The latest preview is the Frost Walker FNM promo, which is a 2-drop with 4 power that’s ok for an aggressive blue/x deck. A Temur built using ferocious would make good use of the walker, turning spells like Stubborn Denial into a one casting cost Negate. Overall this FNM preview is not that impressive, but hopefully it will get more play and at least add some value to our trading binder. There are discussions going on about this card, 4 power on a two-drop is a big deal and should not be tossed away like garbage. It’s aggressive in Limited and can also be in constructed, only time will tell as brewers all over concoct some crazier builds.
If you do well on Friday nights in May you may receive an Abzan Beastmaster FNM promo, an uncommon from the newest set Fate Reforged. I personally love this card in Limited, it can easily get you card advantage and quick if your playing creatures early like Disowned Ancestor or Archer’s parapet. If anything it’s good removal bait as opponents better get rid of it before you start drawing. It’s a good creature that may see more play in Standard, but this shiny foil has a place in many EDH decks seeing as G/x is one of the most played colors. I suggest you pick up as many as you can, save them over summer than trade them to EDH players. Overall, i’m happier with Abzan Beastmaster FNM then the last couple of promos.
By Bruce Gray – Casual Encounters
Good morning and thanks for stopping by here at The Bag of Loot and my Casual Encounters column. For those who are new here, I will be cracking a pack of Fate Reforged and looking at what I would select first if this was Pick 1, Pack1 in my next draft. Let’s take a look at what I’ve got.
Fate Reforged seems a little more heavy with bombs than Khans was, so let’s start with the rare. Yasova Dragonclaw is a pretty strong starting place. She’s efficient to cast as a 4/2 for 3 mana and comes with Trample making her pretty solid from the outset. She triggers Ferocious if that matters to your deck as well, which is always a benefit. However, I get most of those same stats with an Alpine Grizzly so what makes her so appealing? Her ability to effectively Act of Treason one of their blockers each turn is actually really difficult to handle. Even if the creature you’re pulling aside isn’t a huge bomb, it can really upset combat math to pull aside their blocker and then swing in. The only catch is that she can only target a creature with power less than hers. That may or may not be ideal because you might only be pulling aside a Wetland Sambar or an Ainok Tracker. If you can find a way to Bolster her or to augment her to steal something larger then you might find things will get a little out of control. I’ve played against one in a match and while her ability is kind of tricky, it certainly is beatable. However, she’s still a very powerful card and would be pulled straight to the front of the pack for some careful consideration.
Mistfire Adept is a very nice uncommon and has some solid stats. The basic body is that of Hill Giant, which is quite reasonable. However, the Prowess and the ability to grant something Flying is the real perk here. You cast a spell and suddenly you have a 4/4 flier. That’s nothing to take lightly. There’s not really a whole lot of downside here because this is a useful to just about any deck playing Blue and would be getting a long hard look as well.
Renowned Weaponsmith is underwhelming in every regard. The artifact theme is not strong enough to warrant this guy, and the ability to tutor up a bad artifact is also not overly relevant. His base stats are a little on the poor side as well because he gets quickly outclassed. Sadly, this guy isn’t very good and will likely a late pickup for filler to someone in Blue.
Hewed Stone Retainers feels like a downgraded version of Illusory Angel. If this had Flying, or First Strike, or anything really, you’d consider playing it, but at a vanilla 4/4 the answer is probably not. Don’t get fooled by the casting cost, the fact that you need to cast this as the second spell this turn increases the cost of this and unless you have a deck with some cheap spells to fire off this might get stranded in your hand for a while.
Write into Being is a card I quite like. One of the concerns I have with the Manifest mechanic is that I often feel like I don’t have much control over what gets manifested. It might be that land I really need, or that super efficient removal spell, or that hyper expensive creature that I was really hoping to find in the late game. In all of these of situations having the card get Manifested is less than ideal. Write into Being gives you some measure of control over what spell you end up getting and that is very useful. The casting cost puts it right on curve with other Morphs and the fact that is a non creature spell helps provide you with fuel for Delve spells and triggers Prowess. While this is a long way from being a home run it is a deceptively powerful card and is ultimately very useful.
