Tag: mtg

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Dan Erickson - May 16, 2016

Kaladesh – Release Notes, Cards & Artwork Gallery

kaladesh
Release Notes

Set Name – Kaladesh
Block – Set 1 of 2 in the Kaladesh block
Number of Cards – 264

Prerelease Events – September 24–25, 2016
Release Events – September 30, 2016
Launch Weekend – September 30–October 2, 2016
Game Day – October 22–23, 2016

Magic Online Prerelease Events – October 7–10, 2016
Magic Online Release Date – October 10, 2016

Pro Tour Kaladesh – October 14–16, 2016
Pro Tour Kaladesh Location – Honolulu, Hawaii, USA
Pro Tour Kaladesh Formats

  • Swiss: Standard and Kaladesh Draft
  • Top 8: Standard

Official Three–Letter Code – KLD
Twitter Hashtag – #MTGKLD
Languages – English, Chinese Simplified, Chinese Traditional, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish

Credits

Initial Concept and Game Design

Mark Rosewater (co-lead)
Shawn Main (co-lead)
Doug Beyer
Scott Van Essen
Mark Gottlieb
Adam Prosak
Ben Hayes
Drew Nolosco
Jonathon Loucks

Final Game Design and Development

Erik Lauer (co-lead)
Ian Duke (co-lead)
Doug Beyer
Ben Hayes
Gavin Verhey
Tim Aten
Melissa DeTora
with additional contributions by Matt Tabak and Eli Shiffrin

Kaladesh World Design

Doug Beyer (lead)
Sam Burley
Kelly Digges
Jenna Helland
Jeremy Jarvis
Colin Kawakami
Kimberly Kreines
Matt Knicl
Ari Levitch
Dawn Murin
Mark Winters
James Wyatt

Creative Consultants

Jisi Kottakuzhiyil
Sandeep Kedlaya
Narayanan Raghunathan
Sathish Ramamurthy
Basha Mohideen
Trinadh Nemani

Card Gallery

Masterpiece Series

demolitionstomper gauntletofpower hangarbackwalker manacrypt

Kaladesh

blossomingdefensecombustiblegearhulkconsulatesurveillancecontrabandkingpinelectrostaticpummelereliminatethecompetitionforest1forest2forest3glintnestcraneisland1island2island3lawlessbrokermountain2mountain3plains1plains2plains3prakhataclubsecruityswamp1swamp2swamp3toolshaperparadigmcloudblazerdubiouschallengedynavolttowerfragmentizenightowlsmugglerscopterunderhandeddesignsunlicenseddisintegrationweldingsparkswhiteflickeraetherhubangelofinventionbomatbazaarbargecultivatorscaravankambalconsulofallocationlostlegacythrivinggrubsthrivingibexthrivingratsthrivingrhinothrivingturtlewilddreamsaerialresponder aetherfluxreservoir aetherstormroc aethertradewinds aetherworksmarvel animationmodule arborbackstomper architectoftheuntamed armorcraftjudge bloomingmarsh bomatbazaarbarge botanicalsanctum bristlinghydra cataclysmicgearhulk ceremoniousrejection chandratorchofdefiance cogworkerspuzzleknot concealedcourtyard cultivatorofblades curiovendor1 decoctionmodule demolitionstomper demonofdarkschemes1 depalapilotexemplar dieyoung essenceextraction fabricationmodule filigreefamiliar fireforgerspuzzleknot fleetwheelcruiser fortuitousfind furiousreprisal ghirapurguide ghirapurorrery glassblowerspuzzleknot glintsleeveartisan gontilordofluxury harnessedlightning inspiringvantage inventorsfair inventorsgoggles keytothecity largerthanlife lathnuhellion livefast longtuskcub madcapexperiment mastertrinketeer metallurgicsummonings metalspinnerspuzzleknot morbidcuriosity multiformwonder nissavitalforce noxiousgearhulk1 ovalchasedaredevil ovalchasedragster panharmonicon paradoxicaloutcome pianalaar propellerpioneer rashmieternitiescrafter saheelirai2 saheelisartistry shrewdnegotiation skyshipstalker skyskiff skysovereignconsulflagship speedwayfanatic spirebluffcanal startyourengines tasseleddromedary territorialgorger terrorofthefairgrounds torrentialgearhulk verdurousgearhulk voltaicbrawler whirlermaker wispweaverangel woodweaverspuzzleknot

Artwork

Coming Soon

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Gregoire Thibault - May 13, 2016

Practicing Sealed Deck Construction Part 2

Optimum Jank – Practicing Sealed Deck Construction Part 2

 

IMAGE - SORIN - Eric Deschamps - Sorin Grim Nemesis

 

Last Time on Optimum Jank

Two weeks ago, we took a look at Magic‘s Sealed Deck format and went over some basic techniques when constructing a Sealed deck. Last week, we opened six packs of Shadows Over Innistrad and applied some of the initial techniques we learned in the first article to begin building a Sealed deck from the pool of cards we opened.

This week, we’ll continue to use the guidelines presented in the first article to see if we can finalize a solid deck from this challenging pool.

IMAGE - SOULS - Marco Nelor - Soul Swallower

Bombs Away

Now that we’ve organized our cards by colours and types, let’s review our bombs and our removal in each colour. This will give us a stronger idea of where our deck should be heading.

 

WHITE

BOMBS

None

 

REMOVAL

There’s really not a lot to work with here. I like Pious Evangel and think of it as a strong card but it’s not enough on its own to merit playing White. Our only hard removal here is Puncturing Light and it’s conditional at that: It won’t be helping us at all in the late game. Our strength in White, as mentioned in the previous article, lie in our combat tricks and enchantments: Expose Evil, Survive the Night and Tenacity as well as Gryff’s Boon and Hope Against Hope can be great cards in the right decks. That being said, this pool of White cards doesn’t have an end game nor a way to strongly interact with our opponent’s board. I feel we should set White aside as suboptimal.

 

BLUE

BOMBS

None

 

REMOVAL

None

 

Ouch. On paper, Blue looks even worse than White does. None of these cards are game winning bombs. None of these cards act as hard removal. We should probably just set Blue aside as suboptimal and move on, right?

