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Rainy San Diego: Part I

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Normally I use this space to talk Commander theory, or at least make my content relevant to the format. I recently received some sage advice: passion is more important than content. I played in Grand Prix San Diego last weekend and the event had more emotional impact on me than any other I've played, so I'm going to write about it.

San Diego was only the second Grand Prix I'd been to. The first was last year's in Oakland, but the format was extended, I didn't have a deck, and I hadn't been planning to play when a few friends decided to go and asked if I wanted to come along. I thought a big event might be fun and the promotional Umezawa's Jitte made up for the entry fee, so I threw together some hilariously bad Quest for Ula's Temple deck with the hope of winning a match. I didn't get that far, but I did win a game by hard-casting Inkwell Leviathan in my sixteen land deck after my opponent Legend ruled his own Jittes. The point I'm trying to make is that San Diego was the first Grand Prix I've seriously competed in, and I had no idea what to expect.

I took Greyhound down to San Diego with and an old friend from San Francisco who's also at school in LA, and the two friends I've been PTQing with this season. We'd practiced a lot of Innistrad Sealed and some Draft, and I'd managed to win an eight-man Trial at my LGS. By this point I felt pretty confident in my grasp of the format, but unlike the PTQ circuit I was liable to run up against Pro players if I did well. How was it all going to go down? There was only one way to find out. Crack my Day 1 pool:

Untitled Deck

White

2 Ghostly Possession

Blue

2 Deranged Assistant
2 Grasp of Phantoms
2 Silent Departure
2 Think Twice

Black

2 Bump in the Night

Red

2 Ancient Grudge

Green

2 Somberwald Spider

Artifacts

2 Galvanic Juggernaut

Lands

In Magic, you want a deck that's powerful and consistent. In Innistrad and most other sealed formats, that means that you open a multitude of bombs and plenty of solid removal to keep you from losing to opposing bombs. This is not such a pool. Geist-Honored Monk, Balefire Dragon, Curse of Death's Hold, and Daybreak Ranger are classifiable as bombs, and at first black-red looks like a great idea. Alongside Curse, black offers Victim of Night and Morkrut Banshee to deal with opposing threats, and Bitterheart Witch lets me find the Curse more consistently. Unfortunately, there isn't enough removal in this color combination to fight out the slug-fest that would be bound to happen if I made it to the later rounds with a good record. Between the 1,044 pools opened at the GP, some were bound to be insane, and those pools in the hands of competent players were bound to make the top tables as the rounds went on.

When your pool isn't one of the top ten percent in raw power level, you need a different approach to beat those that are. Basically you need to stop them from enacting their game-plan, which means avoiding interaction along the axes they're prepared for. This pool has an Invisible Stalker along with Butcher's Cleaver, Spectral Flight, Furor of the Bitten, and Travel Preparations, so in theory I could have gone all in and blanked their removal and blockers, but the deck would have been incredibly inconsistent. There's a happier middle-ground to be found in decreasing the effectiveness of opposing removal without completely turning it off: aggression.

The more pressure you can put on your opponent, the less time they can wait to maximize the value of their removal spells, and the less time they have to draw their most powerful cards. Even better, because the good players with good pools will be expecting other good pools at the top tables, they'll build their decks to be more effective in a long game, and will most likely choose to draw first, effectively putting themselves another turn behind in the tempo-dependent games you bring to the table. With this in mind, the correct way to build this pool for a Grand Prix with three byes going in is almost certainly to run all of the powerful and aggressive green and white cards, but the building doesn't end there. Nightfall Predator is ludicrously powerful when it can pick off a creature every turn, and Rage Thrower is almost unbeatable in a deck that forces trades. Between Traveler's Amulet and Ghost Quarter, there's almost no reason not to add some power with a splash. In fact there's only one reason not to go that route.

There's a better splash.

Luis Scott Vargas has compared Grasp of Phantoms to Time Walk, and while that comparison doesn't quite hold up in the majority of blue decks it does when you're the aggressor in virtually every match up. Interestingly, the more aggressive the deck, the less the card parity of putting a creature on top of its owner's library matters, so Silent Departure fills the same role, and cheaper. But once again, this deck has to be designed to beat the strongest pools in the room, and while Silent Departure is more mana efficient, the opportunity to keep an opponent off of removal for an extra turn with Grasp more than makes up for the cost. On top of all that, splashing blue doesn't even diminish Daybreak Ranger's value by that much. While there are times when Nightfall Predator will kill off the opposing team, more often than not its job is to eat a removal spell. With a Ghost Quarter or Traveler's Amulet on the board, my opponents couldn't afford not to kill Ranger given the chance.

Here's the final list I registered:

Untitled Deck

Doomed Traveler

Avacyns Pilgrim

Ambush Viper

Avacynian Priest

Cloistered Youth

Hamlet Captain

Elite Inquisitor

Elder Cathar

Village Bell-Ringer

Villagers of Estwald

Daybreak Ranger

Festerhide Boar

2 Galvanic Juggernaut

Grizzled Outcasts

Geist-Honored Monk

Travelers Amulet

Prey Upon

Blazing Torch

Travel Preparations

Rebuke

Butchers Cleaver

2 Grasp of Phantoms

Ghost Quarter

2 Island
7 Plains
6 Forest

My friend Claude, who I came down with, had a round one bye based on rating. We sat down and discussed what we ought to sideboard into, and then tested a few quick games to get a feel for our decks. He headed off to play round two, and I hunted down Eric, a friend from San Francisco who I knew had also won three byes for the event and did some more testing. My deck was fairing pretty well, but not dominating, so I went into round four feeling a bit uneasy.

Rounds Four and Five

My first opponent had a white-blue deck featuring Mindshrieker and Angel of Flight Alabaster, and presented a decent clock backed by lots of card advantage. I managed to pull out the match on the back of my Galvanic Juggernauts, but I was feeling unsure about my pool's chances when I'd already encountered so much difficulty in my first round. While the next round still went to game three, it was nowhere near as close, and I started to believe that I might have a chance.

Round Six

My opponent for this round had an aggressive black-red deck full of Vampires and Werewolves. I lost the first game to Bloodcrazed Neonate and friends fairly quickly while Galvanic Juggernaut refused to block. The second game started off poorly too; I was getting beaten down by Crossway Vampire, Vampire Interloper, Rakish Heir, and Bane of Hanweir. I dealt with the Heir, and though my Geist-Honored Monk died, one of its tokens held off Interloper. All I needed to do was deal with Bane of Hanweir and then draw a 2+ power creature the turn after that, and I'd be back in it. I picked up the top card of my library...Galvanic Juggernaut! That could trade for the Bane of my existence, and better yet, I had five lands out and a Traveler's Amulet in hand, so I could increase my chances of drawing a body. ā€œCast Amulet, crack for Island and play it, Juggernaut, go.ā€

ā€œBane of Hanweir transforms.ā€

I punted that one pretty hard. Next turn my Juggernaut had to attack, he took it, and two turns later I lost to his Werewolf, not the best feeling in the world.

Rounds Seven and Eight

I managed to get my head back on straight before the next round started, and found myself paired against Lukasz Musial of Tempered Steel fame. He had another strong UW deck, and both games he managed to secure a superior board position before I crushed him with the awesome might of Grasp of Phantoms. Between my strong draws and his mana issues, he wasn't in a very good mood at the end of the match, but I wished him luck for the next round, and he did in fact manage to rally and qualify for Day Two. The next round went similarly smoothly, and before I knew it, I too was locked for the next day!

Round Nine

Despite being unable to miss, winning round nine was still pretty important. X-3 was going to be unable to Top 8, and X-4 couldn't Top 16. Being unsuccessful in winning a PTQ this season, and with only a few to go, Top 16ing this Grand Prix was going to be by far my best chance of getting onto the Tour. I walked over to the pairings board, scanned for my name, and found the table number. Then I checked my opponent.

Jon Finkel

You've got to be kidding me! Going into the event, I knew I'd play high-level pros if I did well, but on some level I didn't really believe it would happen. I struggled to regain control as I made my way over to table sixteen.

ā€œNobody's unbeatable.ā€

ā€œHis deck will be just as ill-equipped to deal with aggression as the rest of them.ā€

ā€œYou know how to play this game.ā€

Not that I really believed any of that. I sat down and introduced myself, then we rolled and he chose to draw, revealing an Island and an Angel of Flight Alabaster as he riffle shuffled. I drew my hand, and I was in the clear!

I kept, and after curving Pilgrim into Ranger into [card Elder Cathar]Cathar[/card] into Outcasts, he was dead to Prey Upon.

I was exhilarated and nervous as I debated siding in a Somberwald Spider or Silent Departure. I decided not to, and plucked an Island out of my board to switch with one in my main deck. We presented.

ā€œI'll draw.ā€

I could taste victory, but he was right to choose the draw. He hadn't seen any indication that I was playing an aggro deck, he just saw a particularly fast start; somehow that hadn't crossed my mind. I blinked a few times in bewilderment, then picked up my seven.

Surely a turn three Juggernaut would do it. But somehow he stabilized. He rebuked the Juggernaut, and clogged up the board to keep the Elder Cathar and Elite Inquisitor I'd drawn from getting through. I was ripping lands, and then I found it: the second Grasp of Phantoms. I was on seven lands, and Grasped his Angel of Flight Alabaster to keep the Mindshrieker he'd milled (see a pattern?) in his yard and hit for some damage. He replayed it, I pulled the top card of my library towards me, picked it up, and slammed down an eighth land! Three Grasps later, I'd 2-0ed the Shadowmage Infiltrator himself!

All it took was double Time Stretch.

Afterglow

With Day 1 on the books, I briefly considered trying to find a computer to do a practice draft on Magic Online, but opted for more sleep instead. My friends and I returned to the hostel we were staying at, and hit the sack, only to find a surprise the next morning...

Which you can hear more about if you come back next week for Day 2! In the meantime, I'd love to hear your opinions about my straying from my normal purview. Do you want more content like this? If so, which parts of the experience do you want to hear more about? How would you have built this pool? I'll be at Worlds in San Francisco this weekend, so if you're going to be there, feel free to drop me a line via any of the usual channels and we can meet up. I look forward to seeing you there!

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

Insider: Draftcycling – Midrange Rares and Tracking Mythics

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This past weekend I finally got to attend my first Grand Prix, and it was quite the experience. I expected to get a lot of trading and negotiating with dealers done, but unsurprisingly, I ended up spending most of my time actually playing Magic. The event itself was anti-climactic as I lost round nine to miss Day 2 at 6-3. I was able to make a few trades here and there, but I clearly needed to budget my time better if I wanted to really take advantage of the number of vendors present.

Grands Prix, for those of you who haven’t been, are pretty cool. There’s events firing constantly, and nearly a dozen vendor booths to deal with. Most have printed buylists, and if I had planned better, I would have brought one from each vendor home with me after the Grinders (GPTs) on Friday, and organized all the cards I wanted to sell by vendor. Instead, I was trying to do as much research as I could between rounds of the GP on Saturday, and by the end of the day, still didn’t have very much figured out. Saturday was such a long, and ultimately saddening, day that I didn’t have it in me to catch up that night. I got some stuff done on Sunday between side events, but I know I could have taken more advantage of this opportunity. Taking the time to get organized before becoming overwhelmed at the event site would have been a huge benefit.

