Tag: standard

comments
Bruce Gray - June 2, 2014

The plight of the Underplayed Theros Block mechanics – Inspired,...

Inspired MTG deck - Tormented Hero

The plight of the Underplayed Theros block mechanics

by Bruce Gray – Casual Encounters

We all watched the Pro-tour with baited breath not all that long ago.  For starters, Congratulations must go out to Patrick Chapin.  I doubt he’ll ever read this article, but the truth is what he accomplished is tremendous.  To defeat the world’s best players and win a Pro-tour is the stuff dreams are made of (although he made it look frighteningly easy!).  However, in amidst all the talk of Block Constructed decks, did anyone notice that there were hardly ANY of the mechanics from Theros block on display?  A block committed to the Devotion mechanic by virtue of being tied to the Gods of Theros…and it was virtually totally ignored.  There were very few creatures carrying the Monstrous ability.  Constellation got some love…most in the form of Eidolon of Blossoms.  Inspired? Tribute? Bestow? These hardly even got a sniff.  In the end it was wars waged as Elspeth tokens crushed Elspeth tokens and Thoughtseize and Brain Maggot crippled the hands of countless players.  No…the mechanics of Theros were sadly underplayed and it felt…I don’t know…deflating.

Well, I’m here today to try and restore our faith in the little used mechanics of Theros and present a budget worthy Casual Brew that can grind down an opponent (or multiple opponents as the case may be) and find a way of getting you a win from seemingly out of nowhere. The mechanic I’m thinking about is the Inspired mechanic because it is so tempting…so poised with potential…that to not attempt to build a deck would just be wrong.

Now, we have seen that some of the mechanics in Theros are very powerful.  Devotion powered out crazy amounts of elemental tokens with Master of Waves, drained buckets of life with Gray Merchant, and pumped out dizzying amounts of mana with Nykthos.  No, Devotion is pretty safe.  Monstrous is the same way. With Stormbreath Dragon and Polukranos running around still Monstrous is a thing and they may be joined by Fleecemane lion as staples of this mechanic.  Bestow and Heroic have shown to be invaluable in Draft giving these decks new reach and greater power than ever before.  No, these three mechanics are just fine despite not being played much at the Pro-tour.  However, Inspired and Tribute, both Mechanics from Born of the Gods have hardly got off the ground.

It makes perfect sense for why Tribute has been largely ignored.  In almost every instance the cards carrying Tribute present an option for your opponent to dictate the terms of the creature.  This means that you are no longer in control and if you are looking for a desired effect, well, I can assure you that you won’t get it because your opponent is out to put the screws to you.  Snake of the Golden Grove is a perfect example because you either get 4 life…or a 7/7.  Let me assure you, 100% of the time you will give your opponent the life gain.  However, if you REALLY needed a 7/7 to help you block…well…tough, you are out of luck.

Inspired on the other hand actually holds some promise.  This is actually an ability that you could use because the only requirement is that the creature untaps.  Simply untap. It seems so simple…but yet getting your card to actually untap is pretty tricky.  The most common ways of tapping it is by virtue of attacking with it and then on your next turn untapping it.  The problem is that usually if you go into combat, something dies meaning you could very well lose your inspired creature.  Other options exist like Spring Leaf Drum, Retraction Helix, Epiphany Storm and Claim of Erebos which all allow the creature to tap without combat, but this is extra work for you and harder to set up.  So, how to maximize your chances of Inspired without as much set up cost to your deck?

I have long been a proponent of making combat as absolutely miserable for my opponent as I can manage. This means I pack decks full of combat tricks, death touch, first strike, double strike and haste, basically ensuring that my opponent really has to think twice before blocking ANYTHING.  Well, Inspired gives you even MORE incentive to pack your deck as full of nasty tricks as you can find so that no one is keen to actually block.  With this theory in mind let me share with you a little deck list that I’ve put together to exploit the Inspired mechanic.

 

B/W “Grindy” Theros block mechanics deck for Standard

The game plan behind this deck is actually pretty straight forward.  You are looking to do everything you can to drain off the life of your opponent without attacking , but the creature base in the deck is actually aggressive enough that you can start on the beat down path and not actually take your foot off.  All the while you are looking to exploit the Inspired Mechanic as much as you can wrangle.

For 1 drops we have Tormented Hero which is a solid 2/1 for 1 black.  Sure, it comes into play tapped, but play him turn 1 and attack turn 2 and you’re pretty golden.  Also, when he is targeted he does exactly what you want the deck to do and that is drain the life of your opponent.  At 2 we have a couple of bears, namely Sun Guide and Pain Seer.  These are both aggressive enough that they can come down early and swing in, hopefully triggering the Inspired trigger on either of them.  Baleful Eidolon and Spiteful Returned are technically 2 drops, but are really there for the Bestow ability to basically make something totally unpalatable for your opponent to block.  Spiteful returned is also triggered just by attacking, making him just extra value.  The last 2 drop is Cartel Aristocrat because when you are missing a way to sneak through, Sacrifice a creature and get in there.  At the 3 drop spot we have the bread and butter.  Scholar of Athreos is an awesome mana sink and a solid blocker to plug up the ground.  Servant of Tymaret is a wily little 2/1 with regenerate that I WANT to block with and need to regenerate in order to trigger the Inspired ability when it untaps after regenerating. The 4 drops are really there as Bestow creatures apart from King Macar,  but at 5 we have Gray Merchant and he is a sure fire way to drain out a bunch of life all at once.  The spells are pretty tame in a Gods Willing to protect something or more importantly to allow a creature the ability to sneak in for free.  Necrobite presents an awful combat trick for your opponent.  He will need to play around a situation where you have 3 mana up or risk trading something for a deathtouch creature…who now regenerates.  Whether this is Tormented Hero’s heroic trigger, or regenerating a Pain Seer, there is going to be value generated.  The last one is Asphyxiate which is a poor man’s Hero’s Downfall.  Same casting cost…but much slower and more conditional.  Not my first choice, but acceptable considering the financial cost of a playset of Hero’s Downfall.

