Tag: casual-encounters

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Bruce Gray - August 17, 2014

A Brave New World (Grixis control standard)

Prognostic Sphinx - Grixis control standard

A Brave New World (Grixis control standard)

by Bruce Gray – Casual Encounters

 

Well, the summer Pro-Tour has come and gone and we have seen the full evolution of Standard.  The match play was terrific with some hugely entertaining matches both at Draft and at Standard.  Congratulations must go out to all the players, and especially Ivan Floch for his display of prowess and winning the Pro-Tour with his Blue/White control deck.  It is no small feat and he had to play some tremendously high caliber matches to win the title.

 

As cool as the pro-tour was to watch, I have to admit, I was a little disappointed that it was Blue/White control that was the winning deck.  I have no problem with the strategy and can clearly see that it is effective, but there were a number of really interesting decks running around that were much fresher and newer.  I would have loved to see one of these newer decks win the day simply for the novelty, but at least it wasn’t Mono-Black Devotion.  There was plenty of variety in the Top 8 decks, which was nice, but still, to see an archetype that has been as consistent from last Fall to now still prevail is a little bit…I don’t know…I guess boring. However, the days of Blue/White control in Standard seem to be coming to a close, so get your fill now folks because I suspect we may not see it for a while.

 

This first portion of my article today is strictly a prediction.  I have no inside source at WoTC or anywhere inside the Magic community.  However, based on a few observations I can pretty safely declare that Blue/White control or U/W/x control will be taking a back seat.  We will be watching as Return to Ravnica rotates out of Standard in about 7 weeks leaving two HUGE holes in the U/W control strategy.  The first gap is Sphinx’s Revelation. Sphinx’s Revelation is a major key to the strategy because it just allows for massive card advantage and life gain allowing the control player to reload their hand with answers and gain valuable life.  I would be shocked if something comparable was printed in Khans for the simple reason that it is such a powerful card. Notice I say “powerful”, not “broken” because I fundamentally feel that Sphinx’s Revelation is a fair card and a player who casts it can still be beaten, but it is a very powerful card that can turn the tide of the game very quickly.  I would expect some measure of mass card draw, or life gain, but NOT both together the way that Sphinx’s Revelation does it.  No, the days of easy living on Sphinx’s Revelation will be drawing to close at Standard for a while.

 

The other piece is a little trickier, and that’s Supreme Verdict.  For ages now we have just come to accept that there will be a 4 mana sweeper in white. Please see exhibit A- Wrath of God.  Exhibit B- Day of Judgement.  However, when they printed Supreme Verdict they raised the bar a touch.  4 mana sweeper…and can’t be countered.  Well, that’s a big upgrade and pretty much makes Verdict the Cat’s Ass of wrath effects.  However, since Supreme Verdict was released there has been steady trend. Removal has got progressively more expensive.  Think about it…in Theros we were given a large number of removal spells, all of them quite pricey (thank you Sip of Hemlock).  Inexpensive removal consists of things like Hero’s Downfall…which is still a 3 mana removal spell.  Sure, it hits Planeswalkers too, but in most situations it is used to wipe out a creature.  Bile Blight is a thing, but it is also conditional because if the creature is too large, Bile Blight just shrinks it (and you hope to heavens you can block the creature profitably).  Ulcerate is 1 mana…but costs you 15% of your life total just for casting it.  Fated Retribution, Planar Cleansing and Mass Calcify are other removal type spells…and cost 6 or 7 respectively.  Even Red has not been spared.  Apart from Lightning Strike, Red has started to see burn spells creep up in cost as well.  Bottom line, the price of removal is getting a tad higher.  So, combine the fact that Wizards has already given us the Cat’s Ass of mass removal, and that removal is getting more expensive, I would honestly be surprised to see a 4 mana sweeper once Khans of Tarkir is released.  There will be mass removal of some sort, but I would expect to see the coverted mana cost climb to 5 , or if it is staying at 4, would require all three colours from the respective wedge. In either scenario, the requirement to cast the spell has just increased. This slight increase, coupled with the loss of Sphinx’s Revelation might be enough to knock U/W control down from a top tier deck to being a reliable but somewhat lacking tier 1.5 deck that just won’t command the same level of respect at any given event during the Standard season.

 

So, U/W may be taking a back seat for the next while, but there will absolutely be a control strategy of some sort that will come around.  It’s a bit tricky to try and pick up on what exactly that strategy will look like, but I am prepared to take a look at some new options, and one in particular, that you might be interested in keeping an eye on as Khans of Tarkir starts to be spoiled in the next couple of weeks.  For many a season now we have seen U/W/x be the dominant control strategy but what if we removed the White from that mix and instead replaced it with Black?  We would move away from the Esper or Jeskai (did you notice the new wedge name?) and move towards Grixis as a potential control strategy.  Let’s explore this strategy a tad.

First off, land.  This colour combination could very well have the appropriate land base to make a go at it.  There are Temple of Deceit (U/B) and Temple of Malice (R/B) and Temple of Epiphany (R/U) from Theros block to give you at least 12 on colour Temples to start your deck off.  From M15 we also have Shivan Reef, meaning that you are pushed to 16 total on colour dual lands for your deck. Add in Mana Confluence and you could be as a 20 lands for your deck to cast your spells and have access to the right mana.  So, the land looks good.

 

Next, you have your removal package which is still very strong.  With access to Hero’s Downfall, Bile Blight, Ulcerate, and Silence the Believers you have a pretty robust suite of removal with which to handle most creatures that are on the table.  I agree, this is all targeted removal and not a sweeper meaning Hexproof creatures or other creatures that are difficult to interact with could be a problem.  The solution would appear to be, in the absence of a true sweeper, sacrifice effects.  Devour Flesh may  be rotating out, but there will undoubtedly be another sacrifice type effect that could at least be sided in if the need arises.  I’m hesitant to include In Garruk’s Wake, the 9 mana sorcery that is an asymmetrical board wipe, but if you are playing a control deck you could get there in a long game and then drop this thing to just devastate an opponent.  I’m skeptical myself, but it warrants some investigation.  Red would also give you access to Lightning Strike, Anger of the Gods,  and Magma Jet and Magma Spray meaning you would have a pretty beast set of removal spells to lock your aggressive opponents out of their creatures.

 

Lastly we have the permission package and M15 gave us a sweet option. Dissolve is a very solid 3 mana counter spell, but now with the addition of Dissipate we have as many as 8 hard counters to use. That could be pretty devastating to deny your opposition of a crucial spell or to protect some resource of your own.

 

I can think of very few creatures that you would be truly excited to play in this deck because control decks are usually pretty light in the creature department, but those that they cast can protect themselves.  Aetherling played such a role perfectly for months after it arrived on the scene from Dragon’s Maze, but Prognostic Sphinx could play a similar role.  The 3 power makes it JUST small enough to avoid getting killed by Elspeth, Pillar of light or other spells.  The high toughness means it survives most burn spells. You can even grant it Hexproof to help protect it.  And the best part is the Scry 3 whenever it attacks basically ensures you can draw exactly what you need.  Other options could include Indulgent Tormentor because the triggered ability is useful in all three modes, or Chasm Skulker because the more cards you draw to bigger it gets…and when it dies it spits squid tokens everywhere making it a real pain to contend with.

 

The last consideration is Planeswalkers and the Grixis control standard colour combo could have some good ones.  Chandra Pyromaster is the best Chandra yet printed and she could be extremely useful in this deck.  Lilianna Vess is another viable option and her ability to tutor up an answer makes her invaluable.  Jace, the Living Guildpact could also be a very solid control card and offer some very good versatility to filter your draw and bounce permanents.  The last is Ashiok, Nightmare Weaver who might be an ideal Planeswalker in this sort of deck to give you a true win condition of milling out your opponent.