On the tracker:

I’ve had Tezzeret, Agent of Bolas on my Watch list for some time as his price has snowballed downward. I picked up a set at my LGS for $14ea, a few days ago, and I’ll continue to target him in trades. He’s a 4-mana planeswalker, who’s abilities are strong (although parasitic to deck construction). Standard is bound to see a cycle where his deck is able to squeeze into the metagame. I’m expecting him to swing back to at least $20 if not higher prior to his rotation. Now that I’ve got my set, I’ll be brewing up a casual deck for my FNM’s, and keeping an eye on his price. Tezz decks combat [card]Kessig Wolf Run decks well, but not sure how they fair against the rest of the format, so some fine tuning will need to reveal if the strategy is well poised now or will have to wait for a format shift.

Thrun, the Last Troll has been on my Hot List for sometime. His wide range of control-hating abilities was bound to find a home, and it did. He’s doubled in price since I set him at a buy, and I’m getting out of mine. If you need yours, hang on to them, I’m not so sure he’ll drop immediately, but I’m happy with my current gain on him, and am ready to cash out as I don’t see him going much higher. Because he’s Legendary, no decks are going to run 4 of this guy.

On the Horizon:

I’ve got no large events on my horizon, so back to the grind of drafting at the LGS and incrementally bolstering my binder with good trades. Our LGS has recently been trying to get Legacy firing on a weekly basis, and I’ve finally got two Legacy decks that are just a couple borrows away from being ready to battle. Trading into Legacy staples is a big part of what I want to be doing now, as I’m sure other people at the LGS are going to try and build decks to be part of the Legacy following that is still growing at our store. Knowing what trends are picking up in your local area is key to being one step ahead of your trading partners. For me, that means getting out of my Standard cards as they peak, and swapping them into whatever stable Legacy pieces I can. Then I can trade Legacy cards for Legacy cards I need.

On the Draft tables:
Okay, I know these Dual lands aren’t worth billions of dollars, and I myself am just as guilty of this, but these are going way too late. The LGS takes these in at $3 store credit, and you don’t have to be a math wizard to figure out how many of these it takes to free-roll a draft. I certainly wouldn’t first-pick one just to grab the $3, but 4th or 5th pick? I need to start getting more realistic about how much value my deck gains in my 4th or 5th pick before I automatically shuffle the dual land to the back of the pack. Drafts at my LGS are essentially prized so that the top 2 in a pod get a free draft plus a little store credit. Picking up these duals is a tough thing to balance, and I’m trying to find the happy medium where I’m glad to grab the couple dollars, and sacrifice the bonus to my deck. I’ve been known to eschew $3 cards, no matter how late, if I could take something that helps my deck; but, especially once pack 3 comes, if my deck is already taking shape, grabbing the money when I can is something I need to start considering. The problem that most drafters face is that we are competitive and we want our deck to be as strong as possible so we can crush the competition. On the other hand, there’s a solid player at our store who grabs any rare he can get his hands on. This type of rare-drafting defeats the whole purpose of drafting. While he may recoup his money, he was likely better off just buying a box of boosters to crack.

Upcoming Articles:
There will be a lull for me in major events to play, so I want to circle back and dig into some new ground with this column. What sorts of topics are you most interested in hearing about? Any formats that haven’t been touched on enough lately? Are there any aspects of trading that could use some analysis? This is an opportunity for Insiders to get the content specifically geared towards what they are hungry for. I’ll look for input here in the comments.

Happy trading everyone.
Chad Havas
@torerotutor on Twitter

A Standard Interlude: 4 Color Singleton

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This week I wanted to talk about something a little different from my typical Commander musings. I hope you guys don't mind too much.

Last Friday I was trying to figure out how to tweak my U/W Draw-Go list to beat the various midrange and token decks, without losing too much from my great control matchups. I foolishly decided to complain on Twitter about how I couldn't fit all the cards I wanted to play into my deck. Then my benevolent editor threw the gauntlet:

It doesn't take much to get me to try something off the wall. The singleton nature of Commander is the thing that I like the most about it, so it sort of makes sense to try to recreate that in Standard. Regardless of how bad an idea this was, I wanted to do it. I started with the four color Tezzeret list that Tsuyoshi Fujita T8'd Pro Tour Nagoya with earlier this year. Tezzeret, Agent of Bolas is my favorite card in Standard, bar none. Unfortunately, the card isn't very good right now, and so I was excited to take the chance to play with it.

At some point during the process of trying to make a "good" list, I got fed up with trying to metagame individual cards against decks I knew I'd see, and just started jamming cards that I liked playing with into the deck. Here's the monstrosity I ended up with:

[deckbox did="a135" size="small" width="560"]

All it's missing is Child of Alara as an unofficial Commander, right? Honestly, at some point building this I decided that I just would have to play against control matchups all night since I could try to grind out small advantages and outplay people. Aggressive and over-the-top strategies like Mono-Red and Wolf Run are just going to apply too much pressure; you'd have to draw all the right singletons at all the right times to have an outside chance against them.

I showed up to my local game store about an hour before FNM to play a few games against whatever decks people had on them with my U/W deck, and to get an idea of how that might have fared. I got in a few games against Mono-Red, U/G [card Mayor of Avabruk]Mayor[/card]-Go, and U/B, won those games pretty handily, then registered for the Standard event. We had just enough people to run a five round event with a cut to Top 4.

Round One

This round I was paired against Zach, a younger guy at what looked to be his first FNM. He won the die roll and started off with a Glistener Elf and a [/card]Plague Stinger[/card], which made my turn 2 Myr look pretty abysmal. We traded guys, he cast a Whispering Specter, and it was around this point that we got repaired, since someone had forgotten to register.

It's more than likely that Zach would have crushed me game one, but I think that after sideboard I stand a much more reasonable chance. I was hoping we'd get paired again at some point so I could find out!

Round One: Repair

This time I was paired against Zach's brother, Tim. Tim was a little younger than Zach, and hadn't been playing the game for very long. These kinds of matches are my favorite and least favorite to play. I really do enjoy playing with people who are new to the game. It's important to help them understand the rules when they make mistakes, but mostly to make sure that they have a good time. We all started there at some point, and it's easy to lose sight of that sometimes; playing these kinds of matches is an opportunity to show someone how the game can be a ton of fun, and make them want to play more and get better.

I hate playing these kinds of matches, because I played a turn 3 Garruk Relentless off of a Leaden Myr, and he'd never seen a planeswalker before. Planeswalkers are some of the most confusing and unintuitive cards in the game. Against someone who hasn't seen them before, Garruk just won the game on his own because Tim couldn't interact with it.

In Game Two, Tim led off with a Delver of Secrets, while I had a Copper Myr. His Delver flipped, and he had a Curse of the Bloody Tome to follow up. I whiffed on lands, and so just played a Sword of Body and Mind. He Cancel my removal for his Delver, then played a Bitterheart Witch. I went to 8 off of another Delver hit, and he cast another Bitterheart Witch. At this point, a Day of Judgment swept the board, since I figured the Witches would get more Curse of the Bloody Tomes, and I'd need to put a faster clock on. Instead, they got double Curse of Death's Hold, which almost shuts me out of creatures, and turns off the Wolf tokens from Sword of Body and Mind

A Blade Splicer gave me a 1/1 Golem, which I equipped with Sword of Body and Mind. Then he played an Elixir of Immortality, and we got into a silly race. I had to either mill him to death or beat him to death with a 3/3 golem before I lost to his Curse of the Bloody Tome. Eventually though, I milled his playset of Elixirs, and got there with 4 cards left in my deck.

1-0 (2-0)

Round Two

This time I faced off against Ian, who I know has been on Mono-Red. I was pretty sure I was just dead, but I guess there's an outside chance I can get a good hand, right? I won the die roll, then traded a Myr for his Stromkirk Noble, while he played a Shrine of Burning Rage. I Phyrexian Metamorphed his Shrine, had Day of Judgment for his follow-up, killed Koth of the Hammer with my copy of Shrine, and then Batterskull mopped up the rest.

Game Two I mulliganed down to five on the draw and kept this: Seachrome Coast, Celestial Purge, Trinket Mage, Sun Titan, and Shimmering Grotto. I took one from a Stromkirk Noble before Celestial Purgeing it away, but he stuck a Shrine. Trinket Mage fetched a Sylvok Lifestaff, which gave me a little more breathing room. Ian had a Koth of the Hammer, but I ripped Snapcaster Mage to flashback Celestial Purge to stabilize the board at 14 life. We played draw-go for two turns, before I drew the land I needed to Sun Titan my Trinket Mage back, this time getting Gremlin Mine.

What followed is the most hilarious way I've ever seen a red deck locked out of the game. Sun Titan bought back Gremlin Mine until his Shrine was under control. Then I cast a Myr, equipped it with Sylvok Lifestaff, and sacrificed it to Phyrexia's Core, and got to repeat that every turn, thanks to Sun Titan!

2-0 (4-0)

Round Three

This round I got paired against Rich, with Wolf Run Red. He won the die roll, and in Game One he landed a turn three Primeval Titan and crushed me.

In Game Two, he had a turn two Dungrove Elder, which I had Dispense Justice for. Then Liliana of the Veil started eating away at his hand. I had Phantasmal Image for his Thrun, the Last Troll, then dropped a Tezzeret, Agent of Bolas with Flashfreeze backup. With Liliana and Tezzeret in play, Rich scooped a few turns later.

In Game Three, Rich had a turn one Birds of Paradise, but no turn two play, so I Contagion Clasped his Bird. Rich found a Rampant Growth up to four mana, followed by a Solemn Simulacrum up to five mana, threatening Primeval Titan next turn. I had a Myr, followed by a Jace, Memory Adept, which milled away ten of Rich's cards, including his singleton Kessig Wolf Run.

That made the follow-up Primeval Titan much less terrifying. I used Jace to draw into a Life's Finale to answer his board, and to deal with most of his remaining threats. Jace took two damage from [card]Inkmoth Nexuses, down to one loyalty. I drew a card with Jace, and used my on-board Ghost Quarter to be sure that Jace wouldn't die to Inkmoths. Then I found the sixth land I needed to Sun Titan back by Ghost Quarter and lock up the game.

3-0 (6-1)

Round Four

This time I get paired against Brian, who I know is playing Solar Flare without countermagic. Finally, I'm getting paired against something I think I can beat! I won the die roll, and played a turn three Tezzeret, Agent of Bolas on the play off of a Myr. Tezzeret let me kill Brian's Liliana, then dug into a Contagion Clasp, which let me ultimate twice to kill Brian before he could do too much.

