Wednesday, July 31, 2013

Modern Mastery: Fighting a DCI Suspension

I am proud to be a member of Team Casual Net Gaming, and I am very excited to share that my appeal to the suspension in May was granted. My suspension as officially rescinded; I can return to competitive, sanctioned tournaments. I missed some PTQ's and GP's, but I was able to fight my disqualification, and won.


It's no secret that I've been suspended since May for my disqualification during the Modern season. There's a lot you learn from getting disqualified and the ensuing events. I would like to pass on this information to those who feel they may have been disqualified unjustly. First, I would like to state that getting disqualified for your first time is gut wrenching. I wasn't only representing myself, but my team as well. I felt like I let them down. Our chance to shine was dulled by my error in the spotlight.

The Errors:

For those of you who are not familiar with the whole situation, I will briefly explain the errors. I was piloting Eggs in a Modern PTQ, a combo deck oriented around drawing your library very slowly with artifacts. The artifacts either draw cards when they enter the battlefield or when they are sacrificed and hit the graveyard. You return them to the battlefield using Second Sunrise and Faith's Reward in order to 'go infinite' and draw your entire library. This creates an infinite loop that you kill your opponents in any number of ways using infinite mana.

I was attempting to go infinite when I accidentally left one of my cards after using a Second Sunrise. When I tried to use it, my opponent halted me asking how I did that. I had explained to him that the way this sort of error gets fixed is that it will just return to play anyway. He didn't think so, but I had already started to use the effects of my Conjurer's Bauble. I used the artifact's first effect to put Second Sunrise back into my library and did not yet use the second effect of drawing a card; this would eventually be a point of tension between myself and the judges. The Head Judge was called over and asked me what happened. I explained to the Head Judge that I had forgotten to bring all my cards back from the graveyard, and that this was a simple fix. I told him that I attempted to use my Conjurer's Bauble from the graveyard, but I did not. I was explaining the Head Judge in fewest words that I did not draw any extra cards. I figured this was the only penalty that could be handed down to me: a Drawing Extra Cards (DEC) penalty. So I was defending myself against that possible game loss. You can't be penalized for DEC if the DEC is directly correlated from a Game Rules Violation (GRV). I had obviously broken the rules and would have received a GRV for leaving my bauble in the graveyard. I did not know the DEC was inapplicable in this instance and I dug myself a hole with the judges.

The investigation was more of the same and I explained to them the same story I had said at the table. I didn't believe I had lied to the judges, but during the investigation, the Head Judge seemed to think so. I was told that lying to them was grounds for disqualification and I told them that I understood and reiterated the the first clause on Conjurer's Bauble and that I had not drawn any extra cards from the second clause.

The Analysis:

The investigation took 15+ minutes to complete, and I believe this weighed heavily on the judge's decision to disqualify me. If there is significant 'disruption to the tournament,' you may be disqualified. However, the time they used for my defense in the investigation was around 2-3 minutes between the table and the two times I had been called back in the investigation. If the judges allowed me to continue playing from there with only a warning, it would have looked bad. I am using a bit of conjecture here, but my suspension has been lifted, so I have a bit of freedom to speculate.

The Conclusions:

There are may things I learned through this process and I'd like to be clear with everyone reading this. Judges are not present to make sure justice is served, nor referee your match. They are present to make sure the rules are followed when they are called upon. While my disqualification was somewhat liberal within the rules, in the end, their decision is theirs. You must defend yourself with knowledge and honesty. I didn't know enough about the rules, nor how judges go about investigating the rules. I was as honest as I could have been with the judges and learning more about the process has shown me that I dug my own grave.

