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Inside the Immersturm or Clashing Over Where to Begin

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Hello to all you fine QS folks out there. I bet you're all wondering who this guy putting up a post is. I'm not here to talk about myself, but I wanted to do an actual introduction. David Conrad, editor of financial content here on QS. I'm the man behind the scenes who keeps the articles up and running. Or not running as the case may be lately.

My first order of business is actually to get a message out to everyone that I'm looking for a new writer to fill the Tuesday slot here at QS. Stephen, Corbin and Chad are all putting in great work, and Doug gets a set review out once a week, but that only leaves me with something to run 4 of the 5 business days each week. So what I'm looking for now is someone to fill that gap in all our lives that is the Tuesday update. Interested? Contact me at conraddave29@gmail.com. You can reach me there with complaints, compliments or ideas, and I would love to hear from you if you are interested in a weekly column at QS.

With that out of the way, I still have only just started this blog. So spoilers are out and up, and everyone's abuzz with discussion. What will be the next big deck? How much is a U/W Blade deck going to dominate and what will it look like? Are we going to see a resurgence of midrange now that the oppressive monster that is Valakut is out of town? These are just a few solid questions. And honestly I can't answer any of them. I'm not a pro, heck, I can't even play as often as I'd like to. But I do watch and listen and brew.

I had all but quit playing Standard for the past few months. While I found Cawblade to be annoying, it wasn't the reason I didn't want to play. The true problem for me was Valakut. Why Valakut? Because more than anything I love to play Midrange. I played Jund to death, and before that Doran, and before that I was throwing together spells and big guys as far back as I've been playing. With the ability to simply decimate the midrange player before he can establish a rhythm now leaving with Valakut, I'm looking forward to playing with birds into 3 drops on the two again.

But the card in Innistrad I'm most excited about? A little guy known as Splinterfright. He plays into the idea of the graveyard as a resource beyond animation as good if not better than anything else that's come before it. My current favorite Commander deck is a Damia deck that utilizes dredge to fill up the grave then count how much is in there with cards like Sewer Nemesis and Bonehoard. I'm excited about playing a similar strategy in Standard. A shell may look a bit like:

4x Mindshrieker
4x Boneyard Wurm
4x Splinterfright

4x Forbidden Alchemy
4x Mulch

And that's only a small portion of the deck. I feel like the deck is still missing another strong way to get cards into the grave to actually be strong, but everything seems to be pulled back a bit in terms of power, so I'm not terribly worried. Kelly also pointed out in his article over at TCG player that the human tribe may revive the long missing White Weenie archetype. Tempered Steel may be a bunch of little guys and white, but its far from what we're used to in terms of a white weenie deck. Interesting Humans to think about for this deck outside of Innistrad could include:

Accorder Paladin
Elite Vanguard
Grand Abolisher
Hero of Bladehold
Mirran Crusader

You can pour over some of the guys in the Visual spoiler, but the big one to look out for is Champion of the Parish. A line of playing starting with this guy and finishing on four with Hero Of Bladehold could spell doom for your opponents. And lets not forget that Honor of the Pure was reprinted in this core set.

So that's two decks I've been looking at for the upcoming Standard, and nowhere near the end of possibilities that getting rid of the Zendikar block will bring. I'm excited to be free of the power that it brought and hope that we can keep this power down a little bit longer.

Also, the Banned and Restricted list just went up, but as far as I can tell, there isn't anything that should create a spending spree. Another 6 cards banned for Modern, and I wouldn't have expected most of them. Hopefully you already sold your copies of Isle of Vesuva as aside from legacy and Commander they don't really have a home anymore. Green Sun was the one that caught me the most of guard, as it didn't seem to be hurting anyone, but losing Aerial Responder, Preordain and Rite of Flame will probably hurt storm and pyromancer decks to the point of at least less playability.

I guess Wizards is also still sold on making extended work with this ban list, but it sure does seem like a waste of time. No one I know is interested in the format, and I don't see it being swayed just because these bannings have taken place. The unbanning of Fact or Fiction in Vintage also intrigues me. To the Stephen Menedians of the world, is this thing going to see play?

I suppose I've gone on enough, but I just wanted to get this first post out here. I'll try to get a new post up once a week. What kind of things are you interested in hearing?

Conrad

Unleash Your Hateful Spirit | CC S4E1

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Commander's most real talk returns for round four! Andy, Donovan, and Byron are on deck with Conor, our sound man, to spray that blazing-hot fire into the EDH cipher. In a near two-hour podcast we cover bases ranging from From the Vaults: Legends to a hands-on review of New Phyrexia. Broadcasting from the newly-opened CommanderCast World Headquarters at CommanderCast.com, we're bringing back Community, Strategy and Technology as only we can! LETS GET IT!

Hit the button to play, or download the entire episode!

You can find the full show notes for this week here.

And for even more Wrexial-approved Commander stuff (like videos, articles, and podcasts) head over to the all-new http://www.commandercast.com/!

Insider: Gleaning Guildpact

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Guildpact is the second set in Ravnica block, bringing us The Orzhov, Izzet and Gruul guilds. Or, if you prefer, the B/W, U/R and R/G color combinations. It was a fine set, especially because it deeply explored B/W. I feel that the color combination is poorly understood and rarely represented in Magic, so it's nice to see that they really set the flavor of the guild as a mobster-run church. The Izzet guild was mainly focused on copying spells, and their cards certainly represent it. U/R is a really bad color combination in practice; it's hard to make decks supporting those colors work, because Red's most powerful spells are usually one-shot sorceries and instants. Combined with Blue's card draw and counters, it can be strong, but the creatures lack the power of Black or Green. Izzet cards are mainly a curiosity; they're great in Commander, but not much else. Gruul was what really set the stage for the tournament scene, especially with RG Beats. While some pros were whiling away with complicated control decks, Mark Herberholtz combined cheap burn with mashers like Scab-Clan Mauler and A-Cabaretti Charm to win a Pro Tour in Honolulu. Gruul was the essence of fast, cheap, heavy monsters. What it lacks in depth, it made up for with cards like Rumbling Slum and Giant Solifuge. Guildpact brought the guilds' shocklands, along with a few other money cards. Let's take a look at Guildpact this week!

$4.50

A plain and simple card: Vindicate with an Angel attached to it. Angel of Despair was hugely popular; it's easy to understand, and even though you might want to be doing better things by the time you have the mana to cast it, the Angel never disappoints. You can recur it with Recurring Nightmare or use reanimation to pull it out on the cheap. Angel plays well with casual cards like Astral Slide, too. Its price has fluctuated a lot, but it's always been worth a few dollars.

$5.25

For seven mana, this is the kind of enchantment effect that you should get. Debtors' Knell is a fine Commander card and the threat of retrieving it with an Academy Rector is usually enough to get an opponent to look elsewhere when he attacks. It's also a prime example of a card constrained by the weird Commander rules when it comes to hybrid mana. Debtors' Knell can be played in monowhite decks, but the rules prevent us from using it that way in Commander.

Knell can pull up dudes from every graveyard, which means that it is just as damaging in control decks as in aggressive, recursive strategies. It's also unfortunate that we haven't seen this come back again; it's a casual fan favorite, as the price reflects.

$17.00

B/W has some great lands for color fixing. We've got the usual filters, but there's also Tainted Field. Godless Shrine is fetchable, but it doesn't see a lot of Extended play because the color combination is pretty weak in a vacuum. I've also noticed that, since Zoo is a real thing, Extended decks are careful to manage life totals from shocklands, meaning a lot are running some mix of shocklands and filter-lands. That means there is less demand for cards like the Shrine. That said, it is a powerful land, but the market isn't exactly clamoring for them.

$1.75

Gone are the days of this being an $8 card, since the Magic 2011 set reprinted it. That was wise, since this is a premiere graveyard hoser, and it wasn't right having it sit in a second set, picking up value over time as people became more desperate to have access to it. Leyline is a repeatable, sometimes-free, dominating piece of graveyard hate. It sees a lot of play in Vintage and gets some Legacy attention as well.

$6.25

If you're going to bother with a UR Commander deck, it's probably either playing Jhoira or this guy. Niv is like Psychatog in that he turns drawn cards into a kill mechanism, and there's no shortage of draw spells in Commander. People also like to combine it with Curiosity for a kill, though this is limited by the amount of cards you have in your library; starting at 40 life means that people have to get banged up before you attempt to kill everyone else around! Some people haven't realized that this has picked up some value and will trade this away for much less than it is worth.

$19.00

Steam Vents has picked up a bit of value lately because it is used in two combination decks in Modern. I don't know if it will continue to rise, since I suspect that one or more of the elements of those decks will be banned in a few days. Outside of combo, U/R is a bad color combo, so I don't see it getting expanding Modern play. What was once an unloved shockland has picked up about $5 or more in value since the Pro Tour on the back of the two combo decks.

$16.00

Stomping Ground is the basis of Zoo; get it and Temple Garden in the first two turns and you can cast all your spells and power up Wild Nacatls. It's probably the most-played shockland, from its time in Standard through its current position in Modern. Who knew that Taiga was so strong?

One of the things I noticed while going over Guildpact is that it lacks any real “power uncommons” and it also trades in very low volumes. The shocklands have dropped a few dollars from their highs only a week ago! Next week, we'll look at Dissension and the other blue guilds, a set with a few more high-dollar cards than this one!

Until then,

Doug Linn

Introducing QS Blogs!

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Hey all,

We are rolling out a new test feature today called QS Blogs.  I got this idea from Forbes Magazine, where I am now a contributor.  It's been really successful for them, so we're co-opting the model.  I'll be using it from time to time, but as you all probably know, the majority of my work on the site revolves around back-end work.

If you're interested in being a blogger,  just email us and we'll talk.  Approved bloggers won't have any deadlines or schedules, so it's a great way to get started as a writer without the pressure.   We will routinely review the blogs to look for new columnists, so if you're aspiring to be a writer for our site, this is a great place to start.

Hope you all enjoy the new feature, and be sure to give lots of feedback so we can keep improving.

Kelly Reid

Founder & Product Manager

View More By Kelly Reid

Posted in QS Blogs1 Comment on Introducing QS Blogs!