Some would say that this looks like an Extort deck from Gatecrash and I can’t disagree…except I prefer this model to relying on the Extort mechanic of Gatecrash because Extort rewards you for durdling around with spells and paying the extra mana to drain the life.  In this deck there is no need to durdle around.  If you have open mana sink into something…like your Scholar of Athreos, attack with your Servant of Tymaret, or cast a Bestow creature to make blocking totally undesirable. You are being proactive and engaged instead of being rewarded by casting derdling spells and hiding.

This deck is weak to decks packed with fliers or with control elements like counter spells and plenty of targeted removal.  Oh, and it still gets run over by the pack rat/desecration demon game plan prevalent in Standard, so don’t take it there.  Where does this deck shine?  Multiplayer variants of all sorts.  Free for all, Two Headed Giant, Grand Melee…if any of these formats match what you like to play then this is a cheap and efficient deck that will do work.  Life drain is absolutely brutal in multiplayer matchups and this deck is no different.

So, I have done my part to restore faith in the mechanics of Theros…particularly Inspired.  Now it is up to you to go forth and Inspire that same belief in your opponents and drain the life right from their souls…without ever attacking!  Enjoy frustrating the heck out your opponents because you can bet I’ll be enjoying every minute of it.

Thanks very much…and until next time keep it fun, keep it safe…keep it Casual.

 

Bruce Gray – Casual Encounters
 
@bgray8791
comments
Eric Jeffrey Seltzer - May 26, 2014

Orzhov Midrange by Charlie Rinehart (1st at SCG Somerset Standard Open...

Banishing Light - Orzhov Midrange

Orzhov Midrange by Charlie Rinehart

1st Place at StarCityGames Standard Open on 5/24/2014

Charlie Rinehart was able to stymie SCG circuit superstar Chris VanMeter on his mission to shave off his beard, which he has sworn to wear until he is victorious in a major tournament. This came down to a battle of the Midrange decks after both successfully dispatched Esper Control decks in their semifinal matches. While CVM chose to attack the format with an ever popular style with Jund, Charlie took a different route and combined the strengths of Black and White known as Orzhov midrange, which has been a powerful choice of late.

The deck follows some similar lines that this formats bogeyman Mono-Black Devotion has in using a trio of creatures that form the foundation of the Black deck. We see the pest know as Pack Rat as the two drop of choice in the deck, quick to grow into a swarm of vermin if unchecked and synergistic with the manland Mutavault to big fast and effective beats to the enemy. There is also Lifebane Zombie which against the Green based monster decks is truly effective but also is able to sneak past most defenders to either chip away at life totals or finish off annoying planeswalkers. Then continuing up the curve we the other borrowed creature with Flying powerhouse Desecration Demon which is a bargin at four converted cost and will most often force your opponent to sacrifice his worst creature in an effort to stave off the onslaught for another turn, but eventually he will be out of fodder and you’ll have a gigantic flying demon. Then we get to the creatures which helped to inspire the dabble into white. There are two five drops which both help the deck to recover lost life points first with a singleton of the legendary Obzedat, Ghost Council which also has a great synergy with another singleton Whip of Erebos that allows it to be returned from the grave and then use its own trigger to stick around for more turns after. The other five drop is the powerful and elusive Blood Baron of Vizkopa with not only Lifelink to assure that you remain alive against aggressive strategies but also protection against both White and Black which ensures it dodges a lot of the formats removal to ensure it keeps you alive and kicking. The last creature is a one of Sin Collector which work with the other key disruption in your deck Thoughtseize to provide important information about the opponents plans and strip away a valuable card. For planeswalker power we find Theros Block superstar Elspeth, Sun’s Champion which this deck is often able to drop down behind some protection then use it to ramp up the board state into a one sided slaughterhouse on your road to victory, and is also a very key as additional removal to rid the board of huge monsters that have accumulated on the other side of the table. As far as removal is concerned this deck is rife with a plethora of choices starting with a full set of the creature and planeswalker killer Hero’s Downfall, then also adding pairs of Ultimate Price to rid the board of any of the many mono-colored creatures in the format, Bile Blight that functions as the decks sweeper although it is limited to shrinking all copies of one particular card, and as a catchall answer Banishing Light which is able to remove a good variety of threats. The final card is the decks only real source of card advantage, although the scrylands do help filter bad draws, with another choice borrowed from Mono-Black with Underworld Connections that is so key for this deck to grind out small bits of advantage to try and pull ahead to seal the deal.

