Tag: magic-the-gathering

comments
Gregoire Thibault - January 24, 2015

Suspension Field FNM April 2015

Suspension Field FNM April 2015

Suspension Field FNM is a little underwhelming with Journey to Nowhere being the original and much better. Of course journey is not in Standard, but it certainly is available in all the other formats. Some Standard decks might start playing it then you’ll have a use for it, or even make it in some Commander decks. Overall I’m certain we would of all have preferred a different FNM card for April. Let’s hope Wizards hears our plea and lines up a summer of great FNM promos and other promos for that matter.

Suspension Field FNM artwork Suspension Field FNM

comments
Gregoire Thibault - January 24, 2015

Hordeling Outburst FNM Promo March 2015

Hordeling Outburst FNM promo March 2015

Hordeling outburst FNM promo looks great. This is the version you want to get, the original artwork were scarcer from Ugin’s Fate promo packs and weren’t foils. This is a goblin card i’d like to see play, could be in a token deck with Ponyback Brigades. The newest Mardu Alesha, Who Smiles at Death from Fate Reforged works well with the Brigade and Goblin Rabblemaster. We got some of the pieces to start a Mardu token deck right there, what’s the endgame though? I’ve gone off topic… So far I haven’t had any use for Hordeling Outburst other than in Limited Format. I hope this changes so we don’t end up with another sub par FNM promo.

Hordeling Outburst FNM March artwork - CopyHordeling Outburst FNM March - Copy

comments
Bruce Gray - January 21, 2015

Fate Reforged Prerelease – Casual Encounters

Pilgrim of the Fires

Fate Reforged Prerelease

 By Bruce Gray – Casual Encounters

Well, I hope everyone’s had a blast at their prerelease events over the weekend.  I have to admit, it was kind of weird format because we all opened so many Fate Reforged packs and very few Khans packs.  That was a weird choice by Wizards, but it seemed to work ok.  At one point I turned to someone else and said “hey…could you imagine doing this with 4 packs of Dragon’s Maze…that would have been unplayable.” By comparison, Fate Reforged prerelease worked, but there wasn’t the sort of variance that I would truly expect from the sealed format starting next weekend…but it was fun.  It wasn’t as grinding as Khans was and that increased explosiveness meant winners and losers were easier to pick…and you could tell if you were on the right path or not.

 

Two-Headed Giant

I played the Two-Headed Giant event on the Sunday evening with my brother.  The last time we played at the Khans prerelease we got thoroughly embarrassed and were pretty unimpressed with our results.  However, this time we held our own and were in the running until the very last match.  I’ll get to how that one got away on us in a bit, but we finished 3-2 and were relatively pleased with our results.

 

I opted to play Temur for this event and my brother decided he would play Mardu meaning we could bank on having some pretty solid creatures and a pair of aggressive decks…or so we thought.  I opened up my pool and I was legitimately shocked.  My Temur pool hardly had ANY playable 2 drops…and a very limited number of Morphs.  The three drops I had weren’t even in my Clan! What gives?  It wasn’t until I hit 4 on my curve that I started getting creatures that felt and played Temur-esque and that was a bad sign.  So, my curve was…how do you say…TERRIBLE with very few plays in the opening turns.  I was not impressed.  The only good news was that my brother had a much more aggressive build and could put some early pressure down to help bridge us to turn 5+ when my deck could roar to life. It wasn’t a great game plan, but it was the best we had with the pools we opened.

 

Round 1

In our first game we started off ok and I was holding up my end of the deal with some pretty reasonable removal to try and stave off the threats from our opponents.  I Burn Away Dromoka, cast Bathe in Dragonfire on another dragon and felt pretty good about things.  But then I drew three straight lands and completely flooded out and our opponents cast Shifting Loyalties on our Brutal Hordechief…which they then followed up with one of their own.  You can imagine things took a decidedly downward turn and we were dead shortly after.  We felt a little bummed.

 

Round 2

Game 2 our opponents had us on the ropes and pretty much dead on board until they misplayed. They had a Daghatar the Adamant on the board with his 4 counters and they cast Hunt the Weak on it to fight something of mine. Then they cast a second Hunt the Weak on Daghatar, but forgot that Daghatar had already been dealt some damage and this second round was going to be lethal.  Oops! With Daghatar dead because they goofed we went to town and my trio of Dragons (two Mindscour and one Destructor) went to work.  They shortly conceded and we evened our record at 1 and 1.

 

Round 3

The next game we came out much more quickly out of the gates, but the game turned when I had 7 mana and Temur Sabretooth on the board. The Sabretooth just stymied our opponents who just could not sequence a profitable attack by the potentially indestructible kitty.  To make matters worse, my ultra greedy deck was PACKED with value creatures to abuse with the Sabretooth.  When you are bouncing Aven Surveyor in order to give the Sabretooth indestructibility, eating their attacker, and then recasting the Surveyor to out tempo them, the opponents get sad…fast.  Oh, the Surveyor isn’t your style?  How about Bear’s Companion?  Hell yeah! It was undoubtedly our best game and the one where I was able to hold off and to play conservatively and eke out advantage with the cards in play and not rush to dump my hand on the table.  Suddenly we were 2-1 and feeling pretty good about ourselves.

 

Round 4

Then we had a bye because a team dropped leaving a weird number of teams and we just had a turn to sit.  Ok…3-1 it is…and in striking distance of a prize.

 

Final Round

The last game we were moving along ok…until we got caught with Tasigur’s Cruelty and it forced us to pitch two cards apiece.  Normally, this sort of card would be unplayable, but in Multiplayer it was devastating.  I also opted to discard a land and to hold on to some pricey spells.  Figures.  Next thing I know I’m stranded on 4 mana, can’t hit Burn Away, Aven Surveyor, or ANYTHING…and we die to some pumped up creatures.  Grrrr.  Oh well.  We had a shot and we blew it.

 

Here’s my decklist

 

Temur Frontier – Fate Reforged Sealed  prerelease

 

Hits

Some of the cards that shone in our matches were not the ones I was expecting.