Game two was pretty straightforward. Trinket Mage found a Nihil Spellbomb, and got suited up with a Sword of Body and Mind. This let me kill the Liliana he'd run out and exile most of his relevant plays before he could make them, and Sun Titan buying back Nihil Spellbomb was enough to lock up the game.

4-0 (8-1)

Round Five

This round I got crushed by Eric. He was playing U/G Mayor-Go, with Delver of Secrets and Snapcaster Mage. Neither of our games were particularly close. He had a turn one Delver both times, which flipped on his second turn, and he countered all of my relevant plays for the rest of the game.

There was an interesting point in game two, where he'd led with Delver into Mayor of Avabruk. I played Timely Reinforcements, which allowed him to resolve Garruk Relentless. On my turn, I had the opportunity to resolve either a Garruk of my own or a Day of Judgment to clear the board. I was dead in three hits to what was on board, but only two hits if he played another creature.

I made the wrong choice, and figured that playing Garruk followed by Day of Judgment clears the board, and gives him another opportunity to overextend into the board sweeper. What's actually important is that he tapped out for his Garruk, and that Day of Judgment is the card you have to resolve, otherwise you lose, so you have to resolve it while you can, and then find another way to fight the Garruk.

It turns out that he had another Garruk regardless, so I was dead pretty much no matter what, with the hand that I kept.

4-1 (8-3)

Epilogue

And that 4-1 finish was enough for second place, and after splitting I ended up with 11 packs, in which I opened Snapcaster Mage, Garruk Relentless, and three dual lands! Regretfully, I opened zero Zombie Tokens for the Horde Magic deck I'm working on. After the event, I played a few more games with the deck, and went a much more reasonable 5-5 in four matches against the same decks I played in the last four rounds of the swiss.

If I had to recommend a deck for standard, it certainly wouldn't be this one, as fun as it is. I'd have to recommend the U/W Draw-Go deck I've been playing, as it absolutely crushes the control mirrors, and can be tuned to beat just about everything else. Here's the list I'm playing with for a metagame heavy on U/B and Mono-Red:

[deckbox did="a136" size="small" width="560"]

And that's just about it for my excursion into Standard! Next week will see a return to form, and a copy of the Myojin of Seeing Winds deck I've been promising. As always, be sure to let me know what you thought, especially since a report of sorts is something I haven't written before. If you've got any deck ideas you want to discuss, or just a list you want looked over, be sure to shoot me an email or hit me up on Twitter!

Carlos Gutierrez
cag5383@gmail.com
@cag5383 on Twitter

Honolulu PTQ Report: 1st Place & Free Flight

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Jason Schousboe managed to take down the Iowa PTQ last weekend and score some free airfare to a quaint little burgh in the Pacific called Honolulu. Read on to hear his report.

Recently I’ve been traveling to a lot of PTQs, hitting one up almost every weekend. In Madison and Minneapolis I scrubbed out pretty early but was looking to jump back on the steed. The next destination on our itinerary was Cedar Rapids, Iowa.

Ken Bearl and I had been texting back and forth throughout the week trying to cobble together a full car for the trek down. On Friday I headed to the Monster Den to sell some cards to cover expenses and took a moment to cajole others into joining us.

I was unvictorious in convincing anyone that a 4:00am romp through the corn fields of the Midwest was worth the shot at a PT invite. Fortunately, Ken snagged a couple guys we know from Mankato, Sean Weihe and Stephen Hink, whom we planned to meet an hour out in a Walmart parking lot.

Camaraderie and Cheaper Gas targets: Achieved.

No Sleep Til Cedar Rapids

I’ve gotten in the habit of skipping FNM and other social activities the night before an out-of-town PTQ for the purpose of getting ample sleep. On Friday I diligently go to bed at 10:30pm, only to toss and turn until my most sadistic and violence-prone alarm accosts me at the hideous hour of 4:30am.

Ken picks me up at five and I learn that he has encountered the same somnambulist fate as me. We begin the drive towards Owatana, harboring silly ideas of squeezing off a nap along the way and filling the space with banter about limited strategies.

Yes, yes, I know. The typical PTQ morning.

There are a decent number of people we recognize milling around the store before the event, mostly ringers from Madison with a few Iowans and Minnesotans sprinkled in for good measure. I clutch my home-brought coffee mug possessively in between comforting sips of its contents, the most delicious drug known to man. My goal for the day is modest: make it to Top 8 so I can draft.

Searching for Bloodline Keeper

The pool I register seems strong, with a Bloodline Keeper, Murder of Crows and double Manor Gargoyle. I peruse the cards half-heartedly, musing on how I might build it before shipping it down the line.

I open up my own pool and immediately notice the distinct lack of any [card Bloodline Keeper]Bloodline Keepers[/card]. So unlucky. Here are the tools I’m presented with:

Untitled Deck

White

1 Avacynian Priest
1 Bonds of Faith
1 Elder Cathar
1 Feeling of Dread
1 Mausoleum Guard
1 Moment of Heroism
1 Nevermore
1 Paraselene
1 Rally the Peasants
1 Selfless Cathar
1 Slayer of the Wicked
1 Spare from Evil
2 Thraben Sentry
1 Unruly Mob
1 Village Bell-Ringer
1 Voiceless Spirit

Blue

1 Back from the Brink
1 Civilized Scholar
1 Claustrophobia
1 Deranged Assistant
2 Forbidden Alchemy
1 Invisible Stalker
1 Ludevics Test Subject
1 Makeshift Mauler
1 Memorys Journey
1 Moon Heron
1 Murder of Crows
1 Runic Repetition
2 Silent Departure
1 Skaab Goliath
1 Spectral Flight
1 Stitched Drake
1 Stitchers Apprentice

Black

1 Brain Weevil
1 Dead Weight
1 Gruesome Deformity
1 Moan of the Unhallowed
1 Night Terrors
1 Typhoid Rats
2 Unbreathing Horde
1 Vampire Interloper
1 Victim of Night
1 Village Cannibals

Red

1 Ashmouth Hound
1 Brimstone Volley
1 Curse of the Nightly Hunt
1 Curse of the Pierced Heart
1 Falkenrath Marauders
1 Feral Ridgewolf
1 Harvest Pyre
1 Night Revelers
1 Nightbirds Clutches
1 Rakish Heir
1 Tormented Pariah
1 Vampiric Fury

Green

1 Ambush Viper
1 Avacyns Pilgrim
1 Bramblecrush
1 Darkthicket Wolf
1 Festerhide Boar
1 Gnaw to the Bone
1 Grave Bramble
1 Hollowhenge Scavenger
2 Lumberknot
2 Mulch
1 Naturalize
1 Rangers Guile
1 Travel Preparations
1 Villagers of Estwald
1 Woodland Sleuth

Colorless

1 Blazing Torch
1 Galvanic Juggernaut
1 Manor Gargoyle
1 Silver-Inlaid Dagger
1 Stensia Bloodhall
2 Travelers Amulet
1 Wooden Stake

.
.
.
.

The first thing that stands out to me about this pool is the strength of Blue. In addition to being very deep, the high end features two bombs, Ludevic's Test Subject and the aforementioned [card Murder of Crows]Murder[/card]. The Skaabs in this pool are also better than usual in Sealed, because double Forbidden Alchemy should find me chaff to exile without much effort.

The next thing I decide is to include at least one Swamp in my deck in order to flashback [card Forbidden Alchemy]Alchemy[/card]. With Traveler's Amulet the splash is basically a freeroll, and I’ve found [card Forbidden Alchemy]Alchemy[/card] to be utterly insane. Casting it even once digs very effectively for specific cards, and binning a Silent Departure or two is just gravy.

I rule out Black as a secondary color pretty quickly as it is outclassed by both Red and White. The main decision in building the pool proves to be which of those two to pair with Blue. I spend the rest of the allotted time surveying the different builds.

After the Blue cards and artifacts, there are five remaining slots in the deck. Here are the five best cards in Red and White:

Brimstone Volley is the best of the removal available here, and Harvest Pyre should do a fine impression of it when I’m stocking up my graveyard via constant alchemical experimentation. Red also has a pseudo [card Falkenrath Marauders]Air Elemental[/card], provided I can bounce or kill its would-be blockers.

Overall, however, the White is stronger and will yield a deck absent of mediocre cards like [card Ashmouth Hound]Hound[/card] and [card Rakish Heir]Heir[/card]. The only problem is that the White removal is conditional and will sometimes prove awful against the wrong threats. [card Bonds of Faith]Bonds[/card] and [card Avacynian Priest]Priest[/card] are laughed off by Daybreak Ranger and Olivia Voldaren, and Slayer of the Wicked apparently slept through the part of his training where they cover how to slay [card Charmbreaker Devils]devils[/card], [card Dearly Departed]ghosts[/card], and, uh... [card Elder of Laurels]town elders[/card].

Ultimately I opt for White in order to keep the quality of my individual cards high. With Silent Departure and Claustrophobia rounding out my removal package, I should have enough game to fight through most nonsense. My plan is to side into Red if I face a deck with multiple ridiculous rares that I’m struggling to answer.

Submitted Deck:

Untitled Deck

Creatures

1 Avacynian Priest
1 Civilized Scholar
1 Deranged Assistant
1 Galvanic Juggernaut
1 Ludevics Test Subject
1 Makeshift Mauler
1 Manor Gargoyle
1 Mausoleum Guard
1 Moon Heron
1 Murder of Crows
1 Skaab Goliath
1 Slayer of the Wicked
1 Stitched Drake
1 Stitchers Apprentice
1 Voiceless Spirit

Spells

1 Blazing Torch
1 Bonds of Faith
1 Claustrophobia
2 Forbidden Alchemy
2 Silent Departure
1 Travelers Amulet

Land

9 Island
7 Plains
1 Swamp

A few notes on the omissions:

Back from the Brink: With three Skaab creatures I figured I already had enough stuff that depended on creatures in my graveyard. I was not particularly worried about winning the late game, so this clunker was relegated to durdling in the sideboard.

Elder Cathar, Thraben Sentry & Unruly Mob: My deck was rarely going to be on the beat-down plan. These creatures were simply less powerful than the cards I ran instead.

Traveler's Amulet: I knew I wanted 17 lands in addition to an [card Travelers Amulet]Amulet[/card], but the second seemed like it would hamper my board development or lead to flood. A couple games I ended up milling my Swamp before I could fetch it up, but I was never really punished because [card Forbidden Alchemy]Alchemy[/card] was still live as an Impulse with value.

Swiss Battles and Other Oxymorons

I thought that this deck was strong but not bonkers. It certainly had the power to fight through average pools, but would likely lose to the bomb-heavy nuts deck. In the end, I dropped just one game in five rounds and was able to double draw into Top 8.

To be honest I think I had to get a little lucky to get there with this pool. I didn’t face too much ridiculous stuff and generally tended to dodge the strongest decks in the room. That being said, I would build this pool the same way if I were to open it again.

I never ended up siding into Red, which was largely due to winning the games that I saw my opponent play bombs, usually in game two. In retrospect, it seems that the White deck is better in almost every case because Silent Departure buys you time to go on the offensive.