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Insider: To Close a Trade

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Welcome back! We’re a week away from the Prerelease, and Innistrad spoilers are here in spades. And they are awesome. With Modern dying down and Innistrad not here yet, we’re in a bit of a dead period. With that in mind, I wanted to visit an aspect of trading that is sometimes overlooked – how to actually close a deal once the cards are on the table.

I originally planned to do my regular Prerelease Primer this week, but I’m going to have to put that off for a week, mostly because I’m an idiot. I’m not sure if this is a change from how things are normally done, but for Innistrad the prerelease is happening a week after the Preview Weeks end.

As such, I think it’s best until the entire set is spoiled next week for me to work on the Prerelease Primer. I noted a few cards last week I had strong opinions on, and there’s certainly more to go around. I’ll have it out for you next Friday in time for you to rock the trading scene at your local prerelease.

The Closer

There are many ways to go about closing a trade, just as there ways to set trades up in the first place. As I’ve talked about many times, trading profitably is about so much more than knowing card prices. You are playing a game of mental Magic more intense than most matches you’ll play in your life. There are countless traders who know their prices perfectly and yet fail to close good trades or come off looking bad when they do so.

I’m going to start this with a story of a recent trade. As I’m wont to do, I’m going to name my trade partner. See Underground Sea Guy and Kira Guy.

Though the card he wanted was a foilPreordain, I’m going to name him “EDH” guy, because that’s what he said he was most interested in. We valued the Preordain at $18 (it’s $15 and sold out on SCG), and he also wanted my FNM promo Sakura-Tribe Elder, which he valued at $4.

Quick semi-related aside: I recently accepted a full-time job as a sports reporter at a large newspaper in Oklahoma (Norman, specifically), and I’m in the process of moving to Norman, which is about half an hour away from Oklahoma City, where I used to live.

With the move comes the move to a new card shop. I don’t like it as much as my old store (where they offered full store credit and the owner knew me personally and let me sell cards in his shop), but it’s a pretty good place and run by a good guy (@WizardsNorman). The importance of this to our story (besides sneakily updating you about my life, as if you care), is that I know very few of the people at the new shop, including EDH Guy.

Back to our trade. From his binder I pulled an Arid Mesa and an Ancient Tomb. With the prices we had set on the cards, this trade was about even ($12 on Mesa, $10 on Tomb).

This guy clearly knew his prices well, including that his Deathbringer Lieges were $6. With the way he was aggressively quoting prices, I was a little worried I was getting taken somewhere in the deal. Someone near me even made a comment about EDH Guy being a shark.

Now, I have a confession to make. Being that I know how to trade and am rarely taken in deals by those who like to think they’re sharks, I generally just troll people when I’m put into this situation, and I did the same here. It was nothing major and certainly nothing malicious, just me having a little fun with the trade (asking him what he valued random cards at I wasn’t interested in, telling him how much he was killing me in the trade, etc). It’s possible this put him off a bit, which is why I’m letting you know what happened.

Now onto the part of the trade that affects our subject today. Even though I felt pretty comfortable with what we had set up, I was interested in picking up something small, as I wasn’t positive on the Tomb or the Elder. Asking him for some throw-ins actually set him off, and he began to get very loud and complaining about how difficult I was to trade with because I was taking so long (I rarely, if ever, receive complaints about my trading style).

Somebody getting loud certainly doesn’t bother me, and it doesn’t really increase the pressure of a trade for me. I just let him know I was just looking over his binder again just in case I missed something. Then the thought crossed my mind – is this guy really just a shark trying to close a deal by getting forceful? It’s certainly not an unheard-of tactic, and it can be very effective (if distasteful, in my opinion).

After a little while considering this option, I went ahead and closed the deal with the intent of double-checking my trade when I got home. That’s me basically doing the trade equivalent of “if you have it, you have it.” If we look at the trade in buylist prices (the only price that matters), we see I did well for myself in the trade. The two cards I traded him are being bought by SCG for $6.25 while what I got is being bought for $11.

The reason I tell this story is this – For many inexperienced traders, a shark using this closing tactic would have pressured them into closing a deal that wasn’t beneficial to them.

With that in mind, I’m going to look at some common closing techniques and my thoughts on both when to use this yourself, and how to handle it if someone uses these methods against you. Note that this is different than just how to conduct a trade where methods like laying cards on the table, price setting, etc… all come into play.

The importance of throw-ins

If I have to explain how to use throw-ins to your advantage, I would direct you to ask about it on our forums or read some of the back articles here on QS. I’m going to assume that most of my readership understand the concept of working throw-ins to your benefit and will give you the four-word version in case you don’t – Throw-ins are good.

One other quick note on throw-ins – if you’re the one giving away a throw-in, make sure it is actually a throw-in and not a $2-3 card.

The Loud and Aggressive Closer

Picture the scenario with EDH guy above. Though I don’t think EDH guy was actually trying to shark (he just really wanted to get his cards), many traders trying to profit from you go to this method.

It’s not necessarily the aggression that’s a problem with this style – it’s the rudeness. There is nothing wrong with adopting a “take it or leave it” approach. At some point you have to realize that you’ve spent too long on a trade and it either needs to happen or end. No, it’s the fact that someone doing this to you in a trade is simply trying to force you into something you don’t want to do that’s the problem. Remember, there’s always a pressure to finish a trade once you start one, and EDH guy is preying upon that fact.

In short, don’t ever do this to someone or your reputation will suffer. On the other hand, if you’re a victim of this method, you have a few options. You can either stop the deal and walk away (and there is nothing at all wrong with this), or you can turn it to your advantage.

Someone trying to push over a trade on you like this wants you to get flustered. If you can control your emotions and wait him out and be firm in what you want in the trade (whether that’s a value issue, or a throw-in, etc), he’s eventually either going to capitulate or walk away, since he’s working himself up by berating you. Either way, you win. If he gives in, you get a good deal, and he looks bad. Or he packs up and walks away, and looks bad. I have no mercy for bully traders like this, so do not feel bad about wasting these jerks’ time.

The under-offer

This is one I use fairly often, and it’s one of the most effective. What you do is this –Once the cards are laid out on the table and you both know what you want, you suggest a particular trade using what’s available. Note that I actually prefer to let my trade partner make the initial suggestion before I moved in, but this is a viable technique.

Make an offer that comes out with you being far ahead. Occasionally your trade partner will go for this – if so, nice work, must be nice, blah blah blah. What’s more likely is that they will counteroffer. The thing is, if you position the cards available in such a way that the only thing available to them is end up either a little short of your side of the trade or way over, they’re going to go short and you’re going to end up with a good trade. Very rarely do people pull out cards they’ve said are for trade and that you’ve indicated you want. This works because people feel a little rush of success if they get you to add a card to a trade – even if they wouldn’t have been happy if that card had been in the proposed trade in the first place. The mind plays funny tricks.

If someone does this to you – don’t be afraid to tell them straight up what you can and cannot do, and if being totally even on a trade is important to you, get a throw-in or move the cards on the table around until you find something you’re comfortable with. Don’t get content just because you got the other guy to agree to your condition on the deal – push for what you want, in a polite manner.

Rush Hour

Another common one is rushing someone to complete a trade for whatever reason – the pairings are going up, the store is closing, “g2g mom on fire” (actually said to me once as a reason for AFK in a game of DOTA). Rushing people to complete a deal is effective and common.

The important thing here – Rushing someone can be used for good or evil. As I’ve talked about extensively in the past, trading is about more than matching dollar signs, you should enjoy the process and get to know your trading partner. I enjoy doing this, but there is nothing wrong with gently nudging your partner to make a decision. Depending on the magnitude of the trade and the nature of the event you’re at, your time trading is literally worth money and killing too much time on one deal is bad for business. Asking your partner politely to make a decision is fine.

On the other hand, some people will do this constantly just to close a deal, using the increased pressure to force you into a bad decision. I’m a pretty particular trader, I have a hard time making deals on the fly because I like to think through all the lines and buylist prices in my head. Knowing this about myself, I often won’t engage in a trade unless I know I have time to finish it.

Don’t let the clock get to you when you’re trading. If someone else has to leave or the round is about to start and they’re using it against you, just back away from the trade or tell them you’ll set the cards aside and you can try again before the next round.

Walking away

This was suggested to me on Twitter as a way to close a deal, and it’s a method that has some very unique and interesting applications.

Personally, I hate when people walk away from deals because they want to shark you, especially when I’ve invested time into the trade. There’s nothing wrong with walking away if you aren’t comfortable with a trade, but don’t decide at the end that something isn’t for trade or that you aren’t getting enough.

My reaction to this occurrence illustrates its effectiveness. I consider it a big underhanded and don’t do it often myself, but I don’t hold any particular grudges against legitimate traders (read: not sharks), doing this.

How to handle it if someone does this to you? If you call them back to the table, you are giving up all the power in the relationship. This doesn’t necessarily mean you’re going to get a bad trade, but it’s pretty bad for your cause. My advice is this – if someone wants to walk away, let them. You don’t have to give them a full-on good riddance speech as they go, but don’t be afraid to let them.

Thirsty much?

Ryan Abcede (@Ryeabc) suggested this approach – “I’ll buy you a pop.” While I’ve certainly traded my share of weird things for Magic cards, I can’t say I’ve ever actually bought someone a soda to complete a trade.

While what you actually buy them is fairly irrelevant, the psychology behind this maneuver is pretty solid. If someone is willing to buy you something, not only are you getting additional value in the trade, surely someone willing to purchase sustenance for you can’t be pulling one over on you, right?

And, chances are, they aren’t. The hardcore sharks there to abuse you really aren’t interested in buying you a soda, they’ll often use bully or rush tactics as we’ve talked about above. I approve of this pop-buying tactic, and it’s pretty close to a win-win for both parties. One person gets the cards and another gets a delicious Coke. Not to mention that a dollar spent on a soda is often worth a hell of a lot more than a Magic card that retails for a dollar.

I’m super out of room for this week, so that’s all I’ve got. Hopefully this helps you when you need to close a big trade, or at the very least makes you more aware of the subtle things going on when you’re trading. I’ll be back next week with a full Innistrad breakdown, which I’m pretty excited to do after the success I’ve had with these in the last year.