Temur Runemark is NOT something I like. Most auras are a surefire way to get yourself in a situation where you lose out in a 2 for 1 situation. Unless the Aura is really powerful, it is usually a better idea to play cards that stand on their own merit. I’m not going to say I won’t play an Aura, but I’m certainly not looking to play those auras unless I’m pretty desperate.
Collateral Damage is a card that I like in certain decks, but is usually not something I’m too keen to grab. I never like sacrificing MY board state to deal damage, so sequencing this spell just right to have maximum impact is tricky and pretty important. If I can’t find a way to sacrifice something that is being blocked (and dying anyway) to take out something else I’m just not overly keen to play this. The ONLY other way I play this if I have a tokens strategy where I can use the tokens as fodder, but even there I’m not going crazy with this card. This a tricky card and something that certainly has a benefit when played correctly, but not always available in the optimal way.
Whisperer of the Wilds was in last week’s pack too and I’m still a fan. I’d be flipping this to the front of the pack, but likely won’t be first picking this at this point.
Sultai Runemark. Please see my notes on Temur Runemark up above. They are essentially identical for this card.
Gurmag Angler is the sort of aggressive mid-round pickup you just love to see. The big body on this one is very appealing and the fact that the casting cost can be significantly reduced with Delve makes this very appealing. I don’t think I really want to first pick this because if you are in on the Delve plan you have a limited number of cards slots that can be devoted to delve cards and this guy may not be the best way to go. However, he is a very nice early pickup and a big body to sure up the board.
Rakshasa’s Disdain. No. This is very poor conditional counter magic and not worth the card slot. Go and grab a Cancel before you play this and hard counter that spell.
Typhoid Rats are one of those common cards that you always overlook, but it always makes your deck. Nobody likes attacking into or blocking a 1/1 deathtoucher and the rats just do some much work. It isn’t a first pick, but it certainly is a good mid-round pick.
Grim Contest is interesting because it is an unusual take on the “fight” mechanic that green usually gets for removal. The part I like about this is that it is at Instant speed meaning that you can use it on your opponent’s turn and leaving you to do whatever you like with your mana on your turn. Sadly, it is a gold card and fits into fewer decks, but if you have Green and Black in your deck I see no good reason not to take this mid-round and see if you can make it work for you. This would have been ideal in M15 Limited with Rotfeaster Maggot, but that is a digression. This is an interesting spell and something that will garner mild interest, but is in no way a first pick.
While a number of the cards in this pack are pretty interesting, there is no doubt that I would be taking Yasova from this pack with my first pick. I feel like Green leaves you open to go into some very powerful combinations by making Abzan, Sultai and Temur all available and her raw stats are very solid. Her two toughness is an issue because she dies readily to Wild Slash , Douse in Gloom and Debilitating Injury but there is plenty of upside to her because her repeatable “Act of Treason” is quite powerful and will really mess with combat. I don’t think she’s an insane bomb the way some of the Legendary Dragons are, but she’s very good and a cut above the other cards in this pack.
Thanks for stopping in today here at Casual Encounters and taking the time read. I hope you guys have an awesome MTG day!
By Bruce Gray – Casual Encounters
@bgray8791 on Twitter
One of the interesting things that is emerging with Fate Reforged is the differences between the various clans of the older version of Tarkir as compared to what we currently know and understand about the Clans. One of the most telling pieces is the work posted this week here.
In the current world of Tarkir that we have grown to know and love their khan, Zurgo Helmsmasher, has made the Mardu into a anarchic clan predicated on surviving on the spoils of war. This hardly seems like a noble cause and in my mind really creates some heavy tension between the White and the R/B color identities of the clan. However, we see that the Mardu under Alesha were far different.
Under Alesha, Who Smiles at Death the Mardu were still fierce warriors and most certainly reveled in the thrill of battle, but you can see very clearly that there is more order, but also that she values the honor and strength shown by the Orc with whom she has an exchange regarding his identity. He claims that he is not worthy of a name because he has chosen to save and protect his brethren, rather than to kill. However, you see very clearly that Alesha approves and supports such an approach while you can clearly imagine Zurgo scoffing at this as being nothing more than a weakness. This difference in the attitudes of the two Khans is very telling and suggests than the Mardu have undergone a significant change in the 1000 years since the events of Fate Reforged.
