Thursday, October 27, 2011

In the Deck Box #1: Teneb, the Harvester

I've received a few requests to talk about decks I play with on a regular basis, so I'll talk about one of my favorite creations. I've mentioned this deck a few times in other articles, so I hope this article provides a bit of clarity. I've been guilty of not innovating new casual or Commander/EDH decks recently and I hope that Innistrad has the tools I need to revitalize my fervor. So far, so good.

About 4 years ago, I went into Walmart looking to purchase my first pre constructed deck, so I could begin playing with my friends. There were a lot of different choices, but I saw a dragon on the front of the box and was instantly drawn in. After purchasing the deck, I spent almost 2 years tweaking and redesigning the deck over and over until I thought I was satisfied. Then some problem would come up and I'd go back to the drawing board. After some time, I threw in the towel, to only pick up the pieces of this project about a year later. I tested a 60 card version of the deck for about 6 months, then finally decided to convert it into an EDH deck over the course of 3 weeks of design and 2 months of testing; call me obsessive. The deck that finally came out of the wood works had a 22-3 record for the first 25 games. Not bad. The deck ran like a well-oiled machine and I was very proud. I present you, Teneb, the Harvester

General: Teneb, the Harvester

Creatures (assume 1x):                                                  Spells:
Sakura-Tribe Elder                                                        Reanimate
Fauna Shaman                                                               Phyrexian Altar
Qasali Pridemage                                                           Beast Within
Eternal Witness                                                              Dread Return
Harmonic Sliver                                                              Aura Shards
Necrotic Sliver                                                               Maelstrom Pulse
Wood Elves                                                                   Sword of Light and Shadow
Fleshbag Marauder                                                        Lightning Greaves
Bone Shredder                                                               Diabolic Tutor
Yavimaya Elder                                                              Damnation
Wickerbough Elder                                                        Wrath of God
Dimir House Guard                                                         Harmonize
Solemn Simulacrum                                                        Debtors' Knell
Graveborn Muse                                                            Austere Command
Reveillark                                                                       Mirari's Wake
Karmic Guide                                                                 Ancient Craving
Genesis                                                                          Putrefy
Acidic Slime                                                                    Liliana Vess
Shriekmaw                                                                     Greater Good
Puppeteer Clique                                                           Skullclamp
Ghave, Ghuru of Spores                                                 Tormod's Crypt
Sun Titan                                                                        Animate Dead
Yosei, the Morning Star                                                  Necromancy
Geth, Lord of the Vault                                                   Sol Ring
Duplicant                                                                        Demonic Tutor
Wurmcoil Engine                                                            Birthing Pod
Rune-Scarred Demon                                                     Chainer's Edict
Deadwood Treefolk                                                       Decree of Pain

Lands:
Phyrexian Tower
Miren, the Moaning Well
Godless Shrine
Brushland
Windswept Heath
Murmuring Bosk
Caves of Koilos
Tectonic Edge
Graypelt Refuge
Marsh Flats
Llanowar Wastes
Volrath's Stronghold
Stirring Wildwood
Krosan Verge
Verdant Catacombs
Fetid Heath
Urborg, Tomb of Yawgmoth
Wooded Bastion
Temple Garden
High Market
Overgrown Tomb
Command Tower
Twilight Mire
Bojuka Bog
Sunpetal Grove
Saltcrusted Steppe
5x Swamp
4x Forest
3x Plains

(it took forever to tag all these cards. you're welcome)

So, some of the picks are pretty self explanatory. I initially built the deck as a Reanimator deck, keeping Teneb's triggered ability in mind, and have stayed true to that strategy as long as the deck has been alive. It's been through many changes, focusing on discard, destroying the board, and cheating dudes into play. I finally settled on a sacrificing strategy that allows me more control on what creatures I put in my graveyard so I can recur them when they are necessary.

A few differences make this deck very original from other builds I've seen. The one thing is that this deck was built for multiplayer and to have a good time. I avoided using Survival of the Fittest, Primeval Titan, Strip Mine/Wasteland, Entomb, Sensei's Divning TopYawgmoth's Will, and other quick finishers out of the deck to keep it from going completely over the top and give it more focus on the flavor. Furthermore, a lot of this deck is originally built and the synergies were innovated over time. Although some of the synergies will commonly show up online, I like to think that I created them. I know I didn't =[ I've seen quite a few Teneb builds on MTG Salvation, Youtube and other Magic resources and did my best to make mine unique. Another key difference is the inclusion of Birthing Pod. I haven't seen many EDH/Commander decks run Birthing Pod and I'm not too sure why. I think the card is very strong and allows you to tutor for a lot of creatures in your deck. I did have to adjust some of the numbers to get Birthing Pod to work (increase the number of 4 mana creatures, apparently I initially didn't have that many), but once it's grinding dudes and giving your opponent a hard time, it's awesome.

Sacrificing creatures gives you an interesting advantage in multiplayer. If your opponents attempts to Threaten your creature or gain control of it using Control Magic, or Mind Control, you can easily sacrifice it to some outlet that gives you a bit of upside and helps prevent your opponents from using them against you. Also, if your opponent attempts to exile your creatures using Swords to Plowshares, the ability to sacrifice them and 'keep them in the game,' so you can continue to recur your creatures.