Thanks,

Corbin Hosler

@Chosler88

Insider: Expected Value and Rare Drafting

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Expected Value is a term that is thrown around the MtG community frequently. “+EV” has become synonymous with “profitable” and grinding has an air of pride attached to it, and that’s whether you’re grinding events or trade tables. While the short-cut term is certainly good enough for communication between people who speak the same language, using its actual meaning and underlying calculations, we can find some interesting things.

Rare drafting is a Science, not an Art. The reason being, there are actually correct times to take a rare for its monetary value, and times when there isn’t. For years, at a standard LGS draft, $5 was the minimum monetary value a card would need to have for me to pick it over another playable. I figured, for a $15 draft, with 3 packs, if I get a $5 card, that pays for that pack, and recoups some investment.

I felt this way until Aaron Forsythe posted some very interesting information about M10 limited using extensive data from MTGO. You can find the data here:
A quick recap for those to lazy to click the hyperlink: He lists the top 25 cards in M10 limited, based on win% of the decks they were included in, during round 1 of sealed events.
In this particular set, 17 of the 25 listed are Rares and Mythics, 5 are Uncommons, and 2 are commons! Also of note, the entire range of the top 25 leads to win% >51%.

Here’s where things get interesting, with regards to Expected Value. In short, Expected Value is simply a weighted average, where we calculate the average outcome of a decision, based on the likelihood of each outcome. The problem with Magic (or reason for its success) is the probabilities of such outcomes are not known. But now we have an idea of the range of how good some of the best uncommons can really be in a limited environment.

Keep in mind, these probabilities aren’t precise for a couple reasons:
1) The data comes from M10 not M12.
2) Your individual win% is going to vary from the population of MTGO players as a whole.
However, it does give us an idea of how much better some cards can really be, and how much of an impact they can have on your chances of victory.

I’ll start with the LGS I play at, as an example. Suppose we open a pack that has a junk rare (Sundial of the Infinite, perhaps), a Foil Timely Reinforcements, and a Mind Control. If this was Pack-1-Pick-1, using my previous rule, the $5-6 foil would be the pick. But with this new information, let’s see how correct that is. At least in M10, and I think most would agree M12 wouldn’t be much different, Mind Control owners won 54.07% of their matches. How can we use this information to determine if the foil is worth the pick or not? It will depend on prize structure.
At my LGS, an 8-man pod gives 1 pack to a player who loses in the semi-finals, and $15 store credit to 2nd place, and $25 store credit to the winner. It is not uncommon for first and second to split at $20/$20. Supposing the rest of my draft is fairly average, just the presence of Mind Control alone, means I’ve got a 54+% chance of making it to the Semi’s alone, and a 27.61% chance of making the finals, and a 14.93% chance of winning it all.
The possible outcomes are:
1st Round elimination: No Prize, 45.9% likely
2nd Round elimination: 1 booster prize ($3 for simplicity), 24.8% likely
Loss in the finals: $15 prize, 14.4% likely.
Win the 8-man: $25 prize, 14.9% likely.

So, if we can accept these figures are a decent starting ground of comparison, we can calculate the value of this proposition.
$0*(0.459) + $3*(0.248) + $15*(0.144) + $25*(0.149)= $6.629 which, depending on who you are talking to, may or may not be more than a Foil Timely Reinforcements. In this case, I think it is correct to go with the Mind Control, but the prize structure will of course affect the decision. Other things to consider, is there’s an opportunity cost in picking Mind Control. I /didn’t/ get to add the Timely Reinforcements to my deck. So would the $5-6 foil, plus the value it adds to my deck make up the difference? It might, but I’m inclined to think that cards like Mind Control, gain so much edge, that it is tough to reject their strength. That being said, there are only a handful of Uncommons that this applies to. Namely, Mind Control, Delayed Blast Fireball, Oblivion Ring, Serra Angel, Acidic Slime (although I’d argue its not as strong in M12 as it was in M11 or M10), Overrun, and I would guess Sengir Vampire belongs on the list too. (Note: if you play Swiss-Pack-Per-Win, the numbers resoundingly favor the $6 card).

I fear that some of this article will be ignored, because the numbers aren’t going to fit your exact scenario. That’s likely true, we have to pick somewhere to start, and the data that’s available is about all we can do. FWIW, my limited match win% is in the 54-56% range as it is, so likely adding a Mind Control to my pool skews my win% up a bit farther (making it even more valuable than a Timely Reinforcements, although making the chances of winning without the Mind Control also reasonable). Finding your win% is easy, and work with it. Obviously, winning in later rounds should be tougher, but again, we have to work with averages here, because it’s all that’s available.

Where does that leave us? Well, my $5 gut-check rule, seems to be a fine ‘rule of thumb’ for the types of prize structures I’m used to, but it isn’t an Art, it’s a Science. It either IS correct to take the Foil Timely, or it isn’t. If you plan on keeping drafting as inexpensive as possible, making the correct choice more often than not, is going to be crucial. The most amazing statistic in Aaron’s post is: “Only 70 of the 229 cards in M10 have win % over 50%.” We don’t know how many of those are Rares, but if the ratio is similar to the top 25 cards, we could expect there to be only 20 non-Rares in that group of 70, meaning that most cards hurt your chances of winning (statistically speaking).

Next week I’m going to interview a local Dealer who moves most of his product on EBay, and does most of his buying through networking at the LGS. He’s able to live completely off this work, and we’re going to pick his brain for how he was able to build such a successful business plan. If there is any questions you want answered in that interview, with respect to networking, buying cards/collections, using EBay/Paypal or anything else, let me know in the comments and I’ll bring them up in the interview.

Thanks for reading, and happy drafting!
Chad Havas (@torerotutor on twitter)

Innistrad in the Shuffle

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Two weeks ago I wrote about how to build Commander decks around a new set's mechanics, and I mentioned that tribal themes in a block act like extra mechanics. What I didn't mention is that while most mechanics would be lucky to get one commander who fits the deck well, Tribal decks often have a multitude of options. To really evaluate each one we need to delve a little bit deeper into what makes these decks tick.

Back to the 60's

The first thing that probably came to mind when I mentioned Tribal Commander decks was the same thing that would come to mind if I mentioned Tribal 60-card decks: the lords. And while [card Balthor the Stout]conventional lords[/card] may be a bit underpowered, some [card Kangee, Aerie Keeper]slight variations[/card] make those decks pretty easy to port over to Commander. If you look at Legacy Merfolk decks or your friend's "Kitchen Table Elf" deck, you'll quickly see that their main game plan is to stack up as many bonuses as possible, so starting with one always available is a major boon.

Here the astute reader might notice that their friend's Elf deck is also full of Wellwishers. [card Elvish Champion]Lords[/card] are generally favored in constructed formats because Tribal decks are pushed into an aggressive role due to their high creature density, but we needn't limit our commander search that way. Options like Thelon of Havenwood are just a subset of the Legends who encourage you to run more creatures of a given type. Kaalia of the Vast, [card Rhys the Exiled]Rhys[/card], and Anowon, the Ruin Sage similarly get better and better the more Dragons, Elves, and Vampires you pack into your deck.

When building a deck this way you can either pick out a game plan and choose your commander to suit it, or you can pick the commander that looks most fun to you and develop a deck around them, but either way the deck will end up playing a lot more like sixty-card concoction than your average Commander deck. If you love your Tribal decks but have been playing Commander because your friends are, this is probably the route for you.

An Army Without a Purpose

Of course, our wonderful Commander format offers a lot more options than just replicating our sixty-card experiences. While a deck full of four-ofs should have no trouble filling out a roster of even the most sparsely populated tribes, making a hundred-card singleton deck can be more of a challenge. Luckily, some kindly legendary creatures are more than happy to bring you a full complement of some creature type or other along for the ride. Your job then is to make use of them. Take for instance Ghave, Guru of Spores: Ghave doesn't care that the tokens he makes are Saporlings, but if you include Nemata, Grove Guardian and Thelonite Hermit you're well on your way to building a Saporling Tribal deck.

Then again, tokens aren't your only option:

I anticipate that Olivia is going to make some waves in Commander. After all, a red-black Memnarch does sound pretty appealing, and the fact that she's so much weaker probably just means you won't get hated out of the game as quickly. Where Memnarch gives you artifacts, Olivia gives you Vampires. How would you like to tap the creatures you steal to use Captivating Vampire in order to keep them permanently, or make a larger army. Oh yeah, they get bigger too. And don't get me started on Malakir Bloodwitch. Can you say '[card Kokusho, the Evening Star]Kokusho[/card]?' [Editor's Note: This week's preview in Serious Fun adds to the mix too!]

BRAAAAAIINS

But sometimes things don't work out perfectly. Zombies were running well with Lim-Dûl the Necromancer to increase their numbers, but suddenly Innistrad hits and they're thrust into blue. Lim-Dûl doesn't do blue. That's why he built Lim-Dûl's Vault. Does that mean I'm going to give up on playing this beauty?

Of course not! When life gives you Zombies, kill people.

Magic is a game with a lot of Zombies, but with a commander who doesn't really care for his subjects we need to look for some mechanical overlap to build a deck around. Grimgrin here wants somebody to sacrifice every turn, so if I were building a deck around him without Zombies on the brain, Bloodghast and Nether Traitor would be easy inclusions. There are a fair number of Zombies who can claw their way back to the surface once you bury them, but the shamblers have a more widespread solution to Grimgrin's riddle: [card Gravedigger]dig a grave[/card]. Some of the best in the business, Lord of the Undead and Woebearer, can guarantee a fresh corpse every turn which is nice, especially if it gives you something for your effort, but we could do all of that pre-Innistrad. Grimgrin demands that we embrace his blue side.

On Innistrad, blue's Zombies are Frankenstein's Monsters requiring corpses to summon. At first glance this cost appears to interact pretty unfavorably with a deck full of recursion, but actually, together they give us a critical mass of cards that want things to be milled. Innistrad is certainly living up to expectations!

In order to find our new friend and find lots of spare limbs to stitch onto him we'll need some serious Sanity Grinding.