 

So, the pieces sort of fit and so I have put together a rough list of a deck that start down the Grixis control standard path for when Khans of Tarkir is released.  It is not going to be perfect because it only includes cards that are from Theros and M15.  Without knowing exactly what Khans could hold for this deck it’s tricky, but I figured I would give it a stab and see what i can put together as a framework for the deck and add when Khans is released.

 

Test Deck – Grixis Control Standard – Khans of Tarkir

 

There we have our shell for a Grixis control deck.  Of course, this is not written is stone but is something that you might be willing to brew up and test out.  I haven’t put together a sideboard yet either because you might have your own direction you want to take it in.  The beauty of this time of year, as we prepare for the Brave New World post rotation, that anything is possible and lots of interesting new twists on decks could emerge.

 

Let me know what you think about the deck.  What would add?  What would you take out?  Would you go another direction all together? Some of the beauty of playing Magic is that the possibilities are endless, so let me know what possibilities YOU see.  Send me a tweet and let’s exchange some ideas.

 

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

 

by Bruce Gray – Casual Encounters

@bgray8791 on Twitter

 

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Bruce Gray - August 14, 2014

Crack a Pack MTG Journey into Nyx with Bruce (2nd)

Crack a Pack MTG - Journey into Nyx boosters 2

Crack a Pack MTG Journey into Nyx with Bruce (2nd)

 by Bruce Gray – Casual Encounters

                Welcome back to another week of Crack a Pack MTG with Bruce.  We’re going to take a little break from some M15 for a while, mostly because as cool as the set is, it is also a very tricky draft format because there are a very high number of picks where it is tough to decide what is best.  It just isn’t a clear cut slam dunk. There are so many interchangeable cards and cards that seem to be reasonable (but not amazing) in M15 that picking cards and ordering selections is very difficult.  So, this week I thought I’d go back to Journey Into Nyx…but don’t worry, I’ll be back on M15 for next week, that’s a guarantee.

 

There’s no point beating around the bush…let’s get down to business and see what we’ve got.

 

Rare

 

 

Uncommon

 

 

 

 

Common

 

 

 

 

Ok, once again this week we have opened up another premium Mythic Rare in our pack.  Pharika is pretty solid god who got a bit of bad reputation.  She’s a house at 5/5 for 3 mana if you can get her online…so if you want to take her you had better be ready to go Black and Green.  Her activated ability is also pretty useful if you can score a few Constellation cards in your draft.  She also accesses your graveyard to make 1/1 death touching snake tokens which can warp combat and trade up to take out much larger creatures.  Add in the feature that she’s worth a couple of dollars and you have the makings of a very fine first pick.  In some formats I would be shy to grab a Gold card as my first pick, but considering the relative power level of the card and the fact that the B/G deck is actually very good, I’d be prepared to grab her and see what I can manage when it comes to finding playable cards to support Pharika. She’s not quite a windmill slam first pick, but she is very solid and clearly gets out in front as the early favorite.

 

Believe it or not, the next card to grab my attention is Sigiled Starfish.  This innocuous little 0/3 is super useful.  For starters, it blocks “Bears” for days, but the real asset is the Scry 1 ability when you tap it.  This allows for SO much card filtering in your deck that it is a little absurd. This improved card selection may not give you true card advantage, but the improved quality of what you will be drawing will make a huge difference and put you in the driver’s seat.

 

The next card that grabs my attention is Bladetusk Boar.  This solid creature comes with evasion in the form of intimidate and just does work.  A 3/2 for 4 mana isn’t super efficient, but the fact that it almost assuredly speeds up the clock on your opponent means that it needs to get answered soon.  Also, Red is very strong in this format, so grabbing the Boar and then forcing Red a little doesn’t feel like a bad idea.

 

Gold-Forged Sentinel is another interesting card.  A 4/4 flier for 6 mana, but seeing as it is an artifact it can fit in any deck.  I like the 4/4 flier.  I like that it is an artifact and can deal with creatures with Intimidate.  This is a very reasonable choice and a solid body that can get rough and tumble when you need it.  Normally artifacts aren’t a high priority for me, but this one is a very serviceable body and can fit anywhere.

 

Sigiled Skink also gets my attention because a 2/1 for 2 mana is very crucial in this very fast draft format.  The fact that it allows you to scry 1 whenever it attacks can also set up some very good card filtering and really help your cause avoid drawing into dead cards.  I like this little guy, but he is a little limited due to his 1 toughness.

 

Colossal Heroics is a useful combat trick to untap a blocker and pump it…and the Strive ability can help you to set up a situation where you could conceivably blow your opponent out with surprise blockers.  It takes a fair degree of set up, so go sparingly with this card, but it does make a useful addition to a deck and is a long way from being unplayable.

 

Spiteful Blow always gets my attention.  Yes, it is still 6 mana removal…that hasn’t changed from a couple of weeks back when I looked a pack of Journey Into Nyx…but it does kill a creature, set your opponent back a turn with respect to their land, and is a nice insurance policy.  I’ll look at it because removal at almost any price will get consideration, but it’s not super flashy.

 

Akroan Mastiff is a very solid tempo type creature for white.  The ability to tap down a creature is very relevant and makes this a strong utility creature.  The body is a little fragile, so it is unlikely to be going into combat too frequently, but I won’t give up on it.

 

Nyx Infusion is a versatile aura that can act as a form of quasi removal or as a pump spell.  The options presented here makes this a very valuable little addition to deal with creatures of all sorts.  Look in this pack alone at all the things this card kills.  Sigiled Skink, Akroan Mastiff and Bladetusk Boar and it turns the Gold-Forged Sentinel into a Wind Drake.  No, this is useful in either mode, but mostly as a form of conditional removal.

 

Godhunter Octopus.  I don’t much care for this card. Sure, a 5/5 for 6 mana is pretty useful at the top end of the curve, but the condition placed on this creature in order for it to attack really makes me nervous.  There are lots of other very good 6 drop creatures in this format and I would be none too thrilled to have this at the top of my curve unless I was well and truly stuck.

 

Mortal Obstinacy, Cruel Feeding, and Nature’s Panopoly.  I lump all of these in together, not because they do the same thing, but because they are all marginal cards that you could play if you wanted to try and benefit from some Heroic triggers.  Otherwise, they are all kind of Blah and could be played as a 23 card, but you aren’t going to fist pump like a champ because you grabbed any of them. Your deck would also largely be fine if they didn’t make the deck in favor of some other card too.

 

Desecration Plague is the last card in this pack and is probably the most unplayable card in the pack.  Destroying a land is fine and all, but truthfully speaking, you would rather be doing something else with your mana.  Sure, the Kitchen Table “Land Destruction deck” will love this card, but in a draft, if you would like to do well, you avoid this and hope it gets forced on someone. It just does not do enough to impact the board state and leaves you stranded looking at a dead card in hand.

 

Top 5 cards

 

  1. Pharika, God of Affliction
  2. Sigiled Starfish
  3. Bladetusk Boar
  4. Gold-Forged Sentinel
  5. Spiteful Blow

 

First pick

Once again this week, there is almost no doubt about what gets drafted first.  Pharika, God of Affliction is just too powerful to ignore, and so you’ll grab her and try and force Black and Green a little.  There are a few other cards in this pack in both Black and Green that might work their way back to, so I won’t feel bad.  However, I have left Red and two very strong Red creatures (the Boar and the Skink) available meaning that there will almost assuredly be someone in Red nearby. All in all, I feel pretty good about my pick and comfortable with the direction I would be taking and ready to see what came next.

