverage lots of +1/+1 counters. Would I be clambering to play a full playset of these things? No. But there is a place for 1 or 2 of the more unusual spells. Besides to play a million copies of Hero’s Downfall is expensive and not fun.

3) Thou shalt play unusual artifacts. Hello Pixis of Pandemonium.

2) Thou shalt play answers to a little of everything. Since you really don’t get a chance to sideboard you need to play an answer to most sorts of things. Creature destruction obviously, but artifact and enchantment removal are key too. You can slide in some counter spells. No opponent wants to be locked out of the game on account of counter magic, but they do have their place. This takes up more card slots and increases your variance, but variance can make for fun game states with someone having the surprise answer in hand that can swing the whole game around.

1) Thou shalt remember that it is just a game and that you are paying for fun.

Notice I don’t say you can’t play this, that, or the other thing. Anything goes. Provided that your deck is mindful of things like your opponents and having a fun and interactive game, you can play that Ugin or Karn. You can go all aggro if you want, but maybe not quite as aggro as the winning deck at the last big tournament. You can do anything you like, but remember that you are playing for fun. Giving some consideration to the other players will help make your experience far more enjoyable for everyone.

Here’s an example of a deck I have built that fits many of these rules and would be an excellent example of a good casual deck:

B/W Counters

So, let’s look at the number of commandments I’ve hit on with this list. It’s not just rares (#10), relies mostly on synergy (#9), plays a couple of janky rares (Foul Renewal for sure)(#8), has lots of commons and uncommons (#7), the mana base is a long way from being flashy or perfect (#6), and answers to a range of things (#2). That’s quite the number of goals that I’ve met and I have no doubt that the deck would fare just fine in a match with some friends. I’ve been toying around with this in the play rooms on MTGO and have seen some reasonable success by giving as good as it gets. More importantly, no one is going to look at this deck and just balk. It’s respectable, has a chance to win every time, and is looking to interact and make the game fun for everyone. It’s not a fancy deck, but it showcases many of the ideas I have been trying to illustrate.

Have I missed anything? Is there anything on my list you don’t agree with? Let me know. There are loads of people out there who play casually and I would love to hear what other people do as they sit down to make up their decks. So, leave me a message or fire me a tweet and let know.

Thanks very much for stopping by for a read. Until next time have yourself a great MTG day and I’ll talk to you guys next time!

 

By Bruce Gray – Casual Encounters

@bgray8791 on Twitter

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Bruce Gray - October 7, 2015

Casual Encounters – Battle For Zendikar Pre-Release Report and L...

Zendikar Attack

Battle For Zendikar Pre-Release Report and Lessons

by Bruce Gray – Casual Encounters

 

Welcome back folks! I hope everyone had a fun weekend and rocking good time if you were able to hit a game store for the Battle For Zendikar pre-release the last weekend. I managed to get out to one event and had a blast.  The sealed environment was very fun and allowed for lots of interesting decks and combinations that made every game loads of fun.  Today I thought I would recap my event experience for you, the deck I played, and a few insights I picked up from experiencing the Sealed environment first hand.

I always preface these reports by stating that I always play at the Two Headed Giant pre-release event. I find 2HG is my favorite event because I get to experience playing with one of my buddies and just hanging out and playing Magic with a friend.  At the end of the day, the time spent with my friend is more important than actually winning or losing, but we do like to try and do well.  I know that the 2HG format changes card evaluation and it impacts deck construction sizably, but I still enjoy it more than the other pre-release options available to me.  So, I paired with my friend Dave for this pre-release and took a shot at playing Battle for Zendikar.

In the past when we’ve done these events I have rarely had a difficult time building our decks, but this time I found the task of building our decks extremely tricky.  The general card quality was very even and thus making our deck choices tricky as we moved to cut down to our 40 card deck.  Also, we had a multitude of options available to us in each of the colours in terms of strategies:  Ramp, Landfall, Allies, Devoid, Ingest/Processor.  These were all viable options based on our card pool and so picking which strategies, and then which colours supported those strategies, was very difficult.

In the end we opted to build a B/R Devoid deck for Dave.  This was interesting because he initially had envisioned a B/R aggro and beatdown deck, but what happened was more or less a control deck.  Dave had a number of solid blockers including Vile Aggregate and Vestige of Emrakul, strong removal like Complete Disregard and Ruinous Path, and generally a shell that wanted to interact with the opponent in a defensive way.  This was a little strange because normally B/R wants to attack and be aggressive, but Dave was very seriously looking to block, trade resources and slow down the opposition.

On my end I opened a Gideon, Ally of Zendikar and we had some decent white creatures and removal.  However, our Blue was not very strong so I turned my attention to Green. I opted to use Green to ramp into giant Eldrazi creatures thinking that these big fatties would allow us to push through the damage needed to win. So, I started the day with a pretty normal distribution of 2 drops, 3 drops and on up to 6, and then slammed home a couple of 8 drops in the form of Eldrazi Devastator as finishers. However, as I established that I didn’t need to play much in the early game because Dave was on the control gameplan, I sided out more and more of the cheaper stuff (against my better judgement sometimes) and slammed home more and more giant Eldrazi as the event wore on.  I also have to say, my deck suffered from a lack of a Overrun style card to push through damage, so I had to rely on dinky fliers and big beaters to pound through the damage. It wasn’t ideal but I feel like we got there in most games. Here’s a look at my list by the end of the event.

G/W Ramp- BFZ Pre-Release

Round 1- We got paired up against the guys who had been building on the other side of the table and I recognized as being very capable players.  We got behind early, but stabilized around 15 life and started to make progress and chipped away a little at their life total with some fliers.  However, my deck flooded out a little at a very inopportune time and Dave drew nothing very relevant. Meanwhile, our opponents were busy ripping gas off the top of their library and we quickly fell apart. We started off 0-1.

