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Insider: What’s Worth What in Worldwake (besides Jace)

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Worldwake is most iconic for Jace, The Mindsculptor, so let's get that out of the way at the beginning. WWK has so much more going for it (okay, beyond just Stoneforge Mystic). Worldwake has several good-value rares and mythic rares, and thanks to how it was drafted, those cards will be worth more because so few were opened. Here's what happened: when Worldwake and Zendikar were around together, they were both drafted. One pack of Worldwake was getting opened. When Rise of the Eldrazi came along, the set was triple-drafted, so that means that draft tables are no longer opening Worldwake packs. "Sure," you say, "but everyone started tearing into it when Jace got popular!"  Let's take a history lesson at the Black Lotus Project and look at their Jace graph. You'll note that it looks like a big plateau over time. Jace is sitting at $40 for two months. He starts ticking up around the end of April, which is when Rise comes out. Jace was bonkers at $65 in September, but that's because Scars of Mirrodin was to be published the next month and everyone knew that Jund was rotating out. Jund was, by the way, a deck that would run roughshod over any UW list, pitching their Bloodbraid Elf into Jace while cackling. So people started cracking WWK then, but the set was about at the end of being printed - two more sets were standing in the way of more WWK print runs! This short print run and little initial demand means that the rising tide of scarcity lifts all boats in the set.

After that explanation, let's get in.

Abyssal Persecutor

$4.00

Such promise, such work. People immediately wanted to string this up with Cabal Therapy and Diabolic Edict, but it's not exactly that simple in Eternal formats. Persecutor didn't answer anything that Black needed fixed; chiefly, it does not draw cards, which is what monoblack needs. It's killable easily enough and plenty of people paired it with Jace in Standard so that they could bounce their Persecutor when the opponent was at negative life.

I don't know what the lifespan of this card will be. Four dollars is a lot to ask for a card that casual players won't flock to and that hasn't made an inkling of movement in Modern. Without Dark Ritual or Chrome Mox to move this along, Abyssal Persecutor must contend with cheaper Tarmogoyfs and better Wurmcoil Engines. I would get rid of mine if I had copies.

Admonition Angel

$1.25

This has Commander written all over it. You'll never be able to make her work the way you want her to in Modern (couldn't in Standard either), but she's so political! The Angel bump makes this card worth a little something, but this is mainly an example of how cheap an unplayed Mythic can be.

Avenger of Zendikar

$2.75

Avenger was a total bulk rare until the ramp decks started showing up. Suddenly, hitting seven mana wasn't terribly difficult at all. On top of that, Primeval Titan made sure that you hit those extra landfall triggers, making your Saprolings huge and ending the game. Avenger was unloved until this point, and then it shot up into the double-digit range (and it's worth noting that Kelly called the card's rise).

Avenger sees a bit of play by wrecking otherwise-fun Commander games, but his days of ramp-fueled glory are mostly over. I have been tampering with monogreen ramp decks (seriously, watch Vernal Bloom) for Modern and I'd much rather cast Eldrazi than this guy. I think that's the best indicator of Avenger's casual future.

Basilisk Collar

$3.00

R&D rightly guards the Deathtouch ability pretty closely. Being able to give it to whomever you want means that the Cunning Sparkmages can grab hold of this Collar and murder anything that gets in their way. Indeed, that was one of the premiere anti-aggro strategies in Standard from the sideboard. Collar is still hugely popular with the casual crowd and I am sort of surprised that it's still so cheap. This is an EDH staple for years to come because it's just so darned cheap to use. It won't make a giant of a creature, but it makes the smallest weenie into a stalwart blocker. I wouldn't be surprised if this card got some love in Modern, possibly alongside Mortarpod.

Celestial Colonnade

$1.75

A colonnade, by the way, is a walkway lined with columns.

This card reminds me of Serra Angel in the old control decks. You'd need a flier to quickly finish them off and this certainly does the job. Colonnade presents a really interesting shift in how we look at manlands. A card like Mishra's Factory will readily soak up an extra mana and crank in for some damage. Colonnade requires a full-blown commitment to getting in for an attack, though. You've got to spend the entire turn doing it. This isn't some incidental "might as well" play, this is the equivalent to tapping out for big spells. In that way, I think Colonnade was more of a late-game value play from a UW dual land. You were not depending on it, but if you were ripping cards off the top, then Colonnade was a fine land to have in play. I foresee these lands holding their value and ticking up a bit. They are very comfortable in most EDH lists, where wasting a turn without playing a spell can be a big deal.

Creeping Tar Pit

$2.25

Trivia: this was Quiet Speculation's preview card, back when Kelly ran the whole thing from a bunker on Blogspot.

The Tar Pit is a very convenient planeswalker killer, which is a huge deal for UB. That color combo has a wretched time getting through to an Elspeth, for example, because their creatures are weak and the Dimir color combo rarely plays lots of little guys to get through. Tar Pits, though, let you seal up a game quickly and take out frustrating Jaces.

I see this card rising in value, as well. UB is the most popular casual color, after all. This is an inexpensive land to activate, and the damage is guaranteed. On top of that, the man it turns into is immune to a lot of Black's removal. All in all, a solid "hold" for the future.

Dragonmaster Outcast

$4.00

I will occasionally look at this casual card for control decks. Look, I tell myself, you could play this on turn six or seven and just start grinding out Dragons. what if they can't answer it? You don't even have to tap out! Dragonmaster hasn't panned out that well for me, but I keep him in mind when I build sideboards for decks that go to the long game. This is the sort of thing I expect to come out of a Mystical Teachings deck in Modern and surprise-kill a lot of grumpy mages.

Eye of Ugin

$1.50

Eye was the hint card for Rise of the Eldrazi. It went from zero to $6+ when ramp decks took off, because it let you run only one copy of the giant pasta monsters and still reliably cast them. You could even run a single Eye and get it with Primeval Titan! Eye can conveniently fetch up colorless creatures in EDH, which means that you can go find Solemn Simulacrum and Duplicant with it. Not terrible, but still a fringe card.

Jace, the Mind Sculptor

$47.00

We all knew that Magic would eventually see the busted Mythic, the overpowered Planeswalker. I suppose I'm happy that it was Jace and not something more devastating. Don't get me wrong, Jace will still kill you easily, but at least it feels like you're playing real Magic against him most of the time. He's not blowing up your lands or Mind Twisting you. Jace's existence means that R&D takes a pause whenever they drum up an idea for a new Planeswalker and ask themselves if it's going to be another Jace. Speculators (and the horde of people who want to be speculators) consider every Planeswalker to be the next Jace. I don't think we'll see anything on the power level of this guy, nor will we see $100 Mythics for a long time. Jace had a profound chilling effect on what we could get in a Mythic Planeswalker.

Joraga Warcaller

$2.00

We move from a card that's universally recognizable to something you might pass up in the quarter rare box! This elf scales with the silly mana ramping that Elves are known for. Its scaling ability is even a Lord-pump ability! If there weren't so darned many good elf pumpers to vie with it, I bet Warcaller would be $5. As it is, this is something that you should keep your eye out for in trading. Bulk junk like this can surprise you.

Kalastria Highborn

$1.50

This reminds me a lot of Disciple of the Vault. It gives a Vampire deck a good deal of reach, if you can feed it enough. I've seen casual games where someone sends their army back to un-death with a Bloodthrone Vampire and finishes the race with a Kalastria Highborn. A Highborn and a sacrifice outlet (especially like Bloodthrone Vamp) makes for a tense combat round.

Omnath, Locus of Mana

$2.50

I have seen a lot of Omnath decks in Commander that look like Omnath, 80 Forest, 20 ramp spells. If you just want to turn Magic into keeping track of your mana pool, this is a potentially devastating general. Omnath can routinely be so big that he'll kill a person with General Damage in one attack. That makes the goofy 80 Forests deck actually something to respect. I don't know that Omnath makes for great long-term game play in Commander - if you play him, let me know what you do to keep things interesting!

Stoneforge Mystic

$6.75

How fitting that we end on the other dynamite card from Worldwake. This lowly Squire was a hit the day she was printed - people just didn't realize it yet. It took Brian Kibler and Co. to pair her with Sword of Feast and Famine to usher in a scary new era of UW Control. These weren't the old "instants and Wraths" UW decks that went to time every other round. They would get a Stoneforge out, grab their Sword and do things like play Jace, attack and untap with mana open to counter whatever the opponent did. Stoneforge was so dominant that it got the axe. I was quite surprised that it took so long to hit the $15-20 mark, too. It wasn't exactly a secret that this girl would get better with time. Now she grabs Batterskulls in Vintage and Legacy and shows no signs of slowing down. Thank the stars that she's not in Modern.

That's it for Worldwake this week; expect a dip into the giants next week when we tackle Rise of the Eldrazi!

Until then,

Doug Linn

Pro Tour Dark Ascension (#PTDKA) Deck Lists!