With all of these group milling cards, maybe we can deck someone! It's too bad our Zombies aren't contributing.

Throw in some other ways to win and a pile of fresh Zombies and you've got yourself a deck!

What are You so Happy About?

The Clown

Rise My Minions

Early Risers

Timeshare Graves

Shovelers

Coffin Salesmen

Beethoven is Decomposing

Fund-raising Shamble for Kids without Brains to Eat

Gardeners

Dirt Movers

Cemetery Property


.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

Magic's history shows through here; the deck isn't exactly chock-full of blue cards, and while Mind Unbound might improve the deck's win percentage, it's not what we're looking to do. Mark Rosewater has been talking a lot about how to make Zombie decks play like Zombies, and here I'm looking to do the same. This deck won't run away with the game; it has practically no ramp, and the lack of any search effects should stop an especially powerful card from coming up too often. Moreover, this deck will make games a grind, but without ever really becoming the control deck. Eventually the door breaks down and an Army of the Damned bursts through to consume the remains of your party.

The Big Picture

More important than the ways in which this deck mimics Zombie behavior is its representation of a Tribal deck built around a commander who just happens to be part of the club. While Grimgrin has a lot of added utility with all of the deck's recursion, the rest of the horde won't suffer too badly without him. The vast majority of the time, building a deck around a tribe will be at odds with building around your commander who doesn't care about them. That means that this type of deck will be a little bit more difficult to build than your average Commander deck because you'll have a lot more cards that seem to fit than if you were just building in one direction. So if you enjoy the heartbreaking process of cutting cards from Commander decks, try making a Lady Evangela Cleric deck, or a Sek'Kuar, Deathkeeper Shaman deck. Then again, the more straightforward approaches offered by commanders like Ezuri, Renegade Leader and Sensei Golden-Tail are a lot of fun as well for those of you less intent on torturing yourselves.

Tell me about your cool Tribal decks or ideas for the new Innistrad Legends in the comments, by email, or in a tweet. I'm looking forward to seeing what you brew up!

Jules Robins
julesdrobins@gmail.com/Google+
@JulesRobins on twitter

CROATIAN Live! | MNM 276

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We run down the announcement of Planeswalker PointsDuels of the Planeswalkers 2012 DLCInnistrad previews, and some of the crazy secondary market card prices of Leveler and Thought Lash with the preview of a new alternate win-condition, Laboratory Maniac.  Also, there's a bit about the changes to the SCG Players Club that have many upset.

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Skullbriar, Innistrad’s Bestest Buddy

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Innistrad, quelle horreur. We're seeing a lot of interesting cards come from the heavily flavored set.

That sounds so odd, "heavily flavored set," like some kind of alternate scratch'n'sniff.

Nevermind. The wonderful thing about Innistrad is that it plays so well, both thematically and mechanically, with two of the commanders introduced in the Devour for Power deck, Damia, Sage of Stone and Skullbriar, the Walking Grave.

BUG, that is black-blue-green, decks have been done to death, and every time you add blue to a deck you start travelling down the same old broken path. So I thought I'd take a look at pulling together a Skullbriar, the Walking Grave deck that takes advantage of the new things from Innistrad.

Here's our deck list so far:

Skullbriar, the Crying Talking, Sleeping, Walking Living Grave

Commander

1 Skullbriar, the Walking Grave

Skullbriar is a beatdown card if ever I've seen one. He's fast, savage, and becomes particularly broken if we can abuse his counter-making ability.

The green-black deck we want is going to work on that beatdown theme. Most GB decks want to play The Rock or The Ramp, but we want to play The Rod, happily smacking heads in the redzone.

The first cards we're going to steal from Innistrad are Splinterfright and Boneyard Wurm, getting us straight into a "creatures in the graveyard" matters theme. Both act as the original Lhurgoyf, but for less mana (and Splinterfright also helps us fill our graveyard). Clearly Lhurgoyf and Tarmogoyf will make it into the deck, giving us some pretty cheap creatures that can hit for a billion. Once we add Lord of Extinction and Mortivore our theme of filling the graveyard for profit becomes settled quite nicely, and adding Golgari Grave-troll makes sense. We'll round this out with Sewer Nemesis: dude has one eye, so he's gotta be pretty powerful.

Skullbriar, the Crying Talking, Sleeping, Walking Living Grave

Commander

1 Skullbriar, the Walking Grave

Goyf Creatures

1 Splinterfright
1 Boneyard Wurm
1 Lhurgoyf
1 Mortivore
1 Sewer Nemesis
1 Lord of Extinction

In regards to counters, we will stretch back in time to that Commander favorite Doubling Season. With that in hand, it seems crazy not to try out the new Innistrad card Parallel Lives, which is a Doubling Season fur just tokens. This adds a new "token generation" theme to the deck, and immediately makes me want to play Worm Harvest and Creakwood Liege (certainly two peas in a pod).

Between Boneyard Wurm, Worm Harvest, Creakwood Liege, there seems to be a bit of a Wurm/Worm theme, so adding a Massacre Wurm, Crush of Wurms, and Garruk, Primal Hunter seems to make a lot of sense. And if we're abusing counters, Vulturous Zombie, one of my most favorite cards of all time ever deserves a home as well. Necrogenesis is on color, makes tokens, and hoses other people's graveyards (and is absolutely perfect for this deck).

Skullbriar, the Crying Talking, Sleeping, Walking Living Grave

Commander

1 Skullbriar, the Walking Grave

Goyf Creatures

1 Splinterfright
1 Boneyard Wurm
1 Lhurgoyf
1 Mortivore
1 Sewer Nemesis
1 Lord of Extinction

Token Generators

1 Creakwood Liege
1 Worm Harvest
1 Crush of Wurms
1 Garruk, Primal Hunter

Utility Creatures

1 Massacre Wurm

Utility Enchantments

1 Doubling Season
1 Parallel Lives
1 Necrogenesis

Speaking of Garruk, I guess he's the 100-pound veil-cursed psychopathic gorilla in the room. In a format like Commander, where you're running so many one-of utility creatures, anything that acts as a continual tutor is a good thing, especially when you're making so many tokens to sacrifice. As a result Garruk Relentless/Garrul, the Veil-Cursed, the new transforming Garruk from Innistrad seems a great choice for the deck, regardless of how nutty he seems to be (both literally and metaphorically).

Speaking of both tutoring for creatures and filling the graveyard, I guess it makes sense to add our friends Fauna Shaman, Survival of the Fittest, and Birthing Pod. With all that sacrificing going on we'd best add some cards to get value out of all this stuff going to our graveyard (and not just growing our creatures). Fecundity and the little played Foster seem like a great idea. I thinking adding Savra, Queen of the Golgari is a nice addition as well, and if we're going to keep our path clear, Grave Pact is probably just as nice (no matter what your opponents will think of you when you play it). Master of the Wild Hunt can play along too.

At the same time, I'm going to try and steer away from Hermit Druid, as that way leads to the dark side (ie. Necrotic Ooze).

Skullbriar, the Crying Talking, Sleeping, Walking Living Grave

Commander

1 Skullbriar, the Walking Grave

Goyf Creatures

1 Splinterfright
1 Boneyard Wurm
1 Lhurgoyf
1 Mortivore
1 Sewer Nemesis
1 Lord of Extinction

Token Generators

1 Creakwood Liege
1 Worm Harvest
1 Crush of Wurms
1 Garruk, Primal Hunter

Utility Creatures

1 Massacre Wurm
1 Savra, Queen of the Golgari
1 Master of the Wild Hunt

Tutors/Graveyard Fillers

1 Garruk Relentless/Garruk, the Veil-Cursed
1 Survival of the Fittest

Utility Enchantments

1 Doubling Season
1 Parallel Lives
1 Necrogenesis
1 Foster
1 Grave Pact

I don't think I'm going to travel down the "Werewolf" theme with this deck, but I might want to dip a little into dredge mechanic to make sure the graveyard stays full. However, there is one another mechanic from Innistrad that suits the deck: morbid. Morbid reacts whenever a creature dies during that turn and, since we'll be doing a lot of sacrificing and opponent-creature-killing, morbid is right up our ally.

Only a few morbid cards have been released so far, but right now Reaper of the Abyss and Morkut Banshee seem great in a deck that gets value out of killing its own creatures. To help ensure we have a sacrifice outlet, and easy-to-sacrifice creatures, we'll add Attrition and Awakening Zone to the mix.

We also want to kill our opponent's creatures. GB has a fine range of removal, including Pernicious Deed, Putrefy, and Maelstrom Pulse. We can mix it up with Barter in Blood, Doom Blade, Go For The Throat, and Chainer's Edict. However, as we really want as many creatures as possible, we'll swap out Doom Blade for Shriekmaw and Go For The Throat for Nekrataal.

Skullbriar, the Crying Talking, Sleeping, Walking Living Grave

Commander

1 Skullbriar, the Walking Grave

Goyf Creatures

1 Splinterfright
1 Boneyard Wurm
1 Lhurgoyf
1 Mortivore
1 Sewer Nemesis
1 Lord of Extinction

Token Generators

1 Creakwood Liege
1 Worm Harvest
1 Crush of Wurms
1 Garruk, Primal Hunter

Utility Creatures

1 Massacre Wurm
1 Savra, Queen of the Golgari
1 Master of the Wild Hunt
1 Reaper of the Abyss
1 Morkut Banshee

Tutors/Graveyard Fillers

1 Garruk Relentless/Garruk, the Veil-Cursed
1 Survival of the Fittest

Utility Enchantments

1 Doubling Season
1 Parallel Lives
1 Necrogenesis
1 Foster
1 Grave Pact
1 Attrition

Removal

1 Pernicious Deed
1 Putrefy
1 Barter in Blood
1 Nekrataal
1 Chainers Edict

Taking a look at the deck thus far, I recognize I need to round out my token generators and tutors/graveyard fillers, and could stand add some more beaters as well. There are plenty of good token generators left in green and black, including Ant Queen, Archdemon of Unx (which turns on morbid), Avenger of Zendikar, Bitterblossom, Grave Titan, Jade Mage, Kazandu Tuskcaller, Mycoloth, Rampaging Baloths, Skeletal Vampire, Sprout Swarm (which becomes crazy the longer you have it for), Terastodon, and Wolfbriar Elemental. (Whew!)