Hold on a second. I’ll admit, Blue may initially look bad. If we look closer at the cards, however, there’s a bit of a control game hidden in our pool. I particularly like our two copies of Stitched Mangler and our two copies of Uninvited Geist. The Manglers are stronger than they look and can stall our opponent while the Geists can become very aggressive if they manage to transform into Unimpeded Tresspassers. Another thing we can’t overlook is our fliers: Niblis of Dusk, Stitchwing Skaab and Stormrider Spirit all provide solid air support, both offensively and defensively.

As with White, we have no hard removal here. What we do have, though, is plenty of ways to draw cards. Ongoing Investigation is incredibly strong by turning damage into card advantage. Vessel of Paramnesia replaces itself. Jace’s Scrutiny is a fine combat trick that also replaces itself. Catalog draws us cards and enables Madness. Pieces of the Puzzle can look for removal and fuel our graveyard. Even though I previously mentioned I’m not crazy about Gone Missing, it can still remove a permanent from our opponent’s board temporarily, slowing them down and allowing us to Investigate. As I mentioned last time, I like to play my bombs, draw into my bombs and win the game, in that order. Blue can allow us to do all that. It may not be ideal but I’m not giving up on Blue just yet.

 

BLACK

 

BOMBS

 

REMOVAL

Fantastic. I’ve added Tooth Collector to our removal because there’s a surprising number of X/1s in the format. Furthermore, a Delirious Tooth Collector will warp combat math. He’s strong enough to be listed there.

Markov Dreadknight is the very definition of a bomb. He’s a big flying creature that can get bigger and enable Madness, one of the set’s main mechanics. Cards like Dreadknight are exactly what we’re looking for when we talk about bombs.

Last week, we also saw that our Black creatures were strong and our two Merciless Resolves can help us draw into our bombs and removal. Black is still at the top of my list of colours to play.

 

RED

 

BOMBS

 

REMOVAL

Devils’ Playground is very strong but as far as bombs go, it’s certainly on the weaker side. I’m happy running it, but I’m not happy that this is one of our strongest cards. I would have much rather opened something like Flameblade Angel. In all honesty, I feel the strongest cards in our Red pool are the two Breakneck Riders. 3/3 for 3 with massive upside? We absolutely want to run those.

Our removal is very good, if very conditional. Dual Shot is fantastic in the early game, not so much late game. Inner Struggle sometimes ends up being a dead card when you face down creatures with unfavourable non-square stats (creatures where the power and toughness aren’t equal). The rest of our Red pool isn’t fantastic either, so I’m apprehensive about it but I think we’ll keep it as a possible final colour.

 

GREEN

BOMBS

 

REMOVAL

None

 

Soul Swallower can be very difficult for our opponents to deal with… if we can enable Delirium. Unfortunately, that doesn’t look like a strong strategy in our Green pool on its own. Green’s complete lack of removal here is another strike against it. We really wanted a Rabid Bite or at the very least a Moonlight Hunt, especially since we have a few Wolves and Werewolves in Red and Green.

As I mentioned last week, Green’s early aggression looks great, but I’m not sure it’s enough for us to want to run it, especially since our finishing bomb is conditionally dependent on us filling our yard. I think I’m comfortable setting Green aside as suboptimal.

 

MULTICOLOURED – ARTIFACTS – LANDS

 

Multicoloured

 

Artifacts

None

 

Lands

None

 

Oh yeah. Forgot we have that Sorin guy. Hopefully all this fixing we’ve got can help us run him.

So we’re down to Black being strong, Red being okay, Blue being okay and White and Green are out. Let see what each of these decks would look like.

 

IMAGE - SINISTER - Zack Stella - Sinister Concoction

 

Deck Deconstruction

BLACK – RED

 

I feel like this would be our strongest build for Black-Red and it’s pretty good. Six pieces of removal plus Tooth Collector. Merciless Resolve draws us into our bombs and Breakneck Rider makes our aggressive starts that much stronger.

What I don’t like are those two Hulking Devils. I guess they’re okay if we’re on the offensive, but they trade down too easily with their horrible 2 toughness. The other thing I don’t like is that four of five of our 1 and 2 drop creatures have 1 power. If we’re trying to be aggressive, we sure can get stonewalled by creatures with big butts pretty quickly. We also fold to fliers and control decks. If they have any way of preventing us from attacking, our Neck Breakers end up doing nothing.

The reasons to play Black-Red are our removal and our late game. Markov Dreadknight and Devils’ Playground coupled with 6 pieces of removal seems really good.

 

BLUE – RED

 

I don’t know if I’m sold with this build either. We only have three pieces of hard removal and two pieces of tempo removal with Gone Missing. The card draw is nice, but it’s not great.

The obvious problem here is our creatures. We’ve got a tower instead of a curve. A 1 drop, two 2 drops, 2 four drops, one 5 and one 6 drop… EIGHT 3 drops. This means our games won’t really start until turn 3 and we’ve got to hope we don’t get stuck on mana. I’m sure an argument could be made to cut one of the 3 drops and add the Lamplighter of Selhoff. Lamplighter is a solid card that works nicely with our Stitched Manglers and Stitchwing Skaab, but I wasn’t convinced it was enough to warrant running it in the main deck. I would definitely bring it in if I felt I needed stronger defence.

I do feel our Unimpeded Trespassers combo very well with our Neck Breakers, but that requires a lot of set up to get there. Overall, another okay build.

 

BLUE – BLACK ( splashing white)

Now this is a deck! First off, let’s address the obvious questions: How can we run Sorin, Grim Nemesis and why in this deck and not the others? The answer is the same reason we’re running Ongoing Investigation here and not in the Blue-Red build: Our land fixing. Port Town taps for White or Blue meaning I’m comfortable running Sorin with Port Town and an additional Plains for the splash. Likewise, Ongoing Investigation is great on it’s own, but it’s better when we can run Foul Orchard to splash Green for the activation cost. The key with these two splashes are a matter of timing: Ongoing Investigation is fine in the early game and once we draw our Foul Orchard for the Green, it gets better for the late game. Likewise, we’re okay running Sorin on the 1 Port Town, 1 Plains splash because he’s a 6 drop. We don’t need Sorin in our early game and with the amount of card draw we have, the chances of us finding our W lands in the late game are very good.