The one combo in the deck is between Reveillark, Karmic Guide, and any x target, that usually includes Necrotic Sliver, along with Phyrexian Altar. With Karmic Guide and Necrotic Sliver in your graveyard and Reveillark and Phyrexian Altar on the battlefield, you can sacrifice Reveillark to generate mana, with the leave play trigger targeting the Karmic Guide and Necro Sliver in your graveyard. When Karmic Guide enters the battlefield, you target Reveillark to recur. Then sacrifice Karmic Guide and Necrotic sliver to generate 2 more mana. Rinse and repeat as many times as you like and use the mana and dump it into Necro Sliver's ability and destroy all of your opponents' targetable permanents. I like this combo because it allows you to end games quickly when you need to and it requires 4 unique cards (although you can usually accomplish this without specific cards) to work properly so it isn't guaranteed every time. I never play a game to activate the combo, because I'm not a combo player in the least, but when a game goes past 2 hours, sometimes you just want to end it.

Innistrad brings a few new things to the table. To make a long story short, my eyes were on Unburial Rites, Sever the Bloodline, Bloodgift Demon, Woodland Cemetery, Isolated Chapel, Reaper from the Abyss, and Gavony Township.

A couple things I found playing the deck was the power of Dread Return. When you run out of ammunition, sometimes you just need to recur a creature to help yourself stay in the game. Even in the graveyard, Dread Return gives you some options if you have 3 dudes to offer up. Unburial Rites works the same way. Giving you some power if you need it in the late game, to recur two guys for 9 mana or use it once and save another copy for the later in case your opponent wraths your board away. Finding cards to cut can be difficult, but I try to find cards that are functionally similar, so they can be easily swapped. I decided to cut Deadwood Treefolk because they functionally do the same thing (bring a dude back from the graveyard). Unburial Rites gives you a 'second' spell with the flashback ability, so it seems strong. I'll usually never hunt Deadwood Treefolk with Birthing Pod, since the deck offers have Sun Titan, Wurmcoil Engine, Geth, Yosei, and Duplicant; and sacrificing Deadwood Treefolk to Greater Good usually gives only a minimal benefit.

Another really cool card I wanted to add was Bloodgift Demon. Ever since this card was spoiled, I knew exactly where it would be going. I already know the power of Graveborn Muse and drawing extra cards, so Bloodgift Demon was an easy addition. I wanted to cut something with the same mana cost, so I could keep the Birthing Pod ratios about the same. I looked in the 5 slot and found Ghave, Ghuru of Spores not doing as much work as I hoped. By losing Ghave, we have a weaker Dread Return flashback, no fun Puppeteer Clique interaction, lose an awesome Reveillark target, and don't have an additional sacrifice outlet. I usually never need Ghave nor generally want a 5/5 on turn 5, so he unfortunately got the axe. I hope to incorporate him back in the deck because I think he has a lot of potential, but for now, he'll have to sit on the sidelines.

As for Sever the Bloodline, I really liked this card because it has really good synergy with Terastodon when you want to wipe away the elephant tokens. It also helps you remove indestructible creatures that I generally have a problem dealing with. I initially put in Duplicant and Chainer's Edict to take care of those giant Blightsteel Colossus or Stuffy Doll. I felt like Chainer's Edict wasn't as strong as I'd like it to be; however it's very good against opponent's early Sol Rings when they run all of their giant creatures on the board. I like Sever the Bloodline because it also has flashback for the same cost, exiles instead of forces a sacrifice, and can take down armies of tokens if you need it. Although Edict can take care of creatures holding a Lightning Greaves, I think I'll try out Sever instead and see how it goes.

Some obvious choices are the lands. The Innistrad dual lands are awesome and I needed to make room for them. I dropped Saltcrusted Steppe, because I never found it any good in the early game when I'm usually flooded on green and white mana. I also dropped Volrath's Stronghold because it wasn't doing as much work as I thought it would. With Genesis in the deck already, I didn't feel I needed another 'lifting' ability (recurring a creature card to your hand). Also, having a lot of colorless mana producing lands had been hurting my fixing in the early game and dropping two of them seems like it would be helpful.

The cards I didn't get a chance to add were Reaper from the Abyss and Gavony Township. I don't feel I run enough creatures or token generators to really abuse the land and I only have 1 persist creature to have synergy with it. If I decide to run more token generators or Kitchen Finks and other persist guys, then the deck might warrant it. As for Reaper, I really like the card and it solves problems the deck has by not having a lot of point removal; however, my the 6 mana creature slot is clogged and I don't know if reaching bbb mana is easy enough in a 3 color deck. Time will tell.

Building an EDH deck can be a difficult task. Choosing from over thousands of cards to find synergies between them and condensing it into a singleton 100 card deck is very time consuming and often, can be discouraging. How can I ensure that my deck is both strong on the card table and fun to play with and against it? The best advice I have for players wanting to build fun and strong commander decks is to use themes. Having a theme to your deck helps condense card choices and gives your deck a personality that can be interactive and engaging for you and your opponents. Whether you're trying to mass tokens or assemble a combo for semi-infinite mana, keep the idea simple enough so you know what role you'll be playing (similar to building a character in a Role Playing Game or a board game). Another thing I look for is for each card to do a lot of work. More specifically that each card can generate card advantage, cause effective disruption to multiple players, or can help facilitate the assembly of my win condition. If a card cannot push its own weight, then I heavily consider cutting the card for something that can interact with my strategy more effectively and give me more reach (ability to recover) when opponents attempt to disrupt my strategy. A healthy balance of card draw, strong creatures, and board control can really push a deck from mediocre to a threatening powerhouse.

Finally, we've reached -Deadwood Treefolk, -Ghave, Ghuru of Spores, -Chainer's Edict, -Saltcrusted Steppe, and -Volrath's Stronghold for +Bloodgift Demon, +Sever the Bloodline, +Unburial Rites, +Woodland Cemetery, and +Isolated Chapel.