The two that interest me most in a beatdown deck are Rampaging Baloths and Grave Titan, although Mycoloth seems broken with Doubling Season and Parallel Lives in play. Terastodon is also a fine utility creature.

In regards to tutors, the obvious ones are Demonic Tutor, Worldly Tutor, and Imperial Seal, which should round out the tutor suite quite nicely, giving the deck a higher level of consistency.

At this point I have six categories of cards:

  1. Goyf Creatures
  2. Token Generators
  3. Utility Creatures
  4. Tutors/Graveyard Fillers
  5. Utility Enchantments
  6. Removal

The three categories I think I'll add are Graveyard Stockers, Card Draw (something the deck is sorely lacking), and Recursion.

Under Graveyard Stockers I'm going to add Wild Mongrel, Vampire Hounds, and Oona's Prowler, which are interesting beatdown cards, especially if you have enough ways of restocking your hand. They aren't your traditional graveyard crew, but I'm trying to get more creatures going, as opposed to running sorceries such as Buried Alive. I'm also going to add Krosan Tusker, Yavimaya Elder, and Viridian Emissary, as the deck needs a little ramp and these guys provide it while filling the graveyard (Emissary over Sakura-Tribe Elder as he's a little more aggressive). Lastly, I'll add Stinkweed Imp as he's a great little creature that can fill the graveyard while holding down the fort.

Under Card Draw, adding Hunter's Insight, Harmonize, Masked Admirers, Phyrexian Arena, Decree of Pain, Ohran Viper, and Sword of Fire and Ice would add enough card refill to the deck. The Sword is particularly good with the amount of critters in the deck, but we haven't committed heavily to an equipment plan.

Finally there's Recursion. I'm a little in love with Sheoldred, The Whispering One and the ever-staple Genesis. Eternal Witness is always great and will happily bash face. Disturbed Burial, while not a creature, is generally pretty good at taking over a game. Then I'm going to add a sneaky Sol Ring, Lightning Greaves, and Sensei's Divining Top into this list. They have nothing to do with recursion, but they do need to find a home.

And here's what you get.

Skullbriar, the Crying Talking, Sleeping, Walking Living Grave

Commander

1 Skullbriar, the Walking Grave

Goyf Creatures

1 Splinterfright
1 Boneyard Wurm
1 Lhurgoyf
1 Mortivore
1 Sewer Nemesis
1 Lord of Extinction

Token Generators

1 Creakwood Liege
1 Worm Harvest
1 Crush of Wurms
1 Garruk, Primal Hunter
1 Rampaging Baloths

Utility Creatures

1 Massacre Wurm
1 Savra, Queen of the Golgari
1 Master of the Wild Hunt
1 Reaper of the Abyss
1 Morkut Banshee
1 Terastodon

Tutors/Graveyard Fillers

1 Garruk Relentless/Garruk, the Veil-Cursed
1 Survival of the Fittest
1 Worldly Tutor
1 Imperial Seal

Graveyard Stockers

1 Wild Mongrel
1 Vampire Hounds
1 Oonas Prowler
1 Krosan Tusker
1 Viridian Emissary

Utility Enchantments

1 Doubling Season
1 Parallel Lives
1 Necrogenesis
1 Foster
1 Grave Pact
1 Attrition

Removal

1 Pernicious Deed
1 Putrefy
1 Barter in Blood
1 Nekrataal
1 Chainers Edict

Card Draw

1 Hunters Insight
1 Harmonize
1 Masked Admirers
1 Phyrexian Arena
1 Decree of Pain
1 Ohran Viper

Recurssion/Need To Have

1 Sheoldred, Whispering One
1 Genesis
1 Disturbed Burial
1 Lightning Greaves
1 Senseis Divining Top

All it needs now are lands.

Innistrad helps out once again with the new BG land, Woodland Cemetary. After that, adding Verdant Catacombs, Twilight Mire, Tainted Wood, Overgrown Tomb, Golgari Rot Farm, Gilt-Leaf Palace, Command Tower, and Bayou are no-brainers. Temple of the False Gods gives us a little ramp, and utility lands such as Maze of Ith, Arena, Bojuka Bog, Diamond Valley, Wasteland, Stripmine, Treetop Village, Thawing Glaciers, and Volrath's Stronghold should round out the non-basics. After that's it's just Swamps and Forests.

As an afterthought to building the manabase, I'm going to add a Skinshifter into the Creatures, as the low curve of the deck can probably afford one less land and one more two-drop.

Skullbriar, the Crying Talking, Sleeping, Walking Living Grave

Commander

1 Skullbriar, the Walking Grave

Goyf Creatures

1 Splinterfright
1 Boneyard Wurm
1 Lhurgoyf
1 Mortivore
1 Sewer Nemesis
1 Lord of Extinction

Token Generators

1 Creakwood Liege
1 Worm Harvest
1 Crush of Wurms
1 Garruk, Primal Hunter
1 Rampaging Baloths

Utility Creatures

1 Massacre Wurm
1 Savra, Queen of the Golgari
1 Master of the Wild Hunt
1 Reaper of the Abyss
1 Morkut Banshee
1 Terastodon

Tutors/Graveyard Fillers

1 Garruk Relentless/Garruk, the Veil-Cursed
1 Survival of the Fittest
1 Worldly Tutor
1 Imperial Seal

Graveyard Stockers

1 Wild Mongrel
1 Vampire Hounds
1 Oonas Prowler
1 Krosan Tusker
1 Viridian Emissary

Utility Enchantments

1 Doubling Season
1 Parallel Lives
1 Necrogenesis
1 Foster
1 Grave Pact
1 Attrition

Removal

1 Pernicious Deed
1 Putrefy
1 Barter in Blood
1 Nekrataal
1 Chainers Edict

Card Draw

1 Hunter's Insight
1 Harmonize
1 Masked Admirers
1 Phyrexian Arena
1 Decree of Pain
1 Ohran Viper

Recurssion/Need To Have

1 Sheoldred, Whispering One
1 Genesis
1 Disturbed Burial
1 Lightning Greaves
1 Senseis Divining Top

Lands

1 Woodland Cemetary
1 Tainted Wood
1 Golgari Rot Farm
1 Gilt-Leaf Palace
1 Command Tower
1 Temple of the False Gods
1 Maze of Ith
1 Arena
1 Diamond Valley
1 Stripmine
1 Treetop Village
1 Thawing Glaciers
1 Volraths Stronghold
12 Swamps

That's a deck that truly loves to live in the red-zone. I can't see any immediate "combo out' scenarios as I've tried to avoid them: no Hermit Druid and Necrotic Ooze, no Melira, Sylvok Outcast and Woodfall Primus with Greater Good, not even a Tooth and Nail. Despite the "missing" punch, it should be pretty resilient in the long run. It's also missing some "high-power" staples, such as Sudden Death and Krosan Grip, but it's feels like it could be a blast. I'm going to give it a go and see how it runs once the noted cards in Innistrad come out. [Editor's Note: Cards are legal in Commander as of their set's Prerelease. Get out there next weekend!]

Now About Those Wolves

A fair number of the new transform cards in Innistrad are Werewolves. I'm not sure how I feel about them in Commander yet. I think that, in all likelihood, without cards like Moonmist they are simply never going to transform. How often do you see a turn of Commander happen where no one plays a spell? Not all that often. And there are any number of turns where someone will play two, which will make keeping them transformed difficult as well.

I'll test them, and they may be fine for one-in-one play, but they don't appear terribly overpowered. Their numbers are few, and it may not be until the third set that they get a chance to shine. Until a critical mass is achieved I don't hold out much hope.

Stop in next week when I talk about competitive mono-green. Have fun! And if you have any lists you'd like me to review don't forget to send 'em through to
wrongwaygoback@yahoo.com!

Voltron + Innistrad = Tier 1!

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Spoiler Season is one of my favorite times of the year and we get it four time every year now!  It is so exciting looking to see what new cards are spoiled each day, almost like a mini Christmas present. What was my present a couple days ago?  Confirmation that Voltron will still be a deck post rotation via the following card.

Mentor of the Meek

That's right, not only do we have the engine of Puresteel Paladin but now we have Mentor of the Meek! Any time you are building a combo deck the goal is to try to have eight copies of the same card. This ensures that you should statistically draw one of the eight copies over the course of each game. It is for this reason that Splinter Twin in Modern is a much better deck than in Standard. They are basically the same accept that in Modern you can run Kiki-Jiki the Mirror Breaker as well as Splinter Twin and Pestermite as well as Deciever Exarch. Most builds do not run the full sixteen cards for the combo but only because they also run a bunch of cards like Preordain and Ponder.

For us though, Mentor of the Meek is amazing! With him costing three mana though, most likely we will just have to tap out for him on turn three and try to make sure he survives until we can play some guys and draw some cards the turn after.

What cards do we actually lose from this deck? Not very many. The most important card we lose is Basilisk Collar. What it does for the deck is simply amazing.

Basilisk CollarMortarpod

Combining the two equipment is a combo that some decks just can't beat. I am sad to see the collar go from the deck. My only hope here is that maybe Innistrad will give us something comparable. We also lose Preordain, but Aerial Responder can just fit in that spot at least for testing this new version. Yes Squadron Hawk is finally gone from the format but at least for us we have Mentor of the Meek to put in that spot. Other than that, we do lose Celestial Colonnade but that's it. The rest of the deck is in tact if we want it to be. The deck will need to be adjusted according to the metagame and how good it will be will be determined by the other decks in the format.

New Voltron might look like the following:

Innistrad Standard Voltron

There are some things we need to take into consideration. First, the whole set is not spoiled yet so we may get some new card to run. Second, just because this deck is viable right now does not mean that will continue to be viable in a new metagame. With the power of our two card drawing engines and all the swords, this deck could be very good but we will have to see.

Sweet new Innistrad cards!

There are a few new cards that perk my interest more than the others so far but every time I start thinking about new Standard the first thing that comes to mind is Garruk Primal Hunter. The amount of love I have for him is unreal. The card is so amazing and if there is a way to make him work in the new environment, trust me when I say I will be working to find it. His power level is significantly high enough that he is worth developing a deck for.