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If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

| Deck Lists | #ptdka | fantasyPT |  video | text | qsRSS | @quietspec |
Raphael Levy
Avacyn's Pilgrim	4
Birds of Paradise	4
Llanowar Elf	1
Tracker's Instinct	4
Mulch	4
Faithless Looting	4
Unburial Rites	4
Inferno Titan	2
Elesh Norn 	4
Wurmcoil Engine	2
Lingering Souls	4
Copperline Gorge	4
Blackcleave Cliff	4
Darkslick Shores	2
Razorverge Thicket	4
Rootbound Crag	1
Mountain	1
Plains	1
Forest	6
Sideboard
Thrun the Last Troll	1
Ancient Grudge	4
Memory's Journey	2
Ray of Revelation	3
Purify the Grave	1
Jin-Gitaxias, Core Augur   ?	2
Gaudenis Vidugiris
Birthing Pod	4
Avacyn Pilgrim	4
Llanaowar Elf	2
Birds of Paradise	4
Viridian Corrupter	1
Fiend Hunter 	1
Phantasmal Image	3
Viridian Emissary	2
Blade Splicer	3
Solemn Simulacrum	2
Phyrexian Metamorph	1
Stonehorn Dignitary	1
Elesh Norn, Grand Cenobite	1
Sun Titan	2
Sunblast Angel	1
Geist Honored Monk	1
Acidic Slime	1
Archon of Justice	1
Wurmcoil engine	1
Strangleroot Geist	1
Sunpetal Grove	3
Island	1
Plains	2
Forest 	9
Seachrome Coast	4
Razorverge Thicket	4
Sideboard
	
Ray of Revelation	1
Leonin Relic Warder	1
Daybreak Ranger	1
Timely Reinforcements	2
Acidic Slime	1
Batterskull	1
Viridian Corrupter	1
Hallowhenge Scavenger	1
Ratchet Bomb	4
Sun Titan	1
Karn Liberated	1
4 Lingering Souls
4 Midnight Haunting
2 Sword of War and Peace
1 Eslpeth Tirel
2 Sorin, Lord of Innistrad
4 Doomed Traveler
4 Honor of the Pure
4 Intangible Virtue
4 Champion of the Parish
4 Gather the Townsfolk
3 Oblivion Ring
3 Swamp
3 Vault of the Archangel
4 Isolated Chapel
13 Plains
1 Shimmering Grotto
Sideboard
Timely Reinforcements	2
Acidic Slime	1
Batterskull	1
Viridian Corrupter	1
Hallowhenge Scavenger	1
Ratchet Bomb	4
Sun Titan	1
Karn Liberated	1
---
Todd Anderson
Forests	24
Birds of Paradise	4
Llanowar Elf	4
Dungrove Elder	4
Sword of War and Peace	4
Phyrexian Metamorph	2
Strangleroot Geist	2
Gut Shot	2
Bellowing Tanglewurm	1
Thrun, The Last Troll	1
Garruk, Primal Hunter	2
Garruk Relentless	3
Daybreak Ranger	2
Green Sun's Zenith	4
Acidic Slime	1
Sideboard
Ratchet Bomb	3
Naturalize	3
Glissa the Traitor	1
Corrosive Gale	2
Viridian Corrupter	1
Daybreak Ranger	1
Precursor Golem	2
Sword of Feast of Famine	2
---
Elesh Norn, Grand Cenobite	1
Solemn Simulacrum	3
Razor Hippogriff	2
Wurmcoil Engine	2
Devil's Play	1
Whipflare	2
Sword of Feast and Famine	2
Sword of War and Peace	1
Oblivion Ring	2
Glint Hawk Idol	4
Galvanic Blast	4
Timely Reinforcements	2
Day of Judgement	3
Origin Spellbomb	3
Mortarpod	1
Clifftop Retreat	4
Inkmoth Nexus	3
Buried Ruin	3
Ghost Quarter	2
Plains	9
Mountain	6
Sideboard
Grafdigger's Cage	2
Divine Offering	2
Hero of Bladehold	2
Sword of Feast and Famine	1
Sword of War and Peace	1
Revoke Existence	3
Koth of the Hammer	2
Karn Liberated 	1
Sun Titan	1
Caleb Durward
Elesh Norn, Grand Cenobite	1
Solemn Simulacrum	3
Razor Hippogriff	2
Wurmcoil Engine	2
Devil's Play	1
Whipflare	2
Sword of Feast and Famine	2
Sword of War and Peace	1
Oblivion Ring	2
Glint Hawk Idol	4
Galvanic Blast	4
Timely Reinforcements	2
Day of Judgement	3
Origin Spellbomb	3
Mortarpod	1
Clifftop Retreat	4
Inkmoth Nexus	3
Buried Ruin	3
Ghost Quarter	2
Plains	9
Mountain	6
Sideboard
Grafdigger's Cage	2
Divine Offering	2
Hero of Bladehold	2
Sword of Feast and Famine	1
Sword of War and Peace	1
Revoke Existence	3
Koth of the Hammer	2
Karn Liberated 	1
Sun Titan	1
---
4 Geralf's Messenger
1 Skinrender
4 Skirsdag High Priest
1 Bloodline Keeper
3 Porcelain Legionnaire
3 Fume Spitter
3 Mortarpod
1 lashwrithe
4 Geth's Verdict
4 Tragic Slip
4 Diregraf Dhoul
4 Gravecrawler
24 land (not shown)
Jasper Johnson-Epstein
4 Geralf's Messenger
1 Skinrender
4 Skirsdag High Priest
1 Bloodline Keeper
3 Porcelain Legionnaire
3 Fume Spitter
3 Mortarpod
1 lashwrithe
4 Geth's Verdict
4 Tragic Slip
4 Diregraf Dhoul
4 Gravecrawler
24 land (not shown)
3 Phyrexian Obliterator
2 Mental Misstep
3 Distress
2 Black Sun's Zenith
Nihil Spellbomb
Sword of War and Peace
3 Ratchet Bomb
4 Lingering Souls
4 Midnight Haunting
2 Sword of War and Peace
1 Eslpeth Tirel
2 Sorin, Lord of Innistrad
4 Doomed Traveler
4 Honor of the Pure
4 Intangible Virtue
4 Champion of the Parish
4 Gather the Townsfolk
3 Oblivion Ring
3 Swamp
3 Vault of the Archangel
4 Isolated Chapel
13 Plains
1 Shimmering Grotto
Sideboard
3 Phyrexian Obliterator
2 Mental Misstep
3 Distress
2 Black Sun's Zenith
Nihil Spellbomb
Sword of War and Peace
3 Ratchet Bomb
4 Lingering Souls
4 Midnight Haunting
2 Sword of War and Peace
1 Eslpeth Tirel
2 Sorin, Lord of Innistrad
4 Doomed Traveler
4 Honor of the Pure
4 Intangible Virtue
4 Champion of the Parish
4 Gather the Townsfolk
3 Oblivion Ring
3 Swamp
3 Vault of the Archangel
4 Isolated Chapel
13 Plains
1 Shimmering Grotto
Rob Dougherty
---
Caleb Durward
---
Jasper Johnson-Epstein
Sideboard
 

Pro Tour Dark Ascension (#PTDKA) Live Coverage and Analysis

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| Deck Lists | #ptdka | fantasyPT |  video | text | qsRSS | @quietspec

Hi folks! Don’t want to prune through Twitter updates all day for Pro Tour Dark Ascension tech? Here’s the one page you need. We will be continuously updating this page with stories of savage beats, wild unsubstantiated rumors, worthwhile recaps and more. Our Insider subscribers also get access to our realtime email blasts with trade ideas and tips!

Insiders: if you missed an email tip, check the forum post here!

#ptdka Decklist:  All Video Features So Far!

21:13 EST Saturday | Kelly

Click here

for all of the deck lists from the Video Deck Techs that we've found so far!

__

#ptdka Decklist:  BW Tokens

20:44 EST Friday | Kelly

As featured in a video deck tech with Jasper Johnson-Epstein!

I must kill it! I mustn't kill it!

BW Tokens

Maindeck

4 Geralfs Messenger
1 Skinrender
4 Skirsdag High Priest
1 Bloodline Keeper
3 Porcelain Legionnaire
3 Fume Spitter
3 Mortarpod
1 Lashwrithe
4 Geths Verdict
4 Tragic Slip
4 Diregraf Dhoul
4 Gravecrawler
24 land

Sideboard

3 Phyrexian Obliterator
2 Mental Misstep
3 Distress
2 Black Suns Zenith
1 Nihil Spellbomb
1 Sword of War and Peace
3 Ratchet Bomb

---

Colorless Spell Lands

8:05 PM EST Saturday | Doug

One aspect of the colorless rare lands like Moorland Haunt and Kessig Wolf Run is that they are relatively cheap. We're talking $3-5, even after they were bumped up by $1 this weekend. This may seem mystifying; these are lands that are casually really popular and they see a bit of tournament play.

The previous analog for this has been Academy Ruins. Ruins was relatively cheap all through Block and Standard, though it saw play in several control decks. Ruins continued to be cheap for several years after that! Even play in Legacy, recurring Engineered Explosives, wasn't enough to budge it - only Commander did that. It's still only about $6.75. That said, it was $1 for all of 2009.

I predict these spell-lands are going to make the same slow price rise as Ruins did, especially because they are even better than that lousy wrecked Academy. In Commander, effects that give your guys trample or deathtouch are incredible! Kelly and I are taking a long bet on these sorts of cards. The G/B land is not stellar, but all of the others are very interesting.

It's odd that you can have a card like Inkmoth Nexus sit at $20 for ages, but Moorland Haunt never really goes above $5.

CURSED!

7:11 PM EST Saturday | Doug

We are going into Game 3 between Denniz Rachid and Shouta Yasooka. Denniz is on UW Tokens/Humans and Shouta is on B/U Vampires and Ratchet Bombs. Denniz locked G1 away with his tokens, but G2, he just got cleared out by Curse of Death's Hold. Here's the scenario: he's got three tokens and a Snapcaster in hand and Shouta gets the Curse around Mana Leak pretty comfortably. The race stops right there. Shouta stabilizes at 4. Denniz feels the game is getting away from him and has to throw Snapcaster into a Ponder to see what he can line up. He's got Geist of St. Traft, but Shouta now has Bloodline Keeper making a pile of tokens. That Geist is only a 1/1 with a 3/3 at this point, which won't get in for lethal against Shouta's Vampires.

A second Curse from Shouta wipes the board and Denniz scoops it in. Let's see if he has anything in this last game to fight off a seriously powerful card.

I've been talking about CODH for a long time, since it is an incredible counter to token an small-dude strategies. Shouta used it to singlehandedly win a game he was set to lose. It's still a bulk rare, but with UW Humans seeing more attention, I wouldn't be surprised to see Curse become a major sideboard contender.

#ptdka Decklist:  BW Tokens

8:44 EST Friday | Kelly

As featured in a video deck tech with Rob Dougherty (4-1 in Standard after Day 1)

Cometh the hour, cometh the man.

4 Lingering Souls

4 Midnight Haunting

2 Sword of War and Peace

1 Eslpeth Tirel

2 Sorin, Lord of Innistrad

4 Doomed Traveler

4 Honor of the Pure

4 Intangible Virtue

4 Champion of the Parish

4 Gather the Townsfolk

3 Oblivion Ring

3 Swamp

3 Vault of the Archangel

4 Isolated Chapel

13 Plains

1 Shimmering Grotto

---

#ptdka Decklist: Channel-Fireball wRG Ramp

5:40 EST Friday | Kelly

As featured in a video deck tech with Eric Froelich (2-3 after Day 1).  Talk about it on Facebook!

Fur is murder. Murder most foul.