Things Everyone Should Know:

  • When there is an error of any kind, call a judge over to fix it. Don't fix it yourself.
  • Judges are vague on purpose. They don't want to disqualify you, but will allow you to hang yourself. This is how investigations are handled. They will ask cryptic and vague questions to see if you're honest.
  • Be honest with the judges; leaving out information they know exists (no matter how insignificant) may get you disqualified and/or suspended.
  • The suspension process is straightforward. If you were guilty, you'll get suspended. However, if you believe you have been disqualified in error, or suspended in error, be as thorough as possible in your submissions to the committee. More information helps you in your defense.
  • Don't contradict yourself.
  • It never hurts to get to know the judges in your community. Learning from them will help you stay out of trouble.
  • The subsections of the Infraction Procedure Guide (IPG) that get you disqualified cannot be downgraded to game/match losses. It is one or the other. If you are nice and a cheater, it doesn't matter how nice you are, they have no choice.
  • Disruption of the Tournament is incredibly vague, and can disqualify you.
  • Always be kind to those who have power over you. I have been nothing but kind to those in this process, and it (finally) reaped rewards of justice. 

I'd like to openly thank everyone for their support and kind words during the time since my disqualification. I am excited to be back in the fray. I can't wait to see you guys at the next PTQ in N. Miami; my home town hosted by my LGS. Until then, thank you for reading.


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-Stephen Poindexter

Thursday, July 25, 2013

PTQ Theros: Jund Midrange

Jund Midrange - PTQ Theros: Tampa, Fl

Creatures (15): 

Spells (20):
2x Garruk, Primal Hunter
1x Liliana of the Veil
4x Bonfire of the Damned
2x Putrefy
4x Farseek
1x Doom Blade
1x Abrupt Decay
2x Tragic Slip
2x Rakdos's Return
1x Rakdos Keyrune

Lands (25):
4x Overgrown Tomb
4x Blood Crypt
4x Stomping Ground
3x Dragonskull Summit
2x Rootbound Crag
4x Woodland Cemetery
2x Kessig Wolf Run
1x Cavern of Souls
1x Forest

Sideboard (15):
2x Curse of Death's Hold
2x Barter in Blood
2x Tragic Slip
2x Ruric Thar, the Unbowed
2x Duress
2x Liliana of the Veil
1x Underworld Connections
1x Golgari Charm
1x Rakdos's Return

Jund Midrange is an attrition deck that exploits a large variety of removal spells that kill opponents' early-game creatures and stabilize with large creatures that end up swinging the momentum in the Jund player's favor. The deck is called 'Midrange' because it focuses on the casting its threats in the Midgame (roughly turns 3-5), while using cards like Farseek and removal spells to accumulate resources and buy time against aggressive opponents. This is the list I plan on taking to the final PTQ in the Theros season in Tampa, Fl. Right now, Jund Midrange is one of the most dominant decks as it received one of the best pieces of utility against most of its bad matchups... Scavenging Ooze.


Ooze fills in a lot of the gaps the deck had before in the past. Sometimes, you'd have an awkward draw of some amount of lands, a reasonable threat and a Ground Seal from the mainboard. Against Junk Reanimator or even Control decks, this would be a solid keep. However, against Aggro decks, we're almost straight dead. Luckily, Our Ooze buddy not only has a ton of game against both those decks, he also gains life and presents a reasonably sized body against Aggro decks as well. Furthermore, Scavenging Ooze pulls the same weight as Ground Seal with the additional utility of fighting off Undying creatures. This allows us some more wiggle room with our removal suite as we aren't confined to using Pillar of Flame to kill off Undying creatures with ease since Scavenging Ooze can 'scoop' up the creatures with the Undying trigger on the stack. Although the omission of Pillar of Flame complicates ridding our worries of both Blood Artist and Voice of Resurgence, the benefits of a smoother removal suite and an additional threat to our threat-hungry strategy more than pays dividends as the game progresses.

Another evolution of the deck can be seen from Reid Duke's version of Jund from his win at Grand Prix: Miami, Fl includes the inclusion of 4x Bonfire of the Damned that is able to swing games heavily in the Jund player's favor against aggro and midrange opponents alike.

Jund Midrange decks overall look very similar, but their sideboard is the most variegated portion between each different player. I'll quickly jot down my sideboarding tips for this list.