I hope that this article gave a bit of insight into the deck and an idea how to approach incorporating new cards into your EDH/Commander or casual deck. I hope you guys are innovating some sick creations and I can't wait to play against them. Until the next deck insider, Magic players!

Interested in more Magic content? Check out every series on the MTG Casual Network Archive!

-David J.

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Thursday, October 20, 2011

Quest for the Holy Relics #3: Bringing Home the Goods

After grinding 3 relics using my trade binder and an eye for good deals, I ran into a big problem. I started running out of cards to trade. I didn't think think this would happen so quickly, but my trade binder was looking thin and empty. With Standard rotation around the corner and everyone cracking open fresh Innistrad packs, I knew I was going to need what I had left to trade for the new product. This left me with a unique problem; continue with the quest or try to trade for cards to build decks. I knew I had to get creative.

One thing I could do for the challenge was to use old items around the house and sell them to fund the challenge. Luckily, I found a box of Yugioh cards I used to play with to be my first collateral damage. I counted the cards, graded the quality, and posted them up on eBay.com and let the bidding roll. The auction ended up selling for a good amount, just enough to grab a small relic. I ended up searching eBay for a couple weeks till a good deal popped up.

The one lesson I took home from the last entry was the condition of the relics. I was on the lookout for NM/M relics this time around and I was adamant to ensure that. Obtaining a relic over eBay posed a few challenges. For online auctions, you're never guaranteed the condition of the card you receive in the mail will match the description exactly as advertised. The trick to snagging the best condition relics is to look for sellers with high feedback ratings, sellers who have a history of selling relics or high end magic cards, and for sellers who include high resolution scans of their cards in their auctions. These sellers are usually very experienced and very knowledgeable about card condition and quality. Sometimes sellers are unable to differentiate between a Revised version of a card and the Unlimited version (these are different sets that both featured white bordered cards), so that could be a huge problem for more stubborn collectors. The high-res scans are usually available for the high end relics like Moxes and Alpha-Revised dual lands.

With some patience, I ended up sniping this little gem:

Bayou: valued at $72.28

This value price used for Bayou and the rest of the relics in this article were the mid values taken from TCGplayer.com. I picked up this card for $44.99, about 10 bucks less than what I sold the Yugioh cards for. Not a bad start.

Another trick to eBay if you're looking for multiples of the same relic for Legacy or Modern is to look for auctions trying to sell multiple copies of the card. Generally, these cards are played and from a seller who just got out of the format or is retiring from Magic. Snagging collections from people leaving the game can be a great way of helping you add more to your collection while helping someone else out too. A win-win for everyone.

Fast forwarding a couple weeks later, the release of Innistrad had landed, so me and a couple friends went to our local store to watch the frenzy and pick up a bit of product ourselves. Let's just say it was incredibly crowded. Innistrad's release was huge (unavoidable and unintentional pun) and people were lining up to purchase booster boxes all day. I had brought quite a bit of stock to cash in and use to pick up some new cards, which included a bulk of around 5k cards, and a handful of rares that they were buying for a good price. After some Careful Consideration, I decided to try and pick up cards I would use for a Standard deck to actually play with friends when I hang out with them. After being completely infatuated with Liliana of the Veil, I had to pick up a foil, so that's where most of my effort went (aside: it's a really sick foil). After exhausting the day's resources, I still had all that bulk left. I really didn't want to move it back to my car, so I wasn't really sure what to do with it. A friend of a friend came over and he wanted to trade and test out a new deck he built. After looking through his binder, I saw a pair of Taiga sitting there. I asked him what he valued them at and he used the estimate of 60-70, which sounded fair. However, he said that he was in the market to sell it for around $45. The red light went off and I knew I had to snag one before I left that day. One of the Taiga he had was in pretty bad shape, but the second looked like it came straight from a fresh pack. Oh boy.

I looked around my trade stuff to see if I had anything sell worthy, but to no avail. Luckily, I still had all that bulk. After selling the bulk off to the shop and adding a few rares, I got exactly $44 bucks. Luckily, CJ had a dollar on him that he gave me, thanks pal. All that hard work yielded..

Taiga: valued at $69.28

You can never underestimate your friends and the people they might know. Connections are key to success in any venture and that principle definitely shines here. 

The final relic in this story was at the PTQ here in Kissimmee, Fl. After suffering defeat and dropping out of the swiss rounds, I rejoined everyone and we talked over our battle scars. Several people approached our herd with trades; all with different motives. Some were trying to build Modern decks, finish up their Standard deck for states, build Cubes, and some were just there to meet new people. I had the interesting pleasure to run into a trading shark.

I don't know exactly how to define one of these, but this type of person is usually trading for quick money to sell to vendors on site. Vendors also may promise people amounts of money if they reach a certain quota or inventory for the day. Really interesting relationship. Maybe I'll learn more about it later. Usually trading sharks have really interesting bait, including EDH/Commander foils, foreign language gems, and other exotic cards to move towards high demand format staples. To my dismay, this one had a Badlands. Worst of all, he was a pretty nice guy.

Looking at this opportunity to really make the day epic, I asked him what he valued the r/b dual at. He responded with 55, which seemed like a pretty high figure. At the time, my pricing app was down, so I was unable to check prices on anything (which was a huge handicap). I looked at the condition of the card and it seemed flawless, so the value didn't seem to be too awfully high. After he looked through my binder he pulled out a Snapcaster Mage and a Sword of Feast and Famine. Ouch. I valued the mage at 28 (which i found to be 27) and the sword also at 28, which at the time was more around 31 (now, it's 34. ew). The mage wasn't too much of a loss and the sword I had picked up to move, so luckily I wasn't attached to it. I wanted a little more out of this trade, so I made him throw in an Unhinged Plains for a moral victory.