4 Rampant Growth

4 Primeval Titan

2 Green Sun's Zenith

1 Thrun, The Last Troll
1 Acidic Slime
4 Huntmaster of the Fells
4 Sphere of the Suns
2 Elesh Norn, Grand Cenobyte
4 Galvanic Blast
3 Solemn Simulacrum
1 Birds of Paradise
4 Slagstorm
5 Mountain
2 Plains
5 Forest
4 Copperline Gorge
4 Rootbound Crag
2 Kessig Wolf Run
4 Inkmoth Nexus

---

4:48 EST Friday | Kelly

The QS control room during #PTDKA

---

3:33 EST Friday | Kelly

Check out the new Judge Foils, Sword of Light and Shadow and Karmic Guide!  Gotta love the throwback sword for the "we know how banding works" crowd.

Source: StarCityGames Facebook

---

2:19 EST Friday | Doug

The Pro Tour hype really revolves around two cards: Lingering Souls and Delver of Secrets. Let's look into that a bit more... ever since Sorin and Lingering Souls were spoiled, people started packing their decks with token machines. It's a proven strategy. We've also seen the Delver decks, with Sword of War and Peace and Runechanter's Pike, come out of left field for a great tempo strategy. We've even got some friendly wagers going on in the QS Insider Forums about whether the Top 8 will have more Ratchet Bombs or Lingering Souls. Currently, people are favoring Ratchet Bomb over the white Sorcery, but time will tell.

Speaking of Ratchet Bomb, I feel that a lot of deck performance here will depend on whether the token decks have a good solution to the Bomb. Tokens got crunched last week at the SCG: Richmond $5K because everyone seemed to have Bombs on their board. The T32 decklists, here, are a good briefing of what we'll see.

Courtesy of Arthur Halavais (@ahalavais), here are floor prices for cards today. Bear in mind that every dealer at a PT jacks up their prices beyond what's normal.

Liliana of the Veil $35

Geist of Saint Traft $25

Sword of Feast and Famine $38 (!)

Garruk, Primal Hunter $18

Garruk Relentless $18

Thrun, the Last Troll $14

Black Sun's Zenith $6

Phyrexian Obliterator $15

Surgical Extraction $7

Gut Shot $5

Sorin, Lord of Innistrad $60

Sword of War and Peace $50

Havengul Lich $18

Hero of Bladehold $18

Lingering Souls $3

Huntmaster of the Fells$20

Grafdigger's Cage $7

Geralf's Messenger $6

Seachrome Coast $20

Isolated Chapel $9

Werewolves! A Standard G/R Brew

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Maybe it's just the casual side of me, but I am so excited about Werewolves in new Standard!

I think this tribe was close to playable before Dark Ascension, but now we get a bunch of new tools. Last week, I talked a lot about Huntmaster of the Fells. That card is such a high power level that a home will be found for him. Obviously one place is with his tribe. I think he is an obvious inclusion, but the rest of the deck might be a little tougher. If we want to build a werewolf deck, we should take a look at what our options are.

All the Werewolves

Werewolves


To me, this deck seems straightforward to build. Here are the key concepts that go through my mind when I set out to put this initial list together.

1. Mana Curve

This deck is designed to be as aggressive as possible, so we want a consistent stream of threats early in the game. Especially with Blue/White Delver and their amazing tempo strategy, we want to be able to play multiple threats per turn when they bounce our creatures. We also want to be able to play our spells early and often. By designing out deck this way, it gives us the best chance to win. Werewolves might not be the next big deck to beat, but we want it to be able to compete in the metagame.

2. Instants

In this deck we do not want to be playing sorceries because we can utilize our opponents turn when we skip ours to flip some werewolves. If we play our spells on their turn, it's like we didn't have to skip our turn and the werewolves have much less of a drawback.

3. Every Creature is a Threat

Each creatures must be good enough on its own and not rely on the tribal synergy in order to be good. This is the reason that tribal strategies are usually not good enough, because when you are going for synergy you make sacrifices in threat quality. The threats must be good compared to the expected metagame.

Keep that in mind, because cards like Doomed Traveler are not necessarily good on their own, but they are good in the metagame right now. We want to make sure that the creatures we are playing match up well with the creatures everyone else is playing. Let's take a look at which werewolves I think are good enough for the deck and why.

Creature Choices

One Mana:


One mana gets us a 3/2. It’s sort of like Red’s Delver of Secrets, but easier to flip. This is on the same power level as Diregraf Ghoul. It's a one mana threat that provides a decent clock. Against any non Delver of Secrets deck, it has a decent chance of flipping early if you play it turn one.


Wolfbitten Captive is the new kid on the block, but I think he will turn out to be quite important for this strategy. Right now players are not giving him the credit he deserves. Being able to pump himself on both sides is very powerful. Players are focusing on his lack of synergy with the cost of the pump on the flip side rather than on how powerful that is. If he does not flip you can pump on turn two or play another creature, your choice.

If he does flip, then you can’t pump, sure, but you can still play another threat. Just because you have to wait until later to pump is not a bad thing. I actually like this because you don’t get blown out by a removal spell if you choose to pump early. Also, pumping to a 6/6 to trade with a titan is quite impressive for the flip side of a one drop. The only other one drop that can trade with a titan, Typhoid Rats, I would never advocate playing. Wolfbitten Captive might not be the best one drop ever printed, or even the best one drop in Standard, but he is still a solid creature.


This card was not included on the werewolves list but I think he is better than either of the two actual werewolves. Is this Green’s Doomed Traveler? No! It’s better! That’s right, better. Sure, it only starts out as a 1/1, but when it dies it comes back as a 2/2.

Bounce that Vapor Snag Players! Seriously though, Young Wolf and other undying creatures have a natural resiliency to Vapor Snag. Sure they can be returned to your hand but if they are returned after they have died once, you are glad to get another use out of them. I think we are only just starting to understand just how good creatures with undying are. Hex Parasite is even worth consideration because of his synergy with undying creatures.

Two Mana:


I think Gatstaf Shepherd is one of the most important creatures in the deck. The reason he is such a vital piece is due to the keyword on his flip side.

Intimidate.

With all the tokens running around, being able to swing right past them will get you a long way in this new format. Even if Black/White tokens doesn't become popular, against most decks Gatstaf Shepherd basically acts as a Stormblood Berserker. This evasion in the form of Intimidate makes him hard to deal with.


I am not convinced that this is the deck for Mayor of Avabruck. He is in the list right now because I need another two drop and the goal of building synergy between the creatures.  I actually think that Strangleroot Geist is a better choice, so he may actually end up in the deck.

The mayor just takes too long to get active. Sure it’s nice that he is a lord for humans on one side and werewolves on the other, but he dies so easily and it feels like it takes forever to get him active. If you are able to make even one creature from his flip side ability, playing him is worth it. Otherwise, he might not belong in the deck. It might simply be better to hold him in your hand and play him later in the game after they've used up their removal.

Three Mana:


Daybreak Ranger adds a level of complexity to this deck that makes it harder to play against. Acting as pseudo-removal is an important role in this deck. Without Daybreak Ranger, this deck would be much worse. He is good enough that he has seen play in some rogue Standard decks. If you have ever had to play against him when your plan is Delver of Secrets, you know how powerful he is.

Daybreak Ranger can single handedly take over a game against Delver of Secrets. What more can you ask for in the metagame right now?

Four mana:


Huntmaster of the Fells is by far my favorite werewolf.

The amount of built-in card advantage he provides is unreal. Even if he dies immediately, which he should if your opponent knows how good he is, you have still gained two life and now have a 2/2 wolf creature in play. If for some reason they don’t have the removal spell, you now have a serious threat on the table that is hard to deal with.

You don't even have to attack with him. Just passing the turn and letting him flip is game changing. After that, play two spells and flip him back for more value. Many players think he is overrated but I think he is vastly underrated. Again, part of what makes him great is because he is so good against Delver of Secrets.

Rounding out the deck:

What else do we need to finish up this deck? Instants. We need Instants. Since we are going for a mono Red style deck, I feel that burn is the way to go.

I like Brimstone Volley in here a lot. If they tap out for a sweeper, you can use Brimstone Volley to finish them off.

Some Gut Shots seem necessary as well with how the format looks right now, but that may change later.

Finally, I think a pair of Devils Play will simply end a lot of games for you. Paying one for x isn't so bad if it's to kill a Delver of Secrets.

So, the final list would look something like the following.

Untitled Deck

Creatures

4 Reckless Waif
3 Wolfbitten Captive
4 Young Wolf
4 Gatstaf Shepherd
3 Mayor of Avabruck
4 Daybreak Ranger
3 Huntmaster of the Fells

Spells

3 Gut Shot
4 Brimstone Volley
3 Moonmist
2 Devils Play

Lands

4 Rootbound Crag
4 Copperline Gorge
2 Kessig Wolf Run
6 Mountain
8 Forest

This deck might not end up as the winner of the Pro Tour, but it is certainly a ton of fun.

Who doesn't love a little Moonmist in their life from time to time? There are a lot of powerful cards in the deck that make it competitive, but the real reason to play this deck is to have some fun beating people with giant transforming guys.

Until Next Time,
Unleash your inner Werewolf!

Mike Lanigan
MtgJedi on Twitter
Jedicouncilman23@gmail.com

Insider: What the Pro Tour Changes Mean for You

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This is a very exciting weekend for those of us in Magic finance for a few reasons.

The most important one is that there is a Pro Tour this weekend, one that will feature the new Standard format. While we got a preview of what it will look like last week at SCG: Richmond, this weekend will truly demonstrate the power of the new format.

And this Pro Tour will be unlike any before it (at least since it was on ESPN). The reason why? The changes in coverage.

I first touched on this subject back when Organized Play changes were causing a stir throughout the community. At the time I made the argument that these changes would actually be a good thing for the community and I stand by that sentiment. Of course there were a few changes along the way (as we knew there would be), and now it’s safe to say the current system keeps Magic going stronger than ever.

So what are these changes?

Remember this hitting it big?

The most important one to know about is that there will be live video coverage from the Pro Tour, ala SCG Opens and events that GGsLive makes it to. The reason this is important financially is that tech will be available to the masses MUCH faster than in the past.