Hyperaggressive decks (generally with Burning Tree Emissary or Hellrider):
+2x Tragic Slip
+2x Barter in Blood
+2x Curse of Death's Hold
+1x Golgari Charm

-2x Garruk, Primal Hunter
-1x Liliana of the Veil
-2x Rakdos's Return
-1x Rakdos Keyrune
-1x Scavenging Ooze

In this matchup, stabilizing against their aggressive start is very important and boarding in more removal spells will help suppress your threats while you bide time to cast your creatures that will clog the ground and prevent them from attacking you like Thragtusk and Huntmaster of the Fells. Casting Barter in Blood off of a Farseek is extremely devastating when they attempt to over-commit their threats. The pair of Curse of Death's Hold may be misplaced, but I think they're usefulness is strong enough, since they handle a good number of X/1s in the decks thanks to the increased popularity of Young Pyromancer in aggressive strategies. The 1x of Golgari Charm is a nod at aggressive decks heavily boarding in Burning Earth against us which is a huge problem for our 24/25 nonbasic land mana base. It allows us not to be strictly dead to the enchantment and has some utility by regenerating one of our creatures when they attempt to crash through with a Ghor-Clan Rampager. If I predicted aggressive decks were over-represented in Tampa, then I would definitely consider adding a 2nd copy of Golgari Charm to the board. 

Fast Midrange decks (Naya Midrange)

+2x Tragic Slip
+2x Barter in Blood
+2x Liliana of the Veil

-1x Abrupt Decay
-1x Bonfire of the Damned
-2x Rakdos's Return
-2x Scavenging Ooze

In my opinion, this is one of Jund's most difficult matchups because your opponent has a plethora of very resilient threats that are difficult to kill along with a strong sideboard plan against us including Ruric Thar, the Unbowed. In the matchup, I've found that boarding in efficient removal is the best way in suppressing their threats and attempting to 'go online' and have some reasonable pressure against the deck. Their decks are slow enough that Liliana of the Veil really shines against them. Unfortunately, some versions run Loxodon Smiter, so playing around that card is very important; especially if you elect to keep the Rakdos's Return in G2 and G3. Boarding out a copy of Bonfire of the Damned is a reaction to most lists running Boros Reckoner and hard casting Bonfire of the Damned for value against an army of 4/4s and 5/5s is often difficult. If your Naya Midrange opponent brings in Assemble the Legion, then it's reasonable to bring in 1x copy of Curse of Death's Hold.

Variants of Aristocrats (Junk and Act II)

+2x Tragic Slip
+2x Curse of Death's Hold
+1x Golgari Charm

-1x Liliana of the Veil
-2x Rakdos's Return
-1x Doom Blade
-1x Rakdos Keyrune

The Aristocrats matchup is rather favorable for the most part. The game plan against this deck is to dismantle their engines with removal spells and play a very standard Midrange style. Golgari Charm's -1/-1 mode is very useful in the matchup as well as the ability to destroy an Intangible Virtue if they attempt to fight off your copies of Curse of Death's Hold.

Jund Midrange

The mirror match is definitely a strange match, since both sides have a supply of high-quality threats. The subgame most often will be who's Olivia Voldaren will steal the other's because of the new Legendary creature rule change. Personally, I expect Jund to have the highest showing in Tampa because of its recent surge in popularity and high finishes from the SCG Open Richmond, VA last weekend, so I hope I figure out exactly how to board against them over the next couple days.

+1x Golgari Charm
+2x Ruric Thar, the Unbowed
+2x Duress
+1x Underworld Connections
+1x Rakdos's Return
+?x Tragic Slip/Liliana of the Veil (depending if boarding out Huntmaster of the Fells)

-1x Vampire Nighthawk
-3x Scavenging Ooze
-?x Huntmaster of the Fells (if on the Draw because of active/nonactive player triggering upon Flip)
-1x Doom Blade
-1x Abrupt Decay
-1x Liliana of the Veil

The sideboarding plan for the Jund Midrange mirror is somewhat complicated. There's a lot of 'mind games' involved revolving around Liliana of the Veil and Huntmaster of the Fells and whether you're on the draw/play that gives you the edge. I've also been considering another Underworld Connections or another Golgari Charm for aforementioned reasons as well as to fight off opponents' Underworld Connections, Primeval Bounty, or Deadbridge Chant. Golgari Charm also gives you an out against opponents' Bonfire of the Damned that are generally used to break stalemates on the ground.

