Thursday, January 30, 2014

Modern Deck Tech: BUG Infect

Hello Casual Net, Javier here. Today I'm going to do a deck tech for you covering BUG Infect in Modern. Modern, eh? I thought this guy only did Commander content. Although I do love me some Commander, Modern is a format very near and dear to my heart and I would like to share my deck with you. I've been playing BUG Infect for a little over a year now, so I feel like I am somewhat qualified to share my opinion on the deck.


BUG Infect is an unfair, aggro-combo deck with turn two potential. In other words, the deck aims to punish unprepared opponents with rather spontaneous wins that involve attacking with efficient, evasive creatures backed by pump spells and protection. Infect is one of, if not the fastest deck in the format and can steal wins from just about any opposing deck. This is the list I've been running for a little while now.

Creatures (18):
4x Blighted Agent
4x Glistener Elf
4x Noble Hierarch
4x Plague Stinger
2x Spellskite

Spells (22):
2x Apostle's Blessing
1x Dismember
1x Distortion Strike
1x Giant Growth
4x Groundswell
4x Might of Old Krosa
3x Mutagenic Growth
2x Rancor
4x Vines of Vastwood

Lands (20):
2x Breeding Pool
4x Inkmoth Nexus
4x Misty Rainforest
2x Overgrown Tomb
2x Pendelhaven
4x Verdant Catacombs
2x Forest

Sideboard (15):
2x Dismember
2x Grafdigger's Cage
1x Hurkyl's Recall
2x Nature's Claim
2x Spell Pierce
1x Spellskite
3x Thoughtseize
2x Wild Defiance

The creature package is fairly standard. Two color Infect decks often play Ichorclaw Myr because the deck has a low threat count, but I want all the creatures with evasion, so I'm willing to take a hit to my mana-base. Noble Hierarch provides fast mana and a relevant buff to attacking Infecters (useful for pushing past Deathrite Shamans and Ornithopters) and Spellskite grants further protection for my frail threats. The spell base has undergone a number of iterations and I'm still not convinced it's quite right yet. All of the +4/+4 pump spells are 4-ofs as they provide the most bang-for-your-buck in that you only need two of them to win the game. Rancor and Distortion Strike are useful in the creature match-ups, but do not grant toughness to protect my threats from removal. Mutagenic Growth makes turn-two wins possible with its unbeatable cost and can also be used to beat Pyroclasms and Murderous Redcaps. Dismember is a catch-all removal spell and my concession to the prevalence of Melira-Pod in my meta.

Here's a quick run-down on my sideboard plan for a number of the popular decks.

UWR Control/Midrange
+2 Spell Pierce
+1 Spellskite
+2 Wild Defiance
-1 Dismember
-2 Rancor
-1 Distortion Strike
-1 Might of Old Krosa

My worst match-up. Their seemingly endless removal package can be hard to beat, so additional protection is welcome. I'm usually not pushing through creatures, so the evasion pumps make way for more protection. Wild Defiance gets a shout-out here for blanking ALL red removal if it manages to stick. Sometimes Nature's Claims will come in for this match-up in place of Spell Pierce if they put their own Spellskites in.

Jund/GB Attrition
+1 Spellskite
+3 Thoughtseize
+2 Dismember
-3 Glistener Elf
-3 Mutagenic Growth

The second worst match-up (UWR and Jund weaknesses are the reason this deck doesn't win Pro Tours). Jund plays just enough creatures that Glistener Elf has to go so that I can focus on protecting my evasive dudes. Thoughtseize strips problem cards and lets me know exactly what I'm playing around while Spellskite does its usual thing. Some lists have started playing Olivia Voldaren recently, so Dismember provides my only out to this back-breaking vampiress while having the bonus of killing opposing Spellskites.

Urza Tron
+2 Nature's Claim
+2 Spell Pierce
-1 Dismember
-1 Distortion Strike
-2 Rancor

Probably the deck's best match-up. Tron decks rely on Pyroclasm to slow creature decks, which is easily dealt with by using Mutagenic Growth or Pendelhaven. Spell Pierce and Nature's Claim slow Karn, Pyroclasm and Oblivion Stone just enough to give us the extra turn we need to win. Chalice of the Void is the biggest threat in this match-up. Once a Chalice for 1 resolves, most of our spells are uncastable and even a Nature's Claim won't destroy it.