While certainly not a newcomer to the format it is a very powerful deck and shows that a lot of the raw power comes from that old faithful Mono-Black. Don’t hesitate to jump on this deck as it has the ability to power through the format. It is definitely one of the juggernauts that will help to close out this Standard format over the next few months.
Eric J Seltzer
@ejseltzer on Twitter
Email: ejseltzer@hotmail.com

comments
Bruce Gray - May 25, 2014

Underappreciated cards of Magic sets past: Dragon’s Maze

Ral Zarek - Dragon's Maze art

 

 

 

Underappreciated cards of Magic sets past: Dragon’s Maze

By Bruce Gray – Casual Encounters

So, much time has passed since I last wrote about underappreciated cards, but it has now been a full year since Dragon’s Maze joined us as far as a set to be played.  By and large, the reception for Dragon’s Maze was lukewarm at best despite having all the flash and dazzle of being the final set for the Return to Ravnica block.  However, the set was rife with cards that are geared for EDH and multiplayer formats with only a few staples that would get seriously added to the pool of competitive cards.  It did allow for the full Return to Ravnica block draft, which was also very challenging and tons of fun, but constructed players were deeply saddened by the near unplayable cards and fringe options the set yielded. However, this set was a veritable gold mine for casual players of all stripes.  Today, I’ll be going through my selections for some underappreciated cards at each of the 4 rarity slots (common through Mythic) that you might want to slide into a deck the next time you sit down to play at your next Casual Encounters.

Dragon’s Maze gave us a full set of 10 Maze Runners, champions for each guild that would negotiate the Maze and dominate Ravnica.  However, while it would seem that the Maze Runners were going to be the most powerful cards printed in the set, the reality was that many of them were clunky and poor at best.  No, the most powerful cards were creatures like Voice of Resurgence, Aetherling, and Blood Baron of Vizkopa and a select few spells like Advent of the Wurm.  However, while the Maze Runners weren’t much fun to play with, and these select high priority spells cost a small fortune to acquire a play set, there are still plenty of viable cards at all 4 slots that can bring some variety and fun effects to your next game.

 

Common:

Gatekeeper Cycle

Each of the 5 colours had a Gatekeeper for 4 mana.  These 2/4 creatures were serviceable bodies in their own right but hardly exciting unless you controlled a pair of guildgates, in which case you were able to reap some sort of benefit.  Now let’s be honest with ourselves.  In draft were you likely to EVER be able to grab a pair of guildgates? Not likely.  In any form of constructed format, were you likely to even THINK about playing guildgates, much less these guys?  NOPE.  In EDH you are only likely to have a pair of guildgates, at best, among your 100 cards which means you would be unlikely to be keen to run these cards either.  No, these gatekeepers fall firmly in the realm of casual players looking to do something silly with them.  Of their abilities, they are pretty standard (ie. Blue draws a card, Black gives target creature -2/-2, Red gives a threaten effect etc) and only impact the board when they enter play…but if you’ve read some of my previous articles I LOVE making these effects recur by finding ways to get my stuff to leave play and then re-enter the battlefield.  Also, as a Casual player, I’m very apt to play guildgates because they are very functional (if unexciting) ways to help smooth out your mana.  Particularly in a multiplayer game of some sort where things may be a little slower, the requirement for the correct colours is key and you may be spared the punishment of having lands come into play tapped by the slower pace of the multiplayer environment. These 5 guys are solid additions with decent bodies and good upside. Give them a second look and see if you can make them fit into a deck the next time you sit down to play.

 

Uncommon:

Give//Take

If you’ve been reading my other articles, you might have got the sense that I’m big on the shenanigans that +1/+1 counters can do for you in Return to Ravnica block.  Scavenge and Evolve are both super interesting mechanics and the ability to then turn around and draw cards off of those counters is super fun.  In a previous article about Gatecrash I attempted to describe how Zameck guildmage can be abused to draw all sorts of cards off those counters…but with Give//Take you don’t even need a Zameck in play to go card crazy.  Perhaps my most favorite play is to land Prime Speaker Zegana on the battlefield and draw cards equal to her power.  This can usually be a fairly solid number of cards because having her be at least a 5/5 is no real stretch.  However, on your next turn, cast both halves of Give and Take and turn all those +1/+1 counters into cards and suddenly your card advantage has gone bananas.  In a multiplayer casual variant this is totally possible and means that you now have a significant edge over the opposition because of the resources available to you. Let me assure you, it’s fun and your opponents will be doing their utmost to prevent this from happening since they don’t want to get caught behind in the race for resources…and when you pull it off it’ll be amazing! Try it out for yourself!

 

Rare:

Tajic, Blade of the Legion

This guy is so simple in terms of design and so mindlessly powerful that he gets overlooked.  A 2/2 indestructible creature for 4 mana means he’s likely too expensive for a Constructed format (and to trip his Battalion ability takes WAY too much set up cost), but in a casual environment this guy is a true menace.  It is very conceivable to see this guy get his Battalion ability triggered and be a MONSTROUS 7/7 wrecking ball of hate smashing around…and he’s indestructible meaning he’s wildly difficult for your opponents to deal with.  If nothing else he becomes a reliable blocker and suitable target to dress up with auras to pump him with because you are unlikely to get 2 for 1ed off of an exchange.  But here’s the thing, more than a few people in my play group will just flip right on by Tajic in favour of other creatures…and every time I ask “WHY? ARE YOU SICK? PLAY THAT DUDE!”.  He crushes face, is hard to deal with, isn’t unreasonably costed and is in perhaps the most aggressive colour combo available…making him a perfect bulldozer in your next game.  Trust me…you won’t regret it.