Esper Control/Other Control Decks

+2x Duress
+1x Golgari Charm
+1x Underworld Connections
+1x Rakdos's Return
+2x Liliana of the Veil
+2x Ruric Thar, the Unbowed

-1x Vampre Nighthawk
-2x Putrefy
-2x Tragic Slip
-1x Doom Blade
-3x Bonfire of the Damned

The cards we bring in against control are pretty straightforward. I decided to leave in Abrupt Decay as it handles their Detention Spheres well and also can knock out Pithing Needles when they attempt to stop our Liliana of the Veil since the matchup is very Liliana of the Veil dependent. If the game goes on too long, Sphinx's Revelation will kill us because we no longer play Slaughter Games in the board. I'm not 100% sure if this move is correct, but I do like Duress against the meta as a whole over Slaughter Games.

and lastly.. Bant Hexproof

+2x Liliana of the Veil
+2x Barter in Blood
+1x Golgari Charm
+2x Duress
+1x Ruric Thar, the Unbowed

-1x Doom Blade
-3x Scavenging Ooze
-2x Garruk, Primal Hunter
-2x Putrefy

After spending a lot of time testing against my teammate, Evan Forster's Bant Hexproof list, I found this to be the best sideboarding option against the deck. The matchup is difficult, but I feel it favors Jund in G2 and G3, while G1 is very even. The 1x of Ruric Thar, the Unbowed is an amazing finisher against a deck that needs to cast many noncreature spells just to create a creature large enough to attack. Furthermore, Ruric Thar, the Unbowed has Reach which is extremely important for thwarting 4/4 Angel tokens or a Spectrally Flying duder. The rest of the board is pretty self-explanatory.

I didn't really comment on Junk Reanimator because I don't feel the deck will have a strong presence at the PTQ and if it does, the 3x of Scavenging Ooze in the main and our complete efficiency against the deck going into the board should be enough to be extremely favorable against them. Thanks for reading my 4am banter; just kinda felt in the mood to write xD

8-19-13 EDIT: This was my final list for PTQ Theros: Tampa, Fl

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-David J.

Wednesday, July 24, 2013

Dragon's Maze: Junk Reanimator

Junk Reanimator -  PTQ Theros: Maitland, Fl

Creatures (26):
4x Arbor Elf
4x Avacyn's Pilgrim
2x Fiend Hunter
3x Sin Collector
4x Restoration Angel
3x Acidic Slime
3x Thragtusk
3x Angel of Serenity

Spells (11):
4x Unburial Rites
4x Grisly Salvage
3x Mulch

Lands (23):
4x Temple Garden
4x Overgrown Tomb
3x Godless Shrine
2x Isolated Chapel
2x Woodland Cemetery
2x Sunpetal Grove
2x Cavern of Souls
4x Forest

Sideboard (15):
2x Deathrite Shaman
3x Voice of Resurgence
2x Obzedat, Ghost Council
1x Abrupt Decay
1x Gaze of Granite
1x Garruk Relentless
1x Thragtusk
1x Ray of Revelation
2x Sever the Bloodline
1x Acidic Slime

This was my Junk Reanimator list I took to PTQ Theros in Maitland, Fl in 2013 shortly after the release of Dragon's Maze. This list full of mana accelerating creatures would ramp into an early Thragtusk to fight against aggressive decks or an early Acidic Slime to punish decks that ran 3 or more colors, which was common in the Standard Metagame of its time. Shortly before this PTQ, Junk Reanimator was heralded as the 'best' deck in the format with multiple angles of attack and was relatively difficult to sideboard against. The Sideboard is versatile and contains extra removal spells for the aggro matchup, difficult-to-kill win conditions like Obzedat, Ghost Council and the newly printed Voice of Resurgence to prevent opponents from interacting with your spells on your turn. Furthermore, Ray of Revelation and Gaze of Granite are both nods to Junk Reanimator's most difficult matchup, Bant Hexproof.