Think back to even just the last Pro Tour. If you had the right connections (like a QS subscription) you knew that Olivia Voldaren was seeing heavy play and was ready for a spike. Using that knowledge, a ton of people were able to get on the card in a matter of hours and make their money by that night. But with the event being streamed, news of breakout cards like Olivia will hit the masses faster than ever before. And you need to be aware of that.

But what I really want to focus on is the fact that this type of coverage can also be a trap.

A Trap?

Think about all the times you’ve watched SCGLive. The commentators get caught up in their own beliefs and you hear their side of it, which doesn’t always correlate with results, not to mention that I’ve heard far too many commentators give financial advice on air that is horrible.

I remember being taken for Contested War Zone, which spiked for a very short period of time and then disappeared entirely. If it was for the SCG team hyping the card like crazy on air, it’s unlikely I would have ever bought in from just seeing the results.

With all of that in mind, how do we get ahead of the game this weekend? Well, the staff here at QS will be using all the connections we have to try and find out the information as it comes so we don’t have to rely on the coverage. And the usual avenue of Twitter is still a solid way for finding out up-to-date information.

And speaking of that, here’s the piece of news that I have: I’ve been told that Matthais Hunt’s testing group is bringing something exciting, and more importantly, “Not Delver at all” to the tables. That’s all my source from the group gave me right now, but I’ll do my best to keep the information as live as possible this weekend. It will be nice to see something that might shake up the format a bit.

***UPDATE***

It turns out that they'll be on a G/R deck of some kind and are packing Huntmaster of the Fells. Keep a close eye on this and be ready to move on that particular Mythic.

***

Now that we’ve looked at some of the disadvantages of the increased coverage, let’s look at the upside.

The Upside

Remember, in the past when cards would break out at a Pro Tour, the big ones like Olivia would peak immediately, but something else that performs very well but maybe doesn’t Top 8 would get buried under the coverage archives. Now, however, we can expect more features highlighting those strategies. And this presents more of an opportunity.

It’s still safe to say that a performance like that of Death Cloud (which performed very well at the Modern Pro Tour but didn’t Top 8), won’t see huge gains, but the bottom line is these types of decks will receive more coverage.

In all likelihood, this is going to be the best place to look to for speculation opportunities after the initial rush on the Olivia of the Pro Tour are played out. If such decks are solid in the metagame but overshadowed by the “it” deck of the Top 8, we will have an opportunity that is days-long rather than hours-long to move on the cards. That’s important as it takes things out of the range of cash buys and into the world of trading, where you’re able to more easily convert this knowledge into profit.

Dark Ascension

Personally, I expect we can see some more Dark Ascension cards make an impact.

There are a few factors that limited the set at the Open last week. The first was card availability. A lot has been made of the lack of Sorin, Lord of Innistrad at the top tables last week, but how many people realistically had four to sleeve up? That doesn’t mean that Ratchet Bomb (a card I suggested picking up) won’t keep B/W Tokens down, but it is something important to keep in mind.

The other is the fact that people simply didn’t have time to get much in with the cards, especially considering the Pro Tour coming up this week. The average level of brewing for a Pro Tour is completely different than that of an Open, and, in that light, it certainly makes sense for the format at that particular Open to move by a matter of degrees rather than larger leaps.

I’m excited for the Pro Tour and the expanded coverage this weekend. Let’s hope that we get even more news about some exciting pickups in the hours to come!

Thanks for reading and keep your eyes pealed for QS alerts this weekend.

Corbin Hosler
@Chosler88 on Twitter

Monday Night Magic #296 | Jack’s Soapbox Assistance

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The Price Signal: Trade Book Snap Shot

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Outlined here are a number of predictions, pickups and positions that I have been taken in the past four months. Described is what originally motivated the position, a summary of how things have worked out, as well analysis and follow up strategies.

Fall Trades

Zendikar Fetchlands

During October, Arid Mesa and Marsh Flats both got below 2 tix, Scalding Tarn and Misty Rainforest hovered between 3 and 4 tix, and Verdant Catacombs was in at around 3 tix. Between 20 and 50 copies of each were purchased.

Motivation: These are all format staples that were rotating out of Standard. Demand would be at an all time low and supply would be high as players sell their cards that they can no longer use in Standard. Modern PTQ season in the New Year would reignite demand, bringing the opportunity to sell to bots and players for profits of 3 to 5 tix per land. Emphasis was put on the most played lands from the Modern format (Scalding Tarn, Misty Rainforest and Arid Mesa).

What Went Right: As a long term purchase, they will never be cheaper than they were during October. Sold 52 copies of Scalding Tarn for 3.5 tix profit on each. Avoided symmetric investing, defined here as buying equal quantities of a cycle of cards, thus amplifying returns. The 1st MOCS of 2012 was a Modern tournament with over 500 participants, and many opted to play U/R strategies, temporarily pushing the price of Scalding Tarn to over 8 tix. This provided the best opportunity to sell during the current season.

What Went Wrong: Thus far, Scalding Tarn is the only fetch land to have risen to a price where it is worthwhile to sell. The market might have largely anticipated this particular strategy, thus reducing its short term profitability. Take up of Modern as a competitive format might have been muted due to the high cost of some of the staples.

Analysis and Follow Up: Although symmetric investing is pleasing in a conceptual manner, it ignores the different levels of playability of the cycle of fetch lands. Putting an emphasis on the most played lands yielded higher returns than symmetric investing would have. Tix invested in Scalding Tarn has yielded a profit, while tix invested in Marsh Flats (for example) hasn’t up to this point. In the long term this trade will work out, but in the short term it will tie up capital that could be deployed more profitably elsewhere. Following the PTQ season, buy copies of Scalding Tarn as they become available, with a target price of 3.5 to 4.5 tix.

Knight of the Reliquary

This card reached a low of 6 tix during October; 30 copies were purchased at that time.

Motivation: An all format staple, Knight of the Reliquary is a powerhouse in the Zoo archetype. Although not historically cheap, 6 tix had been the most recent price floor for this card. The card had reached prices over 10 tix during the initial hype around the announcement of the Modern format. Target sell price of 9 to 10 tix.

What Went Right: Sold 10 copies during December for between 8 and 9 tix, yielding 2.5 tix profit on each.

What Went Wrong: The Alara Block nix tix drafts over the holidays proved popular and injected a large amount of supply into the market. Wild Nacatl and Punishing Fire were banned from Modern; subsequently Zoo has fallen from the top tier of decks in Modern, eroding the price further. As a result of these two factors, KotR has fallen back to 6 tix, with the possibility of falling further.

Analysis and Follow Up: Reaction to the impacts of the Nix Tix queues and the December bannings on the market for KotR was too slow. If this had not been the case, reducing the position would have protected a small profit, with the ability to buy again later at a price no higher than the original purchase price. Although not a large position, capital will again be tied up in cards with poor short term prospects. Nix Tix events appear to have a large impact on the price of cards from more recent sets than on older sets. Monitor future Nix Tix events and react accordingly.

Cryptic Command

Hovered around 6 tix during October, 40 copies were purchased.

Motivation: One of the more powerful counterspells in the Modern format, it hadn’t seen much play due to its mana cost and the speed of the format. Anticipating a slower format as a result of future (at that time unannounced) bannings, 6 tix seemed a low risk entry point on a card that had seen significant play during previous Extended PTQ seasons. Target price of 10 tix, although higher targets were possible.

What Went Right: After the December bannings, interest in Merfolk and Delver decks drove demand much higher for Cryptic Command. 30 copies were sold at prices between 11 and 14 tix during January, yielding an average profit of 7 tix per card, a return of 100%+.

What Went Wrong: Nothing to this point. Although 10 copies remain of the position, demand for Cryptic Command remains stable and the PTQ season has just begun.

Analysis and Follow Up: The Modern format did indeed slow down and shift as a result of the bannings, pushing Cryptic Command to be more playable than it was previously. Overall this turned out to be the most profitable trade of the fall. Sell the remaining copies during the season and monitor the price of this card for future buying opportunities as it appears Cryptic Command will be a staple in Modern constructed.

More Recent Trades

Liliana of the Veil

Bought 20 copies at 19.5 tix each (week of January 15th).

Motivation: This card has show up in Innistrad block constructed decks as well as in Modern Jund decks. Jund has been a deck to beat in the early stages of the Modern PTQ season. Look to sell during the PTQ season and avoid the glut of supply which will enter the market during Dark Ascension release events. Target price of 25 tix.

What Went Right: Reached a recent price peak of 23 tix or so, putting this trade in the money.

What Went Wrong: Take up of Modern and the Jund deck that features Liliana has been less robust than anticipated, possibly due to the price of staples like Tarmogoyf which make it a costly deck to assemble. Combined with being an in print mythic, the price of Liliana has reached a temporary peak.

Analysis and Follow Up: Sell copies on the classifieds in order to squeeze out a few extra tix and then plan to repurchase during and after Dark Ascension release events. As a staple in block and Modern, this card will hold value and supply will be limited going forward due to Avacyn Restored being a large third set expansion.

Phyrexian Obliterator

Bought 40 copies at 11 tix each (week of January 15th)

Motivation: A big bad monster largely overlooked due to the Titans and the fact that it requires a heavy, if not mono, Black commitment. Look for a shift in the Standard environment as Dark Ascension is released. Price has been largely stable at 11 tix and downside risk seems small. This card carries a target price of 16 tix.

What Went Right: Early speculation has brought the price to over 14 tix, putting this trade in the money with further gains possible.

What Went Wrong: Nothing to this point.

Analysis and Follow Up: Mono Black is one of the primal archetypes of constructed Magic and has enduring appeal. Any apparent increase in playability due to Dark Ascension entering standard should increase the profitability of this trade. In particular, this card will benefit from the 3rd set effect. If the status quo is maintained in Standard two months out, look to reduce this position. Projected losses are 2 to 3 tix per card in that case.

Elspeth Tirel

Bought 36 copies at 16.25 tix (week of January 15th).

Motivation: Tokens, as a theme, have received a continued push in playability from the cards appearing in Dark Ascension previews. Having tested and played a W/G token deck during the early stages of the current Standard environment, Elspeth Tirel was judged to be integral to the deck as a 3 or 4 of. The most recent price floor of 15 tix suggests any position would be low risk, with the most recent ceiling being 24 tix. Target price of 22 tix.

What Went Right: This card has recently spiked to over 28 tix for reasons that are not yet clear. 12 copies were sold at a profit of 7 tix per copy the week of February 5th. Mythics from sets not currently being drafted have the most upside potential due to their supply being less elastic.