One reason for such a change is the lack of a common threat in current day Tarkir, like that presented by the dragons on Tarkir, that helped the Mardu to coalesce into a unified group. Without that common threat and the ever present danger that they could be destroyed, the Mardu seem to have become far more chaotic and disjointed. However, I think there is something to be said for the leadership of Alesha, who prides Honour more than some of the other attributes of the Mardu. That sort of approach creates more respect rather than the outright fear that Zurgo fosters. The differences are telling and quite interesting between the two Khans.
The other thing that is interesting about this article and the background on Alesha is the pretty well documented issue of identity. Not only the issue of identity of knowing where you fit in a group or clan, but that of what is your identity to yourself. A big deal will be made of the fact that Alesha is a boy pretending to be a woman, but in my eyes that is really not the issue at heart. The issue is really that Alesha knows who she is, regardless of what gender she may be, while the Orc whom she is speaking with seems far more confused…except that he knows enough to follow Alesha. It is an intriguing story and an interesting look at the world of the Mardu as well as the complicated issue of indentity.
Thanks for taking the time to stop in and read. As always keep it fun, keep it safe…and keep it Casual.
By Bruce Gray – Casual Encounters
@bgray8791 on Twitter
By Bruce Gray – Casual Encounters
There are some people that only want to brew up top tier decks and if it isn’t first rate, then they don’t want to try and do anything else. However, I look at making up a new deck a bit as a creative experience. There are lots of people who paint or write or act but will never reach those upper echelons of the craft…but that doesn’t invalidate their creative efforts or lessen the pleasure they get from pouring their energy into their activity of choice. My creative activity of choice is making a new deck that is ostensibly only played around the kitchen table with my friends…and that is just fine. I will never join the ranks of the Pro Tour with any of my decks, but I will always enjoy the process of building a new fun deck to play with my friends. So, today I’m going to share my take on a fun Casual deck that I will be playing at our next Kitchen Table card night.
I’ve seen a number of pros talk about the power that can be harnessed with Goblinslide and Quiet Contemplation. These are very similar enchantments that reward you for casting non-creature spells and you can trigger them to have an additional effect. The effect is different, but both of them are 100% repeatable and impact the board enough that you could gain a pretty significant advantage. Both enchantments have been suitably potent that they have been used in a viable draft deck in the right circumstances.
With that in mind I set about building a deck that could exploit these two intriguing (and deceptively powerful) cards. But what sort of deck do you build around these cards? The obvious starting point would be a pile of Burn spells to eliminate threats and allow you to get the engine of the deck started. Burn out their creatures, tap the remaining ones, and make Goblins…seems simple enough. However, those Burn spells need to be quite efficient because you need additional mana available to trigger the Goblinslide or the Quiet Contemplation, so efficiently costed spells are key. However, the issue of card draw starts to emerge because unless you can burn out your opposition you are likely to run out of gas pretty quickly. So, there are a few interesting options that can be used to help with some additional card draw and preventing you from running on fumes. Let’s see what we’ve got:
Ok, well the creature package is pretty small, but the Windscouts, the Jeskai Elder, and the Riverwheel Aerialists all come with Prowess…meaning that they can often tussle with bigger creatures without much trouble. The Scaldkin are there as fairly useful fliers that can “Shock” something. It is hardly an earth shattering creature package but you do want a few critters to keep your opponent honest.
The Enchantments make this deck go because if you can start to trigger them regularly you can make extra Goblin tokens or tap down your opponent. That is basically the whole premise of the deck anyway, so ideally I want to see one (or both) of these in my opening hand anyway.
The instants and sorceries are the fun part because they are burn, card draw, or just plain old Trumpet Blast to help your little Goblins punch through for a pile of damage. The newest treat for this deck is Collateral Damage which suits this deck perfectly. Can you imagine casting Lightning Strike, dealing three damage to your opponent, triggering Goblinslide for a mana, and then casting Collateral Damage for an additional three damage, sacrificing the Goblin token you just made…and then activate Goblinslide a second time and STILL having a Goblin Token on the table? That feels very achievable…and 6 points of direct damage is nothing to sniff at. Sure, it feels a little clunky but it just might get the job done around the Kitchen Table.