 

Pilgrim of the Fires: The 7 mana golem was about our best friend all day.  Sure, he’s 7 mana and you don’t run him out there any too quickly, but the truth is, he likely wins just about any combat he ends up in.  And by 7 mana, your opponents have already fired off just about all their best removal that can handle this guy…so the NEED to rely on combat.  Well, with this guy being just a house we made short work of a number of opponents and were very impressed with him.

 

Temur Sabretooth:  This kitty can do some work.  The ability to be indestructible is very potent and can make combat a real nightmare.  What’s more, it is super fun to bounce value creatures and then reap the rewards all over again.  This one looks like the real deal and likely a real player in Limited.

 

Wild Slash: Premium Red removal…yeah…it’s good.  It did work all day long.

 

Aven Surveyor:  I know the guys on LR were pretty stoked for this card, and I like it too because it did do work…but I’m not convinced it is as super as people think it is.  5 mana is a big investment for a bounce effect, particularly when there are lots of powerful things to do at 5 mana.  It was a big tool in my deck as I was packing loads of bounce effects, but users must be wary because he’s expensive.

 

Bathe in Dragonfire:  Relatively inexpensive and useful removal to take out those nagging creatures.  This likely over performed a little for me because it took out all sorts of things including a number of Dragons of varying sizes and descriptions as well as pesky Morphs.  A good utility card.

 

Whisperer of the Wilds:  This guy was a star for me all day.  He’ll be good in Limited for sure, but could also be good in Constructed…once Caryatid rotates out.

 

Bust

Jesaki Infiltrator:  This guy was a bust. A  2/1 unblockable creature SOUNDED good, but then he immediately Manifests a buddy…and loses the Unblockability.  That’s kind of junk.  Tested this guy out once and was immediately underwhelmed.  Out he came and in went more burn.

 

Enhanced Awareness:  What I would have given for a Weave Fate…or Treasure Cruise…or just about ANYTHING.  This one is 5 mana…and it is an awkward one to jam.  I got it off once, but wasn’t hugely impressed.  Most of the time it was a 5 mana brick in my hand.  It feels far more situational than Jace’s Ingenuity or even Opportunity and in a format where there are likely to be lots of other things to do with your mana that isn’t good news.  As much as this COULD be good, it wasn’t. We’ll have to see if that trend continues.

 

Dragons:  The 6 mana 4/4 dragons are playable, but hardly scary.  I found the Mindscour Dragon cute because the Mill effect was handy.  The only catch is having to watch that you don’t mill someone with Delve cards because you’re fueling their Treasure Cruise.   I ran three of these just to see what they can do and while they are kind of neat, I wouldn’t hold my breath for them.

 

Runemarks: These are as awful as I feared they would be.  Most of them seemed totally unplayable and not at all what I was interested in doing…so they all got left behind in favour of actual cards that did stuff.

 

Well, guys…I feel like we’re coming to an end of my Fate Reforged prerelease experience. I’d love to hear about what you experienced and how you fared.  Let me know by leaving a comment or finding me on Twitter.

 

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

 

By Bruce Gray – Casual Encounters
 @bgray8791 on Twitter
comments
Roy Anderson - January 20, 2015

Tales From the Prerelease: Fate Reforged sealed

Abzan Beastmaster - Fate Reforged sealed

Tales From the Prerelease: Fate Reforged sealed

By Roy Anderson

Hello, fellow looters and welcome to my first ever article written for The Bag of Loot and hopefully there will be many more to follow. I had a hard time deciding what I wanted to write about for my very first article. Should I start a column? Should I talk about Magic Online? Or maybe I should write an article about which removal spells would best work to finally dispose of Justin Bieber? Either way, I decided that since this is the first of my content for The Bag of Loot, I would write about another recent first. This first being my initial experience with Magic’s new set: Fate Reforged.

Who doesn’t love a good prerelease? Maybe people who like to be in bed by eight o’ clock on a Friday night, however, I don’t think anyone by that description is reading this article. Khan’s was such an amazing set and Wizards have been doing better and better with the events in general that I was extra juiced for this event. Looking back on the night, it did not let down my expectations at all.

Anyway, let’s begin our story around ten o’ clock Friday night. I always tend to show up early to make friends and participate in the only thing comparable to casting Magic Cards: Trading Magic Cards. Prereleases are some of the best times to trade for cards as few events bring such a big crowd to your Local Game Store (LGS), and more people means more cards. I am not going to spend too much time on trading, (as that is not why you are here) but some notable additions to my collection were: A foil Artifact Mutation, Rite of Replication, and plenty of sweet sweet foils. ( I have a problem ok.)

Finally, the clock strikes midnight. Magic time! Sultai Time! Sultime? Forgive me for the pun but, Sultai was the actual clan I decided to go with. I had no predisposition of the specific deck I wanted to play, however, I did get a card pool that was very well positioned for a leap into my favorite archetype. My favorite deck in Khans of Tarkir Limited is the four to five color control deck with a Sultai base. I always felt like it is a very strong deck and the new cards from Fate Reforged only gave the deck more tools. I will go over the specific new cards that I found to be helpful in this deck in a little bit. (At least the ones that I got to play with.) So without further ado, here was the deck list I ended up with and a little explanation of why I ran each card:

 

Five Color Death – Limited Fate Reforged sealed

 

Breaking it down

Abomination of Gudul x1- This is just a solid value morph that is also in the right colors. The deck I ran, due to having five colors, was 18 lands. This creature would help me filter through my deck during my land heavier draws which greatly helped out my decks consistency. It is also worth noting that it’s 3/4 body is very strong against a majority of Fate Reforged cards. I got more value out of blocking and flipping it than I thought I would. This flier also beats a lot of the smaller body fliers that got brought into the format by Fate Reforged.

Abzan Beastmaster x2 – This was a card that I really wanted to try and use because I am a big fan of low setup cost card draw engines. I had many occasions where this card would draw cards off himself as I was the control deck. I was very happy with this card even at the bottom end where I had to snap block him to trade with a morph. At the worst, in my deck it was still a one for one trade that stalls the game which is exactly what a control deck wants.