The [card Forbidden Alchemy]Alchemies[/card] were the clear standout in most of my matches. All day long they found food for my Skaabs and dug me into the precise answers I needed at the time. Even without the ability to flash it back, it probably belongs in most Blue sealed decks.

One memorable game I found myself staring down a Bloodline Keeper with no answers, save a Silent Departure in my yard. Envisioning the light at the end of the tunnel, I Alchemied and rejoiced upon seeing a second [card Silent Departure]Departure[/card]. Over the next three turns I bounced the Vampire repeatedly while smashing in with flyers for the win.

The [card Ludevics Abomination]Abomination[/card] and [card Manor Gargoyle]Gargoyle[/card] were obviously good, but I won a lot of games off the back of Murder of Crows and Skaab Goliath. A typical game involved killing and bouncing early threats until I could begin crashing in with an evasive creature or a giant trampler.

For some reason I kept playing against Curse of Death's Hold. In a full three matches my opponent slammed it down and I thought I was done for. Each time I was able to beat down with my shrunken forces and squeeze out a win.

Consequently I’ve really lost a lot of esteem for the [card Curse of Deaths Hold]Curse[/card]. Its strength seems highly dependent on the type of threats presented by your opponent, a factor over which you obviously have no control. Those games it essentially acted like a glorified Victim of Night.

Draft, ???, Profit

Most likely not the most brilliant draft strategists.

As Top 8 begins, my boys tell me they’re hitting up the pizza joint around the corner, but will be back to bird the matches. I am excited to have already made my goal for the season and sit down sporting a somewhat zen attitude of resignation. Let’s hit up this 8-4 and see how we fare...

My first pick is Dearly Departed over Claustrophobia and little else. Pick two presents the first fork in the road. It boils down to Silent Departure or Victim of Night vs. Chapel Geist. Thinking that I want to do whatever possible to play my dragon, I elect to stay open and take the weaker card. (OK, really I just want to force tribal ghosts.)

Pick three I ecstatically slam Elder of Laurels. Green becomes squarely cemented with an eighth or ninth pick Darkthicket Wolf. Although I’ve seen the guy to my right take an early Cloistered Youth, I figure that between us we’ve cut enough White to make pack two serviceable.

By pack three I’ve picked up a Midnight Haunting and Creeping Renaissance, but feel that my deck is lacking. Unfortunately, I don’t find a single [card Avacynian Priest]tapper human[/card], [card Bonds of Faith]Bonds[/card], or Prey Upon. By the end of the draft I’ve added tons of [card Chapel Geist]Chapel Geists[/card] and [card Voiceless Spirit]Voiceless Spirits[/card] for a grand total of 7 [card Wind Drake]wind drakes[/card].

In hindsight, moving into Blue might have been better as I would have ended up with double Ludevics Test Subject and a slew of [card Claustrophobia]Claustrophobias[/card] and [card Silent Departure]Silent Departures[/card]. With what I knew at the time, however, maximizing the chance of playing the Green and White bombs I already had seemed the best call.

Here’s the deck I ended up with:

Untitled Deck

Creatures

2 Ambush Viper
2 Chapel Geist
1 Darkthicket Wolf
1 Dearly Departed
1 Doomed Traveler
1 Elder of Laurels
1 Lumberknot
1 Orchard Spirit
1 Silverchase Fox
2 Spectral Rider
3 Voiceless Spirit

Spells

2 Blazing Torch
1 Creeping Renaissance
1 Demonmail Hauberk
1 Midnight Haunting
1 Rebuke
1 Travel Preparations

Land

7 Forest
10 Plains

Sideboard

1 Forest
1 Cobbled Wings
1 Festerhide Boar
1 Inquisitors Flail
1 Kindercatch
1 Rangers Guile
1 Selfless Cathar
1 Urgent Exorcism

This deck seems capable of getting there, but I would prefer to have more removal. Between Creeping Renaissance, Dearly Departed and Elder of Laurels, I can play a decent late game, but the strength of the deck obviously lies in its ability to apply early pressure.

There are only two difficult decisions to make in deck building. The first is the inclusion of [card Silverchase Fox]Fox[/card] over [card Festerhide Boar]Boar[/card] in order to lower the curve. The second is running the [card Demonmail Hauberk]Hauberk[/card] maindeck as another way to push through damage when suited up to one of my infinite evasive beaters.

Round 1 – Blue Mill + Bombs

G1: For a while things look bleak this game. He stabilizes at 13 life with Sturmgeist, Ludevic's Test Subject and Manor Gargoyle. My Dearly Departed is holding off his squad for the time being, but it’s only a matter of time before he overruns me.

Oddly enough, there is an also an errant Curse of the Bloody TomeĀ targetingĀ me. My game plan is to stall long enough to mill Creeping Renaissance and bury him in creatures.

Sure enough, I find it and regrow everybody in time to get Elder of Laurels online before his [card Ludevics Abomination]Abomination[/card]. I alpha strike with seven creatures to his six blockers and pump +14/+14 for lethal. I can't help but think that if [card Curse of the Bloody Tome]Curse[/card] had been any other random dude he would have won this game handily.

G2: I come out of the gates fast and eventually force him to trade his Dearly Departed for mine with a Lumberknot out. [card Lumberknot]Knots’a’Lot[/card] grows to monstrous proportions and abysses him every turn until he dies.

Round 2 – RB Aggro

G1: I play lots of [card Wind Drake]wind drakes[/card]. Then I attack with them. I think he mulled to five, but I can’t remember.

G2: I screwed up this game. My Voiceless Spirit equipped with Blazing Torch is holding off his entire squad of x/2s. He casts a second Falkenrath Noble and I respond by shooting the torch at the first, which lets him crunch in for 5 extra damage. If I just leave the spirit back to block instead of making the ā€œpro play,ā€ I probably win the race.

You may not have voted for him, but I'd hold that one-drop all the same.

G3: I can’t remember exactly how this one played out, but Voiceless Spirit gets him pretty good by blanking most of his creatures. At one point he tries to Traitorous Blood my spirit token equipped with torch and shoot the torch at itself. I tell him that he can’t sacrifice a permanent he doesn’t control, and the judge steps in to confirm. After the match we discuss it and determine that it didn’t actually change the outcome of the game.

Round 3 – GW Aggro

G1: My opponent mulliganed a bunch this match, starting with this game. It’s a relatively one-sided affair as he’s stuck on lands and I suit up a random idiot with [card Demonmail Hauberk]Hauberk[/card] to swing the race in my favor.

G2: Yet again I try my best to punt by running out a turn one Doomed Traveler when I know there were several [card Mayor of Avabruck]Mayor of Avabrucks[/card] in the draft. Sure enough, he lands one turn two and I have to pass back letting it flip. I’m still drawing live for a while, but he narrowly edges me out. One less wolf token probably would have been the difference.

G3: More mulligans for my opponent. After the match, Ken and I talk about it and share our impression that he was skimping on the land count. In any case, I curve out with Doomed Traveler into two-drop, into wind drake. Kajillions of [card Wind Drake]wind drakes[/card] later and I’m off to Hawaii!

Wrapping Up

I must say it feels really good to win a PTQ after all the work I’ve put into testing Innistrad sealed and draft. I think underestimating the importance of practice is really a great disservice to one’s development as a tournament player. The reality is that I’m not smarter or better at Magic than everyone else in attendance last weekend, but I believe I came better prepared.

If you're interested in learning more about my group's testing process, check out my article from a couple weeks ago,Ā "Building a Sealed Cube for PTQ Practice".

Please post any comments or questions below.

Thanks for reading!
Jason Schousboe

Controversy and Hate Mail | MNM 285

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Crossover Week, Part 2 | CC S4E9

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Crossover Week continues with Uriah of CMDRDecks, and Chris LansdellĀ form every Magic podcast ever! We're talking aboutĀ Legends from Legends, Pillow Fort strategies, and color identity'sĀ conservative interpretation. Also, even more. Come at us!

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Insider: Where and Why to Begin [MTGO]

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A lot of people have told me recently that they wished to start playing online, but simply did not know where to begin.Ā Ā 

The prospect of having to buy an entire new collection of virtual cards for real money—a collection they most likely will never be able to translate into real cards—is very daunting.Ā  Another hurdle to get over is the common misconception that playing online is a huge grind and everyone is an arsehole.Ā  However, once you get into it you will discover two things that are far more important than these preconceived notions.

Playing Online is the Best Way to Both Get Better at Magic and Make a Profit

Playing online increases your play skills immensely.Ā  It is much more worthwhile to test any deck online than in real life, forĀ in real life there are a lot of time sinks such as shuffling, mulliganing, and side boarding.Ā  MODO does it all for you.

In addition to saving time, the results are generally far more telling than testing with your friends with paper.Ā  How many times have you gotten together with a group of friends for ā€œtestingā€ and ended up testing a bunch of pre-boarded games where people wanted to throw their pet decks against the tier 1 of the format?

A lot of people—no matter how Spikey they think they are—want their chosen strategy to work and will often bend the results of the games to make themselves feel better about their deck.Ā  The best cure for this is jamming your deck in a daily or even the two-mans.Ā  Reality hits pretty hard when you start losing actual money and you're much more likely to open your eyes and not take your brew to the next GP or StarCity—an event you are driving hundreds of miles to even get to.

Ok, so far in both of our test games the win percentage against caw blade is 100%. Want to play COD?

Drafting online can teach you a lot more than when you are team drafting with a group of friends.Ā  Besides reading articles about pro’s pick orders, it is often difficult to find help drafting in real life.Ā  Your friends cannot help you pick cards or evaluate signals on a pack to pack basis.Ā  On MODO, however, you can all crowd around the same screen and help each other get better and discuss everything, hopefully turning each draft into an depthy learning experience.

One common complaint I have heard about MODO is that it takes the fun of interacting with friends out of the game.Ā  This is true sometimes, but I would contend that team drafting with your friends is much more fun than doing a normal draft with them. Ā You get all of the competitiveness of a normal draft, but instead of directly competing with your friends you are part of a team. (See Forrest Ryan and Kyle Stoll's team drafts for a good example of this.)

MTGO is also more profitable than real life when playing the value events.Ā  Ā When you do well in a tournament in real life, you typically get cards or packs which hold a certain trading value.Ā  Translating this to cash, however, is usually very hard to do, so the prizes are worth much less than they initially appear.Ā 

Online is different.

Everything pays out in packs, which are worth an average of $3.66.Ā 

Would you play in a real life tournament with an entry fee of $6 and a payout of $21 for 3-1 and $40 for 4-0?Ā  That payout is unheard of in paper magic.

So what should you do to start playing online?

Tip 1: Draft for Fun

If you just want to draft your little heart out, buy some tickets from Wizards and go to one of these three bots:

  • .7bp
  • Hogwarts
  • Corascant

I have found these bots to be the most user friendly and feature the best prices.Ā Ā  You almost never want to buy packs directly from Wizards because they will always sell for the full retail of $4.00 a pack, where the bots are (sometimes much) cheaper.