The deck hardly looks over powering, but for a deck packing no rare cards it feels like it could do some pretty powerful and hilarious stuff. Who doesn’t want to flood the board with a load of Goblins and over run your opponent? Seems like it might be legit little deck. It also meets most of my key components…it is a) inexpensive to build b) uses spare parts that I have in some my boxes and c) looks like it could be a load of fun. Sounds like a win to me!
Well, that’s all for today…thanks very much for taking the time to read!
Until next folks…have a great MTG day.
By Bruce Gray – Casual Encounters
@bgray8791 on Twitter
By Roy Anderson – Sockymans
Hello my fellow looters! It’s Sockymans here with this week’s article, or should I say, articles. That’s right, this week is a two part series (As you probably saw from the title) about my adventures at Grand Prix San Jose. Now, I was only there for two days, Saturday and Sunday, so the article today will be about the first day of the main event.
To start off, man was I excited to see a Grand Prix so close to home. I was even more excited to see that the main event format was Team Sealed. To add even more excitement it was just a week after a new set release, therefore, it had a very new format! Now before I go into the actual day, I want to clarify some things people may not know.
So Team Sealed, what is it? It is a format you don’t see too often but if you have two friends that are also into Magic, I would highly recommend it. It works similar to regular sealed except you are on a team of three people. You start, just like in sealed, cracking your packs and building a deck. However, in Team Sealed, you have 12 packs between the three of you to build three decks. This gives you more options in each color, however, you must be able to figure out which team member gets which card. I will talk more about this when I describe my team’s pool. Another thing I want to note is that you must have every card in the sideboard of a certain player. You cannot have cards flowing between players sideboards so that is an important thing to decided as well. So when decks are built and round one starts, you are sat opposite another team. The way it works from there is each person plays against the person sitting opposite from them and whichever team has two of their members win their match, wins the round. During the games you are allowed to talk to your team and get advice about: plays, hands, and even sideboard options. If you make day two, after another Team Sealed round, you get to play team draft which is a whole other can of worms. Well, let us get to the meat and potatoes of the article!
Starting this story on a good note, we got to wake up at 6:30am. Now continuing this story with less sarcasm, we got there early very anxious for the event to start. There was a huge turnout for the main event which made competition fierce. In order to make day two, a team would need to not lose more than two rounds in a nine round tournament. My friends, John, Andy, and I, knew that would be tough but we were pumped and ready to go.
So they announced the start and we sat down. For those who have never played at competitive level before, there is a step before you just crack packs and build decks. You first open a pool of cards and register every single one. Only after this is done, you pass your pool to someone else. This ended up being a good thing this time around as the pool we had to register was utter garbage. There were no strong archetypes, no strong reason to play any colors, no bombs, nothing. Bullet dodged. So we finally finish all of the boring stuff and we get our real pool. Our pool was much better. Lots of strong Fate Reforged, FRF, and Khans of Tarkir, KTK, cards with good pulls to multiple different archetypes. After some deliberation with my comrades we all settled on decks that were good and the decks we wanted to play. The end result was a very strong Abzan deck, a Sultai Control deck, and a mediocre R/W Aggro deck. We figured this divide of cards was decent at the time and we all were happy with the archetypes we had. I ended up with a personal favorite of mine, Sultai Control.
I won’t leave you hanging on the details, so here is the list I decided to run:
Abomination of Gudul – This creature was never too relevant for me and I think in FRF/KTK it is actually a bit worse. That being said, it was always a morph in the worst match-up and it did cycle through my deck quite a few times in the longer games
Pear Lake Ancient – This is just a very powerful game ending card. It only came out of my deck in extreme situations when my opponent’s deck was super fast. Even in the aggro matchup, it was good as a flash blocker.
Debilitating Injury – Super solid early game removal. Even in FRF/KTK this remains an all-star.
Disowned Ancestor – This was mostly used to muck up the ground and keep me alive until I dropped Torrent Elemental or Pear Lake Ancient. I took this card out in control matches, however, I was not sad with this in the main deck.
Sultai Scavenger – A very solid mid-game flier. It was useful at getting past defenses. It was even a way to get Torrent Elemental into exile to use his ability. 10/10 would play again.
Archer’s Parapet – Same reasoning as Disowned Ancestor but I would have much rather had two of these. This never got boarded out as it is a supper good card.