Atarka, World Render x1 – I only got to attack with this card once as it always acted as a lightning rod and immediately ate a kill spell every time I played it. The one time I attacked with it, I won the game by a landslide. Twelve flying damage a turn is no joke. Even if they manage to have a blocker, trample and double strike are a good combo.

Aven Surveyor x1 – This did not initially make the cut into my deck, however, it was about midway through the event that I re-read this card and kind of had a moment where I asked myself, “Why am I not playing this card?” It is an easy, slow-going, late game clock attached to a powerful tempo swing. I like it especially due to the fact that counters, heavy mana investment, and the rune mark cycle are very easy ways to get additional value out of using this card. Did I ever play this with a +1/+1 counter? No

Bathe in Dragonfire x2 – This kind of fell in the same boat where I had two in my pool and I wasn’t playing them. Boy was I stupid for not main decking these sooner in a control deck. Not much else to say about this card other than it kills a lot and is cheap.

Channel Harm x1 – Now this is an expensive but very effective trick that I can easily say fit the bill in my heavy control deck. In fact, this was my only white card. A majority of the time, it was only a one for one and a tempo swing, however, that ended up working out for my deck a majority of the time.

Debilitating Injury x1 – Cheap, efficient, solid removal in Khan’s limited, not much to really say about it.

Douse in Gloom x1 – This was one of the New Fate Reforged cards I happen to really like. Not only did this kill morphs, but there are a lot of new and existing two toughness cards that this made short work of. The additional effect of gain two life was also surprisingly relevant in a majority of my games. As the control deck, any amount of life gain helps carry you to the late game that much easier.

Enhanced Awareness x1 –  I was very happy with this card being in my deck. It filters through the top three cards in order to grab two or even all three if you have a land in your hand you want to pitch. This card does occupy a crowded slot mana wise, however, at instant speed, it offers flexibility.

Master the way x1 – Solid removal that replaces itself. Not much to say here. It is a little disappointing that it is a sorcery though as that reduces flexibility.

Monastery Flock x2 – This card served a few purposes in my deck. First, it is just a very flexible creature that could be an effective wall or a 2/2 beat down creature. Second, and most importantly, it almost always triggers Abzan Beastmaster which I was playing two of. This two card combo drew me more cards than I can count over the five rounds.

Reach of Shadows x1 – Probably one of the best single target removal spells in the format. It also lends itself to a flexible five drop slot which made it even better.

Ruthless Ripper x1  – This card was mainly used as an effective way to deal with threats on board. The two life did not really matter much, however, the deathtouch allowed this creature to trade up quite a few times as well as force my opponents to hold back attacks in fear.

Soulflayer x1  – This was one of the few real bombs in my deck. In my deck, it almost always ended up being a 4/4 flier for two black, due to my Monastery Flocks and other fliers, which as it turns out, is awesome! The best cast scenario in my deck was to have a Ruthless Ripper in my graveyard in order to give it deathtouch as well which allowed it to hold off anything in the air from attacking.

Sudden Reclamation x1 – Instant speed selective draw two, what is not to like? I found it surprisingly relevant at all stages of the game too. Early game, I wanted to fix my land drops and charge my delve engine. Late game, it got back my best creature and usually got back one of my tap lands to gain a life.

Sultai Soothsayer x1 – #Value and delve fodder on a creature with a body who will, nine times out of ten, trigger Abzan Beastmaster? Hop in! In all seriousness, I would play this card any time I am in Sultai colors because this card has a lot of value.

Swarm of Bloodflies x1 – This card was decent. It worked well with all my kill spells which gave my opponents a big clock. I was never supremely happy to cast this card however, it did pull its weight quite well though. WARNING: Manifesting this card will make you a sad panda.

Tasigur, the Golden Fang x1 – I played this card but found myself never caring to activate him. As far as I was concerned, this was a stronger Hooting Mandrills. This card may have some real power in constructed but in limited, this is by no means a super bomb heavy card.

Write into Being x2 – This card was mediocre for me, however, it felt like a necessary card to include. This card served a few purposes for my control deck. First, my deck had 18 land, therefore, most of the time I would manifest a land just to get more value from my deck. Second purpose of this card was draw fixing. What was essentially scry two ended up being very powerful whenever I cast it. Lastly, it was a way to add more creatures to my deck which only ran a limited number as a majority of cards were removal spells.

That was a big exhaustive, but that was my deck and I was very happy with it. In addition to the cards listed above, my sideboard was stacked with additional removal just in case it was needed which made me feel comfortable in every match-up. Speaking of match-up, I think it’s time for round one.

 

Round One

I was ready to play! Let’s do this! My first round opponent sits down and we start talking and he tells me that this is his first ever game of Magic. Oh boy, this means I have some work to do. There was really no challenge in this match-up due to his skill despite the raw power of his deck, however, I made sure he had as much fun and learned as much as he could. I wanted to walk away from that table with a new player among our ranks and that was job number one. Game one was short, and I tried to make it that way. Unknown to me until turn two, he kept a one land hand despite me explaining mulligan’s as I took one. I don’t think he quite understood the importance of them or of mana yet so I tried to end his suffering fast as he didn’t draw a single land. Game two was where he actually played a real game of magic. Despite the first game only lasting five minutes, this game took us to time. This was due to his slow play and need for explanation but I didn’t mind. I won in the end thanks to a well placed Channel Harm, the life gain from my lands and Douse in Gloom. War Flare and Ponyback Brigade did a number on my life total and always took him all the way with some help from me. At the end of it all, mission accomplished, he wasn’t a very vocal person and kind of quiet, however, by the time I left to turn in the match slip, he was smiling and in a good mood.