Birthing Pod Variants
+2 Dismember
+2 Grafdigger's Cage
+2 Nature's Claim
-4 Glistener Elf
-1 Groundswell
-1 Giant Growth

Spellskite is the killer in this match-up due to the decks ability to tutor for it, which explains the increase in Spellskite-removal. Grafdigger's Cage is a hard shut-down for Birthing Pod, Chord of Calling AND Murderous Redcap, making it a powerhouse in this match-up. Melira-based Pod decks have become much easier to deal with since the deck cut copies of its namesake to add versatility to the deck.

Affinity/Robots
+1 Hurkyl's Recall
+2 Nature's Claim
+1 Spellskite
-4 Glistener Elf

Drawing a Blue spell usually wins me this game. Both of the decks are ultra-fast, so the hate cards aren't as necessary. Nature's Claim can stop Inkmoth Nexuses and Cranial Platings from stealing wins and Hurkyl's Recall is a total blow out if cast at end of turn. Spellskite absorbs removal and keeps Arcbound Ravager in check.

Moving forward, I'll probably cut the Distortion Strike in favor of one more Mutagenic or Giant Growth and maybe make room for Abrupt Decays in the board. Decay is a versatile, though mana-intensive card that gives me an out to Chalice of the Void and provides even more removal for Spellskites, Tarmagoyfs, and Cranial Plating.

Overall the deck is a lot of fun to play even though it can make opponents salty. Or maybe making opponents salty is part of the appeal, can't tell. Infect punishes any opponent unfamiliar with the match-up and can even steal wins from experienced players with a good hand. I hope you enjoyed this deck tech and possibly become inspired to build it yourself! Ask me about it if you want and if you ever see me roll into a modern event, be prepared for this menace. Thanks for reading!

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-Javier Remy

Friday, January 24, 2014

Gentle Misstep: Days of Judgment

'Welcome Magic players to tonight's FNM! Today, we have..'

Judging for Magic: the Gathering this past year has been quite an experience to say the least. In a way, it taught me a lot about myself and reveals how much more I have to learn.

I didn't have the opportunity to write as much as I would have liked last year, but I'm hoping to change that this year by keeping myself accountable to writing at least once a month. For most of 2013, I dedicated my time to judging events, learning policy, and refining my rules knowledge so I didn't have the opportunity to compete to my 'full' potential at PTQs and didn't have any noteworthy finishes to talk about past the PTQ Dragon's Maze season. So.. how did I become a judge and what are its responsibilities?


Early last year, I tried to setup a Casual Net Gaming tournament working with a local store, Coliseum of Comics in Kissimmee, Fl. Unfortunately, the event didn't gain enough traction as I had anticipated and it ended up firing with only 28 players. However, planning the logistics of the event and discussing it over with tournament organizers and judges I had met before was pretty exciting. Shortly afterwards, I started speaking with L2 and owner of Armada Games in Tampa, Michael Fortino about judging. He recommended that I start looking into rules knowledge and eventually take my L1 test. I was definitely very skeptical about the endeavor because I wasn't confident that I could be a good role model to the Magic community. Although I had played in PTQs and wrote articles about my experiences there, I didn't feel like they served as a real reflection on leadership. 

After I started judging at FNMs and working for Campus Cards and Games, Bryan Prillaman (L3) and Travis Coffman (L2) came to visit. They brought with them encouragement and rules questions that challenged me and I was frankly thrilled. I consider myself somewhat competitive and I enjoy being challenged and pushing my limits, so their mentoring satiated that particular drive. After a few weeks, Bryan recommended that I test for L1. Quite frankly, I was afraid. Not exactly about passing the content portion, but becoming a representative of the judge community and the responsibility that entails. Could I really be a judge for Magic? After playing Junk Reanimator to a 4-3 finish in Standard at PTQ Theros in Maitland, Fl I dropped before Round 8 and tested for my L1. And I passed. I was super excited and my teammates and friends all gave me hugs and congratulations messages; I truly felt on top of the world.


After a month or so, I decided to embark on my first competitive REL event judging a Grand Prix Trial at CCG. Before the event, I don't think I prepared as well as I could have an felt uneasy with a lot of my rulings and my announcements during the tournament. By this time, I still hadn't developed the confidence necessary to both enforce the rules on a competitive level and be comfortable with making mistakes. Although my first GPT was a shaky start, I felt like it was important to 'fall down' so to speak before I could really start working towards becoming a better judge. 