What about actual Innistrad cards though? Sure my first thought is about new awesome Garruk but the second thought is about his buddy Liliana of the Veil.

Liliana of the VeilGarruk, Primal Hunter

I think the two of them might not just go together in the storyline but also in deck construction. Thinking about playing the two of them in a deck together is like players who love old school Rock decks finally realizing their dreams of playing that deck again. Many of the pieces are going to be available for that deck. Despise, Birds of Paradise, Dismember, Titans, and then the two planeswalkers. What level planeswalker are you by the way? That is a subject for another day but Garruk and Liliana might make the core of a solid Rock deck. I think in order for Liliana of the Veil to be truly playable we need to see a Zombify or Dread Return reprint. My call is one of those two cards in this set. I suppose we could have a functional reprint but there seems no point to that in my opinion. I want to play with my cool textless Zombifys or use the flashback mechanic that is already present in the block from Dread Return. What could we reanimate? There are many options but Grave Titan is an obvious one because he is certainly castable in the deck but having him on turn three would be amazing. (Birds of Paradise, Liliana of the Veil, then Zombify would get us turn three)

There are certainly other ways Liliana of the Veil could be used. Take a look at this new card.

Skaab Ruinator

This flying zombie monster is like a Vengevine Tombstalker hybrid but not as good as either. I think that the drawback on this card is too much. There might be a way to make it work with some of the new cards we don't know about but three creatures is a lot. I would say on average if you are milling yourself three creatures amounts to about seven cards from your library. If you are discarding them from your hand, why? That doesn't seem productive to me. I think the best use of this card is not discarding to Liliana of the Veil but playing him in a Birthing Pod deck. With Birthing Pod you want to be sacrificing a bunch of creatures so it is feasible that you would want Skaab Ruinator in a deck like that if you have blue mana. I am sure we will find more ways to use both Liliana of the Veil and Skaab Ruinator as we see more of the set. Both are high power level and both do things not often found on magic cards.

Stormkirk Noble

The final card I want to talk about today is the most aggressive creature in the set so far. Red Deck Wins has been on my mind due to the similarities between this card and Slith Firewalker from original Mirroden Block. Haste is different than costing less mana but they do the same thing and the first time they can attack is the same turn. Slith Firewalker is still better but his power level was very high for the time. If RDW has a chance of working, I think it is with this guy in the list somewhere. You can even play Volt Charge if you really want to in order to remove a blocker and make him bigger.

The format is changing. Tempered Steel is basically in tact but all the other aggro decks are going to have to find new life. There is certainly room for innovation in the aggro department, as well as basically every other deck type as well. Once Innistrad is legal we will have a whole new format to explore. Most decks will simply not be viable and we will have room to create new decks.

So until next time, get ready to Unleash the Force on new Standard!

Mike Lanigan

MtgJedi on Twitter

Jedicouncilman23@gmail.com

Planeswalker Points and You

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Joshua breaks down the new Planeswalker Point system, analyzing what these and the SCG Open Series changes mean for you.

The DCI replacing the old Elo-style ratings with a new point system has caused a drastic change in how events are perceived. Now, instead of sitting on their rating, players are encouraged to grind out events. Furthermore, the changes to the StarCityGames Open Series will have a major impact on the event choices of American players.

So let's look at what's changed and then we'll analyze what this means for PT-gunning players.

Overview

An event gets participation points based on the number of players. An 8-man event starts out with 1 point. Every time a power of two is reached (16, 32, 64, etc.), the event gains one participation point, eventually maxing out at 9 points for 2048 or more players.

Every win in an event gets you 3 points, while every draw awards you 1.

Those are the baseline points for every event. Depending on what kind of event it is, however, there will be a multiplier attached.

  • Most "local" events and tournament side events will simply be 1x.
  • Game Day events are 2x, as are WPN Premium Qualifiers.
  • FNM is 3x, as are GPTs and various WPN Premium events (for Americans, it's important to note that this is where SCG Opens are).
  • PTQs and National Qualifiers are 5x.
  • Grands Prix and Nationals are 8x.
  • Pro Tours and the World Championships are 12x, with a bonus given to top 8 finishers of the PT.

With the exception of the weird overemphasis on FNM, it's clear that the best way to rack up points is to play in high-level events. The fact that FNM is now a 3x event, however, means that skipping FNM is no longer a real option for people who are trying to qualify or earn byes off their rating.

Why Bother?

Lifetime points are—currently—completely meaningless, save for the label you get attached to your name. What is important are the seasonal totals. To view this on the Planeswalker Points page, select "Leaderboard", "Competitive", then, in the drop-down boxes on the left, select the current season instead of "All Time" and click "Filter".

Each season, the top 100 players, with some split by region, gets an invite to the Pro Tour. The top 300 players in a season get three byes to every Grand Prix in the next season. The top 2000 get two byes, and the top 15000 get one.

Of course, PTQs and GPTs continue to exist, so you don't have to grind rating if you don't want.

StarCityGames Open Series

StarCityGames has changed the point thresholds and prize payout in the Open Series. This image shows the point cutoffs.

The most important takeaway here is that there is absolutely no way to qualify for an Invitational off points until you get all the way up to 60 SCGO Points—a feat bordering on impossible unless you do something that would put you into an Invitational in the first place!

This means that grinding the Open Series is no longer a good idea.

The smart thing to do is attend your local SCG IQs and the local SCG Opens (people who played in SCG Atlanta last week scored 21 Planeswalker participation Points for Standard and 15 for Legacy), but flying around the country attending Opens makes very little sense unless you're merely a hair shy of 60 SCGO Points.

Save your money.

Instead, fly to Grand Prix events. Let's compare a real-world example:

  • I went 7-2 at SCG Richmond, earning 18 participation points and 9 points per win, for a total of 81 points.
  • I went 5-3 (including a first-round bye) on day one of Grand Prix Nashville last year. That got me 64 participation points alone, and 24 points per win, for a total of 184 points.

GPs now have a better prize structure and pay out Professional points as well, which can add up to a Worlds invite.

Pro Tour Qualifiers

The 5x multiplier on these mean that, while they may have a lower base participation score, you'll still get 20-25 points for playing in a typical PTQ. On top of that, wins rack up 15 points, so going 4-3 in a 64-127 player PTQ will be an 80 point boost to your total.

Naturally, making Top 8 and winning more will get you more points.

I had 9 wins in a PTQ last year, which was a 155-point payday for me. Obviously, if you win the PTQ, you won't need the points to score the invite anyway, but having the byes to GPs in the same season will help you stay on the train.

General Strategy

Obviously, you want to be playing in your local FNM every week. It's a bushel of points always available without much travel for most of the US.

In some places, however, it's simply not going to be feasible to do this. People living in these areas should consider traveling early enough to major events so that they may hit up nearby FNMs for more points.

Ideally, you'll also be picking events in locations with more players and more rounds so you can get more participation points and have more opportunities to win. The big problem here is that many players—myself included—preferred to skip FNM the night before big events, preferring the extra sleep. That now seems to be a bad idea.

Dropping is not an option for serious players anymore, either.

Where Planeswalker Points are concerned, dropping from a high-multiplier event to play in a lower-multiplier event is a poor decision. If you know you're clearly out of contention or are safely in the point range you need to be in for your seasonal goal, you can drop if you wish, but grinding out the points is otherwise a necessity.

This is going to be a downright miserable sealed deck PTQ season for precisely this reason. If you open a marginal pool, you're going to be forced to tough it out for the rest of the day even upon being eliminated. If you're out of contention, consider using the remaining rounds to experiment with your deck while trying to grind out wins and stave off the misery.

Remember that if you're sitting at the 2-3 table, your opponent is as well, and his deck is probably just as bad as yours.

Event Selection

If you're qualified for a Pro Tour, Worlds, or a National Championship, you should obviously attend it, especially since now there is no way to qualify for the PT or Worlds that doesn't come with a flight attached.

The next level down are various third-party, high-dollar tournaments, mostly because you're playing in these for money rather than points. The SCG Invitationals and TCGPlayer.com Championships are the best examples of this, though the TCGPlayer.com championship was marred by the event being far too short compared to the number of byes handed out.

3-round byes simply shouldn't exist in a 9-round event.

If you can make it to a Grand Prix, you should.

The cash payout isn't bad. If you have any byes, those give you 24 points each, letting you freeroll 88/112/136 points just for showing up. The entry fee is minimal compared to the cost of traveling to the event and staying in a hotel (most of the time), so worrying about whether it's constructed or limited tends to miss the point. With Wizards saying there will be approximately 20 North American GPs next year, it should be possible for anyone who's been grinding the SCG Open circuit this year to easily make it to 5-10 GPs next year.

The next priority is the PTQ circuit. It's still an open question whether attending GPs is a better decision than attending PTQs, but the fact that GPs pay out Professional Points as well has me inclined to choose GPs for the meantime, especially if the Pro Players' Club remains intact, which has yet to be revealed.

However, once we have a couple of seasons' worth of data to look at, it should be possible to figure out which ones are the better choices in a more general sense. Naturally, if you've given up on making it on points, PTQs are a much better decision in terms of qualifying (though not in terms of money!), and it's possible that even if you do care about points you're better off going to a local PTQ than taking a long trip to a GP in which you don't have byes. If I had to guess, as a rule of thumb, I'd put the line at 2 byes to attend GPs and people with 0 or 1 bye to go to PTQs instead, but that's purely a guess.

After PTQs come the StarCityGames Open weekends. If you've got one nearby, it makes sense to go to those since they do pay out reasonably well in cash, especially if attendance goes down and the field becomes softer due to the reduction in top players flying around to all of them. The 3x multiplier, while equal to FNM, does get better as the player count and round count go up.

One thing to note about the SCG Open weekends is that on Sunday, due to the Draft Opens being 3x, you can actually drop from the Legacy Open if you're doing poorly and go draft instead. You'll even pick up more participation points this way.

After all this, you should attend GP Trials when available, since they're also 3x events, but importantly, the byes to a GP give you a much better shot at making the prize , or even just day two for more rounds and more points.