What Went Wrong: Nothing to this point.

Analysis and Follow Up: Continued monitoring of the potential around a token strategy appearing in Standard is required. In particular Pro Tour Dark Ascension should reveal the direction of Standard. This card has lasting appeal as a planeswalker so if playability of this card does not change as a result of the new standard environment, holding until the release of Avacyn Restored will add little risk.

Matthew Lewis

Insider: Following the Coverage

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Star City Open Series is a great way to stay on top of Standard and figure out what cards are moving.

Standard

Last week some new deck variants popped up at the Star City event in Richmond, but none of the decks were entirely new archetypes. Tempered Steel won the event, while the Top 16 was littered with U/W aggro-control decks including Humans, Delver of Secrets, and Mage Blade. Heartless Summoning and Mono Green were also present. The Mage Blade deck ran a singleton Dungeon Geists, which I was interested to see. I’m watching this guy very closely.

Mono Green is a deck I had personally tested a bit, but Todd Anderson’s version at this event was a little different than what I had pieced together. While I was surprised to see no Vorapede, it did include a singleton Bellowing Tanglewurm(?!), which doesn’t mean it is a card worth picking up, but shows that maybe Vorapede isn’t going to do anything.If Tanglewurm is getting the nod over Vorapede in a Mono-G Deck, I don’t know that Vorapede will ever be good enough.

Max Brown made 16th place with Mono-G as well and his deck was a bit different, but still no Vorapede. I do like to see Wolfbitten Captive in there, as he is a pretty powerful 1-drop.

This means we may see another brief spike on Dungrove Elders. I’ve been holding onto a set of mine, and as soon as that spike hits the market, I’m hoping to get out.

Sad Vorapede

The best information I see from this event is that Vorapede is not playable. If Mono-G ramp decks can’t make use of it, what can? It looks like we’ll need a Titan rotation before this guy sees any play.

But, for the most part, the format hasn’t shifted too much since Dark Ascension was released on us, at least until we see the Pro Tour decks in just a few short days.

As new decks pop up, you’ll want to be ready to jump on them. The best place to be is at your LGS for FNM. Day one will still be wrapping up by the time your event is in full swing, and swooping in an scooping up any surprise cards right from the display case will be easy pickings.

It also gives you an opportunity to start trading for key staples before everyone else is informed about new decklists. Have bookmarks ready in your smart phone and scope it out between rounds.

Legacy

The Legacy portion of the Star City event did bring some interesting developments.

Tezzeret Control made Top 8. I’d since given up any hope on Tezzeret, Agent of Bolas rebounding at all, but this dedicated Tezz deck breathes some life back into this tired Planeswalker. Using key defensive artifacts like Ensaring Bridge and the newly printed Grafdigger's Cage, alongside the Thopter Foundry/Sword of the Meek Combo. I haven’t yet dumped my Tezzerets, but now I may wait and see if they climb back up at all.

Another deck I want to peek at is the Legacy Pox deck I’ve seen various iterations of recently. While most of these pieces aren’t great speculation targets, Liliana of the Veil as a 4x is certainly notable. She also sees play in the Modern Deathcloud deck, and makes an occasional appearance in Standard. She may not come down much more if you’ve been waiting to get in on some.

Stoneforge Mystic is still all over the format, both in Stoneblade and Maverick varieties, and I think it may have finally found a bottom it can rebound out from. Despite bannings in Modern, this card will be all over Legacy until banned there as well. There’s just too much awesome stuff it can do in that format. If you don’t have a set, now’s a good time to pick one up. They ring in at about $5-6 a pop on eBbay (and $7.99 on SCG), but I’ve been able to find them cheaper in trades.

The other notable card is Chain Lightning. Burn’s resurgence in Legacy combined with its playabiltiy in the Tempo style decks along side Lightning Bolt has seen this card start to climb over the past month. If you want a cheap deck to get into, Burn has always been the ticket but is rarely on top of the metagame for long. If I had any of these, I’d be looking to move them out while I can.

Thanks for catching up on the tournament coverage with me. Watch my Twitter Feed (@torerotutor) for my input on the new decks and cards. I have a couple friends playing and I’ll be following the entire event closely.

Insider: Dark Ascension’s Showing at SCG: Richmond

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At first glance, Dark Ascension appears to be underpowered relative to recent sets. Some people have gone as far to say that the set’s value is lower as a result. I, too, have reacted in this way.

Perhaps it was naïve of me to assume there would be very little in terms of financial relevance in Dark Ascension. So I’m taking a step back to reassess things. Statistically speaking, it seems highly unlikely that every card from this newest set other than Sorin, Lord of Innistrad will be destined for the dollar bin.

Star City Games: Richmond

As of the time I am writing this article, there is really only one notable tournament that highlights the beginnings of Dark Ascension’s impact on Standard: Star City Games Richmond. Naturally the first thing I want to do as part of my reassessment is to consider what new cards have been making a splash.

Standard always goes through a period of transition when a new set is released, and this is no exception. Even though Dark Ascension’s power seems underwhelming upon first glance, I still need to have respect for potential new archetypes. That being said, I need to be very careful.

I only managed to attend one Star City Games tournament in 2011, in Indianapolis. At that time, Mirrodin Besieged had just been released and it was the first weekend where this set was legal. Cards like Go for the Throat and Black Sun's Zenith were exciting people all Saturday morning. But there was one card that fetched even more attention that day. (chart courtesy of blacklotusproject.com)

The card was Contested War Zone, and it was exchanging hands on site as high as six dollars. Thanks to this card, Kuldotha Red became a tier one deck on that day. I remember starting 2-0 at that tournament before getting smashed round 3 by this deck, even losing on turn four of game 2 thanks to some mana screw.

A quick look at the above graph shows how evanescent Kuldotha Red’s tenure in Standard truly was. In fact, the deck is still completely legal in Standard, yet Contested War Zone now sells for less than $0.50 on eBay. There is a valuable lesson to learn from this anecdote – one successful tournament when a card is brand new does not imply a promising speculation buy.

Back to Today

Right now the time is 6:42pm on Saturday, so the Star City Games tournament has not reached Top 8 yet. Therefore, there are no published lists yet (I’ll come back tomorrow to check the lists and update this article, don’t worry!). Since I have been busy most of the day, I have been unable to watch the live coverage. For now, all I have to go by is this short paragraph on Star City’s homepage:

The StarCityGames.com Richmond Open Series is winding to a close, and it’s been an eventful Saturday so far. Heartless Summoning has suddenly begun turning heads, powered by Dark Ascension’s Havengul Lich and a number of large creatures. National Champion Ali Aintrazi is piloting the deck, but he’s not alone… Control and aggro are both showing up in strong numbers, with Dungrove Elder, Champion of the Parish, Delver of Secrets, and Geralf’s Messenger headlining new aggressive strategies—Mono-Red has some competition!

Based on this assessment alone, it seems like Heartless Summoning has become a card thanks to Havengul Lich. Additionally, Green aggro decks may finally have breached tier one status, though it’s not clear why. Dungrove Elder has been around for a while so there must be some other factor. I’ll have to dig further when I look at the lists tomorrow.

Of the final cards mentioned specifically, only Geralf's Messenger is from Dark Ascension. Thus, we have two cards from Dark Ascension that may try to break the preconception that this set is underpowered.

Checking Star City’s stock, it seems that there are 7 Havengul Liches in stock at $14.99 and 27 Geralf's Messengers in stock at $5.99. But as tempting as it is, I don’t believe it’s time to buy.

I’m going to wait until Sunday to see the Top 8 deck lists and to recheck stock on these cards. While I have to actually wait until tomorrow morning – over 12 hours – to see these lists and digest them, you merely have to scroll down…

…

…

It is now 9:30am on Sunday – let’s see how Dark Ascension’s cards have done.

Where Have All the New Cards Gone?

And our Top 8 decks include:

Deck Name – # in Top 8 - # of DKA cards in main deck
U/W Delver – 2 – 0,4 (1x Faith's Shield, 3x Thought Scour)
Esper Delver – 1
Solar Flare – 1 – 2 (Tragic Slip)
Mono Green – 1 – 4 (4x Strangleroot Geist
U/B Heartless Summoning – 1 – 6 (4x Tragic Slip, 2x Havengul Lich)
Wolf Run White – 1 - 0
Tempered Steel – 1 - 0

So it appears the Heartless Summoning deck and Mono Green decks managed to make Top 8! They unfortunately lost in the quarter finals, but they still earned some level of respect.

Turning my attention toward Dark Ascension cards, there is some evidence that supports many speculators’ initial hypothesis – these cards may be underpowered in this Standard format. Only five unique cards found their way into the Top 8 main decks, with the only rare/mythic being Havengul Lich.

What Does it all Mean?

The format is still in its infancy. There will be months of time during which Pros and Amateurs alike will be brewing up new ideas. As of right now, though, I see very little reason to jump in head first on speculations from Dark Ascension. In fact, I would be much more inclined to pick up Tempered Steel cards and Mono Green aggro cards before moving into anything from Dark Ascension.

It’s interesting to note that there was no card similar to Contested War Zone within Dark Ascension. Or if there was, it certainly had no real impact on the format. Yet.

Before I close I want to revisit the two cards I looked up on Star City’s website to see if the price and/or quantity changed.

I am so excited that this little experiment was informative! In about fifteen hours, Havengul Lich moved to sold out status on Star City Games. It won’t be long before they increase their price to $20 as a result. My advice: if you can trade for them at $15, it couldn’t hurt too much. But I would certainly not rush to Star City Games as soon as these are back in stock and buy them out. As I learned from the Contested War Zone fiasco, one successful stint in a young format does not make a card a hit.

I can make an interesting observation here as well. After getting some hype from Star City’s own website, the card did not make any splash in the Top 8 of SCG Richmond. Result? The stock on this card increased from 27 to 35 - a reflection of this card’s disappointing performance.

This concludes my journey into the early tournament impact of Dark Ascension. In all honesty, none of these results really surprised me. My initial reaction to this set’s spoiling was that it is relatively underpowered. The sacristy of cards from Dark Ascension in this Top 8 only solidifies my assessment. And while Havengul Lich may have earned itself the spotlight for the time being, I see very little opportunity to jump in on any particular card.