I started studying policy more closely to ensure that I knew how to recognize infractions and deliver rulings/penalties clearly and appropriately. I also practiced my organization of announcements before FNMs and finding ways to communicate rules interactions more clearly and with precision to players. After a couple months of self-imposed training and a drive to better, I was Head Judge of a Star City Games Invitational Qualifier and worked with fellow teammate, Brandon Kohrs to run the event. After the event was completed and a winner crowned, we received countless compliments on our professionalism and ability. I was very proud of the event we hosted and its well reception. After the SCG IQ, I started looking into becoming an L2. I started working on practice exams and completing the prerequisites but I hit a pretty sturdy speed bump. I stumbled on the exam questions; I couldn't consistently pass and I couldn't figure out why. 


One of the most difficult things I've learned over the past few years is to accept that I can't do it all. Growing up, I've never really faced anything that was particularly daunting or stood in the way of my success. Once I had to deal with unemployment, heart break, and losing loved ones I faced problems that were very real and became overwhelming. Now, I'm slowly learning to communicate my feelings with people and be better about feelings and other mushy stuff. But anyways..

I enlisted the help of others. I asked for help from friends and other judges on questions I was confused about and started to feel less embarrassed about asking a question and more assertive in doing so. I still have some ways ahead, but I feel like I'm making progress. After the IQ, I judged under Ben Mcdole (L3) at Fl States a few months later and Bryan at PTQ Journey into Nyx in Maitland, Fl last weekend. I had a blast doing both and had the opportunity to work with many awesome judges from across the state. 

One of the biggest takeaways from being a judge is learning that the program is dedicated to helping us become better people. I noticed that my level of maturity and confidence has increased and that I have more respect for others and myself. I know that I'm not perfect, but the mentoring of the judge program helps me strive to become better. 

I wish this article were more analytically and technically driven, but I haven't actually played much Magic since this past summer at Grand Prix Miami xD I do have some updates to my life though...

So first and foremost, I no longer work at Campus Cards and Games. I was let go last week because their vision for the store's future did not include me. There are no hard feelings. Strangely enough, I feel somewhat liberated. Other than having my Fridays free again, I can travel for Magic more freely and I can focus on other projects, which is a welcome change. What about judging? I plan to take some time to work towards L2 again and focus on passing the exams and judging more comp REL events. I'll miss judging at CCG, but I'll visit from time to time to say hello to my favorite local players. 

As for the projects, I can share a few with you. 

1) Casual Net Excursions - I want to PR for Casual Net much more aggressively this semester and that includes CNG trips to other local stores both in Central Florida and to its extremities like S. Florida and Gainesville/N. Florida. I'd like to go in a large group to network with tournament organizers and judges, meet the local players, and be both a present and positive force in Florida Magic. I'm also hoping that these trips will bring us closer together as a group and reinforce team solidarity. I'm scheduling the first excursion for January 31st next Friday at Game Changers in Orlando, Fl (once I have officially contacted their store owner). 

2) Judge Classes - This is more of an idea at the moment, but I spoke with Ryan Dowdy (L2) at the Maitland PTQ and he suggested that I look into running classes designed to teaching players about the finer mechanics behind steps in combat or layers, which is geared not only at players looking to become judges but also players who are looking to refine their technical play. I'm hoping to personally design a curriculum in the upcoming month and start a schedule for those interested. On a related note, if you were curious about the judge program, I can answer any questions you might have or defer you to someone who can. 


3) New website, channel, and content! - We're moving away from the blog-style site to a new/proessional looking one next month! We're also moving to refine the YouTube channel and produce quality videos/interviews, modify the Facebook fan page, and have a ton of sweet content scheduled to be released. Personally, I'm really excited to be back to working on promotion and content for CNG and I'm hoping we'll enrich the Magic community in the following year.  

Although this article is somewhat vague and I'm discussing ideas from all over the place, I hope there's at least one takeaway: Do the things you love and love doing them. Embrace extraordinary. 

I'd like to personally thank Michael Fortino for taking the time to talk to me and pushing me to complete the first steps to becoming a Florida Magic Judge.

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-David J.

Thursday, January 16, 2014

Counsel of the Wyly: Showing Something New

Hello and welcome to Council of the Wyly, the article series about the constructed formats of Magic. This week we're talking a very powerful sorcery from Urza’s Saga called Show and Tell. Show and Tell is one of the most efficient ways to get big powerful permanents onto the battlefield and has been seen in numerous different archetypes.