Round 2- A Boyfriend/Girlfriend combo with a reasonable R/W deck and a B/U deck were our next opponents.  I thought we were in huge trouble to start because they quickly had a Sire of Stagnation on board essentially choking us off of more mana.  Fortunately they attacked with it and Sheer Drop took out the Eldrazi that was slowly suffocating us.  Sadly, Mortuary Mire bought the Sire of Stagnation back, but at least we got a little breathing room before we got choked off again.  Dave was seriously hamstrung by this thing, but I was able to continue to cast my creatures that enabled my ramp like Lifespring Druid, Kozilek’s Channeler, and Brood Monitor to play big fatties.  In the end, what won us the game was that we took one activation off the Sire of Stagnation, Dave played his land and then cast Dragonmaster Outcast and then waited.  A few turns later there were entirely too many dragons to be ignored and the game ended with us evening our record at 1-1.

Round 3- We were paired against a couple of 11 year boys who were there with their father.  Despite being young, they were obviously well prepared and knew what they were doing because they had a pair of solid decks.  One of them resolved a Kiora that was a terrific target for Ruinous Path but not before they got some good value off of it.  Things had started to turn around for us and we were in decent shape until one of them resolved an Ulamog, the Ceaseless Hunger and his partner cast Goblin War Paint to give it haste.  3 turns later we had no more cards and we lost falling to 1-2.

Round 4- We were paired against another boyfriend/girlfriend combo and things seemed to be pretty routine.  I landed an early Gideon that our opponents needed to respect and bought us some time.  By the time Gideon was killed, I had all the mana I would need and Dave was riding my coat tails.  Once I started to land multiple Eldrazi fatties we had the game stitched up pretty tight.  We rode Eldrazi Devastator to a fairly easy victory and evened the record at 2-2 going into our final round.

Round 5- We played a team with a U/W deck and a R/B deck.  They presented a couple of challenging little cards that nibbled away at our life total, but Dave found answers and we were able to seize the advantage.  We started to put pressure on them with a Malakir Familiar and a Ghostly Sentinel that they just couldn’t answer and they needed to devote resources to dealing with the multiple Eldrazi assault I was mounting yet again.  In the end, 5 damage at a time got the job done and we finished them.  It was hardly an exciting game but I thought we played it as well as we could given the cards we saw and it felt very rewarding as we moved to 3-2 and 6th out of 16 teams.

Hits and Misses

We very clearly had a few hits in amidst our piles, but we also had a few misses.

Hits:

Rolling Thunder

Rolling Thunder – this was just insane.  Flexible removal that scales and can essentially 2 or 3-for-1 your opponent.  The fact that we had a pair of these things felt grungy…but awesome all at the same time.

Brood Monitor

Brood Monitor – this Eldrazi drone was a one card army that plugged up the ground AND ramped me to crazy heights.  Turns out getting 6 power and toughness across 4 bodies is really good.  Like REALLY good.

Dragonmaster Outcast

Dragonmaster Outcast – He might say “1 drop”, but he’s really a 6 mana card.  Once you activate him he is crazy powerful.  Too bad he dies to a stiff breeze, but since he costs 1 mana to play, your opponent is likely spending more mana than you did to deal with such an imminent threat.

Ruin ProcessorEldrazi DevastatorBreaker of Armies

Giant Eldrazi beat sticks:  We didn’t have much in the way of exciting Eldrazi, but we did have a number of the common and uncommon ones that were wildly powerful. Yeah, I liked these guys.

Looming SpiresFertile ThicketMortuary MireSkyline Cascade

Common cycle “spell” lands:  The common cycle of lands was excellent.  We had two Looming Spires, two Fertile Thickets, a Mortuary Mire and a Skyline Cascade and we opted to run them all.  At some point all of them were relevant and really cost us very little as we could just run these for land and use the spell-like ability just for value.

Misses:

Smothering Abomination

Smothering Abomination –  I don’t think this is a bad card, it was just a bad card for us on this day.  Dave was not in a position to truly leverage the Sacrifice ability to draw more cards and a 4/3 for 4 mana wasn’t really the most efficient creature we could find.  I can imagine it being tremendous in a deck full of lots of Eldrazi Scion tokens, but in the B/R deck it just wasn’t very good.

Vile Aggregate

Vile Aggregate – This was a decent role player for us, but in order to make him good I feel like he needs to paired with Green or he is just underwhelming.  You need a bunch of Scion tokens in play in order for this guy to be truly explosive and he just wasn’t the best choice for us.  He did play good D, but was a little lacklustre.  I won’t be actively searching out these guys in any upcoming drafts.

Rot Shambler

Rot Shambler – This 2 mana creature is pretty disappointing.  2 mana for a 1/1 is below rate and you need to work pretty hard to make him good.  However, in this format lots of things exile creatures (not kill them) meaning that you can’t trigger this guy as often as you might like.  Yes, he plays really well in a token deck with lots of Scions, but is otherwise unexciting.

Well, that’s what I’ve got.  On the whole I really enjoyed my Pre-Release experience and I had a lot of fun.  It also helps that we played reasonably well because winning is more fun than being on the losing end.  However, win or lose, the set is fun and the limited environment is going to be very engaging.  I’m looking forward to getting a few drafts in on MTGO and to just brew random janky decks that pack a few big nasty Eldrazi surprises.

How was your Pre-Release experience?  I would be all ears to hear how other people fared and whether they enjoyed the experience or not.  Hit me up on twitter and let me know about your experience!

Thanks for stopping by and reading.  Have yourself a great MTG day and I’ll talk to you guys next time here at Casual Encounters.

 

By Bruce Gray – Casual Encounters

@bgray8791 on Twitter