 

Round Two

My second round was an opponent from my LGS that is quite skilled. I have faced him in many finals so I was stoked for a good match. He was playing a very effective Temur aggro shell which I have seen be very effective in the past. Game one, my seven card hand had no land. Bleh…well, time to ship it. I was on the play so I was fine with it. Down to six cards and….another horrible hand with only one land. Five cards? Still only one land…. Well, four cards might be better? Still one land was all my deck seemed to want to give me so I played it. It went about as well as you expected with me hanging on as long as I did thanks to a Debilitating Injury. Game two I decided to play and I got a much better hand. I was trading removal spells for creatures and generally feeling good about my chances and then…the fire nation attacked. Not really, but he played Shaman of the Great Hunt which immediately allowed him to use that and his 3/3 to crash in for seven and gain a whole lot of upside. At this point in the game he was even able to activate the ferocious ability that turn. This is where I made a crucial mistake. I let it live another turn despite a kill spell residing in my hand. I decided to develop my board a little while longer which allowed another turn of smash for nine this time and draw two more cards. At this point all prior card advantage I had gained had been lost and we were back to being even. To top it off I was now bleeding to death. The game went on and I had actually stabilized through Abomination and Soulflayer which got flying. It got to the point where I had lethal on board and all he had was a 2/2 flier. Abomination was holding him back and I was sure I was going to win and this is where I made the game breaking mistake. I had Master the Way  and I saved it instead of cracking it off to kill the 2/2 while I was at two life. I was killed by a flipped Temur charger giving it trample into a Runemark and Dragon Scale Boon. Ouch.

 

Round Three

Opponent was a no show! Well, bright side was that one other person had a no show as well so we each took the win in our respective matches and played each other. He was piloting one of the most stacked Abzan decks I could have imagined. Two Falconers, two Battle Priests, premium removal and strong on-color rare cards. I ended up beating him two to zero however due to my strong removal suit. Let’s move on to round four!

 

Round Four

Imagine my opponents and my surprise when we both sit down and realize we had been playing each other for the last hour. He was my “third round” opponent. Well at least we both knew each other’s decks in and out because we also shared them with each other. In all honesty I was feeling great because I was the one who won. Game one was very difficult however, remember when I talked about attacking with Atarka once? Well it quickly ended the game. My opponent had so much removal, but had just used his Suspension Field on another mediocre creature. To my credit, I baited it out because I knew he had it. On to game two which technically never ended. We battled back and forth with removal and playing giant threats. Eventually, I was able to take control of the board and forced him to Crux of Fate during turns which caused me to win the match leaving me at 3-1. (Yay!)

 

Round Five

At this point it was five in the morning. My opponent wanted to go home and though the extra packs weren’t worth staying for. I win…technically.

 

In Summary

I do feel that 4-1 was the result I expected given how I was playing and the quality of my card pool. I just wish more matches were actual legitimate wins, but you go to prereleases to have fun right? Well, I had a boat load of fun despite having to wake up for work in the morning. I look forward to seeing Fate Reforged unfold as a format and continue to figure it out.

Thanks for reading guys! Feel free to comment below or message me your own fun prerelease stories or memories. See you next time!

 

By Roy Anderson
@Sockymans on Twitter
comments
Bruce Gray - January 19, 2015

Sultai Deck – Budget Brewing with Bruce

Villainous Wealth - Sultai Deck

Sultai Deck – Budget Brewing with Bruce

By Bruce Gray – Casual Encounters

Being a budget brewer is usually a tough proposition.  The mana base for most decks is usually so prohibitively expensive that it is very difficult to make a deck for a reasonable cost. However, the beauty part with Khans of Tarkir is the inclusion of the Refuge Lands. These inexpensive, common lands are super important to helping to keep the cost of your deck in line.  Since they are also in all 10 colour pairs, it makes for an opportunity to really build some interesting decks without breaking the bank.

 

One of the most interesting mechanics that came out of Khans has been Delve.  It has allowed Treasure Cruise and Dig Through Time to see play in virtually every format because the reduction in cost created by the Delve mechanic is hilarious and disgusting all at once.  I wanted to take my own stab at a Sultai deck powered by Delve and the common cycle of Refuge lands to provide a budget conscious deck that is capable of some ridiculous game states and power.  Let’s see what I’ve got cooking.

 

Sultai Deck list – Standard on a budget

 

The lands

The lands cover off your bases as well as possible.  Opulent Palace ensures access to all three colours and run about a $1 a card.  The other Refuge lands are all pretty inexpensive additions as well and the basics fill out the land requirements for this deck relatively effectively and cheaply.  Nice deal.  This land base runs you under $10 bucks but still gives you access to the colours you need!

 

Creatures

The creature package isn’t as large as I usually run, but the ones that I do run are important.

 

Let’s start with the 3 Satyr Wayfinders in this list.  These little guys are ridiculously useful because they fill your yard for your Delve spells and fetch you land.  The best part with the Wayfinder is that if you hit ANY land card you can pick it, not just basics.  In a deck running so few basics and so many dual and tri coloured land that distinction is huge. At roughly a dime a card these are cheap, effective, and very useful.

 

Nyx Weaver is a vital part of the deck because it also helps to fill your yard, and by consequence power out those Delve spells even faster.  However, sac this little guy and regrow that important resource you just milled away.  Nothing is funnier than recasting that Villainous Wealth you just burned, getting your Kiora or Jace back, or finding that blocker you need to try and stem the tide. Also, at a mere $0.40 a card they are a bargain for something so useful.

 

Sagu Mauler: Why not?  He’s huge, hard to handle, and requires an immediate answer or you die to the ridiculous 6/6 trampler with Hexproof.  Also, at $0.50 a card he’s a steal.

 

Chasm Skulker:  This is legitimately an experiment.  I feel like this card could be very good, particularly with the amount of cards I can draw off things like Treasure Cruise, Dig and Interpret the Signs.  He produces value if he gets killed and is otherwise just a growing bomb to dismantle your opponent.  He’s also very cheap, meaning he also helps keep the cost of the deck down.

 

Rakshasa Vizier: Honestly, a pair of feels fine in this deck to reap the ridiculous benefits of Delving away loads of cards and making a huge behemoth.  Also, a 4/4 for 5 is just fine base stats anyway.  Oh, and it’s cheap…so…Budget Brew away.