In hindsight, the rise of aggro decks and decline of Sphinx's Revelation decks would warrant decreasing the number of Sin Collectors and increasing the number of Fiend Hunters and Garruk Relentless because they are both removal for the aggro matchups and are also good against other Junk Reanimator decks. Because of the rise of Junk Reanimator at this PTQ, switching back to a version of the deck that ran both Lingering Souls and Craterhoof Behemoth also would have been sufficient enough to break through the grindy midrange mirrors.

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-David J.

Thursday, July 11, 2013

Core Set M14: Top 8 Commons

And we're back! Recently, my schedule's been clogged up with responsibilities and Magic events that I haven't been able to sit down, brew a cup of hot cocoa and write an article. Luckily today, not only do I get to write an article; I'm gonna talk about one of my favorite Magic formats of all time... Limited!


I haven't written much about the PTQ Theros season other than.. well.. it exists? There were a slew of PTQs and premier-level Standard events in Florida over the past few months (including GP Miami!!) that I attended to support the team, but I never really could 'fall in love' with the format. I'm not entirely sure why, but it made wanting to write Standard-themed articles about my travelling less inviting. Otherwise, I did have a lot of fun piloting Junk Reanimator for a few months and then I eventually switched over to Jund Midrange. I wish I spent a little time talking about the lists I chose to run, but I feel a lot of other writers have done the archetypes more justice than what I'm capable of providing. 

Luckily, PTQ Born of the Gods begins next month and this season will feature the return of Sealed Deck and I can finally return to my roots. The first format of the PTQ Born of the Gods season is M14 Sealed (before the release of Theros; Sept. 27th), so critically evaluating every common, uncommon, and rare in the set will be vital to obtaining a strong grasp of the format as a whole for the next competitive season. I'm extremely stoked for this season because of how much I enjoyed the PTQ Gatecrash season (also Sealed Deck) and the nostalgia from all the friends I made and friendships strengthened during that season. 

But enough about memory lane, let's talk about M14 Limited! Since the entire set is now spoiled for the world to see, we can start discussing the cards within the context of their Limited applications. Furthermore, we can preemptively sculpt the types of strategies we'd like to try during the M14 Prerelease this upcoming weekend. In this article, I'm going to outline my first impressions of the set and then delve into my picks for the Top 8 commons you'll want to sleeve up this weekend. Leh begin! 

Upon first impression, M14 looks like a slower format than its M13 and M12 counterpart, since most of the creatures in the format aren't aggressively costed (Kalonian Tusker being our prime counterexample) and there aren't many 'bear' (2 mana, 2 power) creatures in the set. The lack of efficient creatures is supplemented by the profuse amount of Walls and creatures with a lot of toughness, making combat a little more difficult on decks trying to end the game early. A good number of creatures that aren't walls still have 3 toughness or more, making it a Nightmare for an army of 2/x creatures to punch into the red zone. M14 also premiers the cycle of Staff artifacts that allow its user to gain life proportional to the amount of 'monocoloredness' they sculpted their deck to be. I don't imagine these Staff cards will make a huge impact in the format, but their existence cements the uphill battle I predict hyper-aggressive decks will face.


Furthermore, many of the bomb cards (game changing cards) in the set are engines that generate raw power or card advantage who's effectiveness shines as the games are drawn out including cards like like Xathrid Necromancer, Oath of the Ancient Wood, Woodborn Behemoth, and Ajani's Chosen to name a few. Knowing how to identify the engines, the archetype they fall under, and what commons/uncommons are vital to those strategies will be really important for seeing signals in Draft as the M14 Metagame unfolds over the next few weeks. Unfortunately, we can't make any observations based on data, but we can make some educated guesses that the set has an enchantment-matters theme that we can utilize as well as a Black-focused sacrifice engine. I might be missing some blatant strategies, but those are definitely the ones that stand out. 