This deck isn’t running as much removal as the Black-Red version, but I feel the removal here was the most impactful half of the Black-Red build. With the addition of Sorin’s -X ability which removes a creature and gains us life, I’m pretty confident with our ways of interacting with our opponent’s board.

Running Niblis of Dusk, Crow of Dark Tiding, Stitchwing Skaab, and Markov Dreadknight as our air support in the main deck, I’m perfectly content moving Stormrider Spirit to the sideboard and running Lamplighter of Selhoff main to combo with our Stitched Manglers, Crow of Dark Tiding, Stitchwing Skaab and even the zombie created by Ghoulcaller’s Accomplice when he finds himself in the graveyard.

I also like Magnifying Glass here. It helps us ramp to our late game cards quicker, helps us with our mana sinks in the late game and allows us to draw more cards if we end up stalling in the mid-late game.

Overall, I like the balance of card draw, bombs and air support and that Blue-Black gives us our deepest sideboard when compared to the other combinations. Had I opened this pool at a Sealed event, this is most likely the deck I would have run.

IMAGE - LAMP - Clint Cearley - Lamplighter of Selhoff

Our Fate is Sealed

That wraps up our three part look at Sealed deck construction! I hope you had as much fun with it as I had. It was certainly more challenging to write then I originally anticipated, but I’m glad I was able to share these tips with all of you. I would love to hear your thoughts on the series and what your feelings may be on the final deck choice. Would you have also run the Blue-Black version? Would you have opted for the Black-Red or Blue-Red? Perhaps something else entirely? Leave a comment in the Comments section below!

JP Vazquez – Optimum Jank

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Bruce Gray - May 10, 2016

SOI Crack a Pack #2

moonmist

Casual Encounters- Bruce Brews a Bad Deck #2

Welcome back looters! After a week of being all pensive I wanted to write about something a little lighter. I just wanted to crack a pack, see what we found, and then see if we can make a fun little brew that might get a few of you excited. Once again, my guidelines for the deck are that I need to use as many cards from the pack as I can, that it needs to be standard legal, and it needs to be pretty budget conscious. Seems simple right? We’ll let’s see what we have found here today and what we can brew up.

 

Rare:

 

Uncommon:

 

Common:

What struck me about this pack is a pretty interesting uncommon. Ulvenwald Mysteries is a powerful card advantage engine that has served me very well in limited. The thought has occurred that it might be a decent addition to a constructed deck, so I immediately was intrigued by the possibilities of this card. This pack also had a pair of powerful werewolves in the Geier Reach Bandit and the Breakneck Rider that wants to push me into red. With a few other little role players in the pack playing some sort of R/G werewolves deck seems very playable and pretty interesting.

Ok, so I need to use the Sanguinary Mage, the Magmatic Chasm and the Stoic Builder, which are a little disappointing. The Magmatic Chasm is a useful way to push through some damage with a pile of aggressive werewolves. The mage is just filler but could be a relevant early play. I like the idea of the Stoic Builder because I could play a little fixing and see if I can’t get access to a third colour. If I slam a bunch of Warped Landscape or Evolving Wilds in the deck I could use them early to get the land drops I need, but in the latter stages I could get them back with the Builder and reuse them to splash a third colour for something like a Fevered Visions. That seems like a reach, but might be worth it. There really isn’t anything else in this pack that is on colour, but some of the white cards seem like useful combat tricks.

The rest of this deck is going to be mostly red and green werewolves like Duskwatch Recruiter and Hinterland Logger.  My plan is to be pretty creature heavy as a way to trigger Ulvenwald  Mysteries as often as possible for extra cards and for human tokens to help plug up the board the short term. Here’s the list.

 

G/R (U) Werewolves

I’m not going to lie, playing Fevered Visions is just pure greed in a deck like this, but I can’t help myself .  The combination of a fixed Howling Mine and a Black Vise is too good to turn up and if I can create access to the mana then I see no reason why not.  Also, with the sheer number of creature spells in this deck I am really interested in the Duskwatch Recruiter as a form of card advantage to be activated on my opponent’s turn. I’m not quite sure what the math works out to on hit hitting, but I feel like the odds are very high when over ⅓ of your deck is creature cards.  

The deck feels unbelievably janky…and is totally something I am keen to build and run. However, there is a slight twist that I thought about that would be just hilarious.  Has anyone else noticed that Ghirapur Aether Grid is still legal in Standard?  So, how’s this for a little twist to this deck.  You drop the two Howlpack Resurgence and the two Cult of the Waxing Moon and sub in four Ghirapur Aether Grid with an eye towards having your creatures die in combat and then using the Clue tokens to power up the Aether Grid as an alternative way to get the win?  Honestly, how many creatures need to die before you’re leveraging those Clue tokens pretty handily?  I would wager 4 to 6 creatures need to die, but let’s be real, many of these creatures are there to die in combat so I would be happy to see them perish in exchange for Clue Tokens that can be weaponized. Those tokens represent cards in the mid part of the game if I need to draw answers, but make for a hilarious win condition if you need to go that route.   Here is version 2.0 of this list!

 

G/R (U) Werewolf Grid

 

Now, neither of these lists are very competitive and would not be something I would trundle out to play with anything real on the line, but as a kitchen table deck this looks and feels like it is just hilarious.  I’ve already started assembling the parts to piece together version 2.0 because I want the Aether Grid kill.  I figure  if you can get someone that way, even at a kitchen table, that you have unlocked some sort of achievement. The rest of the deck is essentially a massive pile of creatures that I want to turn sideways.

The one piece that is truly missing from this deck is access to a Moonmist effect that would allow me to flip my werewolves on command.  However, the Moonmist werewolf deck is coming for an upcoming deck list as I update my Modern-legal werewolves deck from our first visit to Innistrad.   It is shaping up to be a pretty fun update with some very fun new additions to help spice up the list.

Well that’s it for today. I’m pretty excited to try the Ghirapur aether grid version of this deck out in a couple of weeks when I sit down to play a few games with a friend of mine. I’m under no illusion that it is actually good, but I would love to get someone with clue tokens. If nothing else I hope these lists get you excited to build something for yourself. I suppose that is the reason I love to crack a pack one in a while…to see what new options can exist and what new and strange decks I can cobble together.

Thanks for stopping by and having a read. Be sure to stop by next time for another Casual Encounter.