 

So, there we have it…another week, another pack, and pretty sweet Mythic Rare in the form of Pharika.  What would have picked first?  Pharika? The Starfish?  Something else?  I could see someone making a pretty good case with this pack as there were actually some other choices that could have made sense in another strategy, but I feel pretty safe in taking the Pharika and trying to build the B/G agro deck.

 

Thanks very much and until next time, may you open nothing but bomb Mythic rares.

 

by Bruce Gray – Casual Encounters
@bgray8791
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Bruce Gray - August 12, 2014

Deep Thoughts… on Drafting M15

2015 core set logo - Drafting M15

Deep Thoughts… on Drafting M15

by Bruce Gray – Casual Encounters

 

So, a couple of weeks ago I wrote about my impressions on M15 based on my experience playing Sealed at a Pre-release.  This week I was fortunate enough to get out to a local game shop and draft on what we call “Cheap Night”.  Usually entrance fees for a draft event is $15 or so…but on “Cheap Night” it is only $10, but does not have any prize support.  It is a perfect spot to get out and draft and really feel what the environment is like and is pretty friendly for newer players because there aren’t any prizes on the line.  I have to say, I really enjoyed drafting M15 and it felt very healthy and diverse with a number of very interesting decks.  Today I wanted to share some of those experiences with you before you head out to your next Draft and to see if they confirmed what I have grown to believe from playing M15 limited.

 

First off, I went 3-1 and was in contention to go 4-0 right up to the very end, but in my final match I made a couple of major mistakes that ruined all that hard work.  With that said, I felt like I drafted a very solid deck that gave many of my opponents absolute fits because they couldn’t really deal with my deck. My selections were a little more helter skelter than I would have liked, but with a variety of less experienced players at the table I was having a hard time reading the signs coming around the table.  My first pick was a Hushwing Gryff as a very serviceable 2/1 flier for 3 and a solid ability.  My next several picks were all Blue and I looked like I was going on the U/W plan. However, I was a little disappointed that I was being cut off from White so I started to explore Black and Green  a little bit and picked a couple of nice cards from both of those colours.  Pack 2 landed me a Caves of Koilos and then a Preeminent Captain in back to back picks and yielded some more White.  Pack 3 saw me open up Jace, the Living Guildpact and really locked me into Blue.  A couple of more decent White cards came my way including my boy Boonweaver Giant as a finisher and I was well and truly on the U/W Flier plan for sure.  Here’s my deck list.

 

 

Some highlights of the games were totally beating down an opponent with Welkin Tern over and over again.  Tern just did good work and brought a huge smile to my face when I’d see it in my opening hand because I really felt I had a solid chance to win.  In Round 2 I was able to live the dream with Jace.  I cast Jace relatively early in the game and immediately started ticking him up to filter my card draw.  I had just enough to run interference and give Jace some breathing room and tied up a few more of his creatures.  When Jace got to the point where I could ultimate him I did and shuffled my hand and graveyard, including Jace, back into my library.  I shuffled my deck up and offered to let my opponent cut the deck and then drew my next 7 cards while my opponent just looked on in dismay.  You would not imagine his look of disgust when I drew, and subsequently cast, Jace all over again.  Needless to say, the game was over in short order with the ridiculous card advantage I had just developed.  Lastly, Triplicate Spirits and Selfless Cathar make for a terrific combination that can quickly bring down the pain.  I finished off my opponent in Game 3 with a trio of Spirits who all got a boost from the Cathar and brought the hammer down.

 

The low light was in Round 4 where in game 1 I mulled to 6 cards and kept a 1 lander because I had a hand full of gas.  I should have had the sense to toss it back and try again because when I missed my 2nd land drop I knew I was on the ropes…and sure enough I was dead in short order. In Game 2 I did a little better but misplayed Jace when I cast him.  I should have bounced the Paragon my opponent was playing and then used the opening to force combat creating a situation where I had a profitable attack instead of sitting still and passing back the turn.  My hesitation opened the door for my opponent once again and left me reeling and trying to catch up. Needless to say, I never did and I was a little disheartened that I had misplayed those games so badly.

 

On the whole, I felt I had a pretty good showing and was relatively pleased with my performance. Going 3-0 against some pretty decent players was a good feeling and even if I did blow game 4 it just further re-enforced that I can’t get greedy and should be prepared to mulligan me regularly.  All in all, a fun evening with some solid results and few sweet finds in my draft pool.

 

Some other deep Thoughts and Observations

Jace, the Living Guildpact

This guy has got a bit of a bad rap since everyone has seen him, but I have to admit, he’s a very solid Planeswalker.  Is he crazy busted and overpowered?  No, but he is pretty versatile and reasonably skill intensive and will make a good piece in many decks when other versions of him rotate out of Standard.  His +1 is an acceptable way to filter your cards, particularly later in the game and he really helped set up some solid draws for me.  I can imagine that in Standard, where your deck is more finely tuned, ensuring that you draw into that perfect card will be pretty crucial.  However, it is timing that -3 ability that is truly vital.  You can really set your opponent back by bouncing something with Jace and I found that more often than not it was this ability that was the most powerful.  It may not say “Kill target creature/planeswalker” but sometimes bouncing it will be just as relevant.  The ultimate, like any ultimate on a Planeswalker, is totally back breaking.  To make your opponent lose his hand and only YOU draw 7 is bananas.  He’s not the best Jace, heck, he’s not even the best Jace in Standard right now, but he’s very solid and will be useful later on, I promise.

 

The speed of this format feels slow.  There is not an overwhelming number of aggressive 1 and 2 drops running around the format and the beat down plan really only begins when people hit 3 land…and can attack on turn 4.  Even then, there are lots of the 3 drop creatures that really aren’t that scary meaning that you need to get a little creative with your attacks to get early pressure on your opponent or you need to be ready to play a little more of a control route because you can’t get out the gates as quickly.  However, it is important to get creatures down on board because the removal is lousy and you will need to block to buy yourself time.

 

Invisibility

This is a terrible card.  This was just a dead card for me all night.  When I had it in my hand, I hated seeing it, and if I cast it on a creature I wished it was something else.  Don’t waste your time…it’s a pretty poor aura and not worth the card slot in your draft deck.

 

Triplicate Spirits

It’s a very good card!  This card did terrific work for me and I was impressed.  I was initially a little down on this card because it’s 6 mana for three 1/1 flying spirits.  However, with the Convoke ability these guys can be cast much sooner and make the casting cost feel much more like 4 mana…and gives you 3 bodies.  This is very useful and they proved to be just terrific for me all evening long.

 

Paragon of Gathering Mist

Of all the Paragons I think I like this guy the best.  Don’t get me wrong, they are all very good, but the ability to give something flying is just tremendous.  Nothing makes combat feel bad for an opponent than being ambushed by a creature who is suddenly flying and able to handle their flier.  He did good work for me all night and I’ll be sure to look for him again the next time I draft.

 

Aeronaut Tinkerer

This guy is a trap.  He is a very reasonable 2/3 for 3 mana and can get flying if you have an artifact.  I watched numerous players run this guy with a bunch of Ornithopters and other bad artifacts to try and trigger the Flying ability.  Yes, Yes, I know I ran one too, but I was looking at him as a 2/3 body on the ground because I only had 1 artifact, so if he could fly it was all the better.  However, to purposefully skew your deck to try and live the Ornithopter/Aeronaut Tinkerer game plan seems a bit wonky and not the best line of play.  Draft the Tinkerer, heck, play the Tinkerer and if you have an artifact or two all the better, but don’t go all in on that game plan because the reward just isn’t there.