Badlands: valued at 51.97

The take home message from this one was to be prepared. When you're going to trade with aggressive traders, make sure to put on your game face. Check values and don't be afraid to call a friend over to help look over the trade. Don't put your cards at the high end values and value your potential business partner's product on the low end. That type of conduct can be disrespectful and give you a negative trading stigma, which will make trading difficult with those people and their friends later on. From a purely value perspective, this trade was a bit skewed towards the other guy, but I don't mind moving these cards that I could probably find in most card shops if I really want to get them back later on for something you won't see very often. A true collector's eye, if you will.

An interesting topic came up while I was doing this quest. What cards constitute as relics? I guess it would depend on the person. A relic can be any older card that is difficult to obtain. How old should a relic be? I think a relic can be as old as a card from Alpha/Beta to as recent as a foil Planeswalker. It can be any card that you need to build a Modern deck, start playing Vintage, or just a card with enough notoriety to add to your collection. I wouldn't put minimum price on a relic, but I would consider it a personal achievement to obtain one.

I want to give a shout out to Jason for obtaining his first relic in the name of Force of Will, MTG Casual Net admin, Carlos, for his first 5 Ravnica shock lands and Polluted Delta, and Stephen for obtaining his first Bloodstained Mire. Good job guys, keep it up!

For anyone else jumping into the relic hunt, it's a tough journey, but persevere and your hard work and dedication will pay off. Until the next relic Magic players!


Interested in more Magic content? Check out every series on the MTG Casual Network Archive!

-David J.

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Sunday, October 16, 2011

Standard Corner #4: U/W Control

This past Friday, I played Standard for the first time since the rotation of Zendikar block and I have a lot of researching to do. What was it like playing the new format? I think the new format is very interesting and it's significantly more aggressive and faster than Zendikar/M11/Scards of Mirrodin. It took me a while to figure out what I wanted to play and what was within budget. The format features many aggro decks, including Mono Red, Tempered Steel, G/W Humans, U/W Blade, some different mid range decks, like RUG, Birthing Pod, Kessig Ramp, Heartless Summoning, and finally the dominant Solar Flare control. There was a lot to choose from and considering the price of Scars of Mirrodin lands keeps jumping higher and higher, I had to choose wisely. I ended up sleeving something you usually wouldn't see me playing, simple U/W Control. I used Tim Landale's Philadelphia U/W List, because it looked like a lot of fun to play and seemed strong against the aggro filled field I had predicted. The deck featured very strong Planeswalkers and creatures to run the show, including Gideon Jura, Elspeth Tirel, Karn Liberated, and Wurmcoil Engine. The deck also had a nice removal suite of Dismember, Oblivion Ring and the mighty Day of Judgment that gave it some weapons to stall till the mid-late game. Overall, I thought the deck had the tools it needed to take down a very diverse field and felt confident going into the evening.

Another funny thing about the rounds was I realized I didn't have a sideboard built whatsoever, so I had to move fast. After running around and trying to find cards to fill up slots, here's how it looked:

1x Gideon Jura

How did I end up doing? 

In Round 1, I was paired with my good friend and Casual Net Admin, C.J., who is notorious for playing Mono Red. After talking a big game, I delivered with a 2-0 victory over the aggro deck. After resolving a Day of Judgment and using Oblivion Ring on his Shrine of Burning Rage, his deck ran out of gas very quickly. Did I mention I killed him after a Koth emblem by using Dismember on his two mountains and using Karn to exile the rest of his lands? Yeahhh.

In Round 2, I played against Kessig Ramp and it was a rough set of games. After feeling the pressure of my opponent using Beast Within and a pair of Acidic Slime to keep me off lands, he quickly overran me with Primeval Titan and Garruk Primal Hunter and won the game pretty quickly. I got stomped, 0-2. 

In Round 3, I played against a W/B control deck that seemed more geared towards graveyard hate. Luckily, I didn't run any graveyard shenanigans and Karn and Elspeth took the game home with a 2-0 win. 

Round 4 played a bit strangely. In game 1, I was down to 8 life on my turn 4 with my opponent having about 10 power worth of dudes on the board with his G/W Humans deck. I sat there looking at my double white and thinking 'Day of Judgment would be awesome right now.' After flipping the top card and seeing the expression on my opponent's face, I'd say Day of Judgment is more than fantastic. Game 2 went the same way when I kept a hand of 3 lands and a Day of Judgment. If you're reading this G/W guy, sorry =[ Victory 2-0.

Round 5 was a heartbreaker. I played against G/W tokens and game 1 lasted a grueling 45min. With a pair of crucial mistakes on my end, I finally got pounded. Gavony Township is no joke. With time in the round, I unfortunately could not redeem myself. Loss 0-1

In the final round, I sat at 15th place overall. I wasn't very optimistic about making Top 8, but decided to play anyways. I played against the one deck I really did want to test against, Solar Flare. After two extremely intimidating games of land-pass and playing around Mana Leak, I eventually stuck a Karn on the board and went to town. My opponent could not draw an Oblivion Ring to save him and Karn grinded the win like you wouldn't believe. After sideboarding, I put in Dissipate, both spellbombs, and surgical extraction for good measure. After using Elspeth to stall with tokens, I eventually landed a Karn with 3 mana up and my opponent sighed as they looked at their Mana Leak in hand. Final win, 2-0.