Enough theory.. what are the best commons in the set?? 

Top 8 Commons in Core Set M14

8) Archaeomancer

Archaeomancer is definitely one of my favorite cards that came out of M13 a year ago. Although it's 1/2 body is rather frail and its mana cost requires double blue, returning a removal spell or a draw spell from your graveyard back to your hand to use once more is really powerful and can generate a ton of card advantage without much work. This Human-Wizard can re-buy an array of cards in the format that we'd love to re-use once more including cards like Divination, Disperse, or even Essence Scatter. But why stop there? We can also re-buy cards in our splash color like Chandra's Outrage, Doom Blade, Corrupt, or even Devout Invocation to be really cute. One of the best qualities behind Archaeomancer is it's flexibility across a multitude of different strategies, since you can use it re-buy any Instant or Sorcery your strategy is trying to utilize. You tried to force draft mill? This Human Wizard will re-buy all of your copies of Tome Scour and Traumatize to your heart's content. Archaeomancer adds a bit of redundancy to decks that 'need' specific cards to get their engines online.

Unfortunately, I feel that Archaeomancer is significantly weaker than its M13 counterpart. Since M14 seemingly revolves around Enchantments and Auras, this Human Wizard will often blank since he can't return any Trollhides, Claustrophobias, or Pacifisms back to your hand and you'll often have those awkward moments when you have the mana to cast Archaeomancer with no legal targets in your graveyard. Overall, I think Archaeomancer is Pack 1, Pick 1 worthy in draft, but I wouldn't be happy to do so. I think this card will get better as the format becomes more defined and an Instant/Sorcery-heavy archetype comes out of the woodwork.

7) Giant Growth

This one mana, green pump spell has always had a place in players' hearts as one of the best pump spells ever printed (even though teammate, Javier Remy and his BUG Infect deck would disagree). Giant Growth has the ability to give +3/+3 to any creature, attacking, blocking, or an opponent's creature. This spell was very good in Return to Ravnica Limited in helping the aggressive decks swing into all of the X/4 creatures. I feel that Giant Growth will play a very similar role, since a lot of the creatures in M14 have a lot of toughness. I love Giant Growth because it's one of the easiest cards to bluff. Leaving 1 Green mana open is very noncommital and opponents will often overlook it or look into your mana spending too deeply. Giant Growth often leads to those 'gotcha!' moments that I love in Limited.

Normally I wouldn't choose a card like Giant Growth for a Top 8 commons in a set because 'pump' effects are generally later picks in Draft and don't really determine archetypes. I really like Giant Growth in M14 specifically because I feel punching through creature stalemates is really important in this format and many of the smaller creatures have 2 power while the bigger 5+ mana creatures have roughly 5 toughness on average. Being able to punch through one of your opponent's 5 mana committed creatures with a 2 power creature is a huge tempo swing and I think it's something that definitely can't be ignored. Furthermore, the quality of Instant speed removal in this set is relatively weak with Chandra's Outrage, Disperse, and Doom Blade being the only reliable cards, which can easily be played around. Since Giant Growth's pump is strictly better than both Show of Valor in White and Thunder Strike in Red, I decided to give this card a slot in the Top 8 and see how it does over the following weeks.

6) Auramancer

This pick in the Top 8 will definitely be the most debatable. Auramancer is an older reprint from many a Magic: the Gathering sets of yesteryear in Odyssey. When this creature enters the battlefield, you may return an enchantment back from the yard to your hand. Normally, Enchantments have to be utterly amazing for people to take notice. Cue: Debtors' Knell or Rancor. And even then, most players would make the argument that Enchantments generally have no impact on the board state when they hit the battlefield or Auras are easily countered by using Instant speed removal to kill the creature attempting to be enchanted. Fortunately, M14's quality of Instant speed removal is rather poor and this allows some of the stronger Auras to shine like Trollhide, Mark of the Vampire, or even Shiv's Embrace. Similar to Archaeomancer, Auramancer can return back your removal spells that have fallen off your opponent's creatures like Pacifism, Claustrophobia, and Domestication. Auramancer also conveniently re-buys non-aura Enchantments including an array of bomb rares including Dismiss into Dream, Primeval Bounty, and even Awaken the Ancient back on the battlefield. Did you like the first 7/7? Here, have another..