I do not recommend drafting unless you have a lot of money to throw away because the EV is so low.Ā  A full length article about the subject is here.Ā  Unless you have a match win percentage of above 70%, you can’t really break even.Ā  If you do want to draft, however, you should either play the Swiss drafts or the 8-4.

If you are not great, or not very familiar with the set, play Swiss.Ā  You get to play all three rounds and can do a lot more experimenting.Ā  If you are good at drafting and want to test for a PTQ or GP, play the 8-4.

A lot of articles have been written recently about why not to play 4-3-2-2, but the general breakdown is that you are playing for less prize pool for no reason and are still playing a single elimination tournament, so you don’t even get to play as much Magic.

Tip 2: Start Making Tickets

If you want to start making tickets as cheaply as possible, buy a Standard or Block deck with as few mythics as possible and start playing Daily Events.Ā 

If possible, buy a good deck that overlaps both of the formats. If you don't want to do that, I would focus on Standard as there are more Daily Events for it than any other format.Ā  The bots with the best prices are Cardbot and SuperNovabot, so go to one of those two chains and buy up the entire deck.

I would recommend only playing in Daily Events as they have insane cost/value.Ā  If you have a 50% match win record YOU ARE MAKING MONEY.Ā  Add in the fact that you get to play a bunch of competitive Magic and this is the best deal in town. By far.

Tip 3+: Make your money go a little further

  1. File for compensation for every single event that MTGO screws up. Ā I’ll make you a deal Wizards of the Coast:Ā  When you make a half decent program that can consistently get through a tournament without bugging, I will stop asking for my money back. Ā Miss a draft pick?Ā  File for comp.Ā  Won’t let you sideboard?Ā  File for comp.Ā  Incorrectly shows your clock going down?Ā  Show me the COMPENSATION.Ā  You should file for compensation for literally anything that is the program's fault.Ā  The worst thing that can happen is they deny you.Ā  I have literally never been denied compensation for any claim I have made. And I have made a lot of them.

    If you are completely sure you will get compensated for something and don’t have the chance to win something big, I would drop immediately after the bug occurs. When you win prizes, it is taken away from your compensation. The value gained here is that instead of winning a pack worth 3.xx tickets, Wizards is giving you $4.00 to spend in their store. It is a small amount, but an amount none the less.

  2. Draft formats aside from the most popular one.Ā  It cost a little more to enter, but all of the cards you open are slowly going up in value due to few being opened.Ā  Right now many of the uncommons and some commons are worth between 1 and 5 tickets, and the rares and mythics from these sets go nowhere but up.Ā Ā  Also, from personal experience, I have found the draft ques much softer when it is an older format.
  3. If you want to play sealed, only play during release events.Ā  The prize payout is much higher than it is normally and people are, on average, much worse.
  4. To increase your chances of winning events, take a little time at the beginning and watch your opponent’s replays.Ā  This will greatly influence your keeps and what you play around when playing Standard. For Limited, you can see what bombs you need to save your removal for and what tricks will blow you out in combat.

Some Standard Observations

Walk the New Walk?

I can't believe he called you the new Time Walk. YOU'RE NOT EVEN BLUE.

What is the best red card in standard right now?
I suspect that, in a vacuum, most people would look at the available card pool and say Brimstone Volley or Shrine of Burning Rage. Ā Though both of those cards are very powerful, I believe it to be the colorless Time Walk known as Gut Shot.

This claim may seem ridiculous, but the format has sorted itself out and the verdict is in: if you want to have a gut shot at winning, you have to have a turn 1 play. Ā All the aggro decks have 8+ one-drops. Ā The token and ramp decks have between 6 and 8 mana guys and almost no two-drops. Ā Gut Shotting these decks as your first play while still playing a spell on your own turn is a Time Walk in most instances.

How many decks on the draw can beat a turn 2 Elder/Crusader into a turn 3 Garruk/Hero? Ā But if you slow that down a turn, it becomes much more manageable. Ā You have time to get Mana Leak mana up or slam down a couple threats of your own. Ā This lovely little spell also stops the best [card delver of secrets]1-drop aggro creature in the format[/card] from ever getting to rear his ugly little insect head.

Pew Pew.... Oh I'm sorry were you talking? I was too busy murdering the first turn.

I am currently rocking a list very similar to Todd Anderson’s Illusion list. Ā The main difference is that I have 4 [card gutshot]Gut Shot[/card]s main.

What does this mean from a financial perspective?

Unfortunately, the Gut Shot boat has already sailed, as this uncommon from an in print set is almost $1.50 right now.Ā  I would keep an eye on the StarCity events and Dailys and sell these at first wind of tempo decks becoming not good.Ā  If control makes a comeback, the last thing you are going to want to be holding are 3 half-Shocks in hand.

The Day of the Titan

I would say that the day of the Titan is done, at least for now. Ā The other strategies come online far too quickly for a 6-drop to matter, and when you play it into a Leak you feel like killing yourself. Ā 

I would pick up Bloodline Keeper though, as the card has really impressed me in the sideboard of my U/B deck, and Gerry's recent article had it as his mini-Titan of choice.

I would also say that Red is a good choice once again, either in Burning Vengeance form or Mono Red Aggro. Ā Both of these decks just destroy the Illusion deck and are very good versus tokens.

If you are still on the Wolfrun plan, I would switch back to something along the lines of the original build featuring multiple Slagstorms maindeck.

Until Next Time..?

That reaches the end of this article. It also marks the end of my weekly Insider-periodicals, as I need to bring focus back on a few other things in life and don't have quite enough time to fully devote to a weekly article. Rest assured, however, that you haven't heard the last from me, as I'll still be popping in on occasion to offer timely and topical notes on the world of MODO.

Pat McGregor
SARCASTO on MODO

QS Drafts: Drafting Innistrad #7 [MTGO]

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Join Forrest Ryan, Kyle Stoll and friends as they narrate a MODO tournament. Note: There is some saucy language, so listen with discretion.

Other drafts:
QS Drafts: Drafting Innistrad #1
QS Drafts: Drafting Innistrad #2
QS Drafts: Drafting Innistrad #3
QS Drafts: Drafting Innistrad #4
QS Drafts: Drafting Innistrad #5
QS Drafts: Drafting Innistrad #6
QS Drafts: Drafting Innistrad #7

Insider: Looking at Lorwyn

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Hello, and welcome to this week's set review for the financial mind! We are looking at Lorwyn, a semi-recent set full of tribal alliances and intrigue. Lorwyn was the debut for Planeswalkers; the paragons of the marketing department made their first appearance here. This is where Jace and Ajani earned "Brands with Other Planeswalkers" and proved that consistent, repeatable effects were game-changers when they hit the field. It created the Faeries deck that dominated several formats. It also revitalized Merfolk, a previously-casual Legacy deck. Lorwyn is full of money cards, and this week, we are looking at the first half of the set!

$3.75

People were not that impressed with Ajani when he was first printed. His first ability is just awful, his second is only good if you have lots of dudes, and his ultimate... well, it involves having to level up his worthless ability. Ajani saw huge amounts of tournament play as soon as people linked it with token production. Ajani got packed into Kithkin to work with Spectral Procession and in B/W Tokens to pump up Bitterblossoms. Getting a quad Glorious Anthem from Ajani is backbreaking. Those little tokens turn into Bears, then Elephants, then Beasts and Dragons.

Ajani, like the other planeswalkers, has seen a withering amount of reprints. He's down quite a lot because there are just so many of the lion floating around. He still goes for a little bit of money, but we'll never see him hit $15 again.

$1.75

The command is picking up a little bit of cash on account of being solid in Commander. Keep an eye out for the foils - this card is one of those big surprises when it's shiny. For a normally-junk rare, they can fetch $10+.

$1.75

Ajani is only $2 more and he actually saw play! We all wanted Chandra to be the next Flametongue Kavu or generic insane control finisher. She's too darned expensive mana-wise to have competitive utility, so she sat in binders.

$8.75

The Commands are super-Charms. I loved the design because I remember cracking Ivory Charm and Ebony Charm and thinking about how cool they were. Seedling Charm could be a 1/1 or it could be a little piece of utility! Of course, Cryptic is a whole heck of a lot better than any Charms. It can pretend to be Dismiss, it can punish someone who casts a spell before combat, or it can cycle itself while bouncing a problematic permanent. It really does it all, and the three blue mana were really easy to get, thanks to Shadomoor's filter lands.

Cryptic was a solid $20 when it was in Standard - this was before Mythics deflated the value of rares. It still pulls nearly $10 on the idea that it will someday be good in Modern. That's a solid bet.

$2.75

I'm just as surprised as you are. I'd imagine this would be a bulk rare, but hey, people like to put their fatties into play. Deathrender is gravy in a Mayael or Jhoira EDH deck, for instance.

$2.50

Doran is an on-again, off-again fan favorite. People love him in Commander, where he makes Slagwurm Armor into a real threat. People are considering it in Modern, which is a fair idea. I've got Doran on my own watch lists - he's a great turn-2 play in the format and he gives a discard strategy a really solid clock.

$2.25

Here's a subtle power uncommon of the set! These are superb to dig up and there's a brisk trade in playsets on Ebay. I bet you could probably mine Lorwyn boxes for these all day long for profit. I'm going to hit up the game store tomorrow and take a little browse myself...

$4.25

The Kithkin Advisor is part of crushing GW strategies that punish large control decks and nefarious combos. Gaddock asks you to work with him, though; you can't run big spells of your own and he'll turn off your Engineered Explosives, too. I tend to think his price is a reflection of Green Sun's Zenith from Modern; now that the Sorcery is gone, I predict we'll see this guy drop a bit, too.

$4.00

Garruk was the shining Planeswalker from the start. He creates a token to defend himself, and his pumping ability combines nicely with green's mana acceleration. If you had a landlock on the table, Garruk could just Overrun the next turn and win the game. Again, he's been printed a lot, but he's got a casual appeal that the other planeswalkers lack. His power is apparent and he's a fantastic Commander card.

$4.50

As I said, there are a few subtly valuable tribal cards, and this sure is one of them. Why bother with Timberwatch Elf when you can make his ability permanent, each turn? What a beating! Every elf becomes a monster, and when you can threaten things like Elvish Promenade to double the count, you've got a scary casual deck, indeed.

$4.00

The Perfect is a lord that can crank out 2/2 tokens, all while bumping up all the other elves around. If there were an Elf standard deck, this is what would have powered it. There wasn't, but this card has still smashed me up plenty of times when it's in Legacy Elf decks. Perfects let the game go long and act like little Archivists - it's no wonder that they're so expensive, even though they're uncommons.

$1.00

A marginal card that gets a little bit of attention from casual and Commander players.

$6.75

Through all his reprints and special promotions, Jace has still maintained a lot of value. BabyJace earns a card and soaks up an attack on his worst day. On his best day, Jace piles on the cards, a personal little Howling Mine for the blue player. This kind of card can be hard to value because there are so many reprints of it - is it a $2 card like Ajani, or has it spiked? I tend to think Jace is kind of high at this price, since he isn't played in any relevant decks right now.