I ended the night with a 4-2 record and a 9th place pat on the back (with a turn out of 60 or so people). Unfortuately, I was just shy of Top 8, so I missed out on prizes, but I did gain valuable information for what changes I can make to the deck and what cards I need to be cautious of in the future. Fortunately for you guys, I'm including my field notes in this post as an added bonus!

There are a few cards to look out for. I don't have a ranking, but I'll write about the most problematic ones. First off, the big elephant in the room, Sword of Feast and Famine. This card ends games very quickly and when left unanswered, serves as a card advantage and a tempo boosting machine. The ability to obtain both gives this sword my vote as the best (and broken) abilities of the protection swords. I won't go into too much detail about why it's so powerful (a discussion, I'm saving for a Casual article), but it is a card that you will have to keep in mind when fighting against the mid-range decks, which will spam or side in several copies of this powerful equipment.

Another heavy hitter is the very subtle Inkmoth Nexus. This card in multiples can end games very quickly and is the only viable man land after we lost the Worldwake lands during rotation. Since it has incredible synergy with Kessig Wolf Run and Gavony Township, the card is a beating and is difficult to destroy. Inkmoth is also the perfect creature to have after a wrath effect when the board is clean and you can run rampant with these Infect fliers. Unless you're packing instant speed artifact hate, burn spells, or land destruction, be prepared to get swarmed and poisoned to death. 

The final vote for most influential card is Elspeth Tirel. Although she hasn't shined much since her debut in Scars of Mirrodin over a year ago, she will be seeing tons of play now. The ability to produce 3 tokens and have a living, breathing (figuratively speaking) planeswalker is very powerful. Elspeth has very strong synergy with Gavony Township, protects herself, gives you multiple dudes to fight other planeswalkers, and helps you against sacrifice effects. Did I mention Liliana of the Veil? Also, those tokens are Soldiers that can block Stromkirk Noble, which is very important for the G/W decks that need blockers against this huge guy, because they spam Humans in the early game. Elspeth also is 5 mana and comes out a turn earlier than any Titan and if you have board position over your opponent, can threaten to semi-Planar Cleansing away all of their hard work.

The weapons you'll need for this new Standard environment include cards that can deal with multiple types of permanents. With such a diverse field, you'll need cards that can answer Planeswalkers, Creatures, Artifacts/Enchantments, or even Lands. Cards like Oblivion Ring, Beast Within, and Bramblecrush are the means to fighting off whatever your opponent's strategy is. Late game control finisher, Karn Liberated, also has great versatility in bringing your opponent's strategy to a hault. 

This standard environment also has quite a few aggro decks that can be problematic for the mid range and control decks. Hitting the reset button will help save you time and time again. The three most important cards for the job are Day of Judgment, Black Sun's Zenith, and a new favorite, Slagstorm. Killing the armies of dudes the token decks and aggro decks produce so quickly is vital to surviving and keeping your opponent's tempo off. If you can't stop their onslaught or produce an army to go toe to toe with theirs, the game will end in just a couple turns.

Other notable cards include Wurmcoil Engine, Garruk, Primal Hunter, Karn Liberated, Stromkirk Noble, Brimstone Volley, and Viridian Emissary, but there just isn't enough time to talk about them. Shout outs to Jav and C.J. for running the gauntlet at the Coolstuff FNM with me and thanks to Evan and Gyula for letting me borrow cards to play the deck. Until next FNM Magic players!

Interested in more Magic content? Check out every series on the MTG Casual Network Archive!

-David J.

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Wednesday, October 12, 2011

Draft Table #3: Post PTQ Ramble

On Saturday morning this past weekend, a ton of us from MTG Casual Net assembled at the Kissimmee, Fl for a 1/170 shot at an invite to Pro Tour Honolulu 2012. Unfortunately, none of us made it. But, I have to admit it was one of the best experiences I've had playing magic and is definitely something I won't forget anytime soon. 

The morning started with everyone meeting up and hitting up those trade binders hard core. After registration, we started registering a sealed pool, then passed that sealed pool two seats over. We received this new sealed pool, verified its contents, then passed it again two seats to the left. This new pool we received, would be the one we constructed with. Fortunately, I had this sweet card to play with. 


The mighty green planeswalker was as good as you'd expect him to be. He won every game he saw play in, which sadly wasn't that many. I also had a Geist-Honored Monk in my pool, so I decided to do a G/W token theme, which looked like a lot of fun. My record was 2-3 before I dropped after having some insane wins and very close losses. I ended up playing a lot of U/W decks or W/x decks that kicked my butt. Here are my field notes from the games. 

I must say, White is probably the best color in Innistrad sealed, considering creatures with power greater than 4 are a liability, since most of the decks with W/x had access to Smite the Monstrous (a card I definitely underestimated). My big fatty green creatures got crushed by this removal spell, along with Rebuke, which are both Commons! I also think that Green is probably the weakest color, because it lacks strong Morbid abilities and creature death enablers, which are abundant in the other 4 colors. Furthermore, the Green creatures are generally larger with a higher mana cost than non-Green creatures, so the copious amount of removal in the format preys upon destroying your tempo by destroying these creatures. I also observed the power of 2/2 creatures first hand. Creatures with 2 power and 2-3 toughness were surprisingly very good and overwhelmed opponents that weren't able to put more dudes on the board. I think Innistrad sealed is very similar to M12 with respect to the power of 2/2s and it's very interesting to see the similarities in power level of these Grizzly Bears between M12 and Innistrad. 