 

Necropolis Fiend:  This is the big finisher in this deck.  A 4/5 with Flying is pretty awesome…but the ability to repeatedly take care of creatures with its tap ability is huge. The casting cost has no real bearing because of the ridiculous Delve potential with this deck meaning it can hit the table without much trouble and at $0.30 a card you can’t go wrong.

 

 

Spells  

With all the budget cards we’ve played in the lands and creatures there is lots of room to splash around with fancy spells.

 

Jace, the Living Guildpact:  Did anyone notice that Jace’s new first ability jives with Delve incredibly well?  I haven’t seen him in any lists at all so far and I’m wondering why not? His second ability is very relevant as well and totally protects you or him if used properly.  Yes, his ultimate might curtail your plan somewhat, but wrecking your opponent’s hand and you drawing 7 is ridiculous.  This could be the best $4 card in the deck.

 

Kiora, The Crashing Wave: Wow, has the value of Kiora plummeted recently.  What was once a $20 card is now $8.50…and she’s amazing for this deck.  Her first ability is very useful because she nullifies their best creature every turn. The second ability is amazing to draw yet MORE cards and then dump extra land to ramp to Dig, Villainous Wealth, or Necropolis Fiend.  Her ultimate is an inevitable win condition.  She’s pretty sweet.

 

Villainous Wealth:  I want a full playset of these guys because I think this card could be the real deal. It’s an absolute game breaking spell.  Yes, it’s greedy, yes it’s expensive…but you only need to hit one and the game just about ends on the spot because it attacks them on an axis that they likely aren’t expecting. Look at the deck…it looks like it wants to beat down with the Vizier, the Mauler, or the Fiends, but one of these for 6 or 7 totally changes the perception of the game.  Add in the fact that it is about $0.50 a card as well and you have a budget all-star.

 

Throttle:  Cheapest removal going.  Murderous Cut would be better…but there are only so many cards in the yard to Delve away…so Throttle seems just fine in the interim.

 

Dig Through Time:  Well, this let’s you assemble EXACTLY that piece you were missing.  What more needs to be said.  It is an awesome card.  It is not cheap at $7.50 to $15 a card…but it is well worth it.

 

Treasure Cruise:  Don’t have a Dig but need to refill your grip of cards?  Yup.  Lean on everyone’s favorite busted Blue common.  Need I really say more?

 

Interpret the Signs: I have to admit, I stumbled across this and love it.  With all the very high casting costs in this deck you can hit this for 6, 7, 8 or even 9 cards without much trouble!  That’s bonkers.  And at a mere $0.15 a card is just perfect mass card draw for this sort of deck.

 

Sultai Charm:  Ummm…Removal.  Nuff said.

 

Scout the Borders:  This acts as card filtering AND as a ritual type effect because it dumps itself and 4 more cards in your yard…meaning that you are most of the way to casting Treasure Cruise by turn 3 and turning things up to high gear. You don’t need too many of them, but a pair seems like the right number.

 

 

Substitutions

If you are really keen on playing this deck it would be mighty easy to get a few more pricey treats for this deck. Currently the price tag for this deck is running somewhere shy of $75…but there are lots of pricey treats to sub in that will drive the price tag way up.

 

The obvious place to start is with 4 Polluted Delta. That’s $80 in Delta’s.  Sure, they thin your deck, feed your Delve and are generally pretty useful, they are hardly key lynch pins in the strategy.  That said, I would love to have a playset of these guys to rock in the deck.

 

Yavimaya Coast and some more Scry Temples might also be considerations for this deck help improve the mana situation.  I’m less convinced on these guys, but the added value of the free scry or more untapped lands might be really helpful.

 

I would be prepared to entertain a discussion about NOT running the Dig Through Time, not because it is a bad card, but because Interpret the Signs might be the better spell.  This deck is usually looking for just mass card draw and Interpret the Signs is a sleeper pickup that could be insane.  I would need to test both options.

 

I could TOTALLY make a case to sub out the Viziers for a pair of Sidisi…and with her bring in a couple of Whip of Erebos as well and emulate the Sidisi Whip decks out there.  There is no doubt that it would be a powered down version, because it lacks the Hornet Queen or the Soul of Innistrad, but it could be pretty potent.

 

What Fate Reforged Offers this deck

There are a number of treats from Fate Reforged that I might be prepared to try out in this deck but there aren’t an over-abundance of them.  I would be willing to splash around with Temporal Trespass because any time you can grab an extra turn it seems busted.  Also, Torrent Elemental can totally be game breaking because of its ridiculous ability AND the fact that it can be cast from exile if you Delved it away.  While the rest of the Sultai cards look interesting they don’t really do what this deck wants to do and so these will be about the only things I would be looking to experiment with.

 

Playing the deck

 You can’t afford to be too cautious with this deck.  As much as this deck wants to get to the later stages of the game to try and use more of its resources, you are in a race, not with your opponent, but with yourself.  The fact remains that you could be in real danger of decking yourself without much effort, so once you get a foothold and can leverage out some heavy hitters you need to make good and close out the game.  Your graveyard is absolutely a resource that is there to be utilized so don’t hesitate, but you need to be mindful of how quickly you burn through your cards.  Otherwise, the deck is super fun and able to do some truly ridiculous things and accelerate to get to some mighty powerful spells.

 

So, if you are looking for something pretty fringe to try at a FNM, or just kicking around with your buddies around the Kitchen table, this sort of Budget Sultai brew might be right down your alley.

 

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

 

By Bruce Gray – Casual Encounters
@bgray8791 on Twitter
comments
Daniel Clayton - January 17, 2015

Top Cards from Commander 2014

Feldon of the Third Path - Commander 2014

Tip of the Spuzzem – Top Cards from Commander 2014 

By Daniel Clayton – the Will of the Floral Spuzzem

Rating Commander and other pre-built products is a little bit different than rating other Magic sets, to do one of these, there’s no need to look at the cards in terms of power relating to their draftability, just whether a card is good in its own set, its own format and other formats in general. Since this is a different way of grading cards than usual, it requires a different break-down:

5: Black Lotus, Mox Sapphire: At this level you get the amazing cards that can improve almost any deck and are extremely either powerful or broken.