$1.00

Another dollar uncommon - but a brisk seller. I don't know that you can find these guys buried in junk boxes because their power is immediately obvious. This is the kind of Knight we've been looking for since Alpha! What a monster!

$5.00

Liliana has jumped recently from a low of about $2. Why? Maybe Innistrad is pumping up her value a little bit. I also think it's the appeal of a repeated Vampiric Tutor that draws dark wizards in. Liliana is a potent Commander card because at worst, she tutors up the best card in your deck. I can't account for her doubling in price, though...

Thanks for joining me! Next week, we'll look through the second half of Lorwyn for some more gems.

Until then,

Doug Linn

Insider: What Organized Play Changes Mean Financially

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There’s been a million articles written about this, and I know many of you are tired of reading about the subject. However, nearly every one of those articles came before some extremely important developments.

Of course most of these articles have come down on the side of #OccupyWotC, with players decrying the introduction of the new system and the perceived cuts to the Pro Tour. And these are real fears, summarized best in what I consider the seminal article on the dangers, written by Chas Andres.

What important developments are those? Director of R&D Aaron Forsythe and Head Designer Mark Rosewater took to Twitter this week with some big news. And by ā€œbig news,ā€ I really just mean ā€œany news,ā€ since we’ve had nothing of substance from Wizards since this whole thing began.

If you haven’t followed the Twitter stream, here’s a handy breakdown of Aaron’s tweets. For MaRo’s, you can find them on his Twitter feed here. This is a big deal. It’s important to the community, and I’ve decided to address them this week and hold the Modern speculation until next week.

As more and more players have derided the new system, I’ve seen a number of people talk about selling their collection because Premier Play is dying and will take the market value of cards with it as the ā€œcasualsā€ take over and people stop spending the money on expensive cards.

I’m not here to tell you the new system will kill Magic. I’m also not here to tell you the new system is the best thing to ever happen to Magic. Instead, I want to evaluate what this means to you financially, because it could be the biggest game-changer in your Magic investment to ever occur. Or not.

Laying out the basics

The tweets from Rosewater and Forsythe can be summed up as follows.

-Ā Ā Ā Ā Ā Ā  Hasbro has NOT dictated any budgetary changes to Wizards of the Coast.

-Ā Ā Ā Ā Ā Ā  There is NO money being pulled from competitive play.

-Ā Ā Ā Ā Ā Ā  The money from the loss of Worlds/changes to Pro Player’s Club is all going to additional Grand Prix, more plane tickets for players qualified for the tour, and, most importantly, more coverage for tournaments. The goal with all of these changes is to increase ā€œreach.ā€

-Ā Ā Ā Ā Ā Ā  We suck at Public Relations

These are the most important points, and I’m going to address each one and its affect on the value of your collection individually before offering some thoughts on the future.

Hasbro is NOT making the calls

This is, by far, the best news to come out of this. So far, the response to the announced changes has come in basically two flavors. A.) ā€œThe new changes suck!ā€ And B.) ā€œI’m on your side, Wizards. I understand everything about your business model and know why Hasbro made you cut money, but the new changes still stuck! But listen to me because I’m on your side.ā€ Both approaches now appear to be unfounded, in light of this recent information.

I’ll repeat – this is the BEST news to come out of this. If Hasbro was dictating budget cuts from on high, it would truly be worrying that Premier Play was coming to an end at some point in the near future, based on the signs. That truly would take the wind out of the sails of many card prices, and makes selling out a fair consideration.

However, because this is not the case, it means people like Aaron Forsythe and Mike Turian, who care about the future of Magic as much as any of us, are making the calls. These people have no interest in killing the Pro Tour (after all, it did give them their jobs), and they will listen to the community and make changes for the better.

Magic cards have never been considered a serious ā€œinvestmentā€ by the masses, despite the fact that the game’s highest-priced cards have outgained the stock market over time, not to mention being much less volatile. The reason why it’s never been accepted is because of factors that could kill the investment (namely, the popularity of the game), were considered too risky to invest in.

At their core, investments work on a simple risk-to-reward ratio. For a long time people felt the risk of investing in Magic cards was simply too high to reward the risk. However, as time has gone on and the game has matured and grown a growing group of players have turned to Magic cards (especially duals, eternal staples and Power) as a legitimate medium-term investment strategy over the years. That investment would incur a much greater risk if Hasbro started dictating changes to the game instead of letting Wizards handle the game's future.

Luckily, we have confirmation that is not the case. As long as the above-bolded statement remains true, the risk of investing in Magic cards is mitigated to an acceptable point that in the opinion of this analyst makes Magic cards continue to be an acceptable investment, even in the face of the recent changes.

There is NO money being pulled from competitive play

This tweet from MaRo sums this up perfectly.

The current system was not designed for the world we live in. It's a product of days gone by. Our goal is to find a way to update what we do to match not how Magic used to be played but how it is played now.

Premier Play is not what it was in 1995, or even 2005. That system was fine for its time, but the success of the Star City Games Open Series has proven that independent tournament organizers can profit from hosting tournaments, especially organizers who operate a store. These tournaments have proven incredibly popular with players for a number of reasons, one of which is that there are enough of them for an average player to attend multiple Opens a year.

This is why Wizards is expanding the Grand Prix circuit. By making tournaments accessible to more people, Magic’s ā€œreachā€ is expanded (you’re going to see more of that word). Expanding that circuit is great, but that money has to come from somewhere, ergo the change to Worlds (which we’ll also hit on again). Yes, Wizards is essentially cutting a Pro Tour. But that money isn’t disappearing, it’s being reallocated.

Again, the important takeaway here is that money is not disappearing from the system. There will likely be less money going to the top .01% of players, and more going to the top 2-3% (players who can realistically spike a GP). Yes, there is a real risk in alienating the top pros by cutting their benefits. The dream of the true Magic Pro keeps many grinders going. But these same grinders are showing up in droves to SCG Opens (which don't have a very lucrative bonus attached to their incentive system either); why wouldn’t they do the same to GPs?

Now onto the most important thing – What does this mean for you financially?

I feel like the risk to your collection is minimal here. As long as Wizards finds the balance between keeping the true pros happy and expanding benefits to the fringe in the form of more GPs (as they’ve indicated they will try to do), I can only see this being good for you, especially if you derive any income from trading rather than just collecting.

We’ve already seen the effect the SCG Open series has had on card prices. Players who might not have felt the desire to grind travel to PTQs or travel long distances to larger tournaments, have come out of the woodwork for SCG Opens. If we figure the expanded GP circuit functions as a secondary Open Series, then you have twice the number of players needing cards for any particular weekend. This can only be good for card prices, and will likely bring even more players out to events.

Another benefit to an expanded GP circuit comes if you are doing any buying/selling of cards. GPs offer the best collection of dealers and players in a single location. This allows you many more (and less expensive to travel to) opportunities to trade and sell your cards. And more dealers means better prices on those cards. You avoid shipping fees and aren’t regulated by one buylist as you often are at events such as PTQs or SCG Opens.

The money is going to increase ā€œreachā€

I’ve touched on the concept of reach above, and this is where the true changes are coming.

We’ve established that more GPs increases the reach of the game, which in turn is good for card prices. Now we look at the other areas where this money is going to increase ā€œreach.ā€

The most important one to address is the ā€œexpanded coverageā€ promised. There’s no denying that Wizards is woefully lacking in quality coverage, especially now that SCG has pushed the limits of how a Magic tournament can be covered. These things cost money. What’s better for the Pros and the game over the long-term? Higher appearance fees or thousands of additional people watching them play? Wizards is betting it’s the latter, and I admit that their logic has merit, even if doesn't immediately sound sexy.

Another change I imagine we can definitely see coming is live video coverage at events. Yes, we already get this for PT Top 8s and the coverage is good, but when SCG is able to broadcast tournaments for an entire weekend, it makes you wonder why Magic's creators can’t at least match that.

I suspect we’ll also see more features on players. Yes, we get these now in the form of deck techs, but if Wizards really wants to push the game as they say, there needs to be more features of the players themselves. The World Series of Poker does this perfectly. Watch a WSOP on ESPN and you get features that make you much more invested in the game. Obviously Wizards is not ESPN, but there is certainly improvement to be made in this area.

And note that when I said ā€œinvested in the game,ā€ I’m speaking literally. Again, it seems that Wizards believes that marketing the pros deserves a larger slice of the pie than paying them directly. Will Magic ever get to the level of Poker where pros are sponsored? I’m not sure, but that is certainly a viable business model that could actually create more income for the pros than they are losing in appearance fees and prize payouts if the game grows to that point.

For the rest of us, I think it’s clear that better marketing of the game will create money for us in the form of more players and, in turn, higher card prices.

Let’s look at this year as an example. Chances are you picked up a ton of Scars lands when they were $2-3. Now they’re $10. Yes, that increase is in part because they are the best lands available.Ā But it’s also because Magic has experienced an explosion in popularity with the release of Innistrad. A rising tide lifts all boats and all that. And boom, there you have $10 fastlands that made you money just by having them in your collection. Increasing ā€œreachā€ increases the game’s popularity, and therefore the value of your cards, as Innistrad demonstrated.

Again, that’s much more of a reason to hold your collection than it is to sell it.

The new Worlds structure is another example of this. The money for the expanded "reach" of the game had to come from somewhere, and it looks like it was Worlds. The new format gives Wizards a much greater opportunity to market the game’s best players (assuming Wizards get Planeswalker Points correct and the best players actually make it in). While the loss of the old Worlds format is very real, and extremely damaging to the game overseas, the new format will give them a chance to feature the game’s best. It's sad that the loss of the Nationals structure hurts so many players, and it will surely decrease sales, Wizards' cold logic seems to suggest that they believe this is an acceptable loss to increase the game's stature from a marketing perspective.

While this doesn’t have a big direct effect on your collection, it’s another example of Wizards strategy here – grow the game, let the rest take care of itself. And, as the popularity boom with Innistrad showed, that is a good thing for us on the whole.

ā€œWe suck at Public Relationsā€

This is the biggest mistake made by Wizards in the whole ordeal. The complete lack of communication on the front end of many of these changes and the Q&A they posted have all served to rattle the confidence of the player base. This is very dangerous to the company, and to you.

In the Real World we have indexes that measures consumer confidence and fear. What isĀ  interesting is that these gauges correlate to changes in the economy much more than the latest earnings report by large companies. The U.S. economy runs on the middle class, and consumer confidence is one of the most important pieces to the puzzle.

If we had a similar index for Magic players, I think it’s safe to say that confidence would be nearing an all-time low.

And therein lies the danger to you. It’s not the changes to Organized Play that are leading people to pawn off their collections; it’s the fear that their collections are going to plummet in value or that Magic is dying. It’s the same fear that leads people to pull out their 401k when the stock market drops. Don’t think like the 99% here, think like Warren Buffett. Someone says it’s time to sell because the game is dying? I say it’s time to buy from these people! Buffett doesn’t buy stocks when they’re high, he buys them when they’re on sale. You should strive to do the same, and with the information given to us by Aaron and Mark, it doesn't look like Premier Play is dying at all.