It may seem a bit silly to play in one of these if you already have byes, but if you're fighting for points and it's the best option available for the weekend, there's little reason not to. Ideally, however, if you already have three byes, you've hopefully already won the money to fly to some event which has better prizes than a GPT.

SCG Invitational Qualifiers are a decent choice if you can't make it to anything bigger, since the SCG Invitationals themselves have an amazing cash payout relative to the number of players in them. If you're level two or three in the SCG Open Series this year, you'll be invited to one or two Invitationals of your choice next year.

But there are a staggering four of them—and you want to make them all if possible.

To summarize, you can get in by winning an IQ, by making Top 8 of a Standard or Legacy Open, or by winning a Draft Open. The other way is to make it to 60 next year or be level 5+ this year, and that'll get you into all four of them.

Minor Events

Random 8-man events are extremely bad value under the new system. Consider this hypothetical:

You're 0-3 in a SCG Open or a PTQ, and you want to drop to go play in a side event. If you go 3-0 in an 8-man draft or a constructed 8-man win-a-box event, you get 1 point for participation and 3 points for each win, netting a total of 10 points. Meanwhile, if you had continued playing in the main event and won two rounds in the entire day, you'd have scored 18 points.

Even slightly larger events, such as local Standard or Legacy tournaments throughout the week, only score a few additional points over the baseline. Wizards' system, despite its flaws, managed to create a world where grinding a bunch of events at a local shop won't be worth very many points, successfully avoiding punishing people who live near a shop that only runs FNM.

Since Legacy is not currently a legal FNM format, it won't receive 3x events at local shops, which could cause Legacy’s appeal to slowly deteriorate for those aiming for points, especially outside of the United States. It has been confirmed that the SCG Open series will continue to keep running Legacy on Sunday, so it's unlikely to see a meaningful drop in popularity in the US.

When an entire event is worth less than a single round of FNM, it's not worth it to spend a bunch of money on entry fees just to grind out points unless you already know you're right on the line of making it or not. And if that's the case, you're still better off just biting the bullet and flying to a random PTQ somewhere you normally wouldn't go.

Conclusion

This system heavily rewards actively playing the game rather than sitting on rating, but doesn't promote spending every single day of your life at the local cardshop playing 8-man drafts.

Overall, the system seems like a great improvement over the prior system, and the mathematical purists can still go to www.thedci.com and look up their rating under the old system—it just doesn't count for anything, much like the Lifetime points under the new system.

Looking at point totals for previous seasons isn't really very instructive. Players who care about points won't be dropping from events with a 3x or higher multiplier, so the number of points needed to make a particular level will go up. This season will help a little bit, but, due to the fact that it doesn't have the massive number of GPs that we'll be seeing next year, the cutoffs to the various levels will be a lot higher.

Joshua Justice

Joshua Justice is a Magic player in Atlanta who's been to the Pro Tour twice. College put him on hiatus from the game until January 2010, and 5 months later he won his first Pro Tour invite with Super Friends. After a series of narrow misses in the second half of the year, Joshua won a GPT and used that to make top 16 of Grand Prix: Atlanta and secure his second Pro Tour invite in just over a year. While Nagoya was a bust, Joshua has been grinding points on the SCG Open Series, and is a virtual lock for the second Invitational. His focus is primarily on metagaming and deck tuning, and partially-open formats are his favorite playground.

View More By Joshua Justice

Posted in Free, StrategyTagged , 13 Comments on Planeswalker Points and You

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Insider: Stinky, Homeless Fetch Lands

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G'day stränga.

Lets jump right in.

This week LEDless Dredge managed to take down the SCG 5k.

Dredge by Michael Morrissey

Creatures

4 Ichorid
4 Phantasmagorian

Enchantments

Instants

Sorceries

4 Breakthrough
4 Careful Study

Lands

4 Cephalid Coliseum
1 Tarnished Citadel

Sideboard

1 Ancestors Chosen
1 Angel of Despair
1 Flame-Kin Zealot
4 Natures Claim
1 Iona, Shield of Emeria

Every time I see Dredge win I always look in the mirror and say, "How did this happen?"

Have you ever hated someone?

Think hard about the person you hate.

I'm not talking a strong dislike.

I want you to visualize someone that makes your blood boil.

Think of why you hate that person.

You can't quite pick one singular thing, can you?

One day I was in a friends brand new Ford Mustang. We were driving down one of the busier streets in downtown Minneapolis, when all of a sudden we hear someone yell. We look around and see a very intoxicated man.

This man wasn't just drunk.

I'm surprised he was even able to stand let alone speak.

We rolled down the windows and asked him what he was screaming.
He yelled something like this,

"WRYYOU DRUUVEPONDEY!"

Ridin' My Poney

"What!?" My friend replied.

We got out of the car to see if he was okay. We thought he might be in trouble or need help.

We walked over to the man and stood about 5 feet from him when he lunged forward and yelled, "WHY DO YOU DRIVE A PONY!"

He then threw his empty glass bottle at the side of my friends Mustang.

Did I mention what my friend does for a living?

He fights.

http://www.youtube.com/watch?v=IVMKQP0K3a0

He travels the country doing MMA.

He doesn't like having things thrown at his new car.

Needless to say, some intervention from local police helped handle the situation. My friend got lucky and was just asked to go home.

That drunk (homeless?) guy is the person I hate.

When I picture someone I hate, I picture a disrespectful, dirty, smelly, loud, 55+ year old man.

When I see Dredge, I picture that man.

My friend and I gave him a chance. We thought he needed help. Should we really have stopped to help?

That old drunk is how I feel about Dredge.

I gave it a chance, I own Dredge cards, and I even had them all in sleeves at one point to play it. I then saw the look on my opponents faces as I won the die roll and took the draw. I watched people get stomped by my hard cast Narcomeba as they kept a hand full of Graveyard hate, sans pressure.

Dredge is a deck that, if you aren't prepared for, will disrespect you. Dredge will take your mother on a beautiful date, tell her it had a great time, and then never call her again. If you don't know how to play against it, it will make you regret introducing them in the first place.

Dredge is good because it has a very good game one against nearly everything. Post-sideboard the hate packages come in, if they have any. After moving hate intro your deck, Dredge isn't so bad.

All the Steps

Picture Relic of Progenitus, and Tormod's Crypt as a shower. Give a stinky homeless man a shower and he will smell better. His clothes will still stink and you will still be able to clearly tell he is homeless, but at least you can focus and give attention properly.

Think of Leyline of the Void as a shower, an AA meeting and a job. You get the picture.

The best hate against Dredge is something that stops them before they can really even try.

Okay

Stop picturing the person you hate.

This new Dredge list has a sideboard filled with all kinds of answers to an opponent's hate. This is not something to hate.

It's something to fear.

I like that the list has eight answers to [card Tormod's Crypt]Crypt[/card]. I strong>LOVE that it has six answers to Leyline of the Void. This drunken homeless man (Dredge) came prepared to battle.

You give it a shower and it runs off in the dirt. You take it to an AA meeting and give it a job, then it steals your alcohol and gets you fired from your job.

This deck is sweet.

I would recommend picking up your Foil Phantasmagorians now before they get hard to find.

I think this deck will be tried by a ton of people and could even be the new face Dredge has been needing for awhile now.

I don't hate this list.

I actually like it.

If you have never tried to play Legacy Dredge, I recommend you try. But know it is very narrow and doesn't have a whole bunch of interaction. Kind of like an undisturbed homeless man.

Is This the Future?


Snapcaster Mage.

I LOVE this card.

I've been brewing it inside of a BUG shell. So far its proven to be pretty good and I'm really excited to play with this card in multiple formats.

I found a set right away for really cheap, at between $5 and $7 each for the set, but I wouldn't pay the requested price tag ($17.49 at SCG) right now.

Being a rare in the first set of a block that has a limited PTQ season means that the non-mythics will eventually find a relatively low price tag. A ton of Innistrad packs will be opened at PTQs and major events this year.

The cards will flood the market for a while and we will see these cards be at a reasonable price after the pre-order dust has settled.

Fetch

A lot of people in my area have been talking about how Zendikar Fetchlands are going to go up in value. Some people have even gone as far to buy them now.

I don't think now is the time to buy.

Give it time.

When Zendikar rotates from Standard, a ton of these will hit the trading room floor. Pick them up when you see them them in peoples' trade binders.

The Onslaught fetches took a lot of time to go up. The Zendikar ones will not take nearly as long, but they will go down before any rise in price is seen.

NOTE: I still don't believe Modern will survive, so the price hike from Modern will end soon enough and the fetches will settle down again.

So let's take a look at the current prices:

Misty Rainforest - $15.99 on SCG

The UG fetchland has been proclaimed as the best of the enemy fetches. Expect these will go as low as $11 before they start to rise.

Scalding Tarn - $17.99 on SCG

I was actually a little surprised to see the UR fetchland have such a high tag. This has to be a result of Modern. Like I said before, Modern won't survive. Just wait it out and these will go down. I see them all the time for around $12 in trades.

Arid Mesa - $12.99 on SCG

This fetchland's tag is about right where I would like to see all of the fetches. Arid Mesa doesn't see much eternal play so don't go over board on these. There are a ton of them out there and I know you can get them in trades for an easy $10. This one is fine to pick up at around $8-$10. I doubt they will ever go much lower than that.

Marsh Flats - $11.99 on SCG

Just like Arid Mesa, this fetch doesn't see much Eternal play. But one thing is different: It fetches for a Plains and a Swamp. For some reason, every single WB card ever has continued to hold a good value, as casual players love it (see: Deadguy Ale). It was actually harder for me to find these than any of the other fetch, and I'd suspect these to be about the same price as Arid Mesa but harder to find.

Verdant Catacombs - $11.99 on SCG

My favorite of the enemy fetches. This one is a sleeper. A ton of Legacy decks are already playing it. I know this is in the Vampires Event Deck, but that's merely another excuse to get them really cheap. Pick these up at $10 and you will not regret it.

Checklist

This week on the checklist we will focus on some lands. I talked about fetches earlier, so why not aim at more?