Bruce Gray

@bgray8791 on Twitter

 

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Gregoire Thibault - May 6, 2016

Practicing Sealed Deck Construction Part 1

Optimum Jank – Practicing Sealed Deck Construction Part 1

 

IMAGE - DREAD - Darek Zabrocki - Markov Dreadknight

 

Last Time on Optimum Jank

Last week, we took a look at Magic‘s Sealed Deck format and went over some basic techniques when constructing a Sealed deck. If you haven’t read last week’s article, a lot of what we’ll be talking about here has already been covered there in greater detail.

This week, as promised, we’ll be opening six Shadows Over Innistrad packs and constructing a Sealed deck using the techniques we learned last week. Without further ado, let’s crack these packs!

IMAGE - PACKS

Diving Into Our Pool

Let us start by skipping right to our Rares and Mythics, because I know that’s what all of you are really interested in. Here’s a look at our loot:

Well, in terms of monetary value, opening three intro pack rares is financially underwhelming, but I believe Sorin, Grim Nemesis balances a lot of it out. Port Town is nice because real estate in Magic will always be worth something, and Brain in a Jar has been ticking upwards since SaffronOlive posted his Mono Blue Brain in a Jar Standard deck. We’re not looking at crazy value, but I’m not going to complain. In terms of running them in our deck, I’m a little nervous that four of these cards have double-coloured costs. This means splashing any of them might prove too difficult, so we better hope that we either find ourselves strongly in one particular colour or that our mana-fixing turns out to be fantastic.

It’s time to look at the meat and potatoes of what we’ve opened. Last week, I mentioned that the first thing you should do when tackling a Sealed pool is to separate your cards into their respective colours. Your next step should be to break down each colour into two different piles: your creatures and creature-producers into one pile and non-creature spells into another pile. For simplicity’s sake, I’m going to immediately combine those two steps for this article.

WHITE

Creatures and Creature-Producers

 

Non-Creature Spells

Not fantastic. We only have six creatures or creature-producers here and an overabundance of combat tricks. Puncturing Light is a solid removal spell but unfortunately it is also our only removal spell. I absolutely love Gryff’s Boon and Tenacity but I don’t think either of those cards are strong enough to pull us into playing White. Pious Evangel is another personal favourite, but in no way would I consider him a bomb, nor a card that would pull me into White. In fact, I think our strongest White card is Sorin, Grim Nemesis, which is more accurately multicoloured. Hopefully our Black will be stronger to balance out this weak White pool if we decide to go WB. Alternatively, perhaps we can get away with simply splashing for Sorin? White may be very strong overall in SOI, but this pool of cards isn’t strong nor deep enough for us to commit to at this point.

Hopefully Blue will save us from catastrophe…

BLUE

Creatures and Creature-Producers

Non-Creature Spells

 

Hmm. Not particularly exciting, but not bad either. I feel like our Blue is going in two different directions: On one side, we have a bit of a control mill strategy buried in there. On the other side we have the foundation of an evasive aggro strategy through our creatures with Flying or Skulk. We have card draw with Catalog as well as a few ways to Investigate using cards such as Jace’s Scrutiny and Gone Missing. As I mentioned last week, prioritizing card draw helps us draw into our bombs. Unfortunately, our Blue is a little lacking in that department: Nothing here screams “game finishing bomb”. Perhaps we can use Blue in conjunction with another colour that has more powerful bombs? Gone Missing is another strike against Blue for me. While it nets us a Clue token, I’ve never been thrilled by this 5 mana sorcery Time Walk effect. It has underperformed for me whenever I’ve played it, so I’m not thrilled with the idea of running one, let alone running two. Overall, Blue has problems but it’s not terrible, so it’s definitely in contention.

Let’s move onto our Black.

 

BLACK

Creatures and Creature-Producers

Non-Creature Spells

 

 

HOLY COW. I’m in love with these Black cards. It has everything we want. It has creature recursion with Sanitarium Skeleton and Ghoulcaller’s Accomplice. Skeleton also works well with Markov Dreadknight, Sinister Concoction and Merciless Resolve, allowing us to either discard it or sacrifice it then bring it back to our hand to use it again later. Concoction and Murderous Compulsion provide fantastic removal and as a bonus even work well with each other! Furthermore, we’ve got a genuine bomb with Markov Dreadknight: An evasive creature that just gets bigger and synergizes with all of our Madness cards. Playing Black also gets us half way to playing Sorin, Grim Nemesis. Unsurprisingly, Sorin is extremely powerful in Limited and is absolutely what we’d like to be running if we can. This pool of Black cards may not be very deep – what we’ve got is most likely what we’re going to run in our deck – but what we’ve got packs a hell of a punch.

At this point, I’m highly favouring Black. Let’s see if Red rocks me.

 

RED

Creatures and Creature-Producers

 

Non-Creature Spells

Let’s get the negative out of the way first: we don’t have a lot of cards here to play with. The positive is that most of the cards that we do have are great. The removal in particular is fantastic. Dual Shot for early threats, Inner Struggle for late threats, Lightning Axe for whenever. Combined with our Black removal, we can remove all the things all the time. That being said, if we decide not to play Black, we’ve only got three non-creature spells here, which doesn’t give us much wiggle room. Devil’s Playground is always incredibly annoying to play against so running it here is a definite yes. As far as bombs go, though, it’s definitely on the lower end of the bomb curve. The two Breakneck Riders will be fantastic in any aggro strategy and Howlpack Wolf has over-performed every time I’ve played it. That being said, Insolent Neonate, our lackluster 2 drops and our three vanilla Hulking Devils as the only 4 drop creatures we have are all incredibly meh. Red feels like it simply can’t make up its mind if it wants to be awesome or awful.

One last colour to go. Drumroll, please!