 

Mythic:

Ral Zarek

As always, the mythic slot is hard to pick because they are all powerful.  Dragon’s Maze was no exception and the planeswalker of the set seems like a dead obvious place to start when picking a card, but Ral was spoiled with great fanfare.  His ultimate, of flipping coins and taking extra turns, is hilarious and immediately caught the attention of the Magic playing community…only to hit the ground at release with a resounding THUD! He was unplayable in competitive Standard, and cost too much to play any Eternal format. His first two abilities are reasonable, but hardly awe inspiring, and the ultimate leaves a lot to be desired.  Basically, he was very quickly resigned to his role of coming off the bench for Casual Magic and I’ll happily pick him up to pinch hit for me!

If nothing else, the ultimate ability on Ral Zarek just SCREAMS Casual all-star.  When you think of playing Casual Magic you think of splashy cards, crazy abilities, and full on shenanigans…well…here you go! All of these things are rolled into the flip of coins as part of Ral Zarek’s ultimate.  Also, his +1 ability of tapping and untapping various permanents just leads to soooo many ridiculous plays that it is almost impossible to list all the possibilities.  Basically, Ral Zarek opens up loads of fun and innovative options that will totally take your opponents by surprise that I think he’s well worth the time to pick him up and give a try.

 

So, no article highlighting underplayed cards would be complete without some sort of deck showcasing some of the cards and today is no exception.  Now, if I asked you how do the vast majority of games get won and lost, what would you say?  If you said attacking with creatures, you would be right.  Sure, sure, there are some people who prefer combo or mill or locking out your opposition with a control deck, but let’s be real, you play Casual Magic to cast fat creatures, turn them sideways and see what powerful interactions you can dream up.  Now, let’s change the axis on which you are prepared to engage your opponent and instead of you using YOUR creatures to kill your opponent, why not use HIS creatures to kill your opponent.

Let’s see what I’ve got today:

 

Jund Punch your own face Decklist

 

The game plan with this deck was inspired by that older brother who used to take your hand and smack you in the face with your own hand…and then say “Stop hitting yourself!”.   So, your opponent is expecting you cast creatures and attack, but in reality you are waiting for them to cast creatures and then use Act of Treason and Traitorous instinct to take their creature and smack them in the face.  However, what made this deck really sweet was the addition of Smelt-Ward Gatekeepers who is an Act of Treason attached to 2/4 body…and if it is attached to a body it can be recurred.  So, the ability to have Roaring Primadox return Smelt-Ward Gatekeepers to your hand and cast it again for the recurring Threaten effect.  Ubul-Sar Gatekeepers is basically a Dead-Weight on a stick and Saruli Gatekeepers gains you a huge pile of life that can quickly put things out of range, but they aren’t the real threats.  Now, after you’ve taken the creatures with  the Threaten effect, most opponents won’t block because they don’t want to block their own creature, when they know that they will be getting the card back shortly so they eat the damage and hope to move on. Before you return the creature, nothing is more hilarious that sacrificing it to one of the numerous Sacrifice outlets in the deck for a) more damage b) cards c) to mill them d) attack their hand e) gain more life.  The options are endless and drive your opponent bonkers because they are expecting to get the creature back. As an additional way to close out the game Crackling Perimeter allows you to tap the large number of gates in your deck to do damage to your opponent and close out the game.  All in all, this deck is a funny way to punch your opponent in the face with their own creatures and to reap the benefits.

 

So, that’s my selection for underappreciated cards from Dragon’s Maze and a little sample of what you can do with the cards to make a fun and unexpected deck that can really frustrate your opponent.  Perhaps I’ve missed something and some of you have other things you would rather play, or cards that I may have skipped over, so I’m always game to hear what others think. Shoot me a tweet and let me know what you thought…or go ahead and build yourself your on deck and see what you can find from Dragon’s Maze to make your next Casual Night fun and lively.

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

By Bruce Gray – Casual Encounters
@bgray8791
comments
Eric Jeffrey Seltzer - May 18, 2014

Naya Aggro by Jamie Arnold (2nd at SCG Knoxville Standard on May 10th ...

Ghor-Clan Rampager - Naya Aggro

Naya Aggro by Jamie Arnold

2nd Place at StarCityGames Standard Open on 5/10/2014
 
An interesting Aggro deck was able to power its way into the finals of the SCG Standard tourney last weekend, although it fell just short to another Aggro deck Boros Burn. As with most Naya decks it is able to take advantage of very some of the most efficient creatures available.  This deck is exactly as it is advertised, Aggro !!! With a huge concentration of beatdown creatures it works to rapidly close the gap from 20 to zero as quickly as possible and has the tool to do it.