Evan Forster also researched Innistrad Sealed and tested a multitude of online sealed pools. Unfortunately, I wasn't able to post these notes before the PTQ here in Fl. For anyone who's preparing for upcoming PTQs out of state, these field notes might help you guys out more. 


'With the PTQ in Kissimmee fast approaching, Innistrad sealed is getting a ton of focus. Most people consider sealed deck the most random Magic format. Any player could open Garruk Relentless, Devil's Play, or even no playable rare at all. However, you'll always have something worth playing in your pool, whether it be a bomb rare, removal, evasive creatures, or a flexible mana base. The main problem with the format is you can't have it all. You have to decide which pile of cards you can do best with and run with it. Let's take a look at some of the better commons and uncommons in Innistrad so far.


White: In white, you get some cool cards in the common slot starting with Doomed Traveler, a 1/1 for 1 white that replaces itself with a spirit token when it dies is solid and has synergy with cards that require you to sacrifice a creature. White also has its usual cheap fliers, such as Chapel Geist and Voiceless Spirit and has some interesting combat tricks like Village Bell-Ringer. My favorite pick for the best uncommon is Fiend Hunter, a card I'm never disappointed to see in my pool. Journey to Nowhere was a strong card in limited and getting a 1/3 body attached to it is a sweet bonus. My honorable mention is Mausoleum Guard that forces your opponent to deal with 4 power, 2 of it evasive, in 3 dudes for 4 mana. 


Blue: Blue gets a few sweet tools too. Claustrophobia is one of the better blue removal cards and can help shut down an opponent's bomb or leave the way for your dudes to swing in for game ending damage. Blue has quite a few card draw and digging spells like Forbidden Alchemy and Think Twice. My favorite reason for playing blue is Invisible Stalker. And he's a HUMAN creature. His human creature type gives him all those little bonuses of the equipment for humans, including Butcher's Cleaver, which ends games very quickly. 


Black: In Black, you get some solid removal at the common level with Dead Weight. Enchanting an opponent's werewolf creature, then causing it to flip will usually be enough to kill it. Vampire Interloper is an aggresively costed flyer and is very strong for aggro decks. Markov Patrician can generally trade with one of your opponent's creatures and gain you 3 life in the process. If you do manage to clear the ground for this lovable lady, she can quickly swing the game in your favor. Finally, the key uncommon for Black is Diregraf Guel, this SUPER efficient card is a better version of Grizzly Bear for black. Plus it has some synergy as a zombie with other zombie themed cards in the set, which, sadly, there aren't that many. 


Red: Red is a color which usually includes good removal, and it doesn't disappoint in Innistrad. Brimstone Volley is a 3 mana lightning bolt, BUT WAIT, THERE'S MORE! If you kill a creature right now, it will trigger its Morbid clause, then we'll send you 5 damage for the price of 3! This card has given me trouble in every match I've played against it. Chump blocking and combat trades becomes cautious with cards like these because one false move could get you blown out of a game. Acting as more removal, you have Pitchburn Devils. Although expensive, it can trade with any creature as large as a 6/6 since it Lightning Bolts when it dies. I also like Tormented Pariah and Reckless Waif. These werewolves are on the sweet spots of the limited curve. Most players will have the most trouble playing spells on turn 1 and on turn 5, so it seems like both of these guys have a better than average chance of flipping one turn after they've been played. Good luck racing these guys.


Green: Starting right off we see is green removal, Yes, I'm talking about Ambush Viper. A green version of Go for the Throat, it can destroy non-flying creatures. Prey Upon gives Ambush Viper a run for its money as both best green removal and quite possibly the best green common, because of how much it can do in limited. It enables Morbid and is efficient and effective removal. Even though it does take a bit of work on your part, it's definitely a card that I would want multiples of in any green deck. Grizzled Outcasts is one of the most efficient double faced cards, a 4/4 for 5, which is not unplayable by itself, but has the added bonus of possibly transforming into a 7/7 beatstick. At uncommon, I'm looking at Boneyard Wurm. While not the next Tarmogoyf, this guy is reliably a big beater, especially in creature heavy decks. I just wish he had Trample.'

Major shout outs to everyone who attended, Sean Wang, Jason Daughtery, Evan Forster, Gyula Goreczky,  Stephen Poindexter, Joe Biscuiti, Matthew Deyarmin (XP), and anyone else I forgot to mention. Hope to see you guys again very soon! 


Interested in more Magic content? Check out every series on the MTG Casual Network Archive!

-David J. and Evan Forster

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Tuesday, October 4, 2011

Draft Table #2: Innistrad Sealed

The Pro Tour Qualifier in Kissimmee, Fl is coming up very soon and a lot of members on MTG Casual Net are planning to attend. I'm really excited to meet everyone and crack open some fresh Innistrad product. When you sit at the table and wait for the judge to give the go ahead to start opening your 6 packs, what should you be looking for?


Since the PTQ is going to be a huge event with a lot of pressure for players to perform well, deck building can be a daunting task. In comparison to the Innistrad prerelease, players will be enforcing the rules a bit more, people have put in their practice for a couple weeks, and you'll run into players with a much higher skill level. What can you do to prepare? First preparations are obviously to familiarize yourself with the set. Take a look at the Innistrad Spoiler and take some focus on the commons and uncommons and do a subconscious ranking of what cards seem very strong and what interactions work well together (ChannelFireball and The Magic Show also have their own reviews). A cute trick I pulled the other day was using Stitcher's Apprentice and Falkenrath Noble to force my opponent to lose a life and me to gain a life every turn. Small synergies like that win games and knowing about these subtle synergies will give you a huge edge over the competition. Sometimes interactions like these can be difficult to see, so I'd recommend getting together a small group, like a team, and prepare before the PTQ and discuss all the cards in the set to get the best idea of how to construct your deck after opening the packs. 