 

I have to ask the question, do people actually say the word “Ratchet” outside of a Home Depot?  While I was playing my games they had the radio playing in the back ground and there was a song that came on by the Chain Smokers (“Let me take a Selfie”) which has been playing for months.  However, every time I listen to the girl in the song talk about  “That’s so Ratchet” I’m just left shaking my head.  First off, do people ACTUALLY sound like her?  I hope not…for all of our sakes.  Second, a ratchet is a TOOL…it’s a noun used to describe something to help repair your car or your bike…not an adjective used to describe lord knows what! C’mon…I’m not the language police, but even I have to admit that it sounds ridiculous.  Or maybe I’m just getting old.  One way or the other it sound ridiculous and should probably be stricken from the English language.  Rant over…thank you. [Editor’s Note: Sorry Bruce, but you’re getting old. Pop stars are always using the latest urban slang.  -Greg]

 

Thanks everyone for reading again this week.  If you have had your experiences drafting M15, let me hear about them.  What did you draft?  Any cool cards?  What did you deck look like?  If we are going to improve at this sort of thing we all need to be prepared to share and learn from our experiences.  I hope some of mine will help you the next time out and help you to steer clear of a few of my pitfalls.

 

Until Next time keep it fun, keep it safe…keep it casual.

 

by Bruce Gray – Casual Encounters
@bgray8791 on Twitter
 

 

 

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Bruce Gray - August 6, 2014

Exploring Casual Variants of Multiplayer Magic

Kitchen Finks - Multiplayer Magic

Exploring Casual Variants of Multiplayer Magic

by Bruce Gray – Casual Encounters

 

I have to admit, the Magic community is really pretty terrific.  By and large most people you meet and interact with while playing Magic are genuinely nice, helpful, and just friendly.  Let me share with a little anecdote.  Not too long ago I was trying to think up some new twist I could bring to our next Casual Magic night because we got into a bit of a rut.  We all love Multiplayer Magic, but the games take so long and if someone gets skunked on land they find themselves quickly eliminated and having to sit and watch the others play.  That really isn’t all that fun, so I was trying to come up with some way to mitigate this issue. When I was drawing a blank I turned my attention to the Magic Community and reached out on Facebook for suggestions and was rewarded in short order with tons of great suggestions.  Today I thought I would share some of those fun options so that you could use them the next time you play around a kitchen table with your friends.

 

Pack Wars

This is perhaps the easiest of all the Casual variants and it takes very little in the way of set up.  Essentially all you need is a booster pack and some land and you have all the ingredients for a game.  People have said for a long time that just cracking a booster pack is a waste of time.  You rarely get a solid return for you money spent, once open it is just 15 more cards, and really is a very short lived experience.  However, you can draw that experience out by opening your pack and just shuffling in some land and playing a game!  Typically you would want 3 land of each colour and then the spells are whatever you open, meaning you have little to no strategy, curve, or any other technical element to your game.  However, it does cause you to think on your feet and adapt to the situation and making due with obviously substandard cards.  The best part is, it could be any two packs…not even from the same set…and everyone is on the same respective level (unless they open some silly bomb).  I gave it a try with a buddy and we laughed ourselves silly with the sheer ridiculousness of some of the cards we played…and really at the end of the day it really is all about having some fun.

 

Howling Mine

One of the main complaints with Multiplayer Magic is that it takes so long because everyone runs out of cards.  It’s true…I have routinely seen games grind to a halt as everyone ends up in Top-deck mode praying that they rip some awesome bomb off the top of their deck.  However, a great strategy to ensure everyone has enough cards and speed up the game is to give everyone a Howling Mine effect.  This means everyone draws 2 cards instead of the usual 1. This really speeds up matters and ensures everyone can play with the cards in their deck instead of just sitting around top decking…drawing a dud…and then passing the turn.

 

Archenemy

Not all that long ago Wizards had a product that essentially pitted one deck against two others.  The idea being that the one deck was super powerful and that the other two were more marginal, but could team up to beat the superior deck. So, why do you need a particular product from Wizards to play this?  The answer is…you don’t.  Playing 2 or 3 on 1 is a great way to even out the playing field, so find that buddy with the super powerful deck and have him play solo…and then the rest of you get to see if you can take him out.  It sounds really fun because if you are the solo guy, you want to see just how awesome your deck is against multiple opponents.  If YOU get the win solo…damn…you be DA MAN! For the guys teamed up on you, you get a chance to dismantle THAT guy…you know…the guy who almost wins. Even if it is in a handicapped situation, there is no better feeling than beating that guy.  A nice variation on this is to build the deck that the player who will be solo together as a group, so you all know just how awesome it is.  There is a lot of fun to be had in group deck construction.

 

Two Headed Giant of Foriys - Multiplayer Magic

Two-Headed Giant

This classic team games pits 2 vs 2 and each pair of 2 players take their turn at the same time.  This ends up being a wildly fun and exciting way to play.  It can be played with constructed decks if you like, but is just as much fun in a limited environment.  The ability to sit and discuss strategy with your team mate is one of the highlights of this format and helps you to explore a variety of different strategies.  This one also shows up from time to time at pre-releases and such, making it a little more mainstream and sometimes competitive, but even there is generally regarded as being a fun and friendly format.

 

Dice-y Free for all

One way to mix up your multi-player free-for-all game is to have each player roll a die to determine which other player they will be attacking this turn.  Sure, it takes a little longer, but in the end it usually avoids one person getting ganged up so badly that he gets blown out the game.  Remember, you are here to play Magic…not blow someone out of the water…and giving each person the chance to not get attacked and develop a bit of a board only makes the game more enjoyable for everyone.

 

Token Sanctuary

[Gregsterism Addendum] Back in high school, we played a lot of multiplayer games and to prevent players from ganging up on one person early on, we used a Token Sanctuary (in reference to Island Sanctuary). As long as you have the token no one can attack you or your Planeswalkers. The first person to get attacked gets the token, it stays with that player only till the next player gets attacked, they then get the token. It continues moving as the last player to get attacked has the token. We usually used a coin or a a miniature statue to represent the token.

Chaos Draft

For those who love to draft…why draft boosters from the same set/block?  There’s no set rules come Casual Magic night…so everyone show up with different boosters and just see what you get.  The randomness and unpredictable nature of the Draft environment makes for tons of fun as one guy brings in a pack of Modern Masters, and the next guy brings in a pack of Dark Ascension…and let the mayhem begin.

 

Mass-Chaos

One of the major complaints with multi-player free-for-all games is that they take a lot of time. You spend forever sitting there waiting for everyone else to finish their turn and twiddling your thumbs, all the while hoping you don’t get hated out of the game ASAP.  Well, one way to speed the game up significantly, and create all sorts of mayhem and chaos, is to have everyone at the table take their turn at the same time.  There’s no waiting for the turn to come around…you’re going at the same time as the guys sitting beside you.  Now, resolving spells, attacking, blocking and the like is pretty complicated, but between the bunch of you I’m sure you can figure out a system to make it all work for you guys.  This seems like the most insane and disgustingly fun format I have ever encountered and really want my play group to give it a try.  I can only imagine the arguments, shenanigans, and ridiculous scenarios that will get cooked up with this format…bring it on.

 

Awarding Points

My buddies and I have grown tired of having players sit and posture in a multiplayer game.  Anyone can durdle…heck…I’m one of the best at it.  However, to create an incentive to being more aggressive, we award points for having taken out other players at the table.  At the end of the game, the player who has the most kills is actually declared the winner, even though he’s not last man standing.  This absolutely speeds up the game and makes people play much more aggressively, but you need to watch out for the “cherry picking” as one guy does all the work to KO one player at the table, only to have his point stolen from him by an opportunist who swoops in and delivers the final blow to take the point.  In either case, there is no doubt that this gets people moving and out of their defensive posturing shells.

