Tag: ruinous-path

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Bruce Gray - November 10, 2015

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

Ruinous Path

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

By Bruce Gray – Casual Encounters

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

Commons:

Uncommons:

Rare:

 

Foil:

Land:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

Top 5 Cards

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

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

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

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

 

By Bruce Gray – Casual Encounters

@bgray8791 on Twitter

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Bruce Gray - October 7, 2015

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

Zendikar Attack

Battle For Zendikar Pre-Release Report and Lessons

by Bruce Gray – Casual Encounters

 

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

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

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

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

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

G/W Ramp- BFZ Pre-Release

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

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

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

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

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

Hits and Misses

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

Hits:

Rolling Thunder

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

Brood Monitor

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

Dragonmaster Outcast

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

Ruin ProcessorEldrazi DevastatorBreaker of Armies

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

Looming SpiresFertile ThicketMortuary MireSkyline Cascade

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

Misses:

Smothering Abomination

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

Vile Aggregate

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

Rot Shambler

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

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

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

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

 

By Bruce Gray – Casual Encounters

@bgray8791 on Twitter

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Samuel Carrier - September 9, 2015

Battle for Zendikar Promos

Panorama

Battle for Zendikar Promos

All week long during each week of September, the WotC R&D team brings us new spoilers from the long anticipated Battle for Zendikar. Today was no exception and delivered us new additions to the actual spoiler with all the promos available from the release of the new set.

Gift Box Promo

Scythe Leopard

Scythe Leopard is clearly a nerf from the past referencing to Plated Geopede and Steppe Lynx as the Landfall ability used to be +2/+2 until end of turn. This card will be played in limited and draft as a fill in but I don’t think it will be standard at all even with fetches.

Buy-a-Box

Ruinous Path Buy-a-Box Battle for Zendikar Promo

Then, as Hero’s Downfall was there to help us manage creatures and plainswalkers, Ruinous Path say “No, we will manage them and even more!!!” given the possibility of making a 4/4 creature out of a land and it has haste. I think control gained quite a great removal just by the fact of having a 4/4 threat late game. Even if the spell is in sorcery, it will still be a format defining card in standard.

Release Events Promo

Blight Herder Release Events Promo Battle for Zendikar

With the comeback to Zendikar, they clearly had to create new Eldrazi in this set. They made no mistake by creating Blight Herder here. This creature as alot of upside being a 4/5 colorless creature that as the possibility of putting 3 1/1’s for a total of 7 power. Although, the condition of having 2 exiled cards of your opponent to put into their graveyard creates a necessity to using the other Eldrazi in the set which have the ability to exile the top card of their library.  I think this card will be limited bomb if you get the cheap eldrazi as well in your pool/draft.

Game Day Promo

Stasis Snare Game Day Promo Battle for Zendikar

Since Wizards let it all out with the big guys, they had to create cards that can manage them. After Ruinous Path, they made us a Journey to Nowhere with Flash. This is definitely a 2 to 4-of depending if it’s a control/midrange deck in Standard. I think Esper control decks will make a comeback in the top tier with those 2 removals. A card I look forward playing with!

Game Day Top 8

Radiant Flames Game Day Top 8 Battle for Zendikar

Since Anger of the Gods is rotating, the R/x deck was going to suffer from that. Well, not anymore! Radiant Flames will fix the problem because, even as Anger of the gods was exiling the creatures, it was an irrelevant ability as not alot of creatures had graveyard abilities. Also, the fact it only costs one red is really good. I see it as a 2 or 3-of as early mass removal to support Crux of Fate or Languish here.

Battle for Zendikar Game Day

Battle for Zendikar Playmat

As the previous gamedays, this nice dark horde playmat will be given to the 1st place of the gameday event.

Overall, way to go wizards!  R&D really rocked it and it is probably the best set since Return to Ravnica. I wish all of  you will enjoy a lot of drafts and capture these great promos ’cause you know…gotta catch’em all! 😉

By Samuel Carrier

@infiwill on Twitter