4: Brainstorm, Sensei’s Divining Top, Tarmogoyf: Extremely powerful cards that have either been format defining or format warping. These cards will typically see play in many formats.

3: Lightning Bolt, Path to Exile, Rampaging Baloths: Solid hardworking cards that are some of the most balanced in the game. These cards typically see a lot of play.

2: Darksteel Citadel, Lightning Strike, Searing Blaze: Solid hardworking cards in their own right that are used to make decks functional when the optimal choice is not an option.

1: Deflecting Palm, Kheru Dreadmaw, Briber’s Purse: Bad cards that don’t ever really find a home.

0: Storm Crow: Why Wizards? Just why?

Before we dive into the cards, I want to take a second to review the pre-constructed decks themselves and talk about some of the concepts introduced by the sets as well. The decks themselves are actually pretty competent EDH/Commander decks as they are; just needing a few cards to push them over the edge to tournament victory. They are fun and interactive and can be a serious contender straight out of the box. As for the concepts introduced by the set, the first is the story implications that sets such as this can have on the game, whether it’s Nahiri’s role as the Lithomancer or Ob Nixilis’s human form. I think that following Fate Reforged, we can look forward to having these stories fleshed out. The other concept that was brought about from this set is that things besides creatures can become EDH commanders. Now, it might not be that far from Legendary Creatures to Planeswalkers, but this means that other card types might be able to become commanders in the future. I’m waiting on plain artifacts. I’m not going to be reviewing the whole set, just the cards that I found interesting or there was a lot of talk about.

 

Angel of the Dire Hour (2): This card is far too expensive for what it is… still, this card feels awesome to top deck on the turn that you are going to lose to your opponent’s aggro plan.

 

Containment Priest (3): This is an interesting card that has a real chance of breaking out of the format into Legacy at least if not all the way into Vintage. It fits the theme of Death and Taxes pretty well, and fights well against some decks in the formats, such as Sneak and Show, Dredge, and Oath. That being said, I’m not too sure the card will catch on, especially with cards like Grafdigger’s Cage already in print.

 

Creeperhulk (3): Sitting at 5 mana, I don’t know how much play this card will see outside of EDH, but still a fun card that does well when you’re running a ton of small creatures like Goblins or Elves, and the trample is the icing on the cake.

 

Daretti, Scrap Savant (3): If there are any long-time readers of my work out there, you’ll know that I absolutely love artifacts, so when I saw this card I knew that I just had to get it. His plus ability is a great combination of filtering and graveyard filling for his minus ability, allowing you to toss some of your most powerful cards to the yard to draw into even more power. His minus just does the job of Goblin Welder (also in the set), a powerful ability that I almost wish cost Daretti less to use. His emblem is the real cherry on top of the card, with the powerful ability to keep taking back all artifacts that went to the graveyard each turn. On paper, this seems like an awesome card, maybe even a format defining one, but in play, he’s too slow and hard to defend and typically gets knocked out the turn after you play him.

 

Dualcaster Mage (2): There has been a lot of talk about how powerful this card is, but I don’t see it. I would much rather have Reverberate or Fork over this card, but that’s just me. Overall, it feels like a more expensive form of these cards, but I digress. I don’t expect this card to find a home in Legacy or Vintage, but maybe some play in EDH.

 

Feldon of the Third Path (4): Acceptance, Despair and Refusal, those are the three paths in my opinion and it’s obvious that Feldon has chosen refusal as his way of coping with his woman’s death. The card is much more aggressively costed than its opponents, and lets you not only take back a copy of a creature in your graveyard, but gives it haste, makes it an artifact, and has you sacrifice it versus exile it at the end of turn. Altogether, the card allows for a lot of shenanigans especially in the deck that it sits in. While this card is pretty outstanding in commander, I’m not sure it will see play in Legacy or Vintage.

 

Freyalise, Llanowar’s Fury (3): Out of all the planeswalker commanders in this set, I don’t know if I would call this the best planeswalker in the set, but I would definitely call her the most versatile. Acting as a solution to most of the problems you see in games. She has no abilities that scream bomb or game-ending, but all of her abilities feel like you’re getting value out of them, and in supporting a deck she is probably without equal. Her plus ability acts as creature horde/swarm, mana acceleration, and defense for her. Her minus ability deals with all of the artifacts and enchantments that you’re having trouble with, and her final is aggressively costed and gives you more resources in the form of card draw. Overall, this card probably isn’t good enough for Legacy or Vintage, but definitely a contender for solid commander material.

 

Ghoulcaller Gisa (3): This is one of the more powerful Alternate commanders in the set. I just don’t know why you would want to build up zombies in this way, if you were aiming for an agro strategy it’s terribly slow, and if you were doing things differently, I’m not really sure why I don’t want the big creature.

 

Jazal Goldmane (1): We’ve seen this ability before, it wasn’t impressive then, and it’s not now.

 

Lieutenant Cycle (2): These cards just feel lackluster and forced in EDH and even less impressive in a Legacy or Vintage deck. The idea of Lieutenant seems cool and it’s something that EDH needed a lot earlier, but these cards don’t do a very good job of showing off the ability.

 

Loreseeker’s Stone (2): Loreseeker’s Stone is almost a pretty good card, but a high mana cost combined with a tentatively bad effect makes the card hard to play in any format. With a mana cost as high as it is, it doesn’t help you solve mana delays, and with its ability it doesn’t really help decks that already draw a lot of cards. It’s just a card that wants to do a lot, but isn’t willing to dedicate itself to 1 path to get there.

 

Masterwork of Ingenuity (3): An interesting card that is aggressively costed at 1, but I can’t help but feel that it sits in your hands most games.