 

GREEN

Creatures and Creature-Producers

 

 

Non-Creature Spells

Two drops for days. And good ones at that. The Veteran Cathar is backbreaking if we can find more Humans. Unfortunately, it requires us to be running White to activate its ability and our White pool wasn’t incredibly strong to begin with. We still might be able to pull it off if we can use Loam Dryad to splash. As far as bombs go, Soul Swallower is pretty solid and becomes an “absolutely must be dealt with creature” if we can activate Delirium… which might be a problem. Within Green, our only way to fuel Delirium looks like Vessel of Nascency. With three cards reliant on Delirium, we’ll have to pair Green with a colour that could help fuel our graveyard, which would most likely mean pairing it with either Blue or Black… or both. The most interesting thing to note here is our abundance of creatures with higher toughness at each point of the curve, including our 3-of vanilla five drops. Apparently, our pool loves vanilla creature (a term used for creatures with no additional abilities). Unlike the Hulking Devils, I’m much more positive on running the Thornhide Wolves. They’re perfectly fine top end cards that easily stonewall most other creatures when played on the defence. Once again, like Red, the biggest drawback to running Green is its lack of non-creature spells and especially its complete lack of interaction and/or removal.

Let’s wrap this up with our multicoloured cards, artifacts and lands.

 

MULTICOLOURED – ARTIFACTS – LANDS

Multicoloured

Artifacts

Lands

 

We’ve got three Rares/Mythics in this group, but it’s only Sorin that’s standing out as something we should absolutely try to run. Since our Black looked particularly strong, Sorin is tempting me toward running him no matter what, even if we have to splash the off colour White just for him. With our weaker number of non-creature spells throughout our pool, Brain in a Jar doesn’t really look fantastic here. What I do like, however, are the Magnifying Glasses. They’re not overtly powerful but I have seen them run away with games in a number of control decks. If we end up in a more control, less aggro type of deck, I definitely think we should try running at least one.

Our lands might help us ever so slightly with fixing. We’ll end up knowing more once we start finalizing our deck, but for now, I’m going to remain optimistic that Port Town will come in handy. If we end up in UB, Port Town will definitely help us with our Sorin splash.

IMAGE - NECK - Victor Adame Minguez -Neck Breaker

 

Tune In Next Week…

It looks like we’ve opened quite a challenging pool to navigate! Next week, we’ll take a look at the different colour combinations and see which ones look strongest. Until then, I’m very curious to hear from you: Which colours would you go into? What do you think you would build from this pool? Did you see something that I might have missed in my card evaluations? Let me know in the Comments section below! Don’t forget to be here next week to see what we end up building in our final installment!

JP Vazquez – Optimum Jank

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Bruce Gray - May 3, 2016

Embracing Change in MTG and Life

Casual Encounters- Embracing Change in MTG and Life

SOI_Seasons_Past_Christine-Choi

I don’t usually figure that I am the type of person that gets all reflective.  I very much live in the here and now. I  focus on what is in front of me, what needs to be done, and I try very much to not get ahead of myself.  However, every once in awhile something happens to me that forces me to sit back and really take stock of where I am and what I am all about.

As some of you may be aware, during the day I am a teacher.  I love my job.  I love working with my students as they grow into outstanding young men and women.  I relish their successes, and I genuinely feel for them when they falter and stumble. I wouldn’t trade the job for anything. If you aren’t familiar with schools, it takes a lot of planning year to year to be able to keep a school running and publicly funded schools need to ensure that they have the appropriate number of staff for their site.  In my school area we start that process in April and it doesn’t get fully resolved until August and even then can be a kind of up and down affair.  

A year ago, at this time of year, I opted to move from a safe and sure thing at a solid school in order to search out a new job and some new experiences because I thought my teaching was getting a little on the stale side. I landed a job at a small school and have been forced to not only take a much larger leadership role than anticipated, but also challenge myself with my teaching and new subjects that I haven’t taught before.  The experience has been healthy to say the least.  Sadly, the staffing process for next school year has just begun and I found out that my small school is shrinking a little bit further and that I am now supernumerary.  That means that I’m out a job and will need to look for a new job for next school year.

Am I a little sad to leave?  Yes.  I have been afforded some tremendous opportunities and I have really enjoyed my experience.  However, staring down the barrel of forced change doesn’t feel so bad.  I’ve done this before, just a year ago, BY CHOICE, and done well.  Surely I can find myself another new job now that I NEED to go and find a new job.  Desperation can be a very powerful motivator, but so is the prospect of change.  

Many of us resist change.  It scares us and makes us tentative.  However, I have seen that change can be extremely positive in my professional life leading to greater enjoyment of what I love to do.  Does it still scare me?  You bet, but I am learning more and more to accept this change and to try and use it to my advantage and to improve myself.  

mass polymorph

How does all this discussion of change pertain to playing Magic?  I think it is very straight forward.  Change in Magic is good.  We all love the change afforded us on account of rotation and a new block.  This is a type of forced change that impacts most of us who play this game and helps to keep the game fresh and interesting at every level. To see the recent  transition in Standard away from 4-colour insanity to more modest 2 and 3-colour decks has been refreshing. We see new cards, new combinations, and new abilities that will help redefine how we think about Magic.

We can also see this sort of forced change through things like the recent Bannings and Restrictions.  Adding new cards to the card pool of a format like Modern goes a long way to help freshen up a format an unlock new potential combinations that will make the environment more enjoyable.

However, for every instance of someone getting excited for change, we see other things where players complain about all sorts of changes.  I can scroll through my Twitter feed and see people complain about all sorts of Magic issues on a daily basis.  I understand that some changes may not feel positive, but I would ask players to at least keep an open mind.  Play points may not be all bad for MTGO.  MTG finance might be more predictable at some point down the road. Less coverage of GPs may not be a bad thing instead of competing with everyone on Twitch for the attention of Magic players.  But if we all complain about such things instead of embracing some of these changes, or at least giving the people who planned the change the benefit of the doubt, then we are limiting ourselves.

arlinn kord

Then there is the question of change that you have brought upon yourself by choice.  This might be the most difficult area because many times it is unclear how we, as players, can change and grow.  However, perhaps it is a matter of becoming more attuned with the story of the game and paying more attention in that realm to help deepen your appreciation for the game.  Perhaps it is uncovering a new fun podcast or website for inspiration.  Maybe you just commit yourself to spending more time playing a given format into to try and grow your skill and understanding.  Regardless of what you have chosen, making those first steps down the path of change can open up countless opportunities and be something that pushes you to be better.