 

So, there we have a number of suggestions to help spice up your next Casual night.  These could be a breath of fresh air for your playgroup and be options that you guys opt to maintain as house rules for when you play.  Maybe you give them a try and find out that you don’t much care for some of these variants. That’s fine.  There’s no wrong way to play Magic so long as everyone is having some fun and slinging spells. In either case, give them a try and see what you think.

 

What do YOU guys do when you sit around your kitchen table to play?  Do you use one of the variants that I’ve listed above or do you have your own house rules?  This is a great time to share these ideas with Conspiracy here and the new 2015 Core Set just released giving us an influx of great new cards to liven up casual games further. Let me know what you think. Hit me up with a tweet and let’s hear what other people are doing out there in the wide world of Magic.

 

Thanks for reading and remember keep it fun, keep it safe…keep it casual.

 

by Bruce Gray – Casual Encounters
@bgray8791 on Twitter
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Bruce Gray - July 31, 2014

Crack a pack MTG Magic 2015 with Bruce

2015 core set booster packs - Crack a pack MTG

Crack a pack MTG Magic 2015 with Bruce

by Bruce Gray – Casual Encounters

Welcome back to another Crack a pack with Bruce.   I would like to first off apologize for being a little behind this week.  It being the summer and all I was away with my family, but I am back now and excited to Crack open a pack for all of you and to see what we find.  We’ve had some interesting packs in the last couple of weeks and if you want to catch up with things you can find those articles right here on Three Kings Loot. This week we’ll be opening a pack of M15 because it will now be the default draft environment if you are out in the shops.

 

M15 is an interesting set to draft because the overall power level of the cards is much more flat.  There are much fewer absolute bomb cards in this set, but there are also a much higher level of generally viable cards that can make spots in your deck and offer you some interesting twists mid-game.  Let’s take a look at what we’ve got in this pack.

 

Rare

 

 

Uncommon

 

 

 

 

Common

 

Foil

 

 

Once again, this pack is a very mediocre pack.  There just are not any huge, obvious bombs in this pack that make it clear what direction you should be taking it.  The rare is Aggressive Mining which is a fine card, but is not something I would be looking for to start my draft off.  For starters, it’s an enchantment that has very little impact on the board when I cast it.  As I have said before, I want my first pick to be something that when I cast it I can tangibly see an impact on the board.  Aggressive Mining does very little initially.  Also, while the situation can arise in draft that you have too many land cards, I very rarely ever want to physically prevent myself from playing further land by casting Aggressive Mining.  Sure I can net some extra cards, but at what stage of the game am I comfortable doing that?  My initial sense is late in the game at which point Aggressive Mining is likely too late…or helping me to pour on the pressure because I’m out in front anyway.  It also isn’t even worth that much, so drafting it for value also falls short.  While Aggressive Mining is a neat card, and might have a place in a Constructed deck somewhere, for a draft I’ll pass and find something else.

 

So, what else grabs my attention.  Believe it or not, the card that gets my attention first is Frost Lynx.  This simple little 2/2 for 3 mana is exactly the sort of card I like to play in a draft.  It has a serviceable body at a decent cost and even comes with a very useful ability to “freeze” another creature.  While this guy isn’t flashy, he’s very useful and something that I can get behind.

 

Another card that I could see myself get on board with is Coral Barrier.  It seems weird to be ready to get behind a Defender, but 2/4 worth of power and toughness for 3 mana is good value, and if I can find a way to recur it I would be pretty happy.  Also, the squid token has Islandwalk which is surprisingly relevant.

 

The third card that grabs my eye is Encrust as a piece of reasonable removal for Blue.  There isn’t much to say about this card, but it is reliable and reasonably costed and always seems to do good work. Also, you might notice that this point, we’re three cards deep and they are all Blue meaning something from this pack might wheel because the other players at the table might not want to be grabbing Blue at this point.

 

Oreskos Swiftclaw is another decent body as a 3/1 for 2 mana.  He’s vanilla and hardly exciting, but if you want the aggressive body, he’s the guy for you.

 

Wall of Frost is the 4th Blue card that gets my eye and is another defender.  This one is another one that doesn’t need much in the way of discussion because he’s just solid, but not flashy at all.

 

Dissipate is a solid counterspell and something that I would be looking at to wheel.  I don’t prioritize counter magic too highly in a draft if I’m Blue, but it is nice to have a little in your deck to keep your opponent honest.

 

Verdant Haven can play a useful role to let you splash for another colour, but let’s be honest, this will likely be there late if you really want it.  I’ll take my chances on finding one later in the draft if I really want one.

 

Torch Fiend, Ornithopter and Soulmender are all sort of blah creatures that you’ll take in the last half of the round, but you won’t be getting excited over any of them.

 

Gather Courage is a solid Giant Growth type effect, but I’m not a huge fan and would really rather grab this much later when I know I have some bodies to target.

 

Sacred Armory is about the poorest card in the pack, which isn’t too bad.  It is still a playable card, but I’m not really excited about pumping my creatures for power only with this, but it could be a useful mana sink if you lack other options.

 

Top Five Cards

  1. Frost Lynx
  2. Oreskos Swiftclaw
  3. Wall of Frost
  4. Encrust
  5. Coral Barrier

 

 

First Pick

 

My first pick, as discussed, would NOT be the Aggressive Mining, mainly because I don’t think it does enough for me. I’d pass on it and see if it comes back to me.  No, my first pick in this pack would be Frost Lynx.  A serviceable body, a relevant ability and it doesn’t overly commit me to playing any one colour too heavily at this point.  It fits in almost any deck, even if I just need to splash it, and can impact the board quite significantly by freezing something else. As much as this isn’t an exciting first pick it is a reasonable choice.  Also, seeing the amount of Blue in this pack I might hope to see something else that is useable come around when the pack wheels.  Perhaps the Dissipate or Coral Barrier could still be there to give me another solid Blue card to add to my pile.

 

Well, there we have it…another week…another pack.  What would you have picked out of this pack?  Would you take your chances on the Rare?  Would you have gone with another of the Blue cards in this pack?  Something else?  Let me know…I’d love to hear what you guys think and what you feel should have been the first pick, so tweet at me and let me know.

 

Next time we’ll bust open another pack of M15 or a pack of Journey into Nyx…I haven’t decided, but once I do I’ll let you all know. Thanks for reading and until time may you crack nothing but mythic bombs!

 

by Bruce Gray – Casual Encounters
 
@bgray8791 on Twtitter
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Bruce Gray - July 30, 2014

UWR American Bulk [Budget standard decks]

Daxos of Meletis - UWR American Bulk rares [Budget standard decks]

UWR American Bulk rares [Budget standard decks]

 by Bruce Gray – Casual Encouters

Here’s a situation we all face in this game.  Magic is a collectible card game.  As such, you are always collecting the cards and looking for the next card you want and need to add to your collection. Some of those cards you want for a new deck, others you want because of the cool art, or because they are foils, and other cards are just cool to collect.  Along the way you accumulate all sorts of other cards.  Many of these cards are commons and uncommons that seem to multiply in short order. Others are chase rare cards that you REALLY want to add to your collection.  Others are still rare, but aren’t very good…in fact, many of them are terrible.  These are called Bulk rares.  They are called “Bulk” because you can find them in the “bulk” bin at your LGS (Local Game Shop) and just sitting there doing nothing.