 

Nahiri, the Lithomancer (3): I just love the flavor of this card. When you first look at the card, most people who are fairly experienced respond with “Oh look, it’s Stoneforge Mystic as a planeswalker”, and that’s just what this card is. Her story is that she’s the founder of the Stoneforge Order, and has had some major effects on the story, especially the Zendikar storyline. Her plus ability gives her the ability to protect herself by generating a token and putting all of your equipment on it. Her minus ability lets you cheat equipment into play from your hand or graveyard, allowing you the ability to defend her defenders. Her final puts a powerful equipment into play that is indestructible, and gives its creature +5/+5 and double strike. Overall, while it’s a pretty cool card, there’s no deck in Legacy or Vintage that can really make use of her at a mana cost of 5, it’s just too slow. On the other side of things, this card isn’t that bad of a match for EDH, where it was designed for originally.

 

Ob Nixilis of the Black Oath (3): Ob Nixilis and his deck are uniquely positioned among the pre-constructed deck in that they get worse the fewer players that are in the game. His plus ability is a way to keep ahead of your opponents and while may not be all that good in 1-on-1, it can be a significant force in a 3 or 4 player game. His minus ability allows you to create a demon for some of your life, and feels very flavorful for black. His final creates a powerful emblem that lets you sacrifice creatures to gain life and cards. This card does feel a little heavy at 5 to be playable in Legacy or Vintage, but in a Commander game with multiple opponents this card feels pretty good and definitely playable.

 

Reef Worm (3): This is an efficient creature… in a few turns… if someone kills it… and its other forms… maybe it’s not so efficient, but it is a pretty cool combo with board wipes. Maybe someone will figure that out. Plus, it’s a pretty good blocker so that’s a plus.

 

Scrap Mastery (4): This card is flat-out awesome. If someone could figure out Living Death, then I don’t see why someone couldn’t figure this card out. It brings back all of the artifacts from the graveyard and puts them onto the battlefield, and puts all artifacts from the battlefield into the grave.

 

Song of the Dryads (3): Removal in green isn’t that big of a deal, and this card gives your opponent an extra land. Even though it caused a huge uproar, at least in the Magic circles I hang out in, it feels like a powered down black spell. I don’t expect it to make too many waves, but isn’t a bad addition to your green EDH decks.

 

Stitcher Geralf (2): I feel like this card is pretty much a glass cannon, a high propensity to completely blow out your opponent, but just as likely to completely wiff time after time. The card might almost be playable if the Zombie also had the abilities of those creatures as well, but as the card stands now, I don’t really think this card has a place in any format.

 

Teferi, Temporal Archmage (2): A very lukewarm card with abilities that also feel lukewarm especially for its mana cost. His plus ability is just peek, look at the top 2 cards put 1 in your hand and the other on the bottom. His minus ability is the best part of the card, he untaps 4 permanents, and his final allows you to play planeswalker abilities any time you could play instants, but overall I’d rather have Jace in any format where Teferi’s legal. As for him as a commander, I don’t really see why he’s a good choice so I’d probably just make a different choice.

 

Titania, Protector of Argoth (3): This card has already made its presence known in a few EDH decks. I have a friend that picked up the Green deck just for this card. The card fits well into decks that discard a lot of lands, such as Borborygmos EDH. The card doesn’t seem like much of a player for Legacy or Vintage, but I expect it to see play in EDH for a while.

 

Wave of Vitriol (3): While 7 mana is a steep cost, and I don’t expect this card to see play in Vintage or Legacy for this reason; this card is uniquely positioned to wreck whole decks in EDH. The card is targeted at those players that have picked up as many powerful lands as they can and can be ruining to a deck that traded up all of its basic lands for fancier ones.

 

Well of Ideas (2): This cards okay, but I’d still much rather have Howling Mine, and even that’s not run that much. More than the card itself, I like the ideas behind it and hope Wizards prints more like it.

 

Overall, the sets are pretty neat and if you’re looking to have fun playing some pre-constructed decks with a friend I would definitely consider picking these up. Besides that the decks are slightly over-costed and gives many players filler they don’t really need or already have (It’s sad to call Sol Ring filler). Pick them up if you want to play the decks with your friends or just buy the singles if you need the individual cards would be my suggestion on this set of cards.

 

Full Commander 2014 spoilers

By Daniel Clayton – the Will of the Floral Spuzzem

@DC4VP on Twitter

comments
Bruce Gray - January 16, 2015

Fate Reforged Reviews: Top 10 cards for Standard

Silumgar, the Drifting Death - Fate Reforged

Fate Reforged Previews: Top 10 cards for Standard

By Bruce Gray – Casual Encounters

So, I’ve already gone and taken a look at Fate Reforged for Casual play…how about we explore a little Constructed play…namely Standard?  Let’s get right into this and take a look.

 

10– Valorous Stance– This is similar to Reprisal in many regards because it can be used as a removal spell to whack big stuff.  Now, 4 toughness can be a bit of hurdle to leap over, but there are many bigger creatures that pack 4 toughness that this efficiently mops up.  Butcher of the Horde, the Dragons, Polukranos, Courser, Siege Rhino, Wingmate Roc and a number of other threats all get taken out by this.  On top of that, the other mode might make it more relevant than Ajani’s Presence…and the fact that this card can do BOTH things is what truly makes it a solid addition to Standard play.  I expect this will certainly see sideboard play, at a minimum, and I wouldn’t be shocked to see this creep into the main board of a few decks.

 

 

9- Silumgar, the Drifting Death– I can make a case for this one creeping into a B/U or Esper control build as the win condition along side Ashiok, Prognostic Sphinx, or Pearl Lake Ancient.  The evasion, hexproof, and a nasty ability puts this into the realm of discussion and I expect that people will give it a try.  What I will remind people is that while this is 3/7 it tussles with other creatures very effectively because it essentially can fight through 4 toughness creatures meaning that Wingmate Roc, Butcher or the Horde, and even a Stormbreath Dragon are hard pressed to block this effectively.  The 7 toughness makes it very difficult to kill via combat meaning your only option is a board wipe (or I suppose a Sacrifice outlet) and the control deck ought to have enough counter spells to make that threat fairly minimal. Expect to see this dragon lurking around in Standard for the foreseeable future.