It's just the result of Wizards’ failed PR effort that is creating the impression that Premier Play is dying, while the fact is it is simply changing. Changing to a format that Wizards feels is better for the long-term health of the game. Given that it’s our friends @mtgaaron and @miketurian making the changes and not Faceless Hasbro Co., I think we can have confidence they will lead the game in the right direction. If the PR department was involved in these announcements at all (I assume they aren't, since it's been a poor effort thus far), they would be highlighting the increase in popularity of both the pros and the long-term health of the game, rather than leaving cryptic sentences about the death of the Pro Player's Club and trying to sell the new Worlds format as the be-all, end-all.

I can only assume they’re learning from this experience and listening (as they’re telling us they are). That means that this loss in consumer confidence will too pass, and the game will find the right direction, even if it takes some time.

And that means it’s time to be buying, not selling.

Wrapping up

I don’t want this to read like I’m a Wizards fanboy. There are numerous issues with the new system, and there has been mismanagement of the transition, or at the very least mismanagement of the communication regarding the transition, which in many cases is actually worse.

Instead, I hope I showed you why the changes do not mean it’s time to sell your collection. With the glut of articles condemning the system, it’s easy to see why some people are selling out. But as I have broken down, there are valid and specific reasons why these changes are a good thing for you if you derive any income from Magic, which I assume you do as a reader of this site. I also hope you don't read this as a TL;DR "don't sell," because I believe that understanding the specific reasons behind how these changes affect your collection is vital to being an informed customer and investor. And if you own Magic cards, you are an investor, and you should treat it as such.

As I said in the opener, these changes are a pivotal moment for the game. There is a very real risk that they could spark a massive sell-off. But, at least for now, I believe the signs point to ā€œholdā€ more than they do to ā€œsell.ā€

Thanks for reading,

Corbin Hosler

@Chosler88 on Twitter

The Standard Report

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What are you playing in Standard?

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Green White Tokens

Untitled Deck

Creatures

4 Avacyn's Pilgrim
4 Birds of Paradise
3 Mirran Crusader
3 Blade Splicer
4 Hero of Bladehold
2 Geist-Honored Monk

Spells

3 Mortarpod
3 Oblivion Ring
4 Garruk Relentless
2 Elspeth Tirel
3 Overrun

Lands

4 Gavony Township
4 Razorverge Thicke
4 Sunpetal Grove
8 Forest
4 Plains

Sideboard

2 Thrun the Last Troll
2 Sword of Feast and Famine
1 Oblivion Ring
2 Revoke Existence
3 Timely Reinforcements

This is my own version based on Martin Juza's winning deck from Grand Prix Hiroshima. The deck was amazing and though I did not battle test it against a large tournament field, I did 4-0 FNM without losing a game. The list is solid and I really recommend this no Mikaeus, the Lunarch build. It is the worst card in the deck by far. Also, I honestly think that the Overruns might not be necessary. I know that seems like I should face some Heretic's Punishment for that statement, but I did not kill anyone with the card in ANY of the games I won. I played Overrun in the last game of the night just to show and calculate how much damage I would have done, over forty by the way, but I did not need that to kill him. Overrun just seems like overkill.

Honestly I was thinking about cutting them for a much worse card, Leonin Arbiter. Why would I add in this creature? Mana curve. This deck loses when it does not play spells on the first and or second turns of the game. One reason the deck is so skill intensive is because it requires careful thought on when to mulligan a hand. If you do not have a one drop or a two drop that should be an auto mulligan. With Mortarpod being the only two drop, it’s not even what you want to be doing against some decks. I think adding in another two cost spell seems like the right thing to be doing in this deck. Of course I also want to play Ghost Quarter as well to wasteland their lands. To do that I think we need to shave a card somewhere and I don’t know what to cut to fit in the 25th land.

If you do not want to play Leonin Arbiter, but still see the need for a two cost to make the deck run smoothly, you could add back in Shrine of Loyal Legions. First of all, it would make the Blue Black Control match extremely in your favor because they cannot beat that card. Second of all, it provides an interesting comparison to Overrun. They both function similarly as they both aim to provide inevitability. The Shrine of Loyal Legions is going to give you threats more of the time than Overrun though so that might just make it better. The worst part of Overrun is you really do not want it in your opening hand because it takes so long to set up. I think that is why I do not care for it that much. To be honest, I am surprised that I don’t like the Overruns because I thought that was one of the major factors that made the deck so good. It turns out that it is not that important and while you do steal the occasional game with Overrun, it is not essential as I previously thought. Phyrexian Revoker, Perilous Myr, or Jade Mage are also options as well if we are aiming more along the lines of Leonin Arbiter. I suppose technically Spellskite is an option but I do not care for the card. Too many games Spellskite just sits in play doing nothing. To me that has sideboard card written all over it when in some matches it is amazing and others just does nothing.

Additional consideration should be given to the Blue Black control match because honestly that matchup is miserable if your opponent knows how to play the matchup. It is basically a cakewalk for the control deck. All they have to do is kill your mana dudes and then counter some things and wipe the board, then they just land Consecrated Sphinx and win the game. My answer was Thrun the Last Troll and Sword of Feast and Famine, which is basically what Juza did as well, but I do no think that is enough most of the time. I have the fourth Garruk Relentless main deck already so that helps some. I can’t help feeling like this match could be better though so make sure you consider your metagame when building the sideboard for this deck specifically.

The secret to beating this deck is your opponent not mulliganing properly. You cannot control that though. the one thing you can control is how many Wring Flesh or Galvanic Blasts you have in your deck. If you want to beat this deck Shock is the way to go. It kills mana dudes and Mirran Crusader. Granted you still need answer to Hero of Bladehold, but Shock is definitely where you want to start. The reason this deck is so good is because of the diversity of the threats it presents. If the deck gets a good two mana creature in the new set, this deck will get even better.

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UW Aggro
7th place SCG Vegas

Untitled Deck

Creatures

4 Champion of the Parish
4 Doomed Traveler
3 Accorder Paladin
4 Grand Abolisher
4 Mirran Crusader
3 Geist of Saint Traft
2 Hero of Bladehold

Spells

4 Angelic Destiny
4 Honor of the Pure
3 Oblivion Ring
2 Sword of Feast and Famine

Lands

1 Island
10 Plains
4 Glacial Fortress
4 Moorland Haunt
4 Seachrome Coast

Sideboard

4 Leonin Arbiter
3 Dismember
2 Divine Offering
3 Mana Leak
3 Timely Reinforcements

UW Aggro
8th place SCG Vegas

Untitled Deck

Creatures

4 Champion of the Parish
4 Doomed Traveler
4 Elite Vanguard
4 Grand Abolisher
4 Fiend Hunter
4 Mirran Crusader
4 Hero of Bladehold
1 Angelic Destiny
4 Honor of the Pure
4 Mana Leak

Lands

11 Plains
4 Glacial Fortress
4 Moorland Haunt
4 Seachrome Coast

Sideboard

3 Shrine of Loyal Legions
4 Leonin Arbiter
4 Leonin Relic-Warder
4 Timely Reinforcements

Blue White Humans, Moorland Aggro, or whatever you want to call this deck is nothing more then White Weenie. In my opinion, if you choose this deck the choice you are making is for the ability to be blown out by Day of Judgment or Black Sun's Zenith and hoping for a Mana Leak instead of winning the game. Is that a little harsh? I don’t think so.

Let me explain. Why is this deck good? Well the deck has some of the more aggressive creatures in Standard right now so if you opponent fumbles you can just beat them before they recover. This is true of ANY aggro deck. I love aggro more than most but this is not what I am shooting for today. Elite Vanguard or whatever other cheap creatures you are playing are just not good enough in my opinion. Can you Mana Leak the mass removal, sure if you have it, but with only four playable counters, I do not think you will be countering many important spells. If you look at the first list, they did not even play Mana Leak main deck. It is just White Weenie. I had to play against this deck on Friday and Green White Tokens is just so much more powerful. It’s like a mirror match where all your cards are better than theirs. Geist of Saint Traft? Really? He is not going anywhere with all the blockers floating around the metagame. Can you put Angelic Destiny on him and win the game? Sure, maybe, but that is not consistent either. Your pump enchantment still costs four and you can still get blown out if you attempt it on any other creature than Geist of Saint Traft.

The main reason the deck is good is because Mirran Crusader and Hero of Bladehold are so powerful. The deck leans on the support of those two creatures and when you have them they can certainly win you the game. If I were going to be playing this deck, I would be including some Oblivion Rings as well to try to interact with my opponents plays. That would be a good start rather than just slamming a bunch of one mana cost creatures.

Getting back to Mana Leak, there is a deck similar to this one that does counter relevant things and put pressure on your opponent. Blue White Illusions. Take a look.

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UW Illusions
11th place SCG Vegas

Untitled Deck

Creatures

4 Delver of Secrets
4 Lord of the Unreal
1 Merfolk Looter
4 Phantasmal Bear
4 Phantasmal Image
4 Snapcaster Mage

Spells

3 Dismember
4 Mana Leak
3 Vapor Snag
4 Gitaxian Probe
4 Ponder

Lands

10 Island
4 Glacial Fortress
3 Moorland Haunt
4 Seachrome Coast

Sideboard

2 Molten-Tail Masticore
1 Dismember
2 Dissipate
3 Flashfreeze
2 Frost Breath
2 Gut Shot
3 Steel Sabotage

Delver of Secrets and Snapcaster Mage team up again in a Todd Anderson Creation. This deck does what the other Blue White decks only dream of doing. Delver of Secrets and Phantasmal Bear, now those are the aggro threats I'm talking about. Some of them might be illusions but they provide a fast curve and are backed up by counters, efficient removal, and Snapcaster Mage to flash them back. If you want to play an aggressive deck with counters, this is where I would be starting, not with White Weenie that has some Mana Leaks.

If you like fishing, here's an interesting take on my version from last week.

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Red Blue Fish
2nd place SCG Vegas

Untitled Deck

Creatures

3 Chandra's Phoenix
4 Delver of Secrets
2 Grim Lavamancer
4 Snapcaster Mage
2 Stromkirk Noble

Spells

4 Brimstone Volley
4 Galvanic Blast
4 Incinerate
4 Mana Leak
1 Negate
2 Vapor Snag
4 Ponder

Lands

9 Island
9 Mountain
4 Sulfur Falls

Sideboard

2 Spellskite
2 Manic Vandal
2 Stromkirk Noble
2 Dismember
3 Flashfreeze
1 Steel Sabotage
3 Arc Trail

This should give you the one two punch you need to take down your next event. Notice the four Galvanic Blasts! Shock is back and better than ever in this deck. Interesting choices with proven success.