 

What to do with these bulk rares?  For many they sit in a binder and just…be.  They don’t get played.  They hardly get LOOKED at.  They just sit in their sleeve.  No one will actually trade for them.  Few stores will take them off your hands with their buylist.  No…these are truly cast away cards.  Even commons get more of a lease on life with Pauper formats.  However, Bulk rares just sit and do NOTHING.

 

Well, this is where I come along.  I’m always looking for some way to brew up a new deck without costing myself much in the way of money.  Let’s be real here…I have BOXES of stuff that I’m not playing.  That’s thousands of cards that are just sitting there and not getting played.  Surely, somewhere in amongst all those cards there are 60 cards that I can eke out into a deck.  Well, today I think I’ve managed to make it work…and surprise…I think I even found a way to slide in a couple of M15 beauties.  I call this Casual Masterpiece…American Bulk (rares)…BEHOLD!

 

American Bulk [Budget Standard decks]

 

 

This deck is actually very simple in terms of game plan.  Play a dude…suit him up with Bestow creatures.  Smash.  There are some of the best Bestow creatures in Hopeful Eidolon, Everflame Eidolon, Ghostbalde Eidolon and Thassa’s and Purphoros’s Emissaries that can all make combat just miserable.  Fencing Ace is another unheralded critter with Double-strike that can just make an opponent cry if he gets suited up.  The Ordeals have long been good, and Purphoros’s ordeal is a perfect fit. No, generally the game plan is very straight forward and not unlike the plan from many a Draft deck, however, mix in some bulk rares for variety’s sake and we can make for a spicy game with some interesting twists and turns.

 

The first piece of wonky deck-tech is Daxos.  This guy is so close to being good…he can let you play your opponents cards, has a form of quasi evasion and a 2/2 for 3 mana is just a shade under the curve meaning he’s playable…sort of…but just not quite. However, suit him up with a Bestow creature and suddenly he becomes far more interesting and more of a nuisance.  He can outclass 2 drops meaning your opponent will need to block with multiple creatures (which always feels bad) or have you start nabbing stuff off the top of their deck.  Perhaps it says something about the sort of player I am, but I really, really, REALLY enjoy beating up my opponent with their own creatures and spells.

 

The second piece of truly bizarre deck choice is Fated Retribution.  7 mana board wipes are completely unplayable in 60 card decks right?  Well, I for one am willing to give this one another lease of life.  It’s actually a very powerful spell, and at Instant speed could really be back breaking. I’m willing to give this a try and see whether or not it can cut it.

 

Perplexing Chimera is another odd choice, but there’s no mistaking that the ability to switch owners of a spell is intriguing and the fact that it sits there as a threat, waiting to de-rail a spell is enough for me.  I think this is a very funny card and really can shake things up as your opponent attempts to play around it.

 

Silent Sentinel is yet another odd choice but when you consider the context of the deck it quickly becomes apparent why he’s in this little build.  Whenever he attacks you get to return an enchantment from your graveyard to your hand.  This is quite a powerful ability when the bulk of the creatures in the deck are enchantment creatures.   A 4/6 flier is also pretty handy even though he’s a greedy mana sync, but as a one of is quite reasonable.

 

Boonweaver Giant and Spectra Ward are my latest discoveries.  This pair from M15 just scream “PUT ME IN AN ENCHANTMENT DECK!”.  So I did.  The absolute best part about this combo is that if you cast Boonweaver Giant you can tutor up Spectra Ward from almost ANYWHERE! Graveyard? Sure thing. How about in my hand? No Sweat! What about in my library?  Go nuts! Then, once you get Boonweaver all paired up with Spectra Ward you have a 6/6 creature with protection from basically everything.  It’s actually gross. Now people say “but it costs 7 mana!”…and I simply respond “it sure does…but when I’m digging up a 5 mana aura to attach to it, it’s like I’m casting 12 mana worth of spells and really only spending 7.  That’s a bargain if I’ve ever heard one”.  Besides, there are very few things that actually outclass a 6/6 creature with protection from EVERYTHING, 7 mana or not.

 

The last piece of truly bizarre deck-tech is the choice to run Pyxis of Pandemonium.  This is usually a terrible card and something that you don’t really want to play…unless you’re simply using it as disruption to throw your opponent off their game plan.  Many decks are developed to play a certain way and with a large number of Scry abilities want to set up their draw steps very carefully to maximize each and every time they draw.  However, slide this card into your deck and just start screwing with their scrying and exile the top card of their library.  You have no idea what you just exiled from their deck, but I bet they probably wanted it.  As for this deck, with 28 permanents and 24 lands you don’t really care what gets exiled because when you sacrifice the Pyxis you’re reasonably assured to get most of it back.  Besides, you’re playing a souped up draft deck with some bulk rares…who CARES what you exile…it can likely be replaced by something.  I just think this card makes for a hilarious random game and just puts such a monkey wrench in the game plan of so many decks that I just need to find it a slot.

 

How does this deck fair?  Well, as it is fairly experimental I haven’t had a chance to play it against too many people.  I had one of my friends stop by to play one evening and the deck fared very well.  The life gain that can be achieved by Bestowing a Hopeful Eidolon on something can really push a game and make it very difficult to dispatch this deck.  Attach the Eidolon to something with Double Strike and things get even better.  Also, the flexibility of having Bestow creatures actually lowers the curve where you can get out and play a number of smaller threats early and then later in the game, as you draw others, allows you to suit up one as you ready for the kill. Sea God’s Revenge is just a blow out waiting to happen and Voyage’s End is just a very versatile way of holding off an aggressive opponent.  Is it a finely polished deck ready to take down a PTQ?  No way…but as a cheap and fun casual brew I think it fits the bill and can do some funny things to keep things interesting.

 

Well, there we have yet another funny Casual Brew for you to test out at home.  Give it a whirl…I’d love to know if you have the same success I’ve had.  Also, go ahead and flip through that binder and see if there are any bulk rares you can use to spice up a deck.  No one said that every deck you make HAS to be tier 1 competitive ready…sometimes brewing fun Casual decks like this can be just as fun.

 

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

 

by Bruce Gray – Casual Encouters
@bgray8791

 

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Bruce Gray - July 27, 2014

Deep Thoughts on…Inspiration

Aqueous Form - Bant Auras

Deep Thoughts on…Inspiration

by Bruce Gray – Casual Encounters

 

What motivates you to Brew?  Is it a card?  Is it a mechanic?  Is it a colour?  Brewing up a deck takes as much creativity as any other creative output, whether it is writing the next piece of great literature, or composing the next symphony, or even painting a masterpiece to be displayed.  No, regardless of what you do in your life, if you brew up decks at Magic, you need some sort of inspiration.  Let’s explore some of those sources of inspiration and where you go looking for creative ideas to make a deck.

 

There are lots of different types of decks out there and lots of different people out there brewing things up.  Not every one brews up first rate competitive decks…and that’s fine. Let’s be honest, the very creative and best are rare and hard to find.  If it was easy to be creative there would have been more Mozart’s, Rembrandt’s, or Shakespeare’s.  The same theory applies to creating a deck…the top deck builders are the top deck builders for a reason.  They “see” things that the average player misses, and that’s what makes them special.  However, we can learn a process, we can all improve, and the fact that we aren’t that special talent does not invalidate our own efforts to build decks.  In fact, there is a great deal of satisfaction in building your own deck even if it is never going to be used at more than a game at your kitchen table. Building decks is a creative activity that brings with it its own level of enjoyment and joy regardless of how talented you are.