Longshot Squad – This was in because I needed creatures, it was a Hill Giant with upside. I can’t complain about that.
Scout The Borders – Delve fuel, enough said.
Sultai Flayer – This was another all-star in my deck. The life gain was always very relevant and he has a nice body in the format. He definitely lifts bro.
Aven Surveyor – This card I was still on the fence on. Some games I was super impressed and others I was not so happy having him. First off, he was two blue which hurt in a three color deck with little fixing. My other concern was his body for his mana cost. Even if you didn’t need the bounce, which was never the case, he still died to every piece of removal and couldn’t trade with other fliers.
Enhanced Awareness – Can you hate anything with draw a card? It never seemed to end up in my hand when I needed it though. I kind of wish I had a treasure cruise along with this card.
Torrent Elemental – This card is bonkers. Using quadrant theory, this card was never bad at any point in the game. When you are ahead he wins the game almost immediately. When at parody he wins almost immediately, during setup he doesn’t serve much purpose but when behind he is even a flying blocker with a big butt.
Whisk Away – This was a card that was just okay in all my matches. I cast it and was reasonably happy with the results when I did. It was not a removal spell but it was quite the tempo swing.
Douse In Gloom – This card was awesome. I wrote about it quite a bit in my FRF pre-release article so I won’t cover it too much here. The only thing I want to say is that my opinion has not changed about this card. I am happy it exists.
Gurmag Angler – This is a new addition to the delve family and I think it is a pretty good one. It is had a huge body that not many other creatures can tangle with. It is also out of removal range for most of the removal spells in this format too unless your opponent is white. This guy also was a very common two for one as they would chump and use a removal spell.
Reach of Shadows – This card I was always happy with. Five mana, kill something other than morphs or manifests. Since the format is slower in general than formats in the past, five mana is very achievable to kill a big threat.
Rotting Mastodon – This should not have been in my deck. I never liked it much in KTK and it got worse. It was boarded out every game for something.
Sultai Emissary – This card made me happy to have, especially in the aggro mirror match-up. It is pretty much the black Jeskai Sage except he is card advantage with a card on the board. You are not even unhappy when you manifest a land. In my deck I ran 18 lands which meant if I could turn one into a creature and trade I was happy as a red player with a Lightning Bolt.
Whisperer of the Wilds – Since I had many five to seven drops this helped me ramp just a little bit. It was a bread and butter card. I was never happy with it but never sad.
Wildcall – This card I was unhappy with at the prerelease. Boy was I wrong. This is a very good card for any matchup. At the very worst it is two green for a 2/2 with possible upside. In most games, this card was the most flexible in my deck. On average it made a four to six power creature that would become the biggest threat on the board. Sometimes, it would just manifest a land and I would be 100 percent happy with a six power land.
There you have it, my GP SJ main event deck. Neither of my team mates were using blue so I got a lot of very powerful spells. I also had a good amount of very relevant sideboard choices against different matchups. Against aggro I could side in an extra Sultai Emissary, Despise, Force Away, and a few other low drops. Against a mid-ranged strategy, I would side in Disdainful Stroke, Despise, Tasigur’s Cruelty and a few other relevant creatures. Finally, against control, I would switch to a game of fighting for resources. I would take out some low cost removal and side in Disdainful Stroke, and Tasigur’s Cruelty. Now that our decks were completed, it was time to do what we came to do, play Magic and chew bubblegum! (You know the rest.)
This round was the first of the tournament. My teammates and I, unofficially named “The Ainok Bond-kins,” were ready to start on a good foot. My first round match was the mirror match and I felt pretty confident that I could win with my good resource advantage cards. Torrent Elemental helped pick me up a quick game one and I was feeling great. Andy was also winning his match. John, not so much, however, I was still happy. Game two I was not so fortunate. I ended up losing to flooding a bit and my opponent resolving a Treasure Cruise and slowly beating me out of the game. No big deal, I am on the play for game three. I look to see how my team is doing and they are both done. Turns out, we are one and one so this game three was the deciding game. The pressure was on.