For me, I look at the next few months of impending change as a positive.  Am I sad? Yes. I hate to leave my school. I’m also sad when I take apart old decks from formats that I enjoyed and had kept together for nostalgia, but sometimes those cards can be put to better use elsewhere. However, the new possibilities that can exist from this change can be very positive.  I like building new decks and I enjoy new challenges professionally.  Things will be stressful and tense in the next few weeks as I attend interviews, but that’s part of the challenge and one I look forward to facing. I can’t wait and I am hoping that there is a perfect dream job out there for me somewhere.  In the meantime I am going to enjoy the time at my current school, enjoy a little Magic, and get ready for whatever may come my way.

Bruce Gray

@bgray8791 on Twitter

 

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Gregoire Thibault - April 28, 2016

A Look at Sealed Deck Construction

Optimum Jank – A Look at Sealed Deck Construction

IMAGE - SURGERY - Steven Belledin - Invasive Surgery

Vexing Variables

Draft may be Magic‘s most popular Limited format, but it is by no means the only one. Sealed is a Limited format which is played at Pre-releases, Launch events, PPTQs and Grands Prix. If you’ve ever contemplated playing Magic competitively, chances are, you’ll eventually find yourself staring down at a Sealed pool.

There are a lot of people that dislike Sealed tremendously because of its higher variance. The “luck factor” of opening a strong pool versus a weak one as well as the constraints of building a deck from a more haphazard pool of cards frustrates some. For others, that higher variance is exactly what excites them when playing the format. Making sense of the randomness presented to you in a Sealed pool can be a challenging and enjoyable puzzle to solve. Let’s take a look at the basics of Sealed Deck construction and go over a few strategies I’ve developed playing the format.

IMAGE - CLUES - Jaime Jones - Uncovered Clues

Precarious Possibilities

Sealed is a Limited format, which means you must build and play with a deck constructed from a limited supply of cards. Sealed is played by opening six booster packs and building an at minimum 40 card deck from the 90 cards you opened. You may only use the cards found in those six boosters (your Sealed pool) with the exception of Basic lands, of which you can have any number in your deck.

Typically, you’re looking to run a deck with 23 spells and 17 lands. If your deck happens to curve lower and be more aggressive, you might consider running 24 spells and 16 lands. Likewise, if your deck is more geared towards control with a number of cards on the higher end of your curve, it’s common to run 22 spells with 18 lands.

When building your Sealed deck, you’ll want to pay attention to your mana curve (or curve for short). Make sure that you have a good number of cards to play at each turn of the game. In most Sealed formats, the 2 converted mana cost (CMC) and 3CMC cards are typically the most important to consider when fine-tuning your deck. You want to have strong cards in those slots because those will allow you to respond to early game challenges while at the same time help you develop toward your late game. A common mistake for beginners is focusing on high mana cost bombs and stuffing as many as they can into their decks while ignoring or playing filler for their 2-3 drops.

The struggle players face when building a Sealed deck is narrowing down their 90 card pools to an optimal 22-24 cards. There is no “set method” or “definitive formula” for how to approach building a Sealed deck and knowing how to parse the information overload of a Sealed pool is a practiced skill. Each player may approach any one Sealed pool in completely different manners. That being said, there are a few steps you can take which can make things easier for you when constructing a deck.

IMAGE - SANCTUM - Adam Paquette - Jaces Sanctum

Overwhelming Options

Please note: The following are techniques that work for me when building my Sealed deck. They are by no means a definitive “How To” guide. If something I do works for you, feel free to use it. If it doesn’t, keep trying other methods, as it’s important to find what works for you!

1) SORT YOUR CARDS BY COLOUR

The first thing to do when opening your packs is to sort you cards into their correct colours. Typically, I’ll have 8 piles: White, Blue, Black, Red, Green, Multicoloured, Artifacts/Colourless, and Lands. Getting your cards into piles will give you a quick visualization of how many cards you have to play with in each colour.

 

2) FOR EACH COLOUR, SEPARATE YOUR CREATURE SPELLS AND CREATURE PRODUCERS FROM YOUR NON-CREATURE SPELLS

I’ll typically separate my creature spells and creature producers from my non-creature spells and lay them out on a curve – from 1CMC to 6+CMC.

What do I mean by creature producers? Some cards aren’t creature spells but they make creature tokens. Dance with Devils and Devil’s Playground from Shadows Over Innistrad are great examples of what I mean by creature producers. Dance with Devils is an Instant and Devil’s Playground is a Sorcery, but they make creature tokens. Spells such as those are added to my creature count.

I typically try to run 15 creatures and 8 non-creature spells plus or minus one or two depending on the deck I’m playing. If I notice I have a colour with a smaller pool of creatures, that might sway me away from playing the colour. For example, if I’ve got a small number of White or Green creatures – the two colours I tend to associate with having the strongest creatures overall – I might opt to set those colours aside unless the creatures in my pool are amazing. On the flip side, I would consider running Blue even if I have fewer Blue creatures because I tend to value Blue’s non-creature spells higher.

 

3) CONSIDER YOUR BOMBS

The strongest cards in your pool are what we call “Bombs”. After sorting by colour and type, take a look at what you feel are your biggest bombs. The trick here is not to force a colour just because you’ve got a powerful card in that colour. If you have the means of splashing an off-colour bomb, however, that’s an important factor to consider when deck building.

 

4) FIGURE OUT HOW YOU’LL GET TO THE CARDS YOU WANT TO DRAW

Also known as “having a game plan”. A lot of players will vaguely define this without actually explaining what this means.

You need to figure out what your deck is doing (i.e. does it have some sort of synergy, some sort of method of winning the game) and you need to figure out how you can get to the cards you want to draw. Bombs are amazing to have, but they’re useless if they’re stuck in your deck. When building your deck, you need to think about what you want to be doing until you have a way to draw into your bomb. Do you have enough early creatures to gum up the ground battles? Do you have a way to interact with fliers who try to go over the top? How can you break up a board stall? Can I draw cards to find my bombs? Can I filter cards? Search for cards? These are the questions you need to ask yourself.

Overlooking one of these factors can be detrimental when trying to build a solid deck. I once opened an incredibly strong pool, only to build a deck that didn’t have any answers to flying creatures. It was only after losing my first two rounds to stereotypical WU Skies decks that I realized I hadn’t factored in a strategy to deal with fliers when building the deck.