 

The deck works on a very strong a linear path up the mana curve from one to three in an effort to clog the board with beaters. We start it off with Dryad Militant and Soldier of the Pantheon that both unchecked can start to swipe chunks off the opponents life total. Next are the Selesnya two drops with Voice of Resurgence which is amazing against control decks or removal in general and Fleecemane Lion which given the chance will turn into a Monstrous beast which opponents will be having fits to try and remove. Then we have continued profit in three drops from Boros Reckoner which can attack into small blockers and still push through damage or act as a brick wall against attackers and Loxodon Smiter which is basically a great 4/4 for three with some added value. The sole four drop creature in the deck is Ghor-Clan Rampager but it will most often be used for its Bloodrush ability to pump an attacking creature to push through extra damage to finish off the opponent. Moving over to the spells in the deck we start first with the ever useful Brave the Elements which with almost every creature being White, Ghor-Clan Rampager is the only exception, will be a key tool enabling alpha strike pushes past defenses to destroy the opponent or a way to ensure your creatures survive to fight through removal or as blockers against a flurry of attackers. The deck also sports two different charms with multiple useful modes to take advantage of. Selesnya Charm is capable of either giving a creature a boost with Trample to push for a kill, can exile a large creature as long as it has power of 5 or more, or is able to put a 2/2 Knight token onto the battlefield which is also White to take advantage of Brave the Elements as well. The other charm is Boros Charm which can be used as direct damage to scorch your enemy, is able to save all your permanents from destruction in a pinch, or will grant Double Strike to one of your creatures if you need it to deal a final blow to take you on a path to victory. The deck also takes advantage of the new mana fixing land Mana Confluence in order to smoothly run a three color manabase using a bare minimum of into play tapped lands.

The sheer power of this deck is sure to keep it performing for the next couple of months in Standard until Magic 2015 brings a new shake-up. Naya has often been the best in terms of value for creatures and this deck continues to prove that fact. Unless there is a major shift in the meta I don’t see why this deck won’t continue to be a force to be reckoned with.

Eric J Seltzer

@ejseltzer on Twitter

Email: ejseltzer@hotmail.com

comments
Eric Jeffrey Seltzer - May 12, 2014

Boros Burn standard by Tyler Winn (1st at SCG Knoxville Standard Open ...

Champion’s Deck

 

Chandra's Phoenix_Buy-a-box Promo - Boros Burn standard

Boros Burn by Tyler Winn

1st Place at StarCityGames Standard Open on 5/10/2014

Here’s a spicy little Aggro number that while by no means any sort of new concept is quite a sight for sore eyes. It’s nice to see that the Mono-Black Devotion (or more accurately now Golgari Devotion since rotation) was not able to reach the summit, although it did put three decks into the top 8. This is a powerful and fast deck which is highly capable of coming from out of nowhere and beating down the opponent in the blink of an eye.

 

The main focus of Boros burn is to throw burn spells at the opponents face in a fast and furious fashion. To that end we find 22 of the decks spells able to spew lightning to the dome, and additional burn from the decks removal. The varieties of burn come based off of how much damage they will do and land in three varieties doing either two, three or four damage. The starting point of the deck comes with our basic burn at one cost in Shock which is just a straight-up two point blast, but also with two points of burn we have Magma Jet which for its cost of two will also Scry 2 for the deck as some of its only ‘draw’ ability. Then we have three point burn both costing two with Lightning Strike and Skullcrack, but Skullcrack while not being able to target creature has the added value of shutting down lifegain AND damage prevention for the turn which can foil plans of many decks to try and recover from an initial onslaught. And finally we get to the four point burn spells with Boros Charm which will primarily be wasted of its other abilities to blast opponents to an early grave and Warleader’s Helix that will rebuild your life total if you have been under pressure already in the game. As a compliment to all of these burn spells the deck runs Chandra’s Phoenix that will no doubt be returned to hand anytime it has found its way into the graveyard. The other maindeck creature is Eidolon of the Great Revel which may seem like an odd choice seeing that this deck is packed with so many cheap spells but when you drop him you should be far enough ahead and using your burn is either an equal loss on life or you deal those crucial points extra. As the manabase allows for it there’s also a full set of Mutavault which often are those last points needed to seal the deal. For removal the deck is able to use any of the many burn spells of course but also includes Chained to the Rocks and Searing Blood which itself does double as a burn spell when you are able to rid the board of the intended target. For draw the deck has some Scry from both Magma Jet and Temple of Triumph, but also actual drawing from Wild Guess which can easily cycle unwanted lands later in the game. You’ll also notice that the deck eshews Boros Guildgate in favor of Mana Confluence in order to avoid any additional into play tapped lands which go directly against the speed of this deck.

 

So there we have another great contender to battle for control in this post Journey into Nyx metagame. It is well positioned to be the Standard format staple Aggro deck going forward. I would be very surprised if some style of this deck is unable to reach into the top 16 of the major tourneys going forward. I would be very confident to sleeve this up any weekend and expect to compete for the win.

Eric J Seltzer
@ejseltzer on twitter
comments
Bruce Gray - May 11, 2014

So you want to play Standard on a budget MTG?

 

Planes of Planechase - standard on a budget MTG

So you want to play Standard on a budget?

by Bruce Gray – Casual Encounters

Spring is here! Thank goodness because winter felt VERY long.  The sun feels warmer, the snow is all gone and the excitement of summer is just around the corner.  It is also the time of change.  New flowers, new leaves, new clothes, new activities, new plans…ah…new plans…here’s an idea.

The Spring set is here with Journey into Nyx.  Standard will start to evolve with the new cards, but rotation is only 4 months away with a new block on the way that will change the complexion of the Meta-game completely.  Players who aren’t already committed to this Standard format but are looking to get into playing Standard have a very serious conundrum. They COULD run around and track down the chase rares to put together a strong Standard deck, but that can be pretty pricey for a limited 4 month window where the cards will be well and truly playable.  And if you are on almost any sort of budget, well, now we are talking a near impossibility.  So what is an aspiring Standard player to do? Well, let this be a sort of a road map to help you find your way to getting ready to play Standard. I’ll lay out a series of steps that an aspiring Standard player on a tight budget could follow in order to get ready to join the ranks of competitive Standard players at any Local Game Shop.