While this format sorts itself out, my primary focus will be on cards from Scars block and M12 which made a recent splash here. Dark Ascension cards, on the other hand, will have to simply wait.

-Sigmund Ausfresser
@sigfig8

Presenting the Innistrad Booster Battle Packs!

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Having been reviewing preconstructed Magic decks for some eighteen months now, it's not at all unusual to get comments from readers on older articles that reviewed a deck they were interested in. And so it was some time back on our article of the Magic 2012 Booster Battle Pack release, "I do wish they had these booster battles for non-core sets, would be neat to play ISD only." I suggested in my reply that it might be a fun thing to build, but it stuck in my mind a bit until I decided I'd give it a try myself!

For those unfamiliar, the Booster Battle Packs were a riff on the popular "Pack Wars" limited format where you take an unopened booster pack, some land, and shuffle them together. Last September's product was an attempt to give the format a little bit of shape and direction. Each pack came with two boosters as well as "two 20-card semi-randomized decks."

What this really meant was that each player would get two 10-card packets which contained five cards of a single colour (four common, one uncommon) and five of the corresponding basic land. To mix things up, Wizards designed two different packets for each colour, many of which explored a small sub-theme or aspect of the colour represented. The randomness came in which packets you found waiting for you when you opened the Battle Packs up, but in all cases you got a nucleus for a 25-card two-colour deck, as you'd open the booster pack and pick exactly five cards from it.

This was a novel way to play with Magic 2012 cards. But what if we took the same approach with Innistrad?

Today I'll be building ten sample packets for some Innistrad pack wars, which is a great way to teach and develop those folks who may be new to the game, or just have a bit of fun yourself.

We'll break down the Magic 2012 packets to give us an idea of what Wizards' intent was and then rebuild using Innistrad cards. Together with some Dark Ascension booster packs, you've got a fully operational Death Star limited format!  Here goes!

White

M12 White A

  • Armored Warhorse
  • Divine Favor
  • Pride Guardian
  • Siege Mastodon
  • Serra Angel (U)

M12 White B

  • Angel's Mercy
  • Griffin Rider
  • Griffin Sentinel
  • Peregrine Griffin
  • Roc Egg (U)

As you can see in these first two packets, there was some thought given behind how each packet would be composed. In this case, you have two different facets of White creature-based strategies.

Packet A has the ground forces of the lot, with a solid aerial finisher in the Serra Angel. The Divine Favor gives you a bit of a battlefield boost for one lucky trooper, with a dollop of lifegain thrown into the mix.

For packet B, we have the core of a skies deck, including a nifty interaction between

cards focused on the Griffin Rider. One thing to bear in mind here is that these cards form the core of a deck in miniature- 25 cards is not a lot, so even with singletons you'll have a good opportunity to draw and play them. Add to the fact that these quasi-Limited matches tend to be a little on the slower side and you see that the Griffin Rider is a solid pick here.

For Innistrad, we'll be mirroring these two constructions.

INN White A

  • Avacynian Priest
  • Elder Cathar
  • Moment of Heroism
  • Thraben Purebloods
  • Spectral Rider (U)

This is your 'ground forces' core, with a combat trick (Moment of Heroism) thrown in. The Avacynian Priest is a good lockdown/stall card, and can pry open a defense to help keep the beats rolling. Thraben Purebloods is a functional reprint of Siege Mastodon, and a good finishing beater as its high toughness can be hard to deal with.

For the uncommon slot, while the Fiend Hunter is considerably stronger than the Spectral Rider, I kept the power level deliberately lower in keeping with the original, but you could just as easily make the substitution to give this player an extra dose of removal. It should also be noted that in a Booster Battle Pack there is no colour overlap between packets, so if you get the White one, your Rider is free and clear!

INN White B

  • Abbey Griffin
  • Chapel Geist
  • Doomed Traveler
  • Voiceless Spirit
  • Midnight Haunting (U)

For our skies construction, we have an easy recourse to the Spirits tribe - though the [/card]Abbey Griffin[/card] makes a fine midrange body. Our uncommon here is a creature card and surprise removal all in one, Midnight Haunting. Mausoleum Guard would be alright as well, but you'd have to find room for another noncreature card, as each pack had at least one.

Blue

M12 Blue A

  • Aether Adept
  • Amphin Cutthroat
  • Coral Merfolk
  • Jace's Erasure
  • Belltower Sphinx (U)

M12 Blue B

  • Cancel
  • Chasm Drake
  • Frost Breath
  • Skywinder Drake
  • Azure Mage (U)

Again the pattern is clear here, taking two different aspects of the colour and highlighting each.

For pack A we see a milling sub-theme through the enchantment Jace's Erasure and the Belltower Sphinx. That's not a lot of arrows in the quiver, but the tactic is aided by the small size of the deck as well as in the slower pace of the format. You also want to be careful not to overload a packet, which can gain a serious advantage if the corresponding booster pack has a lot of cards that support that strategy.

The second pack gives you your aerial option, much as it did in White. You also get some of Blue's signature element - countermagic - as well as a combat card in Frost Breath. This pack had a lot of special effects to help take over the later game, such as the Chasm Drake's passenger ability as well as the card-drawing mana sink of the Azure Mage.

For Innistrad, we'll need to change things up a bit.

INN Blue A

  • Fortress Crab
  • Selhoff Occultist
  • Spectral Flight
  • Stitched Drake
  • Curiosity (U)

INN Blue B

  • Claustrophobia
  • Frightful Delusion
  • Moon Heron
  • Stitcher's Apprentice
  • Murder of Crows (U)

There was a certain temptation to invert Blue A, turning it from a minor offensive mill theme to a self-milling theme to take full advantage of Innistrad's various incentives for doing so. Deranged Assistant, Stitched Drake, Armored Skaab and Skaab Goliath would form a superb nuclear core for such a deck, with a Dream Twist to round it off. The problem here is that such a construction would run a very real risk of self-decking with only 28 cards left in the library after you draw your initial hand.

Another consideration worth mentioning is that this is a product largely keyed to the novice. It's been well established that self-milling is a "feel-bad" tactic for newer players, so it might be something we avoid this time around. By the same token, we're also excluding all dual-faced cards. Though they'd make for some entertaining inclusions, we'll take our cue from the Intro Packs and make do without.

Back to our packs. We'll include a Selhoff Occultist in pack A for a dollop of offensive milling, the Crab for some defense, and give the merest hint of what is possible with your graveyard by including the Stitched Drake. For our uncommon, we're going with Curiosity for some card drawing. As a creature aura, this will go well with the Stitched Drake or any other evasive creature we find. For B, we want something a little more aggressive to contrast the two packets, so we're going with some birds in the air and some removal and countermagic.

Black

M12 Black A

  • Disentomb
  • Mind Rot
  • Sorin's Thirst
  • Zombie Goliath
  • Sengir Vampire (U)

M12 Black B

  • Bloodrage Vampire
  • Duskhunter Bat
  • Taste of Blood
  • Tormented Soul
  • Vampire Outcasts (U)

Notice the theme that jumps out of Black B? Bloodthirst! Everything there either enables it or takes advantage of it, and with that being a set mechanic we have carte blanche to make a replacement packet however we like. Packet A by comparison is a much more generic construction, with some typical Black effects (draining, discard, recursion) and a couple fat beaters. With Innistrad as heavily tribal as it is, these packets almost create themselves!

INN Black A

  • Ghoulcaller's Chant
  • Ghoulraiser
  • Rotting Fensnake
  • Walking Corpse
  • Abattoir Ghoul (U)

INN Black B

  • Markov Patrician
  • Stromkirk Patrol
  • Typhoid Rats
  • Vampire Interloper
  • Tribute to Hunger (U)

Both of these packets are similar in composition, drawing almost exclusively upon Black's tribes for the set. That said, there's enough differentiation between them that they don't feel like carbon copies of one another. For A's uncommon, we passed up the Diregraf Ghoul. A strong second-turn 2/2 attacker, they go rapidly downhill when drawn later in the game. The Abbatoir Ghoul is more expensive, but it is useful at any point and keeps us on-theme with the Zombies.

A shortage of suitable Vampires forced the inclusion of the Typhoid Rats in pack B, but they also can come in handy. Even when drawn late, they can be a strong defensive threat thanks to their deathtouch. It was a bit of a coin toss for the uncommon slot, as Falkenrath Noble would do a job there as well. Consider bringing along Dead Weight if you decide to go that route instead.

Red

M12 Red A

  • Chandra's Outrage
  • Fiery Hellhound
  • Firebreathing
  • Goblin Tunneler
  • Volcanic Dragon (U)

M12 Red B

  • Blood Ogre
  • Goblin Fireslinger
  • Lava Axe
  • Shock
  • Stormblood Berserker (U)

It might not jump out at you, but packet A for Red actually contains a fairly clever little interaction. Use the Goblin Tunneler to make a low-power, pumpable creature unblockable, then pump them up once they get in for damage. The Fiery Hellhound combos perfectly here, but any small weenie will do when you've got access to a Firebreathing. As we saw above in Black, Red also comes equipped with a bloodthirst-theme, meaning we'll be starting from scratch there. As with Black, though, we can easily fill the gap with a tribal core.

INN Red A

  • Ashmouth Hound
  • Harvest Pyre
  • Kessig Wolf
  • Pitchburn Devils
  • Skirsdag Cultist (U)

This packet seems to hearken back to the old Bard's Tale/Wizardry computer games when your party would be attacked by the most random and ridiculous gaggle of unrelated mobs you could possibly imagine. Since we're passing up Werewolves, we have to make do with what we get. Fortunately, there are still some synergistic options available to us.

The Pitchburn Devils offer up a free Lightning Bolt when they die, and if you happen to pop them with the Skirsdag Cultist (perhaps in response to removal) you get a free Shock to go with it. It would be a shame to let all that killing go to waste, so there's a handy Harvest Pyre to stack the bodies onto to help eliminate your opponent's biggest threat.

INN Red B

  • Bloodcrazed Neonate
  • Crossway Vampire
  • Night Revelers
  • Vampiric Fury
  • Rakish Heir (U)

Aaand here's the thematic choice! The all-singing, all-dancing, all-Vampires troupe, you don't need to open any others in your booster to still get some good use out of the Vampiric Fury or the Rakish Heir, though of course the more the merrier. Regardless of which creatures you end up with, the [card Bloodcrazed Neonate]Neonate[/card] becomes a must-deal-with threat, and the Crossway Vampire can blunt your opponent's best defender to help you go for the jugular with one last attack.