Since the format is Sealed, it's very different from draft in terms of preparation. I would recommend getting  a group of friends (or that team) and opening 6 boosters of Innistrad and individually make a deck from the same set of 6 boosters. Compare differences and choices and figure out what the best method of building a deck from those boosters. 

Some guidelines I've found from Innistrad is the composition of 16 lands and 24 spells. Personally, I've always ran 17 lands, but I feel Innistrad is a fast enough format to not necessarily need the extra land, unless you have a lot of flashback cards with high flashback costs or are running a 3 color deck. Also, you want to have more spells so you have more control over your opponent's transform triggers. Having more spells allows you to prevent your opponent's creatures from transforming or by playing two spells, cause them to transform back. In this format, I wouldn't play more than 3 colors. The set supports 3 colors well enough if you have the right cards in your sealed pool, but probably would run into problems with 4+ colors. 

For Innistrad specifically and werewolf creatures, I'd recommend playing the ones with decent mana cost for what the 'day' version of the card. A 3 mana 2/3 is more than acceptable in Villagers of Estwald; however a 1/1 first strike for 2 mana in Village Ironsmith might not be the best investment. 

For your bomb cards, most of the rares are pretty strong. Probably the best bomb card in the set is Devil's Play. 2 Fireballs in 1 card is enough to give you a creature kill spell in the early game and a huge burn spell in the late game to finish off your opponent or your opponent's bomb. Furthermore, any creature with 3 toughness or more is generally very strong because they evade death to Dead Weight, Geist Flame, and other small removal cards, which there are plenty of! Also, having creatures with flying are always good, especially if they have a lot of toughness to evade removal and block all the little guys in the format. Furthermore, most of the flashback cards are bombs too, since they act as two spells and give you a lot of value in the late game. The player with more flashback cards has the advantage in the match right out the gate. 

Another key piece of advice is sideboarding in between Game 2 and 3. Remember, that your entire sealed pool is your deck and sideboard. If you feel a certain strategy isn't working in the rounds, don't hesitate to drop a color or adopt a new one. I've had several instances where matches were won because I splashed/cut colors and my opponent was not expecting it. When constructing your deck, keep in mind cards that aren't in your colors that could be splashed with Ghost Quarter (destroying your own land, yes. i did it to win a game), Shimmering Grotto, and Traveler's Amulet. A piece of removal or a rare bomb could be just what your deck needs to survive the swiss round grind. 

For my final recommendations, I suggest making sandwhiches the night before and bringing food with you, since it's going to be a long long long day. Also, don't forget to visit the ATM, so you have the money you need for cards at the vendors, side events, and for other expenses. Last thing is probably the most important; watch your stuff at all times. I know there were a lot of problems with theft at Gen Con 2011 and these big events have a lot of people who are disrespectful with other's belongings, so be careful and have a friend watch your stuff if you ever have to leave it unattended.

From first glance at this set, I think Innistrad sealed will be a lot of fun and the PTQ this coming weekend will be a huge event with tons of side events. Hopefully if you're reading this, I'll see you out at the Kissimmee, Fl PTQ hosted by Phoenix Games on Oct 8th. Until then, Magic players.

Interested in more Magic content? Check out every series on the MTG Casual Network Archive!

-David J.

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Standard Corner #3: Liliana of the Absurdly Good

The recent Standard environment has been completely rocked by the release of Innistrad and stores have been selling booster boxes like hot cakes. With the rise of Solar Flare as the latest premier control deck (an archetype taken from Paul Cheon's 2006 Nationals 1st place finish), many people have been asking; how powerful is Liliana of the Veil?

Obviously, this post won't be as sexually driven as Carlos Cabrera's Review of Liliana, so keep those hormones under control!

Liliana of the Veil is a very strong card and is demanding a very steep price tag of $50+ just to get your hands on a copy. Starting at $35, Liliana showed a lot of promise and finally gave black a reason to show up at the top tournament tables and FNMs alike. Over the past few days, the price has spiked as demand for the card has gone through the roof (including yours truly, who's still looking for 2 more). Why is Liliana so expensive? If you look at the statistics of opening a mythic rare in any booster pack, you have approximately a 1/8 chance and opening any particular mythic and a 1/15 chance of any particular mythic in Innistrad (15 mythics in the set), which means there is a 1/120 chance of opening a Liliana in any 1 booster pack. These odds are in no one's favor. Most stores I've went to recently have opened very few copies of the card, if any. Furthermore, demand is very high right now because of her prospects in Standard, Legacy, Modern, and even Vintage (yes Vintage!).

According to Aaron Forsythe, director of Magic R&D, the card was designed to be a complete powerhouse and a 'weapon' for the Standard format and Liliana definitely has impressed. The last time R&D talked about making a planeswalker specifically for the tournament tables was during the discussion of Jace, the Mind Sculptor. Curious, no? More on that later.

Switching gears, the deck that Liliana saw the most play was in the U/W/B Solar Flare strategy running Sun Titan, Mana Leak, and a new toy, Unburial Rites. The deck generates a lot of card advantage in late game and has small synergies to gain a strong foothold in the mid game. Solar Flare saw a single spot in the Top 8 of the Star City Games Standard Open Series at Indianapolis with an unimpressive 8th place. Why didn't the deck make it? The deck had a lot inconsistency with its mana base and sideboarding options. Furthermore, its removal package wasn't built with the proper numbers against a new and unknown field. With some tweaking, some say Solar Flare or strategies similar to it could hit the top tables as the most dominant and powerful deck. For the moment, that honor belongs to Mono Red.