Sneak and Show is a blue red combo deck that tries to get massive creatures onto the battlefield either using the sorcery Show and Tell or the enchantment Sneak Attack and sometimes uses Show and Tell to put Sneak Attack into play. This deck became one of the premier combo decks in 2013 and has picked up steam over the last year after being piloted by Hall of Famer Huey Jensen. The current creature suite is just Griselbrand and Emrakul, the Aeon's Torn in the main—Griselbrand to draw a new hand of action and Emrakul to, well, Annihilate—but has included cards like Angel of Despair and Ashen Rider in the sideboard.

Some players prefer to just win the game on the spot after casting Show and Tell and those people recently have been drawn to Omni-Tell. This Show and Tell deck puts either Dream Halls or Omniscience into play, followed by casting Enter the Infinite, then wins with whatever win-condition they feel like, which is usually Release the Ants (try winning a Clash when the only card left in the library is Omniscience). Omni-Tell relies a lot more on Show and Tell than the other lists here simply because the only ways for it to get Omniscience into play is either Show and Tell or Dream Halls, but they much prefer to win on turn two if they can.

Reanimator has been using Show and Tell in their board for years, but has begun moving them into the main to help with matchups with mainboard graveyard hate (such as the ubiquitous Deathrite Shaman). Reanimator usually cheats a massive creature into play from its graveyard using efficient spells like Exhume and Reanimate, but Show and Tell allows them to "go off" with even less setup and is harder for fair decks to answer. The archetype has gotten a lot of love in recent years as Wizards continues to make insane creatures, leaving none of the deck’s creatures to have a printing before Ravnica: City of Guilds. Their main targets are Griselbrand (for aforementioned card draw), Iona, Shield of Emeria (to lock most decks out of the game), Elesh Norn, Grand Cenobite (to hose creature decks) and Tidespout Tyrant (for built-in control) with additional creatures in the board for certain matchups.

Hive Mind is a deck that has kind of fallen off the map but is still a real deck in Legacy. The plan is to get a Hive Mind into play, then play the Future Sight pacts—Pact of the Titan, Slaughter Pact, etc—causing Hive Mind to trigger and the opponent to control a copy of the spell, which causes them to lose in their upkeep when they fail to pay. This deck doesn't always need Show and Tell since it is possible to cast Hive Mind as early as turn two in this deck full of "sol lands" and the ever-powerful Grim Monolith. There’s not too much you can change in the list, since certain cards are just needed to go off, but it’s worth a look if you're into cheesing opponents.

Twelve Post is very different for a Show and Tell deck as it uses Show and Tell as a back up instead of their main plan. This deck easily casts its monsters using Cloudpost's massive mana potential (with back-up from Glimmerpost and Vesuva, all "Locus lands"). Recent lists have been splashing red for cards like Bonfire of the Damned to Flame Wave-plus any fair opponents and clear the way for their world changing creatures.

The last Show and Tell deck I'm going to talk about today is a relic of an Extended past and was incredible in that format. In its transition to Legacy, the deck has gained additional consistency and speed. Hypergenesis is the Time Spiral version of Eureka and can possibly come out turn one by using the Cascade mechanic provided by Violent Outburst (with no other cards below CMC 3, Hypergenesis is always cast off Cascade), but usually happens turn three and onward. Again Show and Tell is the backup plan here, either putting a massive creature into play or just Omniscience to cast those creatures. This variant is not very popular because the other versions of Show and Tell have fewer moving parts and provide more consistency.

Show and Tell has become one of the most powerful sorceries in Legacy and will continue to do so as long as Wizards keeps printing cards like Griselbrand and Omniscience. Show and Tell is the format's premier way to cheat permanents into play and honestly just a fun card to play with.


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Thursday, January 9, 2014

General Musings: Spotlight on Commander 2013

Due to the recent coup of the Casual Net Gaming blog, my review of the Commander 2013 set has been somewhat delayed. However, now that all the bureaucratic work has been handled, I can finally get to you with more Commander-based content!


The new, Blue installment to the ongoing "__ Force" cycle starts my top 8. The ability to Twiddle during each upkeep is incredibly versatile and should not be overlooked. This creature can keep opposing generals like Rafiq of the Many or Skithiryx, the Blight Dragon out of the red zone, effectively neuter troublesome permanents like Cabal Coffers and Birthing Pod, or give your combo pieces like Myr Turbine or Arcanis, the Omnipotent an additional activation per turn. Tidal Force can also make cards like Winter Orb or Howling Mine feel remarkably one-sided if you don’t mind making the table a little bitter.