Bojuka Bog - $0.25 on SCG

A land that hates on one of the most powerful zones in the game. AWESOME! These are easy to find right now because it was printed semi recently. I recommend buying a few sets of these now, as I bought a ton of foils that I will be sitting on for quite some time. The next few years will make them harder to find.

Maze of Ith - $34.99 on SCG

Maze was cheap for a long time and only recently shot up quite a bit. It's not seeing a ton of play right now, but when it does it will skyrocket. Pick them up in trades for around $30 and just wait.

Creeping Tar Pit - $4.99 on SCG

Don't buy this card right now. Wait a few weeks, and as soon as it rotates from Standard, snap them up. Keep an eye out for people trying to unload these at almost nothing. This card will be a 1-2 of in some decks in Legacy for awhile. It makes both Black and Blue and easily kills Jace, the Mind Sculptor with hardly an issue.

Until Next Time…

Get ready for the rotation! Have some bankroll ready to buy some staples on the cheap.

If you’re not having fun, you’re not risking anything.

Please feel free to post question in the comments or email me.

-Mike Hawthorne
Twitter: Gamble4Value
Email: MTG_Mike@live.com

Underplayed and Unappreciated

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First and foremost, I'd like to take a chance to thank everyone that made Magic Weekend Philadelphia awesome! There were infinite Commander games to be played, tons of great people to meet, and lots of fun to be had in various side events. Special thanks to @the_stybs and @CMDRdecks for some especially intense games over the course of the weekend! This coming weekend I'll be making the trip to Grand Prix Montreal. I can't wait to meet the Canadian Twitter crowd, and I'm hoping to even get in some Commander while I'm up there!

This week I wanted to take some time to talk about underplayed Commanders. There are currently 466 legendary creatures which you could use as your Commander, and it's sort of interesting to think about just how many actually get used. Especially with the over-emphasis (at least in my group) on Blue and Green, there are some colors that get completely ignored, much less specific generals in those colors. One of the most exciting things about this format is that there's always something new to do - there are cards that hardly ever see play as generals, much less as singletons in your 99!

What I wanted to do this week was take a chance to talk up some of my favorite legends that I haven't seen very much of, and to ask other people what their favorite underplayed legends are. Before we get started though, it's important to talk about what makes a Legend underplayed. Typically, underplayed refers to a card that sees relatively little play compared to other similar cards, but you have to decide what metric to use to define what is "similar." Typically, power-level is the metric that's used, but for this format you could also talk about how much fun a card is to play with, or how flavorful a card is. I'll be discussing a couple of legends fitting into each of these categories, and hopefully I'll start seeing them around a little more! In no particular order:

1. Rosheen Meanderer

I can honestly say the only build of this I've ever seen is the one that my friend Jim built when we first heard about this format in college, and that deck was awesome! It turns out that there are an awful lot of X spells in the history of the game, and most of them are awesome, especially the newer ones. Now, if you want to cast gigantic X Spells, Rosheen Meanderer is not the most efficient way to do it; the "best" way to do it is probably Wort, the Raidmother plus mana ramp. However, Rosheen Meanderer makes for an awesome theme deck, and lets you play with cards like Instill Energy rather than just typical mana ramp and Mana Reflections.

If you take a look at some of the X Spells that are available in Red/Green, there are some pretty awesome things I'd like to power out with Rosheen Meanderer, like Comet Storm, Gelatinous Genesis, and Wurmcalling, and some sweet things that I want to power them out with, like Quirion Ranger and Provoke. Even something like Green Sun's Zenith becomes an even more powerful utility card than it typically is. You can even do some cute things like run Blazing Shoal and Untamed Might, and go for the General Damage kill.

The important question is what other kinds of things are necessary to make the deck more resilient? A Wort, the Raidmother deck gets some resiliency to countermagic just because of her ability, and has pseudo haste if you can afford to cast Wort and then cast a spell. Along with being less narrow, it's these two things that make [card Wort, the Raidmother]Wort[/card] so much more powerful, and it's these things that a Rosheen Meanderer deck should try to emulate. Things like Boseiju, Who Shelters All will protect you from countermagic, and things like Instill Energy and Hall of the Bandit Lord will give your Meanderer haste so you can use him as a ritual to cast a giant burn spell the turn you drop your Commander.

2. Kaervek, the Merciless

I'm a huge fan of Commanders and decks that are more proactive. Way too many of my decks, and most of the decks I play against on a regular basis, are value-engine decks that grind out single cards over a very long game. While these games can be very interesting, and very skill intensive, it's not something that I'm interested in doing on a regular basis. I much prefer games where there are one or two players at the table who are the aggressors, and one or two people who are the controlling players. Kaervek, the Merciless is interesting because it allows you to put pressure on the table in a number of ways. Once you hit seven mana and drop Kaervek, the game is going to end very, very quickly. He's just going to dominate the board, and you can build your deck around speeding the game along to that state.

Something else that you can consider is running lots of cards like Manabarbs and Citadel of Pain to punish people regardless of whether they're casting spells or not. This can put an incredible amount of pressure on the table to answer Kaervek or die. Depending on what you're trying to beat, you can build a land destruction, discard, or removal deck to make Kaervek more difficult to answer. The deck is great at changing up the dynamics of a fairly stale table since you are, in essence, changing the rules of the game by making life a more valuable resources rather than cards. I definitely would recommend something similar if you're tired of ramp decks and attrition decks!

3. Yosei, the Morning Star, Mangara of Corondor, Hokori, Dust Drinker

These are a few different Commanders that I wanted to talk about, and started writing about individually before I realized that the engines that make them all run are very similar, and that I could condense them to fit more content! The two things that each of these Commanders have in common are:

  1. You're going to want ways to sacrifice them at will so you can better take advantage of them
  2. You want as many ways to recur them as possible

With [card Yosei, the Morning Star]Yosei[/card], this means you can lock one or more players out of the game, with [card Mangara of Corondor]Mangara[/card], you get to exile problematic permanents as necessary, and with [card Hokori, Dust Drinker]Hokori[/card], you get to Winter Orb everyone but you!These are all very powerful effects, and are well positioned to take advantage of some of the most powerful engines in white, like Emeria, the Sky Ruin, and maybe Enduring Renewal. However, what's more interesting than what these have in common is what is different.

Yosei, the Morning Star has an incredible late game because you can just lock multiple players out of the game with Enduring Renewal and mana, or Nim Deathmantle and Ashnod's Altar. The name of the game is how many times can I kill Yosei on my turn. You'd be surprised with what the answer is. A Yosei deck is going to have a very powerful late game, just by nature of your general making it very difficult to interact with you when you decide to start locking people down. That said, you're going to have to back up your late game plan with lots of sweepers and spot removal so that you don't just lose the early game when someone gets out of hand.

Mangara of Corondor, on the other hand, is in need of a late-game win condition. You have all the removal you could need, since your general is a recursive removal spell, even if you're not eking extra activations out of him with Thousand-Year Elixir and Puppet Strings. This is a deck that can take great advantage of cards like Sun Titan, and will have no problem keeping the game from getting too out of hand. Giving [card Mangara of Corondor]Mangara[/card] haste is very powerful, and will make Hall of the Bandit Lord worth running. The biggest problem with this deck has to be finding a way to actually close out games, probably with something like Sacred Mesa or Luminarch Ascension.

Hokori, Dust Drinker is the epitome of unfun cards, but it's something that's very powerful which is why I'm not sure why it doesn't see more play. You can easily build your deck to mitigate the impact of Hokori on your own development, with various mana rocks, sacrifice outlets, and Sword of Feast and Famine. Enough recursion will allow you to sacrifice Hokori, untap, and then play him again. It seems like there are two ways to go with this, either a longer, grindy game that ends with Iona, Shield of Emeria or some such, or a Voltron beatdown deck that's very difficult to disrupt. Both seem very powerful, and I'm surprised I haven't seen it before.

4. Vorinclex, Voice of Hunger

This is another really powerful general who I haven't seen much of. It's certainly not very much fun to play against, but it's a very powerful effect that solves some of the problems that green ramp tends to have since Emrakul was banned, namely that your threats are typically very easy to answer. Vorinclex protects himself in a way, and you can build yourself in such a way that makes him even harder to answer, specifically by including Vedalken Orrery and Winding Canyons in your deck, so that you can float mana in response to removal, and then recast Vorinclex. And really, most Green decks should be playing Winding Canyons anyway, for sheer utility.

Typically, people trying to beat Vorinclex have a very small window in which to do so before it just becomes too hard. Witj all the gigantic bombs that he enables,  all you really need to do is protect him for a turn or two and the game should be pretty close to over. Between Winding Canyons and [card Swiftfoot Boots]Das Boots[/card] it shouldn't be too hard to protect your Praetor. The biggest problem that you're going to have is efficient, targeted removal, and that's what your boots are for!

5. Ertai, the Corrupted

Ertai, the Corrupted is interesting in that he is very powerful, but frequently overshadowed by the other legends in the Esper shard. He's very capable of taking advantage of a number of the powerful cards in that color combination, and can certainly be built around (with cards like Thornbite Staff and Hatching Plans). Thornbite Staff is especially powerful with cards like Reassembling Skeleton, Nether Traitor, and Bloodghast. The biggest problems with Ertai are going to be finding ways to close out the game instead of just keeping the game under control, and making sure you get Ertai out early enough that someone doesn't run away with the early game. This shard has more than enough removal to accomplish that.

Cards like Zur the Enchanter would let you find key cards like Hatching Plans or even Spirit Loop. Nomad Mythmaker could be very powerful if you can find auras you want to play. Even Fool's Demise is kind of awesome for protecting Ertai! There are a ton of interesting things that you can do that take advantage of the cost of Ertai's ability to generate all kinds of card advantage.

So there you have it, five Commanders that are underplayed and undervalued. They all enable you to do interesting and powerful things that should be fun for you, if not for the rest of the table, and I'm hoping that the discussion, on twitter, and elsewhere, will encourage even more unique takes on the format in the future! I'm interested to hear what other people think are undervalued Commanders, and the interactions that you think make them powerful. I've already gotten a ton of answers from Twitter, and I'm looking forward to seeing some more in the comments!

Carlos Gutierrez
cag5383@gmail.com
@cag5383 on Twitter

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