Players are approaching the metagame with nothing but Liliana in mind. In the current Standard format, creatures must first pass the the Dismember test; does this creature have 6 or more toughness. The next test creatures must now pass, is; does it survive to Liliana. If the answer is no, then most of your bomb creatures are going to get sacrificed, including all star favorites like Consecrated Sphinx, Frost Titan, Inferno Titan, and the 5 praetors. For the moment, Sun Titan, Grave Titan, and Wurmcoil Engine seem to be the few contenders that survive both tests. (Sun Titan because you can recur a dude or recur Liliana herself, which protects your Sun Titan against opponent's Liliana's). Liliana is very similar to Jace, the Mind Sculptor in the aspect of creatures need to 'do something' before they are Unsummoned or Diabolic Edict-ed from the battlefield. For Standard, Solar Flare lists and other decks that are B/x will be playing 4x copies of Liliana, hands down. For Modern, I've been hearing talks of Death Cloud control decks running Liliana as a support card, among other B/x control/midrange decks, but nothing concrete as of now. Liliana is no Jace, the Mind Sculptor, but she will define the Standard metagame for the next two years and I wouldn't be surprised to see talks about banning the card later on.

What about Liliana in Legacy? Well, there were no copies of Lilly in the Top 16 of the Star City Games Legacy Open, but the potential is still there. Liliana is able to generate a lot of card advantage with her +1 ability if you control what you're discarding. It helps fuel reanimator decks, team america, b/u/g lists, dredge, and other decks that heavily rely on the graveyard and flashback effects. Lilly also is very strong in Standstill strategies and control mirror matchups. Unfortunately, these popular archetypes don't have room in their lists to incorporate Lilly right now. Liliana will probably start in sideboards and slowly make her way into main decks. With Mental Misstep finally out of the picture and Snapcaster Mage stealing all the spotlight, it might take some time for her to see play. Once the format starts settling down, Lilly might have a chance to shine.

So what's in store for the future price for Liliana? Right now, demand is high and supply is very low. As more packs are opened from sealed and draft over the next 6 months or so, we'll be able to see her stabilize at a more reasonable price. Her price spike is definitely more dependent on Standard than in any other format. We also saw Jace, the Mind Sculptor dominate Standard and see prices around $100-110; at the same time, he saw very light, if any play in the older formats. I think these price changes are a good reflection of player base and population of players in these format and reveals what power these populations have over card prices.

Personally, I liked Liliana from the start and I can't wait to start playing at FNM with her. She's a very powerful card and very well designed. She'll see tons of play on the tournament tables and in casual/kitchen table magic. Who knows, a foil might even be considered a relic one day.

Interested in more Magic content? Check out every series on the MTG Casual Network Archive!

-David J.

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Sunday, October 2, 2011

Philosophy Behind #5: Garruk Relentless

So today, I will be reviewing one of the two planeswalkers featured in the newest set, Innistrad. I will start off by saying that planswalker cards are incredibly difficult cards to evaluate, while Garruk Relentless is particularly hard to figure out. I mean, he is the first ever double-faced planeswalker and it's already difficult to assess the power of the transform mechanic.

Having five abilities makes Garruk into a real skill-tester. Let's check out at his abilities. The first ability, the fight ability, works well in giving green a valuable way of dealing with 3 or less toughness creatures. If the creature has less than 3 power, you will more likely profit from his flip (arguably his more powerful) side. The second ability is what I think is his greatest utility, being able to consistently put out 2/2 wolves. This ability is comparable to Elspeth, Knight-Errant's soldier tokens. Similarly, his flip version's +1 ability of throwing down 1/1 wolves with deathtouch offers the versatility of taking down grounded fatties (while the 2/2 wolves offer more damage if you hit the red zone). The -1 ability is where I'd argue is his worse ability. Tutors are very useful, but a minus ability that involves sacrificing a creature doesn't seem worth the risk. If anything, I would focus on achieving his ultimate. This -3 ability of providing a graveyard based overrun seems very powerful, but stronger in a deck that specializes in having creatures in the graveyard. Regardless, I would probably say that, due to his splashability, he probably ranks higher than Tezzeret, Agent of Bolas (since he's easier to place in the deck, but still selective), but slightly below Gideon Jura or his predecessor, Garruk Wildspeaker.


Off the back, he seems to be a niche planeswalker and one that operates best in either a standard dredge, mass token, or werewolf tribal deck. Innistrad seems to be pushing a standard dredge deck since green has a lot of creatures like Splinterfright, that benefits from creatures in the graveyard. Blue, with self-milling cards (like Mirror-Mad Phantasm or perhaps Jace, Memory Adept) and Black with strong discard (like Liliana of the Veil), I wouldn't be surprised to see a B/G or B/U/G dredge deck. Also, the synergy between Necrotic Ooze and Grimgrim, Corpse Born/Bloodline Keeper seems promising. A W/G token deck also looks like it can use Garruk and his consistent ability to pump out wolf tokens. Seems very good against Wrath-like effects, Doomed Traveler, Mentor of the Meek, Intangible Virtue, Essence of the Wild and Parallel Lives. As far as werewolves are concerned, Mayor of Avabruck, Instigator Gang, and Kruin Outlaw seem to work. None of these decks seem fantastic now, but we'll see what the rest of Innistrad has to improve on the planeswalker's playability.


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-Michael Hood-Julien

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