Once again, here is my usual disclaimer. There will be some players out there that won’t heed a single word of this.  They have the deep pockets needed to pick up all the Standard playable staples they need.  I however have players with a limited budget each month.  What exactly is that budget?  I have no precise number in mind, but the basic tenets will remain the same.  Players with slightly larger budgets can likely accomplish the steps more quickly, but even those with tighter budgets can hope to get there following these steps. So, without further delay let’s see what we’ve got.

 

Step #1- Acquire the mana base you will need.

As uncool as this sounds, the mana base is the backbone to every deck.  I have often maintained that the mana base can’t win you the game…but you sure as heck can lose the game if you don’t have the right mana.  Now is the time to track down full play sets of all the Scry lands, Nykthos, and Mana Confluence as these will be key lands in every two colour (or more) deck once rotation hits.  The nice thing with the mana base, from a monetary standpoint, is that they at least seem to hold their value once you’ve invested in them.  So, once they rotate out, you can probably still find a taker who will be willing to either allow you to trade for reasonable value or a shop that will give you decent (notice…decent) value off their Buy list.

Now, this is absolutely an investment.  Lands don’t come cheap and the scry lands all look to run at least $5 a piece (more for some of them), but if you can find someone willing to trade with you for them ,or a decent price on them somewhere, your budget will be wisely spent on these.  Don’t worry if you get fleeced a little on your trade.  If your end goal is to play Standard, then you will need the lands to play, and if you have other older cards that someone is willing to trade for to give you those lands, well, guess what? You’re doing it.

 

Step #2- Draft…LOTS

One of the biggest traps that players fall into is that they want to “crack packs”.  I love cracking packs…we all do…but the numbers don’t play out very well in your favour.  So, how else do you get cards? The answer is easy…draft.  For your entry fee into a draft you get the equivalent of 3 packs of cards…AND you get to try those cards out in game play.  This is the perfect place to try out that kind of unusual rare card you opened, just to see what it does. Maybe you want to try out a different colour combination that isn’t your all time favorite in order to get a feel? Draft is a great place to get your feet wet experimenting and trying out new ideas.  Heck, you might even win a few prizes along the way to further expand your pool of available cards without costing you any extra. Don’t bank on the prizes because you are out experimenting, so your decks may be somewhat less streamlined than other players, but every once in a while a little prize support is a nice bonus for your night of drafting.

Now, the danger with draft this time of year is that soon the new stand alone set will be out.  Last year it was Modern Masters, this year it’s Conspiracy.  These cards aren’t Standard playable, so if you do sit down to draft these, this won’t help you much in terms of getting you ready for Standard post-rotation (although it is fun!). So, be sure to be familiar with the format you will be drafting and the sets that will be used.

 

Step #3- Play Block constructed

It has already been said by Gerald right here on Three Kings Loot that one of the best ways to prepare yourself for the NEXT Standard format is to sit down and make a conscious effort to play block constructed.  Whether that is with your buddies at a kitchen table, or at a shop if they host a Block Constructed event, the experience of limiting your key card pool will be a huge factor in determining how prepared you will be for the next Standard format.  You will see what cards emerge as cards that were underplayed in the current format and that might make a splash once rotation hits.  So, Herald of Torment…time to shine big guy!

 

Step #4 Read. Watch. Learn.

The biggest difference with Magic in 2014 versus when I started in 1996 is that the amount of information available to players is staggering.  Between all the various discussion groups, websites, articles, podcasts, and videos there is no shortage of information for the average player.  I would strongly suggest that you take the time to sit down and read the thoughts of players and writers you like and respect.  As we near rotation many of these players will have the advantage of sitting down and doing their utmost to figure out the best strategies in the new format and can give you some helpful tips to help you along…just by reading the internet.

The other great asset is all the coverage of various events available.  Between the Pro tour coverage and coverage from other events around the globe (and watching MTGO for those who have time) you can not only see the deck lists of these many top players, but you can actually see them in action.  This will give you a chance to see the decision making processes tied to each choice made.  This is super useful so that you can make optimal use of whatever strategy you like best.  Let’s be honest, many of the guys on the Pro-Tour are going to get maximum bang for their buck with each card and it is undoubtedly helpful for us less experienced players to see them in action.  The same can be said of watching players at your local game shop that you respect and like the way they play.  Yes, it can be nerve wracking to sit down and watch someone live and in person at a store, but if you start talking to them you might find that they are quite willing to sit and talk shop with you to give you some pointers

 

Step #5- Time

It takes a lot of time in order to get really good at something and Magic is no different.  If you want to play Standard, and presumably if you are playing on a competitive (or semi-competitive ) basis you would like to be as good as possible,  then you will need to sink time into this.  This is by far and away the hardest part of making this transition. Up until this point you can do most of the steps I’ve laid out with some money you’ve saved up or for free on open sources on the internet.  However, there is a finite amount of time in each day and unless you are independently wealthy or playing Magic for a living, there will be other things that will drain your time.   This will mean evening trips to the game shop to sit down and play.  It likely also means some weekend as well.  You will need to sit and read about changes to the meta game and how it will impact your deck of choice. And most of all, you will need to play. Play lots.  Play lots against just about anyone.  The more you play, the better you will get at playing your deck and the choices you will need against each other archetype. Time is absolutely a commodity and something else you will need to gauge closely if you hope to perform to the best of your abilities.

