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Roy Anderson - January 20, 2015

Tales From the Prerelease: Fate Reforged sealed

Abzan Beastmaster - Fate Reforged sealed

Tales From the Prerelease: Fate Reforged sealed

By Roy Anderson

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

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

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

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

 

Five Color Death – Limited Fate Reforged sealed

 

Breaking it down

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

Round One

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

 

Round Two

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

 

Round Three

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

 

Round Four

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

 

Round Five

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

 

In Summary

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

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

 

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

Sultai Deck – Budget Brewing with Bruce

Villainous Wealth - Sultai Deck

Sultai Deck – Budget Brewing with Bruce

By Bruce Gray – Casual Encounters

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

 

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

 

Sultai Deck list – Standard on a budget

 

The lands

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

 

Creatures

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

 

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

 

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

 

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

 

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

 

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

 

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

 

 

Spells  

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

Sultai Charm:  Ummm…Removal.  Nuff said.

 

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

 

 

Substitutions

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

 

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

 

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

 

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

 

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

 

What Fate Reforged Offers this deck

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

 

Playing the deck

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

 

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

 

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

 

By Bruce Gray – Casual Encounters
@bgray8791 on Twitter