Most importantly, I firmly believe that getting to your bombs quicker in Sealed is far more important than having a synergistic deck. Removal is sparse and building a deck with strong synergies is more difficult to accomplish in Sealed. This means that building a deck that finds a way to get to bombs quicker is probably a better idea than focusing on building a deck with cute interactions that might not win you the game. My goal when playing Sealed is: Get to my bomb. Stall out until I can get to my bomb. Win the game. In that order.



5) KEEP THE BOARD CLEAR

Because synergistic strategies are more erratic in Sealed, if someone has built a deck with strong synergy or a strong interaction, it actually becomes exponentially more powerful. This means that if I see my opponent putting together pieces toward a strong interaction, my game plan shifts to disrupting it by any means necessary.

As with any format in Magic, removal is key. Try to pack in as much removal as possible into your deck. If you don’t have removal, throw in extra creatures or extra disruption. When building your deck, consider that your opponent will be building toward their plan and look at what cards you have that can be used to disrupt that plan.

 

6) K.I.S.S. – KEEP IT SIMPLE, STUPID

The biggest obstacle I see most players struggle with is over-complicating their decks. They run four colours when they would be fine with two. They run cards they know are great in Draft but aren’t as great in Sealed because they don’t have the synergy to go with it. They run a weaker colour over a stronger colour that they should have been playing because the stronger colour meant running one or two weak cards.

Don’t miss the forest for the trees. Do you have a solid creature count? Do you have bombs? Do you have removal? Can you get to them? That’s what you should be focusing on. Just because you may have to run a weak card in a strong colour doesn’t mean you have a bad deck. It just means you have a weaker card in a stronger deck. Here’s the secret: Everyone has weaker cards in their decks. It’s the nature of the format.

 

IMAGE - RESEARCH - Michael Sutfin - Compulsive Research

 

Careful Conclusion

Next week we’ll take a look at a Shadows Over Innistrad Sealed pool together. We’ll see if we can apply some of these strategies to that pool. If you have any question or comments, leave a comment in the Comments section below!

JP Vazquez – Optimum Jank

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Dan Erickson - April 26, 2016

Drafting GW In Shadows Over Innistrad

angelic purge

Drafting is Awesome

With the recent release of Shadows Over Innistrad, there’s been a lot of talk about the new Standard format, and how the changes will affect things moving forward. As someone who vastly prefers to play limited, a new set release means one thing to me: New Draft Format! I think WotC has done an incredible job with the limited design of this set as it’s both fun to draft and fun to play.

Last week, the very talented JP Vazquez cracked some packs and did a great job at outlining the general thought process that goes into pack 1 of drafts. He also touched on some more general thoughts on the format the week before, and I highly recommend reading both of those articles before continuing on here. Don’t worry, I’ll wait.

Great! Now that you’re caught up, I wanted to talk about an archetype that I’ve been having a lot of fun and success with so far, Green White. GW was one of the most aggressive archetypes in original Innistrad, (largely because of how busted Travel Preparations turned out to be), and I was excited to see that it continues to be quite powerful in SOI. Although there aren’t any absurd two-coloured cards rewarding you for being in GW this time around (insane mythics notwithstanding), I find that I am often pulled into these colours during the draft.

Creatures + Removal = Effective Limited Deck

I have found that my GW decks have all been fairly aggressive with 15-17 creatures, between 4-6 removal spells, and the odd pump spell and/or equipment thrown in for good measure. The fact that both Green and White have efficient removal spells at common and uncommon is a large part of the reason why the deck is so good.

Let’s take a look at the kind of GW deck I’ve had success with.

GW Aggro

This is by no means an ideal list, and you’ll notice that it is mostly commons with very few uncommons. GW decks can certainly be far more impressive, but I’ve found that even an unassuming collection of commons like this can be quite powerful. Let’s talk about what makes the deck work.

Creatures

Mana curve is one of the more important parts of this kind of deck, and finding two-drop creatures is definitely a priority. I’ve found that most of the common two-drops are fairly interchangeable, with Hinterland Logger and Quilled Wolf slightly ahead of the others. It’s really important to be able to apply early pressure with this kind of deck, so make sure you have enough early plays to do so.

There are a few choice uncommons that really take the deck to the next level, and Veteran Cathar is right up there. Being a two-drop is great, and allowing you to use your mana to make combat a nightmare later on makes him incredibly good in GW. It is important to have a reasonable human count to make him great, although I’ve found that you tend to get them fairly easily.

You may have noticed that the lone five-drop seems a little out of place in my example deck, but I included it because I wanted to talk about how great this card is. Although I have definitely kept him in the sideboard while building, more and more I’ve found I’m running him maindeck, because he makes it so much harder for your opponent to race you. A 2/5 reach is hard to get by, and being able to fog for a turn is surprisingly relevant when you’re racing. They also tend to go reasonably late, so picking one up shouldn’t be too difficult.

 

Removal

 

Prey Upon was one of the great commons in original Innistrad, and its slightly more expensive one-sided cousin picks up that mantle proudly. Yes, it’s sorcery speed, yes it can be disrupted, and yes it requires you to have a creature in play, but Green decks and GW decks in particular don’t really care about any of those drawbacks. The fact that it costs two mana means that by the time your opponent has played something you want to bite, you can do that as well as playing a two or three-drop creature to keep up the pressure. You do need to be careful about when you get your Chomp Chomp on, but it generally isn’t that hard to wait until your opponent taps out to start biting things. Blue and Red decks in particular have quite a few ways to disrupt this card, so do keep that in mind. All that being said, any functional GW deck wants as many of these as it can get.

Although this card is technically card disadvantage as it requires two of your cards to deal with one of your opponent’s, it turns out that mana-efficient unconditional removal is quite strong despite the drawback. It’s obviously not really something you want to play on turn three, but most games you want to save your removal for something truly difficult to deal with, so the drawback actually encourages you to be smart with your removal. It also does a reasonable job of enabling delirium, and the fact that it exiles is occasionally quite relevant as there are several creatures that like to come back from the dead. It can also deal with problem enchantments or artifacts, which is a nice option to have (although not one I find that I use all that often). It is worth noting that you don’t want infinite of these because the drawback is real, but I’ve found that two seems to be the perfect number.