 

So, when you sit down to brew, where do you start?  For me there are a couple of ways that often kick start the process. The first and most obvious jumping off point is you open up an automatic “build around me” card that it is just too tempting to turn up.  These are usually super powerful mythics or rares and come in a variety of colours and shapes, but these present an opportunity to exploit something very explosive and powerful.  However, sometimes these are commons or uncommons that can yield a more consistent result because you likely have a playset to fill out in your deck.  One such example would be the card Aqueous Form from Theros.  “Huh?” you ask, but let me run down how this could be such a card.  We have seen that unblockable creatures are super hard to contain and interact with…and the only thing harder is an unblockable creature that is also hexproof.  Basically, I took one look at Aqueous Form and said “ well…let’s make my own Hexproof/Unblockable creature and make the game totally degenerate”.  So, I next needed to find hexproof creatures…and I was off and running to build a deck all on the back of 4 common Aqueous Form cards.

 

 

Another approach for inspiration is looking at the decklists of others for ideas.  This does NOT mean straight out copying the deck list.  As much as that is a very popular form of building decks, it is not really inspiration because there is very little of your own creative thought that goes into the deck.  No, the idea spawned by the decklist is a decent place to start but you need to take that idea and then build around it by substituting and replacing pieces of your own.  This may be done on account of you not having the same pieces as the decklist that was posted, but sometimes it is to reflect your own interests.  Perhaps you want to push the linear mechanic in the deck further. Perhaps it is to reflect your playgroup and you make changes to deal with particular decks. Whatever your reason, you move away from the standard decklist that you found somewhere on the internet and take it in a different direction.  On occasion I have done this as well mostly to get a sense of some core pieces that can fit nicely together that interest me, but I then go around and fill out the shell with the cards that I want.

 

A third way to find some inspiration is looking at decks from previous formats and then modifying them with the use of cards that are currently in the Standard format.  The nice thing with Magic is that often similar cards get printed that have the same or similar effects.  This isn’t always the case, but you can find most effects you want printed in one form or another.  As a result, the same style of decks and archetypes can exists, but with slightly different cards and with some slight differences.  One such archetype that I have been enjoying is the Hexproof/Auras decks…particularly the Bant Auras deck that was played while Geist of Saint Traft and Invisible Stalker were in Standard.  Both of these cards are effectively broken and to arm them up with Auras makes for a potent deck.  My immediate thought when they rotated out was that Theros could NOT support such a strategy again because the deck was pretty degenerate.  Honestly, who wants to play a deck that allows for almost 0 interaction and races you with devastating effectiveness?  Not me…unless I’m the one running the deck! Then I saw a deck tech on the coverage for the Theros Pro-Tour that was a W/G Hexproof auras deck and my hopes were renewed as I took inspiration from source #2 (someone else’s deck).  This is where my interest in Aqueous Form, an idea for a current deck in the Meta, and a previous archetype coalesced to form one common deck idea.

 

Now, once you have a deck idea the actual brewing process can be very quick or it can take a long time to assemble the cards you want/need.  I’ve sat down and in 25 minutes put together a perfectly reasonable deck with a variety of synergistic pieces. That’s fine so long as you are prepared to play with a bunch of common and lower price tag cards.  However, I have also been building a deck for the better part of the last 8 months in an attempt to assemble all the cards I want.  Now, the prime reason it has taken me so long to build the deck is that I have been looking to pick up the premium rare cards and lands to make the deck go.  When you play Magic on a relatively tight budget it takes time to trade, acquire, scrimp and save enough to acquire the pieces you want for you deck.  That is exactly the situation in which I find myself and have had to piece together the cards for my latest deck.

 

Bant Auras “Aqueous Form” decklist

2015 Core set Standard

 

 

So, that’s the deck I’ve been building since September. It is a combination of all three forms of Inspiration that I usually use.  The common playset of Aqueous Form, the W/G Hexproof shell from Pro-our Theros, and some of the main tenets of Bant Auras as it existed while Geist and Stalker roamed the battlefield. I’m actually proud of this deck because I have yet to actually see a deck that looks like this in Standard anywhere.  Now, that likely means it is likely no good, but it is nice to think that is entirely my own brew and not copying or emulating any other deck running around Standard currently.  It is also a long way from being a budget deck.  That’s part of the reason it has taken me so long to build this deck and to take it out for a test drive.  Inspiration is great to give you direction…but sometimes the old bank account can hold you back from some of those goals. It has taken me 8 months to put together the pieces for this deck and will likely continue to evolve.

 

Further Deep Thoughts on Inspiration

 

Tribal

I haven’t included much in the way of discussion around tribal decks because they are almost self evident.  You open up a bunch of Goblins…you make a Goblin deck.  Horsemen (Centaurs), make a Horsemen deck.  That’s easy enough, but just because it is easy doesn’t mean that it can’t be fun. Sometimes the simplest source of inspiration is the best sort.

 

Kor Skyfisher

I built a rather wonky casual deck around this one common and the interaction with Spark Trooper.  What could be more fun than a recurring Ball Lightning with Lifelink! Sometimes finding cards that extend across sets separated by a number of years can yield some fun and unexpected interactions and fun inspiration for a deck.

 

Griefer

Sometimes I wake up and want to build a deck that will totally cause nothing but grief for my opponents.  It is not normally my style, but there is a sort of sick satisfaction from just hosing your opponent and locking him out and then crushing him.  Mill. Counter decks. Land Destruction. This can be immensely enjoyable…but only in small doses.

 

I have to say that a Monte Cristo sandwich is really quite delicious.  If you’ve never tried one, if you see it on the menu of a restaurant near you, give it a whirl.  Think Grilled cheese sandwich meets French Toast…and 100% delicious.  That’s some solid food to Brew on!!

Monte Cristo sandwich - Bant Auras

 

 

Thanks for reading…if you have any other ideas on what motivates you brew I’d love to hear about it.  Everyone is different and maybe you have a trick that you could share with the other readers. Shoot me a tweet and let me know.

 

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

 

Bruce Gray
@bgray8791

 

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Bruce Gray - July 20, 2014

Brewing on a Budget MTG Standard

Laboratory Maniac - Brewing on a Budget MTG

Brewing on a Budget MTG

by Bruce Gray – Casual Encounters

 

Since I started writing for Three Kings Loot back in February I’ve highlighted a fair number of decks.  The one thing that most of these decks have in common is that I would describe them all as being “budget” decks. This means that I am interested in trying to find a relatively inexpensive way to build a deck that is still powerful and presents a number of problems for my opponents.  These decks aren’t usually Tier 1 competitive decks, but they can surprise someone who underestimates what the deck can do.  Today, I’m going to showcase some budget substitutions that will allow you to build your own budget deck and help you to keep your cost down.  We’ll look at land, creatures, and lastly other spells in an effort to briefly touch on all the key elements of your very own budget deck.

 

Lands

If you routinely stop by here on The Bag of Loot you know that I have a thing for land.  Basically Magic is entirely dependent on the land you draw.  I don’t care how many awesome spells you have in your library, if you don’t have the land to cast them you are likely sunk (unless you’re playing Legacy/Vintage in which it seems possible to play with no land).  Without access to the correct land it doesn’t matter what spells you have, you’re likely to lose.  As a result, this is one of the few areas where you really can’t skimp too much.  You can use things like Guildgates and Life Gain lands from Zendikar if you aren’t fussy on format, but most people want to play Standard.  If you want to play Standard you need the lands.  It becomes even MORE apparent in the realm of Modern where Fetches and such are super expensive. Bottom line, unless you play Casually and you and your friends don’t mind you mixing in different things, you’re probably on the hook for having the “right” land for your deck.  Temples. Shocks. Mana Confluence. Nykthos. Guildgates. Pain Lands.  There is a large variety of lands available, some more expensive than others, but if you want to play you need to get the right ones for you and your deck and cheaping out and just running basics just won’t cut it usually.