So, these are the 5 steps that I’ve seen and other players I know take in order to climb into the realm of Standard competitive Magic. For some this works out great because they are prepared to invest wholeheartedly.  For others, this process is difficult for a number of reasons.  Needless to say, these 5 steps each have their own pit falls that must be navigated and may not come easy.  This is part of the reason making the transition from playing Casual Magic to Standard is tricky.  Not impossible…but it is tricky.  Needless to say, it can be very rewarding once you get yourself into the format, but it is not for everyone, and that’s ok.  Not everyone on the planet needs to play Standard…there are formats aplenty for each and everyone.

Thanks everyone and I hope that some of you find this helpful.  If there are aspiring Standard players out there I hope I haven’t made the process seem too daunting.  It is achievable, but it does take a plan.  This is just one of many ways to getting to your end goal. In the mean time, I’ll go back to brewing up silliness and see where my Casual meandering takes my Magic and my decks.

Take care and until next time Keep it fun, Keep it Safe…Keep it Casual.

by Bruce Gray – Casual Encounters
@bgray8791
comments
Eric Jeffrey Seltzer - May 5, 2014

Golgari Devotion by Andrew Tenjum (1st at SCG Cincinnati Standard Open...

Vraska the Unseen - Golgari Devotion

Golgari Devotion by Andrew Tenjum

1st Place at StarCityGames Standard Open on 5/3/2014
Here comes the first of the post Journey Into Nyx Standard metagame and while there’s a little tweak to the Mono-Black Devotion it is basically the same old deck that took the first prize. The only Journey Into Nyx addition to the deck is Temple of Malady which is perhaps why the decision was made to dip into Green. And while we do get a couple new weapons in the arsenal it is basically just the same old Pack Rat rush or Gray Merchant Control plans.

Nothing has really changed in the creature department with the requisite Pack Rat followed by Lifebane Zombie, Desecration Demon and Gray Merchant of Asphodel. The manabase also allows for the full set of Mutavault which have the added benefit of being rats as well to pump up the pack. This new version runs a one of planeswalker that hasn’t been seen for a while, Vraska the Unseen as a part of the dabble into Green. She is super versatile as she is able to remove almost any non-land permanent, and will often take down creatures trying to destroy her. Vraska compliments an already very strong removal package, which is extremely common for this style of deck. We start with Hero’s Downfall to rid the board of both creature and planeswalker threats, a trio of Devour Flesh which can skirt protection or hexproof, and with the foray into Green we find the other card added to the list Abrupt Decay which is just a good all around answer to a plethora of problem permanents. In order for the deck to keep ahead we have Underworld Connections for draw which also doubles as additional devotion count when you are draining with a Gray Merchant. The final piece of the puzzle comes with the discard powerhouse Thoughtseize that will not only strip your opponent of the most relevant card but also provide you invaluable information about his game plan.

I’m not entirely surprised by this deck as the printing of a crucial dual land, in this case the Scry land, is often enough to push a good strategy to be great. And while there is really just a bare minimum splash into Green from this deck that little bit could be what keeps this ahead of the simple Mono-Black Devotion deck this evolved from. There is very little risked here as there was usually a suite of Scry lands added to the deck that weren’t really being used for the off color. It remains to be seen though if this deck continues to show dominance, maybe the Control or Midrange decks will find a way to usurp its fetid crown.
Eric J Seltzer
@ejseltzer
ejseltzer@hotmail.com
comments
Bruce Gray - April 29, 2014

Casual Encounters- My favorite Cards from Journey Into Nyx

Kruphix God of Horizons

I hope everyone enjoyed their pre-release events this weekend.  I had a blast playing in a Two Headed Giant pre-release and got my first up close and personal look and feel for Journey into Nyx.  The consensus around the room was that the set was very solid and very interesting.  There are some terrific cards, some very intricate cards that will need careful timing to work, and a bunch of very useful and relevant creatures that make the whole process a lot of fun.  I wanted to take a moment, now that we’ve all got a taste, what I think are some of the more exciting and interesting cards from Journey into Nyx.

Let’s start off with this disclaimer.  I may not be picking the best cards, or the flashiest cards.  I’ll leave that to players who will trying to brew up top level competitive decks. No, I’m taking more of a Casual approach and looking at cards that I feel offer us something interesting that we may not have seen in a while, offer some interesting deck ideas, or are just plain fun.  So, without further delay, let’s get to looking at what new treats I can’t wait to get my hands on where Journey into Nyx is with us for real.

Commons-

There are actually a number of really sweet commons that have been printed in the set and I had a hard time settling on one…so I picked 2.

Desecration Plague I love the versatility of this card.  The ability to take out an enchantment or a LAND is super fun, particularly the land.  With this and Red’s Demolish in the same set, the Casual Brewer in me is seriously looking at building a R/G land destruction deck and just make a wreck of the land base for my opponent and frustrate the heck out of them.  I bet there is no one else on the planet that is actually jazzed for this card, but I think this will be a fun addition to our repertoire of spells.  Nothing quite like undercutting your opponent by eating his land.