Similar to Tidal Force, what makes Unexpectedly Absent great is its versatility. With all the shuffle effects running rampant in Commander, Absent might as well be an Oblation with no side effects (Absent for X=0, then Ghost Quarter your land. Gonna search?). Used alone, Absent can set up a sick Lurking Predators trigger or protect one’s own permanents from removal, Mind Control effects, or reanimation by functioning like a White Disperse at the cost of a draw step. Even just cast for X=1-2 can often buy enough time to find a more permanent answer like a Counterspell or Dream Twist.


Every time I look at Prossh I think of another awesome synergy with him. This guy has so much going for him and in such explosive colors; he can be built in so many ways. His ability to produce tokens gives way to token “anthems” like Craterhoof Behemoth, In the Web of War, and Beastmaster Ascension. His ability to sacrifice creatures works well with cards like Fecundity, Blood Artist, and Goblin Sharpshooter. Other powerful synergies include Skullclamp, Purphoros, God of the Forge, Grave Pact and so many more. So many options make Prossh attractive, and can even be combined to awesome effect.


I love me some Ruination. Non-basic lands interact in very powerful ways and can often be difficult to keep track of due to sheer numbers and the somewhat hidden nature of lands. From the Ashes punishes players (but not too heavily) for being greedy with their mana-bases, whether that be with utility lands or just playing too many colors. Playing From the Ashes doesn't force you to play all basics. In fact, From the Ashes is an amazing way to trigger Landfall abilities such as Avenger of Zendikar and Roil Elemental. This trick similarly works for opposing lands with cards like Polluted Bonds and Tunnel Ignus.


Since Commander games tend to go long, players often turn to their graveyards as an extension of their hands with effects like Dredge or Reanimate. To combat this, players often add graveyard hate to keep opposing graveyards from generating too much advantage [more on this in a future article!]. Angel of Finality is a Tormod's Crypt with wings, which can be a very powerful effect. "Blink" abilities like Cloudshift and Mistmeadow Witch allow players to reuse this exile at a moment’s notice, making Angel of Finality less all in than Relic of Progenitus and Nihil Spellbomb. The Angel subtype means she can’t be blinked by Restoration Angel, but it DOES mean that this card earned a quick spot in my Kaalia of the Vast!


Kaalia tends to die in long games. Usually twice. And sometimes even gets countered. Eventually paying 10+ mana for the same 2/2 Flying creature that Cheatyfaces my creatures during combat just isn’t economic. Opal Palace gives generals a reason to come back by making them stronger with each successive cast (while simultaneously fixing mana, score!). Opal Palace even works the first time a general is cast, providing an immediate boon to generals that like to enter the red zone. Palace is also a solid way for X/2 generals to combat effects like Elesh Norn, Grand Cenobite or Aether Flash, giving them just enough toughness to survive. Special shout-outs to Skullbriar, the Walking Grave and Animar, Soul of Elements for being able to straight-up abuse these +1/+1 counters.


Artifacts and enchantments are a good way to hedge bets against the myriad Day of Judgment effects present in Commander. With most decks putting a focus on creatures, removal for these permanents often feels too situational to merit multiple slots in a 100-card deck. Bane of Progress doesn’t care about these preconceived notions. This green nightmare walks in and eats everything that can be targeted by Disenchant. Not only does it destroy all artifacts and enchantments, but Bane of Progress gets huge in the process. Only once Bane of Progress has stripped away your facade of non-creatures do you have its permission to die. Bane is also recurrable via Reveillark; not bad.


Reanimate is a powerful ability. Being able to do it more than once off the same card is insane. Tempting Offer is a great name for this mechanic as most opponents will not be able to resist the allure of bringing back one of their own creatures, even if you get an additional creature. Creatures like Banisher Priest and Shadowborn Demon can help counter opponents who take the Offer and Luminate Primordial completely blows them out.  Also worth noting, Reanimate abilities that do not target cards in graveyards are hard to come by (Exhume may be the only other one). This lets Tempt with Immortality skirt around opposing Scavenging Oozes and Withered Wretches with a sufficiently full graveyard.

Honorable Mentions:

Act of Authority - Exiling artifacts and enchantments is good, especially with all the Sun Titans and Academy Ruins running around. Giving an opponent this same effect is scary, though.

Oloro, Ageless Ascetic - the passive lifegain on this general can add up pretty quick, not to mention how strong his second ability is. You'll be in charge of life totals, though; nobody else will suffer all the life point changes.

Eye of Doom - DOOOOOOOOOOOOOOOOOOM!!!!!

Again, thanks for your patience on the update and for following my general musings. Good luck on the battlefield, fellow Commanders!



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-Javier Remy