Game three was a very long game. Lots of trades, draw spells, and board stalls. Finally, a line of play opened up that started to tip the scales in my favor. I resolved a Tasigur’s Cruelty delving away my Torrent Elemental. I was able to cast it tapped and I put my opponent in top deck mode. Turns out he didn’t draw anything but an Gurmag Angler. This turned out not to matter as I quickly untapped and started crashing in. Turned out that ended up winning me the game! My day was off to a good start.
So, I don’t know if any of you here recognize the name, but my second round opponent was none other than Day9 and his friends Case and Tristan. First of all, it was awesome to be able to talk to him and he was a super nice guy, however, I was playing Case. So there is not much to talk about this round as there was one card that won every game that it came out. This resulted in my losing 1-2 which was a bummer. The card I speak of is Ojutai, Soul of Winter. This card is expensive, however, against a deck like mine, that was not a big problem. Had Case been playing my friend John, he may have won with his very aggressive deck. The two cards I had that could deal with that card was my two copies of Reach of Shadows. I also boarded in a Disdainful Stroke when I first saw the card. Unfortunately, game three, he played a Frontier Siege which, for a dragon deck, was pretty good. I never saw it so I was unable to board against it. Sadly, despite Andy winning. John lost another match and we were now 1-1.
After pulling ourselves together, we went to face our next opponents. This time I was against my worst matchup: Aggro. This is when I also want to point out what I think the red MVP card in FRF is and that is: Goblin Heelcutter. This card wreaked havoc on my deck. I lost the first game and thanks to some good sideboard options and a good draw, I made it to game three. Sadly, he curved out really well despite a Debilitating Injury in my opening hand. Andy, who is a boss, was now 3-0 and our team was 1-2. John was getting creamed in mirror matches for the first three rounds.
This was it, if we lose here, we have no chance of making day two. The record you needed to get to day two was at least 7-2. If we wanted that record, it would be a long rest of the day. We sit down against our next round opponents and they were also on the block. They seemed to be having a lot of fun and it was a fun match overall. It was another mirror match and this time, I knew how to board better. I was learning the matchups and changing my deck more and more each game. I boarded in both Tasigur’s Cruelties and Disdainful Stroke after winning game one. I lost game two and I knew I had to win in order to carry the team. I looked to my teammates and, to my surprise, they had won. Yay! We had hung on for at least one more round.
Another mirror match? At this point, I felt like my deck was advantaged in the mirror. I had a Pearl Lake Ancient, a good curve, good removal, and lots of ways to generate card advantage. This time, for the first time in the tournament, it was an easy 2-0. I looked over at Andy and finally, he dropped a game. I was worried as John’s deck was disadvantaged in yet another mirror. However, he had won his best of three and we were on to yet another match!. Awesome! 3-2
I will be 100 % honest, I don’t even remember this round as the next one was so intense. The important part is we won yet again. We were all starting to realize that the dream was real for us! We were crawling back from a 1-2 record to end up sitting pretty at 4-2. We only had three rounds to go. Let’s move on.
At this point in the tournament, it was getting intense. Side events were closed down and everyone had been there for so long and come so far. We sat down against some very nice foreign players who made some great conversation. My matchup this time around was another aggro deck, which I dreaded seeing. This was different from other aggro decks I had faced. It was mostly red Mardu and boy was it fast. Game one I was obliterated despite having a removal heavy hand. Alright, on to game two. I made some needed side boarding and moved into game two. Notably, I brought in Despise and Tasigur’s Cruelty in order to kill dash cards. I also brought in my second Sultai Emissary which was good against his 3/1s and 4/1s. Through some good managing of resources and a timely Pearl Lake Ancient, I took game two. Sadly, my opponent came out of the gate swinging on turn two. Even with the removal in my hand, nothing prepared me for being hit by Kolaghan, the Storm’s Fury. Luckly, I was able to kill it and his other dash with Tasigur’s Cruelty, however, it was too late. I lost. As it turns out, both my allies bit the dust as well. Our dream had died.
All in all, we had a lot of fun at the GP San Jose main event. If you ever have a chance to play in any GP, I would highly recommend it.
I will have another article up later this week detailing my day two GP report. I hope you enjoyed this article. Let me know what you think and, if you were there, let me know what your record was and what you played.
For now, Happy Planeswalking!
By Roy Anderson
@Sockymans on Twitter
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:
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.
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.
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.
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!
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!)
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.
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
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