Engines will be a big part of M14 Limited and having cards that help keep those engines running to generate card advantage or give you an advantageous board presence is key to breaking the board stalls. Auramancer is a key linchpin in Enchantment-dependent strategies for keeping key pieces alive and making it difficult for your opponent's to deal with their raw power. If 'Enchantments.dec' is a real strategy, then my evaluation of Naturalize and Gladecover Scout also increases, but I'm not entirely sure. Overall, I feel that Auramancer has a lot of potential in this format and I didn't know exactly where to put it on the list. In a few weeks, it should become more apparent; however, I know teammate, Felicea Van's Krond the Dawn-Clad EDH deck will approve of this pick.

5) Predatory Sliver

So.. Slivers..? I'm pretty excited that they're back, but a lot of people have been displeased with the new 'look.' Personally, I think it's just ok. I'm not particularly impressed, but they definitely don't feel the same way I remember and loved them. As a strong proponent of Harmonic Sliver #favoriteslivernotclose, the new change initially made me sad, but I slowly warmed up to them. Predatory Sliver definitely helps. As a rough functional reprint of Muscle Sliver, this predator brings back the beef and power that is the brood of the Sliver armada. At common level, Predatory Sliver will be the backbone of Sliver decks providing an anthem (+1/+1) to the entire Sliver team and making them a force to be feared. Predatory Sliver's worth increases exponentially in multiples and having multiple copies in your deck feels almost on par with Pack Rat from Return to Ravnica Limited.. just almost though.

The only glaring weakness of Predatory Sliver is the prevalence of Slivers in Limited. As a 5-color tribe, Slivers may be a little difficult to play, but there's an array of fixing in the set including Verdant Haven, Manaweft Sliver, and Darksteel Ingot, so the archetype looks more than feasible. Although I don't know exactly where Slivers fits as an archetype in M14, I do think the tribe is strong enough to break heavy board stalemates since every Sliver acts as a Lord and increases the card quality of every other sliver. This quality alone is enough to give Predatory Sliver room to increase it's way up the list of Top cards in the set. As a common, Predatory Sliver is definitely one of the strongest Sliver cards in the archetype and I expect this card to be Pack 1, Pick 1 worthy throughout the entire M14 Limited season.

4) Chandra's Outrage

After the departure of Lightning Bolt in M12 Limited, Chandra's Outrage picked up all the slack and was a very powerful in that format. This outrageous Instant can deal 4 lethal damage to a creature and punish its controller for another 2 damage. The number '4' is key, since a lot of powerful creatures at common, uncommon, and even at rare level have 4 or less toughness. Chandra's Outrage is able to kill a variety of creatures and can even do so at Instant speed which is a premium in this set. Furthermore, Chandra's Outrage's damage to a creature's controller can be redirected to Planeswalkers, which can be helpful in getting a quick 2-for-1 or knocking down a walker's loyalty to prevent them from going ultimate.

Chandra's Outrage is a little costly in terms of mana and requires 2 red mana, which makes it a difficult card to splash. Since it's a 4 drop removal spell, your opponent can read if you have the card in your hand based off of your mana with relative ease and they can make appropriate combat or enchanting based on that information. This card is definitely Pack 1, Pick 1 worthy and if passed in Draft, presents a heavy Red signal.

3) Elvish Mystic

After playing Junk Reanimator for a few months and 4C Kiki Pod in Modern for the PTQ Dragon's Maze season, I have a lot of respect for 1 CMC mana generating creatures. Casting one of these little guys early in the game can generate a ton of mana overtime and can help you cast your spells a full turn earlier than your opponent. In a format where big creatures will reign supreme, having the appropriate mana to cast those creatures and being able to do so earlier is extremely important. Elvish Mysic is our return of Llanowar Elves as we say farewell to Arbor Elf. Speaking of Arbor Elf, this mana Elf was very important to Green-based aggro and midrange decks in the M13 Limited format and I expect Elvish Mystic to fullfil the same vital roll in Green-based midrange decks in M14. This card truly shines when you have a variety of large bomb uncommons or rares that you can cast early.