 

Creatures

While you can’t cut corners on your land, you most certainly can make up ground with the suite of creatures you opt to run.  Basically, at almost each and every converted mana cost along the curve you can run a variety of choices. Now, the creatures that are very expensive in a given format are expensive because they are the optimal creature for that converted mana cost in that colour.  That doesn’t mean that alternatives don’t exist.  These alternatives are typically much cheaper and can help keep your cost down.  Don’t believe me?  Let’s look at a few examples.

 

Let’s start with Stormbreath Dragon.  4/4 flying for 5 mana and has haste, protection from white, and a Monstrosity ability.  There’s no doubt this is a premium creature and well worth the $15 a card you’ll pay as a single.  However, there are other options available to you if you really wanted to run a creature at the 5 spot that was more inexpensive.  Hypersonic Dragon is the same 4/4 with haste and 5 mana (although a blue and red are part of its casting) meaning it could fit the bill.  Scourge of Valkas from M14 fits those stats pretty well too and is still a dragon.  Both of these options are red, can fill the same hole in your deck and cost you significantly less in terms of money to pick up.

 

Blood Baron of Vizkopa is another 5 mana creature, this one is 4/4 with protection from white and black, lifelink,  and can trigger some ridiculous bonus if you have enough life, or your opponent is running low on  life.  Some other options at 5 cmc are Serra Angel (which is unexciting, but still perfectly viable), Keepsake Gorgon, and Celestial Archon.  These are all very playable at five and are even in Black and White so they can hold a spot in your deck.  Don’t let me fool you…Blood Baron is the optimal choice, but if you’re budget is tight, these guys are viable options.

 

Polukranos a 4 mana for 5/5 hydra with a ridiculous Monstrosity ability.  This one is tough to replace because 5/5 for 4 mana AND has an ability is pretty ridiculous.  However, there are a few options available like Deadbridge Goliath. This is probably the closest from a statistical standpoint, and isn’t a bad card and makes a suitable alternative.  If you can splash another colour, Reaper of the Wilds is another solid option and much cheaper as well.  A 4/5 for 4 mana is pretty close and the abilities on it make it a tricky critter to deal with…and costs a fraction of what Polukranos costs.

 

Soldier of the Pantheon– The aggro decks out there are not immune from having some pricey cards too.  Soldier of the Pantheon is a $2 card that is a 2/1 for 1 mana.  There is no doubt that they are an optimal 1 drop to kick start your beatdown with an aggro deck, but $8 for four 1 mana creatures leaves me scratching my head and my wallet empty.  You could opt instead to run Favoured Hoplite or Satyr Hoplite, both 1 drops that can lead the beat down band wagon for you in place of the Soldier.  They need a little more work than the Soldier, but with their Heroic triggers might give you a bigger beat stick with which to bring the pain.  If you really wanted the 2/1 for 1 you can instead turn to RTR block and grab the Dryad Militant as an inexpensive option.

 

Boon Satyr – This super awesome 4/2 for 3 mana is a staple in Green decks, but can also Bestow for a very reasonable 5 mana…oh…and has flash.  There is really nothing else that approaches this level of versatility, explosive damage, and just being down right nasty to play against.  No wonder it’s $1.50 a card.  However, you could run Feral Invocation if you were looking for the Flash aura effect.  If you wanted the Flash effect on a creature, Briarpack Alpha probably comes closest as a 3/3 for 4 mana and a fun Enter the Battlefield trigger.

 

Brimaz, King of Oreskos– King Kitty is a huge threat at 3 mana and the abilities packed on him are just full on value…no wonder he’s $20 a card.  However, if you wanted a card with just about as much devastating punch, Fabled Hero runs you about a $1 and packs double strike and heroic.  Things can get out of control very quickly with our Hero…and the extra money you saved will bring a smile to your face as well.

 

Now, these are just some suggestions for substitutes in your deck to help keep the cost down.  All the substitutions have significant drawbacks compared to the optimal creatures in the deck.  I fully admit that a Serra Angel doesn’t stack up with Blood Baron very well, and that Fabled Hero is a poor substitute for King Kitty.  However, if you’re wallet can’t handle the $80 to pick up a playset of Brimaz, Fabled Hero can do in a pinch.

 

Spells

Spells are a little tougher to replace.  The super expensive spells and staples of a format are that way because they don’t have a substitute…or at least not exactly.  The thing is spells don’t leave behind a body that can be utilized after they have been cast, so you need the impact of the spell itself to be pretty terrific.  However, there are a few options for some of the spells.

 

Thoughtseize– This Legacy playable piece of hand disruption just crushes decks by stripping away all the most important pieces of your opponent’s hand.  It really is crippling…and it is going to be in rotation for another 14 months! Yikes.  However, at $20 a card is a little steep.  Duress is probably the closest option and is regularly reprinted.  It is a little more limited in terms of what it hits, but let’s be honest, you are almost always going to take an instant or sorcery spell from your opponent because you can find other answers in your deck to deal with creatures and planeswalkers.  So, Duress is a reasonable substitute.  Brain Maggot is another possible route, and it even gives you a body.  Sin Collector is the last option, but for 3 mana is significantly slower and not as optimal.

 

Supreme Verdict- Premium 4 mana wrath effects are always key to a control player’s strategy.  Supreme Verdict really has no equal because it also can’t be countered…meaning that you hit it and your opponent cries every time as they watch their board disappear.  However, at $8 a card this can burn a hole pretty quickly in your wallet.  The only REAL option is Planar Cleansing…but it’s a 6 mana sorcery…which feels kind of yucky.  Fated Retribution is another option…but it’s 7 mana (although thankfully at instant speed).  These can do in a pinch if you really want to play the control game, but you may have to alter you game strategy because you’ll need to get to at least 6 mana to have either of those spells come online.

 

Sphinx’s Revelation- Ok, there is no equal to this card.  Mass card draw AND life gain is a Control player’s dream come true.  However, the most important piece is always the card draw because it gives you access to more resources.  Divination is the cleanest way to get access to some of the card drawing power of Sphinx’s Revelation, but Jace’s Ingenuity from M15 will be another option that draws 3 cards for 5 mana at least at instant speed meaning you can jam it on your opponent’s turn. After that, you can play poorer spells like Inspiration, or the more expensive Opportunity, but you’re still longing to get a Sphinx’s Revelation and run it.

 

Hero’s Downfall- Instant speed spot removal of creatures AND Planeswalkers is huge.  However, Black has lots of good removal right now ranging from Ultimate Price to Bile Blight to Doom blade.  This means that Black decks should have no issue dealing with creatures…pick your removal spell of choice and go to work. Planeswalkers are tougher, but you can always resort to fighting them directly which always gives you at least one option.

 

Planeswalkers- I have no substitute for a Planeswalker.  Honestly, they represent 3 (or 4) potential different spells and abilities that you just can’t replace in your deck.  You can try but prioritizing which of the abilities are most pertinent to you and your deck and substituting for cards that recreate that effect, but you still need to pay for it while the Planeswalker can replicate that effect for free turn after turn.  No, there’s no real option to playing these guys if you want to emulate a Tier 1 deck, but lots of decks can also run just fine without a Planeswalker (just look at Mono-Black Devotion decks that typically run no Planeswalkers).

 

Well, there we have some options to help limit the damage done to your bank account while still allowing you to play and have fun with some solid decks.  Of course the options available go up significantly when you start shifting formats from Standard to Modern, but so do the price tags on the optimal cards.  I hope this was helpful to you guys and that it gives you a few options to go out and brew some of your own decks using some of these alternative pieces.

 

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

 

Bruce Gray
@bgray8791