 

True-Faith Censer

This card deserves its own section, and let me tell you why. In a deck that naturally ends up with 8+ humans, this card is the real deal. Turning your dorks into real threats is huge, and the vigilance means that if they’re not trading with your idiots than they’re not attacking either. The nice thing, in theory, is that this card should be mediocre in most other decks, which means that it should be fairly easy to pick up. In practice, I find that they disappear much earlier than they should, and I would recommend grabbing one when you can (although obviously not over removal.) Gryff’s Boon is another card that’s great in GW aggro, although being an uncommon makes it harder to pick up.

 

Give it a try!

I’ve had a lot of fun with this kind of deck so far, and highly recommend giving it a shot. Your priorities should be removal, then the first True-Faith Censer/Gryff’s Boon, then two-drops, then other creatures. Also, be sure to say “Chomp Chomp” when you cast Rabid Bite for maximum value.

 

Dan Erickson
@Erickson_Dan on Twitter

 

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Bruce Gray - April 20, 2016

Shadows over Innistrad Crack a Pack

Casual Encounters- Bruce Brews a Bad Deck

Ever-After-Shadows-over-Innistrad-Art

OK folks, I’m back and all excited for Shadows over Innistrad.  There is a just tons of sweet new additions in this set and new possibilities that are getting me all excited.  In the past I have started a new set with a number of Crack a Packs and approached them from a Limited perspective as if I was going to draft.  That is fun, but today I wanted to try something different.  I’m going to open up a pack and use as many of the cards in the pack to brew up something kind of fun and silly that might inspire you and get your brewers hat on and take a stab at brewing.  I won’t use every single card, and I will keep the deck Standard legal. It is invariably going to be a kind of a silly little deck that might have some play, but is more likely than not just going to falter.  However, I enjoy brewing decks like this and maybe something I do will inspire you to do the same.  Let’s see what I opened!

This is a pretty sweet pack.  Sage of Ancient Lore is a very strong draft card, but the card that got me really excited in this pack is Ever After.  The first time through Innistrad we got to see the power of Reanimator spells with things like Unburial Rites, and Ever After harkens back to some of that reanimator-type love.  So, what does a Reanimator-style deck want to do?  Why, it wants to mill itself, dump a ridiculous bomb (or several ) into the graveyard and then reanimate them at a considerable mana discount.  Now, Ever After is not a cheap Reanimator spell because it does cost 6 mana, but for that six mana you are getting TWO potential bombs, not just one.  So, let’s see what we can brew up with some of the cards in this deck.

The game plan is fairly simple.  You want to burn through your deck as quickly as you possibly can with things like Vessel of Nascency, Corpse Churn, and Crow of Dark Tidings as you dig for either your Inverter of Truths or the Bane of Bala Ged.  Now, Bane of Bala Ged is really a placeholder for just about any huge Eldrazi you want to cast and the bigger the better really.  If you can unearth an Ulamog, a Kozilek or any of the truly scary Eldrazi you are obviously going to target them with your Ever After or your Necromantic Summons, but Bane is a nice tidy budget option that can be run reasonably easily.  The real treat is the Inverter of Truth that is a very discounted 6/6 for 4 mana that I’ve been fooling around with since Oath of the Gatewatch dropped.  It could now be time for this ridiculous flying Eldrazi to shine now that we can mill our decks with surprising speed so we don’t deck ourselves.

    Some of the more interesting cards from Shadows Over Innistrad that are found in this pack are the Moldgraf Scavenger and the Pale Rider of Trostad.  The Scavenger is a surprisingly solid little creature that is an effective early blocker.  It blocks things with Skulk, survives Fiery Impulse and Fiery Temper, and when you hit Delirium can go on the offensive as an undercosted 3/4 .  Those are all very reasonable stats and make the Scavenger almost a reasonable addition to a Constructed deck that could play a similar, but different, role to Jaddi Offshoot.  Pale Rider of Trostad is a 3/3 for 2 mana which is a fine set of stats, but also gives the deck a way to discard something big if you don’t want to cast it yet.  I toyed with the idea of dropping something like an Angel of Deliverance  in this list to be discarded, but that felt very risky if I couldn’t actually cast the Angel. In the end I figured sticking to Eldrazi that could actually be cast seemed less risky.  

Sage of Ancient Lore is another really interesting card in this deck because it is an expensive rare card at 5 mana that has a ton of potential.  The fact that it says “draw a card” is the first dead give away that this is very powerful.  I have run much worse creatures that include that line of text and would happily do so again.  The real deal is when it transforms into a huge monster that can wreck the game.  This makes for another solid reanimation target, but is a little more volatile and riskier because it could flip back to being a human on any turn.  That said, it is a very strong card and would be another good target for reanimation.

The other cards in this list are just creatures that might allow me to hurry up and rush out some of my spells by ramping me, but also provide some measure of value if I need another valid target in my graveyard to make Ever After work.  Just about any value creature would work, but I opted for 3 Brood Monitors because 6/6 worth of stats across 4 bodies is very strong, but I could totally envision not playing this in favor of another value creature.  This slot is very much up for discussion and I would welcome some ideas if you had something  I could have run Gloomwidow as a form of aerial defense, and that might be a better option to give me enough time to hit enough land drops and be able to play an Ever After.

I weighed playing Vessel of Malignity and decided against it because exiling the cards from my opponent is not really what I wanted to do.  If I could have used it to target myself and discard something then I would have been more interested.  It would have been another discard outlet to allow me to pitch some other big scary creature, but alas, it exiles and can only be used on my opponents.  I can see Vessel of Malignity having a place in some decks because I feel like the hand destruction in this Standard format is very strong, but this is not that deck.

The rest of the pack is not on colour or theme for what I want to do with this sort of deck, but there is a little interest in some of those white creatures, notably the Apothecary Geist, and the Ghostly Wings because I think those might see a little fringe play if the right conditions are met.  

That’s all for tonight folks.  I hope you all enjoyed the different approach to a Crack a Pack. If you didn’t enjoy the weird deck and would rather I just crack a pack and focus on limited please let me know. Personally,  I enjoyed brewing something kind of fun and off the wall.  I know I might be stretching the self mill angle in the format with some of my selections, but if you are truly intent on milling yourself you do have some options.  Would you have used Ever After or would you have left it alone and opted to do something completely different? Share your brewing ideas down below in the comments or find me on Twitter.

Thanks very much and as always be sure to stop by next time for another Casual Encounter.

 

Bruce Gray
@bgray8791 on Twitter