 

 

8- Flamewake Phoenix– Temur or R/G Monsters just got one sweet addition to really turn up the pressure. Chandra’s Phoenix was extremely solid last year and this looks no different.  It is 2/2 for 3 mana, flies, has Haste, and serves an almost identical purpose.  The caveat where you need to attack each turn is no biggie either because if you are on the deck that wants this guy in Constructed then Blocking isn’t really your thing anyway.  The trigger to get this guy back is a little different and might be a little harder to trigger depending on the deck, but with things like Ashcloud Phoenix, Savage Knuckleblade, Polukranos and Stormbreath Dragon being in the potential home for this guy it might be feasible.  Here comes the nuisance that is a repeatable burn source to Standard.

 

 

7- Dromoka, the Eternal– This is intended to be the Abzan curve topper that we could see replace Wingmate Roc.  With the Abzan Aggro decks looking to curve out by playing a 2 drop, a 3 drop, a 4 drop and then a 5 drop, this could slide right in.  The fact that it can also pump your other creatures can’t be overlooked.  Sure, Wingmate Roc can trigger some additional life gain, but the sheer power of a 5/5 flier that adds counters just can not be dismissed.  People will certainly test this one out and see what this can do.

 

 

6- Wild Slash– Hmmm…an upgrade on Shock you say? Well…Shock has been very good for a long time, so I expect this one to be good too.  It will find a way into every single deck playing Red burn spells and no one will miss a beat.  At Limited, it will be good too, but it will not win you the game out right.  You will need back up in order to seal up those wins, but Wild Slash will be a nice addition to your deck because it pairs well with Ferocious OR Prowess.  Enjoy some more first rate burn.

 

 

5- Reality Shift– : Is this Blue Removal?  It sure looks that way…because you just exiled their Butcher, or Dragon, or God, or …or…ANYTHING and replaced it with a 2/2.  I think that’s a good trade in most situations.  This looks like it could get insane and really give Blue the ability to deal with relevant threats after they hit the board.  So much for respecting the Colour Pie! Blue Removal to the rescue!

 

 

 

4- Soulfire Grand Master: Jeskai Burn/Wins decks just got insane.  This unassuming “Bear” just makes Burn decks plain old ridiculous.  Your spells get LIFELINK?! You can get them back in your hand?! Good grief.  The Lifelink is the back breaker here because it gives burn players a longer lease on life with which to find that all needed burn spell to finish you off by gaining 3,6 maybe even 10 points of life depending on the sequence of spells you can cast.  The secondary ability is disgusting, the get your spell back, but it is a pricey cost to pay and most burn decks won’t really be interested in that.  I mean, do you really want to spend 3 mana on your Jeskai Charm to burn him for 4…and then pay 4 more mana to get it back?   You just spent 7 mana on the spell.  If you have 7 mana to play around with in your Burn deck (and you haven’t won outright) you are doing something wrong.  So, because of the high cost on the secondary ability I don’t think this will creep into Modern as anything more than a sideboard card, but in Standard I feel like this could take the Jeskai Burn decks to a whole new level.

 

 

3- Crux of Fate:  I saw this card and said “well, there is your functional reprint of Damnation everyone.  Sure, Damnation is 4 mana…and this is 5…but face it folks, you aren’t getting wrath effects at 4 mana any longer.  We’ve seen that trend and Wizards has admitted as much.  So, 5 mana Black sweepers is the best you can do…and really, wasn’t Damnation just a 4 mana Black sweeper  à la Day of Judgment?    So, here is your “updated” Damnation card that is Modal.  Whatever.  No biggie.  Now, the 5 mana cost essentially prohibits this from seeing play in Modern or any format where Damnation is legal because Damnation is likely just better in every circumstance, but in Standard, for EDH players looking for a Black wrath effect, and in Limited this will do just as well. Decks rocking Black…thank R & D. That is all.

 

 

2- Mardu Shadowspear…So the B/W tribal warriors deck might be good enough to see play in Standard moving forward.  Fate Reforged has given us a ton of new Warriors to complement the already disgusting amount of Warriors already available.  If you look at the abilities of these new Warriors the deck could take on some frightening abilities and really punish slower decks.  The Shadowspear and his Warrior buddies will just run wild and will surprise a lot of people…and while I’m headling Shadowspear here, the truth is he will have a whole pile of his friends that will coming to the party right along with him and will be bringing down the house.

 

 

 

1- Ugin, the Spirit Dragon– And now for the elephant in the room.  Is Ugin good enough for Standard…well, he’s certainly good enough, but can you get him onto the battlefield.  I figure lots of people are going to try and why not? He’s colourless, ridiculously powerful, and just plain warps the board.  This guy is an absolute menace and his ultimate is just plain wrong.  His –x ability wipes the board…so why wouldn’t a control deck try and play him?  Mono Green Devotion would be keen to give him a try as well, because if you hit that ultimate, what could be more fun than dumping Hornet Queen and Polukranos onto the battlefield for free? No, people are certainly going to try and make Ugin work for them so be ready to have Ugin see play in Standard for a while.

Well, there we have ourselves some of the sweet new treats that Standard is going to get to rock out with.  Let’s see how many of these make the cut…and what ones I missed. The Middle set of a block can always be tricky because the cards need to fit into an existing mold and we’ll see just what shakes out in the weeks to come.

Thanks for reading…

By Bruce Gray – Casual Encounters 
@bgray8791 on Twitter

 

comments
Daniel Clayton - January 15, 2015

To Ban or Not to Ban that is the Question

Jeskai Ascendancy - Modern banned list

To Ban or Not to Ban that is the Question

By Daniel Clayton – the Will of the Floral Spuzzem

Shuffling Up

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

 

Stricken from History

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

 

Breaking Banned Cards

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

 

Scrying the Modern banned list

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

 

Jeskai Ascendancy Combo by Sam Pardee [Modern]

 

 

 

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

 

Wrapping Up

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

 

By Daniel Clayton – the Will of the Floral Spuzzem

@DC4VP on Twitter