Green

M12 Green A

  • Garruk's Companion
  • Gladecover Scout
  • Plummet
  • Stampeding Rhino
  • Overrun (U)

M12 Green B

  • Giant Spider
  • Greater Basilisk
  • Sacred Wolf
  • Trollhide
  • Lure (U)

Alas, poor Green. Sadly typecast in the role of red zone beaters, you don't find a great deal of differentiation between these two packs. Both the [card Garruk's Companion]Companion[/card] and [card Spampeding Rhino]Rhino[/card] in packet A have trample, but everyone gets invited to that party once you land your Overrun.

Meanwhile, packet B promises a brutal Greater Basilisk + Trollhide + Lure combo to kill off your opponent's best three defenders while the rest of your army rushes past, but doesn't give a great deal of flavour besides. Luckily, Innistrad's bursting with it, so let's make two very distinctive replacements.

INN Green A

  • Ambush Viper
  • Darkthicket Wolf
  • Orchard Spirit
  • Ranger's Guile
  • Lumberknot (U)

INN Green B

  • Festerhide Boar
  • Prey Upon
  • Somberwald Spider
  • Woodland Sleuth
  • Boneyard Wurm (U)

Packet B gives us a fair sampling of Innistrad's morbid mechanic. If there's a weakness there, it's that these creatures tend to be a bit on the expensive side, to to even that out we have a couple of cheap options. The Boneyard Wurm only gets better as the game goes long, and in the creature-heavy limited environment of pack wars, you can expect casualties in the red zone. To force the issue, there's also a Prey Upon. In this packet, it should work for you almost every time - even if you use it to 'fight' one of your useless weenies against a better creature, your own chump's death will give you a morbid trigger!

For packet A, you get a more rounded sampling of Green's creature power. The Ambush Viper is occasionally exaggerated as "Green's Doom Blade," but there's no mistaking that it has some strong killpower as a surprise blocker. The Orchard Spirit gives you some evasion while Lumberknot can become very large very quickly. Ranger's Guile is there for a combat trick as well as a way to counter your opponent's targeted removal.

For each packet, you'll want to throw in five basic lands of the appropriate type. Then all you need is two booster packs of Innistrad and a friend, and you're good to go!

The Contest

To the winner go the spoils!

We'll be giving away an "Innistrad Booster Battle Pack," sleeved and ready for play, to one lucky Quiet Speculation reader!

The prize package includes every card listed above from Innistrad - all ten packs. Each pack is fully sleeved, containing the five cards listed in each packet above, five land of the appropriate type (also sleeved), as well as three empty sleeves for the cards you pick out of your boosters.

Boosters? That's right! We're throwing in four Dark Ascension booster packs to get you started on your path to Limited gameplay! And just to make sure you've got something more tangible than glory to play for, we've even thrown in a prize - a pair of foil, promo Mondronen Shaman, the giveaway for Dark Ascension's release parties.

This will be a random drawing from all participants, and will end on Monday, 20 FEB, with the winner to be announced in the next Magic Beyond the Box feature.

Here's how you enter:

1. Leave a comment on this article in the comments below. Simply let us know what you thought of the original Booster Battle Packs or of the new one we've created above. If you would have done it differently, what might you have included? Was there anything we left out? Is this a good way to tech new players Limited, and, if not, do you have any ideas of your own? Any of these questions are fine, or leave some comments of your own! As ever, it doesn't have to be the great American novel, but we always like to hear the community's thoughts - especially when Wizards attempts something new. Doing this will get you an entry in the pot.

2. If you retweet the "official contest announcement tweet" on Twitter (from me, @ErtaisLament), you'll get another chance to win as well!

Good luck to all, and as ever thanks for reading!

Jay Kirkman

www.ErtaisLament.com

Win-Grin, Corpse-Born

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So last week was the Dark Ascension Prerelease, which was awesome! I managed to pick up all of the cards from the new set that I needed, won some packs, and had a great time. But because I'm degenerate, I decided to go to the release event this week as well, half hoping to go 0-2 drop and go play some Commander.

In my pool I had the fortune of opening Grimgrin, Corpse-Born and Gravecrawler. I won more than a few games by "going off" with those two. Sometimes Falkenrath Noble joined the party. Other times I got to loop Ghoulraisers to keep Grimgrin going.

Needless to say, I was hooked after that and immediately set about building a Grimgrin deck out of whatever pieces I had around that weren't already in decks. I really wanted the deck to be more on the low-powered and budget end of the spectrum, since most of the decks that I have right now are pretty well tuned and heavily invested in.

As mentioned in the recent Slobad article, you can get a lot of value from sacrificing creatures to Grimgrin. You can protect your guys from removal like Swords to Plowshares. What I really want the deck to do is to loop Gravedigger effects as a slow but powerful recursion engine and a way to power up Grimgrin.

Gravedigging

  • Gravedigger
  • Warren Pilferers
  • Pit Keeper
  • Ghoulraiser
  • Cadaver Imp
  • Entomber Exarch
  • Grave Scrabbler
  • Gravecrawler
  • Phyrexian Reclamation
  • Dawn of the Dead
  • Cackling Counterpart
  • Mimic Vat
  • Nezumi Graverobber
  • Morgue Theft
  • Tortured Existence

The plan for this deck is for it to be mostly commons and uncommons, built around generating incremental value with creatures that like hitting the graveyard over and over. The gravediggers are a huge part of this, since they let you keep rebuying other value guys or other gravediggers, keep a presence on the board at all times, and have a constant source of food for Grimgrin.

The two worst cards here are Tortured Existence and Grave Scrabbler, but the interaction between the two is pretty sweet. These probably aren't good enough to stay in the deck very long, but I wanted to start with ALL of the gravediggers!

Get Morbid!

One of the sweet things about Innistrad Block is that it gave Zombie decks and graveyard decks all kinds of cards that enable them to do awesome things. Morbid as a mechanic plays particularly well with Grimgrin, since you can sacrifice creatures at will. Grimgrin also loves creatures that have abilities that trigger when they die, since you can activate those whenever you want as well. Even if you're on a pretty strict budget, or just building with what you have around, you can build a pretty sweet deck almost exclusively out of Innistrad cards!

Sacrifice Me!

  • Black Cat
  • Floating-Dream Zubera
  • Ashen-Skin Zubera
  • Solemn Simulacrum
  • Reassembling Skeleton
  • Vengeful Pharaoh
  • Shapesharer
  • Evil Twin

Unfortunately there's not too many of these, since you mostly want to be sacrificing Gravediggers, but the ones you do have are pretty awesome. First, you can't imagine that I'd play a deck like this without the on-color Zuberas in it, right? This is a perfect home for them and it's an excuse to play with my favorite tribe. Who would've known that the Zombie deck was actually a Zubera deck in disguise?

Shapesharer is actually there pretty much exclusively to copy Zuberas, though there are some other awesome things it can do, mostly by copying cards from the next set we'll talk about. Black Cat is a flavorful inclusion that's sort of like a second Ashen-Skin Zubera. Reassembling Skeleton lets you untap Grimgrin at will and is certainly very good, but I don't know if I want such an easy mechanism since it does seem a little over done. Last, Vengeful Pharaoh is a great way to discourage people from attacking you, since it's going to end up in your graveyard pretty much whenever you want it to. I'm sure there are plenty more cards that like to die so be sure to let me know which ones I missed in the comments!

Sacrifice other Stuff!

  • Falkenrath Noble
  • Diregraf Captain
  • Nim Deathmantle
  • Grave Pact
  • Murder of Crows
  • Reaper from the Abyss
  • Mimic Vat
  • Trinket Mage
  • Skullclamp

As usual, the two sides of this are the cards that like to die and the cards that like to see other cards dying. The best cards here are Skullclamp (and the Trinket Mage that fetches it!), [card]Reaper from the Abyss, and Nim Deathmantle, since they generate so many extra cards just by being in play for a turn or two. There are so many opportunities to break these cards and really run away with a game using them.

Mimic Vat is pretty good in most decks, but especially good in this one where you can imprint whatever creature you want, whenever you want. Murder of Crows is a card that I was excited about for Commander from Innistrad and I haven't really seen anyone playing it. That said, this is the perfect deck for it, since you want to filter through your deck for your best cards, stock up your graveyard with Pit Keeper, and Murder of Crows enables you to do all of those things.

The last card that's kind of interesting is Falkenrath Noble. It's sort of surprising how many decks have trouble beating a Falkenrath Noble, even without Grimgrin enabling it. Incremental value cards, like Falkenrath Noble, Reaper from the Abyss, and Murder of Crows are all so much more powerful than people give them credit for and are definitely things that I look to include in all of my decks.

Stock Your Graveyard!

  • Moonlight Bargain
  • Fact or Fiction
  • Forbidden Alchemy
  • Diabolic Tutor
  • Buried Alive
  • Beseech the Queen
  • Mirror-Mad Phantasm

The graveyard is a very important resource for most Commander decks and this one is certainly no different. Cards like Fact or Fiction and Buried Alive have been used to stock graveyard for just about forever, but there are some new tools that are pretty exciting. Forbidden Alchemy and Mirror-Mad Phantasm from Innistrad are great for filling up your graveyard with fun stuff to take advantage of.

Then there's also Moonlight Bargain, a card that doesn't get nearly as much play as it should. If you can take advantage of your graveyard, you get to draw most of the five cards, regardless of how many actually end up in your hand.

The tutors are in this section because, frequently, you use them to go get one of these enablers because your graveyard is so vital to the way this deck wants to play the game. You have a full seven Gravedigger effects that you don't really want to play until you have creatures in your graveyard plus tons of other ways to buy back and otherwise take advantage of having guys in the graveyard. Because of that, these kinds of effects are very important for getting your engines going either in the early game or after having your graveyard exiled.

Going Beatdown!

  • Swiftfoot Boots
  • Helm of the Ghastlord
  • Myr Battlesphere
  • Grave Titan
  • Bloodline Keeper
  • Necrotic Ooze
  • Steel Hellkite
  • Massacre Wurm

Sometimes you just need to kill them and Grimgrin isn't always good enough. Commanders do occasionally get tucked, and some decks are more capable of dealing with single creatures, making it harder to deal 21 points with Grimgrin, so you need to have a plan to kill other players.