Flurry of Horns- The more I look at this card, the more I think it is going to be a ton of fun. I love me a tribal deck.  Goblins, Merfolk, Spirits…you name it, I love it.  Now, Minotaurs are a thing. They REALLY REALLY are.  Don’t believe me?  Take a look for yourself.  This spell will be an awesome addition to a Man-Bull deck and for 5 mana is suitably costed, gives you 2 more Minotaurs with haste, and lets you stampede over your opponent.  If you’ve got Kragma Warcaller or Felhide Petrifier in play as well, well, wow, things are going to get ugly…FAST.  This is dripping with flavour in a mythology inspired block and is a fun and card to rock in your new Minotaur deck.

 

Uncommons-

Fleetfeather Cockatrice- This gold card has too much text for it to not be good.  Honestly, Flying, Flash, Deathtouch and MONSTROSITY all on the same card?  This will be awesome.  Sure, it’s 5 mana, but it comes out of no-where thanks to flash and straight up kills something.  It’s big enough that it could survive combat, which is awesome, and it can then take over the skies if you can trick it out with the Monstrosity ability to make it a 6/6…that’s a freaking dragon!?  I love it. I am sure that my G/U flash deck is going to love seeing this addition in at least a pair of, but I might be prepared to take this guy out and see what other carnage I can cause with him.  He doesn’t lend too much in the way of combos or wild synergy, but there is something to be said for just a straight up good creature that will do a lot for you. This is the sort of creature I want and will get good value from him. Oh, and I love the reference to the original Cockatrice from Revised which was a staple and can now have a new play mate in 2014.

 

Rare:

There are a number of fun rares in this set and generally I feel like they are powerful without being broken. There has been lots of buzz around Eidolon of Blossoms, but I’m not convinced that the Constellation trigger on it will actually end up being that cool.  No, the rare that caught my eye, just because of the simplicity is Dawnbringer Charioteer.  This is a tried and true tested formula in Theros block and you can’t miss with this guy.  We saw very early on that Wingsteed Rider was good.  Like ridiculously good.  Then, we saw that Akroan Skyguard was good too.  We have seen that just about ANY Heroic Trigger that puts +1/+1 counters on it is good, and if it flies it is even better…so how can you miss with the Charioteer?  Bottom line, you can’t.  It’s a 2/4, flying, lifelinking, Heroic BOMB and it just destroys your opponent.  I raved about this one when it was spoiled and I still think it is awesome.  Is it going to be Constructed playable?  Doubtful, but the Casual Brewer in me is already hard at work trying to brew up something disgusting to do with this guy.

While we are on the topic of Rare cards, I wanted to diverge a little.  Yes, I said I would talk about cards that got me excited, but I wanted to take a minute to talk about a card that I can’t imagine playing.  Dictate of the Twin Gods is just about as unplayable a card as I have ever seen.  Yes, I get that there are some people that will love this one, but my honest sense is that it will backfire and end up costing the caster far more often than not.  If you can’t close out the game the turn this lands on the table, my honest sense is that it is game over for you because you have committed to being all in…and didn’t get there…and now the backswing from your opponent is going to sting twice as much.  I had an opponent run this at our pre-release and instead of allowing them to run up the damage with their Minotaurs, it resulted in double damage to the face when my Charioteer punched through for about a million.  Yeah, this card seems like more trouble than it is worth and I am really struggling at seeing too much in the way of quality uses.  Funny uses?  Oh hell yes, I can dream up FUNNY…but they aren’t GOOD uses. Rant over…thank you.

Mythic-

It seems like a bit of a cop out to pick one of the Gods, but they all look really cool in this set.  The one that has me most excited is actually the last one I thought I would like when I read his abilities.  Kruphix, God of Horizons is actually super neat, but initially I misunderstood his abilities.  Apparently I wasn’t the only one as the twitter universe was all a-buzz about his abilities.  The first ability, of having no max hand size is nice.  However, what makes him exciting is the second ability that basically means you get to store your unused mana as Colourless mana.  The more I think about it, the more I think that the second ability is tremendous in some strategies and casual decks.  The sky is now the limit! Just keep pouring in that mana into good ol’ Kruphix and watch the fireworks.  Think about it! Giant Sphinx’s Revelation. The biggest Mistcutter you’ve EVER seen. Wild Strive Triggers. Going  Monstrous with Polukranos for…oh…I don’t know…about a million and blowing out the whole other team.  The options available are just about endless.  Now, this is living in Magical Christmas land again, but honestly, there’s nothing wrong with living there for a little while.  Heck, that’s why we love the new cards! Magical Christmas Land has come and you can see all the cool new treats and the silly things you can do with them…and Kruphix is just the same.   I’ll let the Scrooges out there dump all over Kruphix for Constructed purposes, but for Casual he’s going to be HILARIOUS!

So, there we have my picks for cards for Journey into Nyx.  It is interesting to see the difference between Born of the Gods and Journey into Nyx, both of which were similar add-ons to Theros, but while Born of the Gods was almost simplistic in nature, Journey into Nyx is actually pretty complex with a bunch of really interesting new abilities and mechanics to weigh when considering making a deck.  Is a Constellation deck possible?  Would it be any good?  How good will Strive be?  We didn’t have the same questions from Born of the Gods because the mechanics were pretty straight forward.  This time we have new things to consider and some very serious options to weigh when building decks.  Oh well…time to get down to work and see what else I can brew up.  I’ll catch you guys later.

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

Bruce Gray

@bgray8791