Elvish Mystic's downsides start with its size. This card can die early to almost every removal spell, but having your opponent use their removal spell on it isn't a 'terrible' trade unless you gambled with a resource-famined hand. I feel that Elvish Mystic's popularity may fluctuate with the popularity of aggressive decks and prevalence of Wring Flesh and Shrivel by opposing Black-based control decks, but I feel most players will fight through it and play this mana accelerant anyways. Elvish Mystic isn't a typical Pack 1, Pick 1 worthy card, but I wouldn't be opposed to doing so.

2) Pacifism/Claustrophobia

In a format that I predict to be full of clogged board states and relatively beefy creatures, being able to remove their threats or eliminating their bomb rare/mythic rare can be crucial to success. For the #2 slot, I chose Pacifism and Claustrophobia since their effects are similar enough to include them both. Although Claustrophobia requires 2 blue mana in its mana cost and is significantly more difficult to splash than Pacifism, it still gets the nod of approval.

For the past few Core Set Limited formats, Pacifism has been a major all-star and continues to do a tremendous amount of work. Similarly to Arrest in Return to Ravnica Limited, Pacifism shuts down any creature regardless of its size or any enchantments it may be holding. Although the creature stays on the board and is free to continue to wreak havoc with its Activated abilities, M14 doesn't have a significant amount of creatures that have Activated abilities that are relevant outside of combat, so it looks like the coast is clear for Pacfiism.

The only reason Pacifism doesn't receive the #1 slot is the sacrifice sub-theme I noticed in Black. Cards like Blood Bairn, Gnawing Zombie, and Bubbling Cauldron benefit from your opponent sacrificing their own creatures. Unfortunately, Pacifism doesn't prevent them from gaining value if they choose to sacrifice their creature in the late game to one of these effects. Pacfisim is a very strong Pack 1, Pick 1 worthy card and is a relatively strong White signal.

1) Liturgy of Blood

It's really no surprise that one of the only nonconditional removal spell in the set deserves the spot as the Top common in M14. Liturgy of Blood can destroy any type of creature, whether it's small, large, enchanted, or the best damn creature in your opponent's deck. Although this card's application is rather narrow, this card is extremely good whether you're behind or ahead on board state. Killing your opponent's creatures is generally very good and can help push decks that are trying to be aggressive, help setup for large timing pushes of large creatures by midrange decks, and even halt your opponent's aggression in control-based strategies.

Probably my favorite part of this card is the 'add mana clause.' Although I don't think it'll be relevant most of the time, chaining your Liturgy of Blood into a 3 mana creature, a Mind Rot, or best case scenario: a Grim Return targeting the creature you just killed to steal it is just gravy on a delicious plate of French fries or other starch you enjoy gravy on.

If your opponent sacrifices the target in response to you casting Liturgy of Blood, you aren't able to add BBB to your mana pool upon resolution, so you do have to be careful when choosing when to cast this removal spell since it is a relatively high 5 mana commitment. This card is a huge black signal and will generally go very early in Draft. I think this card is roughly Pick 1-3 worthy and seeing it any later than Pick 3 is unusual and should be taken into consideration.

And with that... the Top 8 Commons of M14 is finished! M14 is a huge set and there's no feasible way to cover it all in just one article, so I'll try to break up my evaluation of this Core Set over a series of different articles. I imagine these articles will help people looking to improve their Limited play as well as those looking to become more proficient in Sealed Deck.

If you're in the Orlando, FL area this weekend, come say Hi as I'll be slinging some M14 Sealed at the Prerelease at Campus Cards and Games near UCF. Until the next time, Magic players!


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-David J.