The first thing this deck wants to do is just suit up Grimgrin with Swiftfoot Boots or Helm of the Ghastlord and beat in. Lightning Greaves and Bonehoard would also be awesome choices for these slots but I just don't have any additional copies of those cards lying around.

Additionally, you have a bunch of cards that can win the game on their own. Token generators like Grave Titan and Myr Battlesphere can run away with the game pretty easily, especially when you have cards like Nim Deathmantle in your deck. In addition to that, you've also got Massacre Wurm, which can single-handedly kill someone playing a tokens deck, which there are a ton of in my local metagame.

Then there's also the Grimgrin, Corpse Born, Bloodline Keeper, Necrotic Ooze combo which you can go for without too much fear.

For anyone who's unfamiliar, if you get Grimgrin, Corpse Born and Bloodline Keeper in your graveyard, you can make Necrotic Ooze infinitely large by making a vampire, then sacrificing it to untap Necrotic Ooze. It's possible that it's worth adding Thornbite Staff to this deck so that you can go infinite with Grimgrin and Bloodline Keeper equipped with Thornbite Staff.

Card Advantage and Utility

  • Azure Mage
  • Phyrexian Arena
  • Withered Wretch
  • Makeshift Mannequin
  • Syphon Flesh
  • Damation
  • Faerie Macabre
  • Think Twice
  • Tragic Slip

There are a ton of sweet cards here that I'm excited about! It's exciting to see what you come up with when you have to build with restrictions of any kind, since it makes you think a little outside the box and find more corner case cards.

There are a few cards that are just generically good, like Phyrexian Arena, Damnation, and Makeshift Mannequin. But then there are some cards that are only really good in a deck like this one, like Faerie Macabre and Tragic Slip. In this deck, Faerie Macabre is uncounterable graveyard hate that's easily recurred and Tragic Slip is just Swords to Plowshares with no drawback!

Another exciting card is Azure Mage. This is a card I've been championing in a few formats recently, and I believe that it's criminally underplayed in Commander. This is a format where people go big and where you run out of cards. There will be turns where you've got nothing to do and just want to draw two cards. Granted, Azure Mage is much better in a deck that actively wants to and is able to recycle it, but the card is just much more powerful than it's given credit for.

The worst card in this set is easily Think Twice. This should probably be almost anything else, and it's probably because I've been playing too much Standard, but I really like the idea of milling away Think Twice and then getting a free card. Mulldrifter is likely much better, but somehow I don't have any additional Mulldrifters.

The Mana Base

Manabases are especially difficult when you're working with whatever you have, since that usually doesn't involve an abundance of dual lads. Two color decks tend to be pretty easy though, and fortunately I picked up a Devour for Power preconstructed deck awhile ago and was able to scavenge a bunch of fixing from that!

Mana Rocks

  • Mind Stone
  • Armillary Sphere
  • Mistvein Borderpost
  • Everflowing Chalice
  • Wayfarer's Bauble

Every deck needs some kind of acceleration. My personal inclination is to stay away from cards that draw attention, like Sol Ring, in preference of things that can either turn into cards later, provide color fixing, or scale-up as the game goes on.

Mistvein Borderpost can be used as a land drop, but more frequenty you just want to play it as a Darksteel Ingot that lets you cast a turn four Grimgrin. This is probably a deck that wants more artifact mana, especially doubling effects, but I just don't have the collection to support that right now, so instead I'm going with a slightly higher land count than usual, starting at 39 lands instead of the typical 37 or 38 or so.

Lands!

  • Nephalia Drownyard
  • Shimmering Grotto
  • Evolving Wilds
  • Terramorphic Expanse
  • Miren, the Moaning Well
  • Jwar Isle Refuge
  • Sunken Ruins
  • Dimir Aqueduct
  • High Market
  • Tectonic Edge
  • Barren Moor
  • Dreadship Reef
  • Drowned Catacomb
  • Haunted Fengraf
  • 15 Swamp
  • 10 Island

With the mana taken care of, let's look at what the finished deck looks like:

[deckbox did="a146" size="small" width="560"]

It's exciting when a deck turns out exactly how you wanted it to. And that's what happened here.

I wanted a slow, grindy, theme deck that interacted along the same axes that my group was comfortable with and was much closer to their power level. Playing with a bunch of slow, creature-based recursion engines means that you're never going to be out of gas but that your most powerful plays are much worse than they could be.

You could certainly build the deck to be more capable of comboing off, since there are a number of ways to generate infinite [card Tendrils of Agony]storm[/card] with Rooftop Storm, of all cards. The deck could also be a lot more casual, focusing a lot more on Zombie tribal than on using Grimgrin as a value-engine to dominate the longer games.

Regardless, I'm pretty happy with how it's turned out, and if you've got any suggestions to improve the deck (but not too much!), I'd be glad to hear them in the comments.

As always, if you've got a deck you want looked at, or an idea you want to talk about, I'm always glad to talk about the format, so get in touch with me via Twitter or email! Next week I'm planning on finishing up my Yomiji, Who Bars the Way deck that I was challenged to make, so be sure to check it out!

Carlos Gutierrez
cag5383@gmail.com

@cag5383 on Twitter

Monday Night Magic #295 | A Vintage Affair

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Monday Night Magic #295 - A Vintage Affair
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Insider: The Hidden Treasures of Zendikar, Pt. 2

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Welcome back to our exploration of Zendikar. If you were busy last week while we were plumbing the ruins of ancient tombs, take a look at Part One and you'll catch up. Otherwise, come on in and let's check out the second half of this set!

Lotus Cobra

$4.75

Lotus Cobra, along with Jenara, were ballyhooed because we all thought that everyone would need four of these in every deck to compete. It was a little more true with the Cobra, since the Mythic decks used it to catapult into Sovereigns of Lost Alara or Elspeth. With a fetchland, this can create two mana on a turn, so one can get some excellent mana advantage.

In Vintage, the Cobra also took off; there are, after all, far fewer ways to kill a little monster like this one. Cobra could transform the land drop from a Gush into casting Necropotence. It could turn into a turn-2 Jace if you wanted it!

Lotus Cobra doesn't see much competitive play these days and it isn't really a compelling casual card. It isn't much that you'd want in a Commander deck, since it's just a mana accelerator. But that said, it's a slightly played Mythic, so it commands a few dollars.

Mindbreak Trap

$2.75

The Trap sees a little Modern and Vintage play, mostly for use against Storm decks. It saw a big jump lately as a way to fight U/R Storm. It can stop Grapeshots or it can completely handle a Past Into Flames. Being able to stop an Eldrazi makes Mindbreak Trap into a worthwhile Commander spell. It has experienced a few little jumps here and there; not a solid speculation target, but worth acquiring a few.

Nissa Revane

$4.25

Nissa's history is this: when printed, Elf fans went crazy. Nissa dropped to $5 when the hype settled down. Then, Eldrazi Green came out and cards like Nissa became $15 cornerstones of the top Standard deck. Nissa could feed an Eldrazi Monument or spawn a growing field of swarming, angry elves. Now that the deck has gone, Nissa is down to reasonable levels for a planeswalker. The bonus ability for Nissa is nearly-irrelevant for Commander, since you only get one little guy to spawn, but the Ultimate can still pull a deck full of elves onto the board.

Oracle of Mul Daya

$1.25

In recent Magic, we've seen ramp decks really take off. I think it's a result of having good expensive spells to cast. We've always had good acceleration, but one of the earliest big-spell decks I can remember is Accelerated Blue- a deck with Grim Monolith and Morphling! Oracle is part of a new wave, along with Primeval Titan and Avenger of Zendikar. Oracle is a sustainable, mid-level ramp creature that's at home in both Standard and Commander decks. Oracle is kind of fragile, but I find that it can last for a few crucial turns in Commander. That's often all you need.

Pyromancer Ascension

$1.25

PA spawned a new combo type. Thanks to the shifting of Rituals to Red, one can use cantrips and Rits and easily "flip" Ascension. Then, it's just a matter of making enough mana to storm out with Grapeshot or Empty The Warrens. This card is still pretty seriously underpriced, but I doubt that PA decks will take off more than they have in Modern. If you're set on playing Sulfur Falls, Twin is probably the better deck. This deck gets batted around in Legacy now and then because you can use Regrowth and Manamorphose to loop through the entire deck.

Sorin Markov

$4.75

Who knew that Sorin would drop this low! Of course, he was never a great Standard planeswalker; his major appeal comes from Commander. Being able to Magister Sphinx someone can be pretty solid, especially if you can drain them for 20 life or more. On top of that, Mindslaver is one of the most feared cards in Commander for a reason! Unfortunately, Sorin is pitiful at defending himself and leveling him up only draws the ire of the whole table. If you're going to make a casual Vampire deck, then this guy is a good pal to have as the King Baddie, but don't wait for him to see much Constructed play.

Vampire Nighthawk

$1.25

This is exactly the kind of uncommon that I want to see once in awhile. Nighthawk is really strong, but it just kisses the boundaries of what 1BB should get you. Cards like this make us care about uncommons, and the uncommon slot is a great home for powerful weenie creatures. We'd grumble if Kitchen Finks were a rare, but as an uncommon, it feels like a treat to open. Similarly, Strangleroot Geist is a great uncommon that gets us excited to open packs again.

Vampire Nighthawk sees a bit of casual play, especially because Deathtouch is such a rare ability. In multiplayer, a Deathtouch creature is like having a Seal of Doom on the board. With Nighthawk's Flying, you can even dare someone to come in with Empyrial Archangel - they'll still taste the blade!

Warren Instigator

$2.00

What's better than one Goblin Lackey? Two tied together! For another mana, you get twice the hand-clearing, field-cluttering Goblin acceleration. Now absent cards like Goblin Matron and Goblin Ringleader, you'll rapidly run out of Goblins to actually deploy. That can be uncomfortable, especially for people trying to make this guy work in Modern. I don't see it happening, but the Instigator is still a fine casual card. This is another example of a card that people lost their senses over, then realized that it wasn't quite as good as previously thought.

Well that concludes our analysis of Zendikar, but we'll keep delving into this block next week as we try out the buried treasures of Worldwake! Until then,

Doug Linn

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