Well, that's the Standard Report for today. Green White tokens is the real deal and you need to be prepared to fight it. Moorland Aggro seems like it's on its way out even though had some success this past weekend. Blue White Illusions seems like it might be the next aggro deck to get supported. Fish was, is, and will always be a blast to play. Luckily, it's also competitive right now.

There are so many viable options to be playing right now in Standard. What are you playing? Hopefully this has given you a look at some options and brought to light some issues that these decks are having. There good cards not being played right now, find them, use them, and brew, brew, brew.

Until next time,

Unleash the One Fish, Two Fish, Red Fish, Blue Fish!

Mike Lanigan

MtgJedi on Twitter

Jedicouncilman23@gmail.com

First Impressions

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More so than for almost any other game you can think of, Magic players devote their time to Magic. Especially when you look at say, the readership of this website, it becomes apparent that most people spend a lot less time playing Magic than they do thinking about it (this insight brought to you by Tom LaPille). When you think about it, Magic is a whole bunch of different games loosely tied together.

Of course there's the one game you think about, where you sit down with one or more friends and sling spells, but beyond that lie all the challenges of deck building, trading, reading, and more. These activities aren't quite games, puzzles maybe, but the same pattern of divergence continues as you go deeper. Why do most dedicated Magic websites have articles devoted to Commander, Standard, Draft, and Legacy? Broad strategic musings only take you so far because Winchester Draft and Vintage aren't really the same game at all.

Even beyond formats with different rules, Magic still presents us with a multitude of faces. Anyone who's done both can attest to the fact that playing Commander with a competitive group is a whole different beast from playing with casual players. I contend that, beyond that, playing Commander with decks full of ramp is a different game than playing against brews with more action spells.

Pick and Choose

Not all games are created equal. I'm not condemning a given way to play casual Commander. The point of playing is to have a good time, so if your group prefers one mode of play you should play that way. More relevant to this discussion is the fact that some games are harder to get into than others. On a larger scale, this is Magic's greatest weakness. As I'm sure you're well aware if you're reading this,Ā Magic is a great game, some would contend the best game.

Magic's issue is that it's very difficult to get invested in. The structure of the game is complex, and when hearing about it before you play it's almost hopelessly abstract. Unlike most tabletop games, up until the release of Duels of the Planeswalkers, nobody taught themselves to play Magic. Even on Magic Online we have Mentor Mode.

Obviously this difficulty hasn't killed Magic, and that's because once somebody get's a peek over the hump, they see how much fun the game is and are happy to put in a little bit more work to be able to play.

As Commander players trying to recruit fresh blood, we have some stiffer competition. The people we're trying to get interested in playing with us already are involved with Magic from some other angle, and if we show them a game that's similar to what they already play it'll be hard for them to justify shelling out hundreds of dollars to build a new deck.

For those of you trying to recruit tournament players, good-stuff Commander brews may be plenty enticing. Unfocused builds can still be a lot of fun: they highlight the interactions and politics of a multiplayer variant and let people get excited about playing with powerful cards that were simply too slow for competitive tournament play, or old favorites that aren't powerful enough for Legacy. On the other hand, these benefits hold very little appeal for people who already play non-Commander casual multiplayer. To intrigue this crowd, you need to show them something that even table politics can't contend with.

What Does the Scouter Say About His Power Level?

All the extra time that Commander offers via 40 point starting life totals allows players to build up a lot more resources than they're able to in any other popular format. On the downside, this means that combo decks can still be quite consistent despite the format's hundred-card, singleton nature. On the plus side, Commander games composed of decks built to maximize this time lead to the most ridiculous plays in casual Magic.

Where else do you consistently find 30/30 monsters, hordes of hundreds of tokens, X values of forty-five, and thirteen object stacks?

The bigger you can make these sorts of plays, the more novel, the more memorable they'll be to a new player. Once somebody is invested in Commander, they'll most likely to be happy to play less crazy games that are more akin to normal free-for-all multiplayer if that's what your group prefers, but getting them excited is essential to gaining that investment, and hey, you might enjoy some ludicrous numbers too.

For most of the format's lifetime, new Commander converts would play their first games with a friend's deck. Since last summer however, there's been another option in the Magic: the Gathering Commander preconstructed decks. A lot of people have championed picking one of these decks up and using it to jump in on some games. This suggestion has a lot of positives on the surface: the decks are more straightforward, and thus help prevent the information overload that people often experience beginning in a new format. On top of that, the decks are powerful enough to have an impact in casual playgroups, but will still afford the pilot some measure of safety in being weaker than the other decks around.

Unfortunately, these decks don't do a whole lot that's crazy. I don't have a problem with the product; I'm overjoyed that Wizards saw fit to support my favorite format, and I actually think these boxes are great starting points for players who've already decided that they want to play Commander, but want to avoid the impossibility of building a deck without a lot of experience playing. Nonetheless, to really get people excited, you'd do well lend them a deck that not only can do exciting things, but does self-evident exciting things. An eight card Merfolk engine is sweet, but I'd rather hand a new face my Chorus of the Conclave deck and let them swing for over 20000000000000000000000000000000000000000000000000000000000000000000000
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000 (2x10^330) damage with Chameleon Colossus despite lacking an infinite mana combo.

The guy who makes an 11/11 [card the mimeoplasm]Mimeoplasm[/card] with his precon will probably come back for more, but the guy who exiles Mindless Automaton and Lord of Extinction with your Mimeoplasmic masterpiece definitely will.

When He Hollers, Let Him Go

As for the gameplay itself, nobody really likes being disrupted. We, as humans, crave the sense of accomplishment we receive for successfully executing a plan. That doesn't mean that we shouldn't run any answers in our Commander decks. While accomplishing goals is great it only really rewards one person, so accomplishing some, but not all, of your goals and then having the game swing in another person's favor will make for a better experience overall.

That said, we humans are also very judgmental, and more than willing to follow our first impressions unquestioningly. When somebody new is trying out Commander, it might be more beneficial long-term not to disrupt their first awesome play even if you can. I'm all for demanding that members of the community sacrifice a smidgen of their own enjoyment to help out the rest of the table, but people need to have enough fun to join our community in the first place before we can start making demands of them.

That's not to say you have to let them win per se, though oftentimes a sufficiently ludicrous play will spell death for at least one player. It's more that you should put yourself in their shoes for a second and try to figure out what action holds most of the fun inherent in their crazy play. In the case of a giant creature, they'll have almost as much fun getting one swing in as they would killing the entire table with their abomination, so after one hit, you may as well remove it. Ideally, people would think this way about all of their plays, but it's very difficult to stay in the moment with your gameplay while doing so.

Ultimately, this difficulty is the greatest in all of our games and interactions in general. If you remove yourself from the situation it's not that hard to figure out how to make other people happier in theory. Moreso than any specific gameplay, we want to enjoy ourselves with other people who are enjoying themselves, and just sitting down and playing some relaxed games with a potential new Commander player is the best welcome you can give them. Optimization is great, and I love doing it, but as soon as optimizing their experience interferes with you having fun, you're hurting more than helping.

It's hard to go wrong with choices you make before the game begins because you don't have to think about them in game, but be cautious changing your play to maximize fun. It doesn't always work the way you want it to.

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

Jules Robins

Born in San Francisco and currently residing in Los Angeles, Jules Robins has been playing Magic since Odyssey. While he regularly plays in PTQs and nearby Grand Prix, Jules' real passion is for Commander. Between studying physics and performing in improvisational sketches, Jules will be dishing out weekly Commander strategy, philosophy, and deck lists at a monitor near you.

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Insider: StarCity Observations

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This past week I headed out to Las Vegas for the StarCityGames open, and also to attend a judge conference. I learned a ton, and also got my hands on my first batch of Judge Promos (ding!). The tournament portions of the trip were almost a complete fail, but the trip on a whole was a ton of fun. I didn’t play on Saturday, but I showed up at the end of the day to scope out the top decks, check in on friends and hit the trade tables. If you haven't been to a StarCityGames Open, I'd recommend it. Ā The first time I went to one last year, I made the mistake of thinking I'd have a variety of dealer booths to choose from. Just keep in mind that Star City will be your only outlet to buy and sell cards. The good part of this is you can request that they have certain cards there for you in advance, and you can research their buy list.

When I arrived on Saturday, after showing off all my sweet Judge Foils to some friends, I wandered around the site. The final round of swiss was finishing, and I had just seen the Insider email about the Grand Architect deck Nick Spagnolo was running. Nick had just fallen out of top 8 contention and was decompressing and chit-chatting with one of the SCG live coverage guys, and I barged my way into the conversation. After hearing about this deck, I wanted to play it immediately. Unfortunately, [card Grand Architect]Architects[/card] are on the radar now, and the deck doesn’t have any other sleeper rares in it as Wurmcoil Engine and Snapcaster Mage are already known quantities. Architect is still under $6/set on Ebay, and I’ll be grabbing some, but I’m not sure how much room they have to move. I’ve had them on my radar for some time, as the effect was asking to be abused, so now that the deck has some visibility, it may become more sharply tuned.

The real surprise to me, though, was the Heartless Summoning deck. A friend of mine I met through judging, Leo Maros, had been bragging about his deck to me since I met him at States a few weeks prior. He and his friends had built the deck, and 4 of them were playing it that day. There was a buzz in the hall about the deck as people groaned about losing to huge 7-drops. After the Swiss ended, Leo spotted me and had a half-grin half-frown. While disappointed in not making the top 8, 3 of the 4 guys finished X-2, while the other finished X-3. Certainly nothing to frown at, when bringing a new rogue deck to a large event. The deck consisted of [card Heartless Summoning]Heartless Summonings[/card], Solemn Simulacrum, Sphinx of Uthuun, Runescarred Demon and Phyrexian Metamorph. Cheating huge fatties into play that give immediate value and then copying them for pennies on the dollar! I like picking up Heartless Summoning here, but not in a huge amount. This deck is very vulnerable, so it may spike up for a week or two as people try out the deck, but if it ever gets too popular, [card Oblivion ring]O-Ring[/card], Naturalize and friends will likely spoil this party. I’m working on making sure I have a full set, will likely play the deck at FNM this week and will then promptly try to trade mine away once people are completely jealous of the deck.

Snapcaster Mage. He’s the real deal folks. I put my money where my mouth is on this guy and put a big wager on the line against Tom Martell. It looks like my call was pretty strong, as I stand to win anywhere between $100-200 on the bet by its completion early next month. Both days I heard the words, ā€œCast Snapcaster?ā€ more than any other single phrase. This guy is an absolute house in Legacy, and any deck that has room for him in Standard will play him. I also expect him to be a key player in Modern when the season rolls around. Initially, I said he’d sit around 20 for an undetermined amount of time, and eventually trail off to $15. That’s looking pretty accurate, but the price just hasn’t dipped even an inch, regardless of how much product has been opened. If you’re waiting for a reason to get in on this guy, don’t bother. Finding him as a borrow for an event is almost impossible, as most people are playing theirs, and people are comfortable paying $20 for a card that feels broken every time you cast it. I still think the market will eventually come down on this guy, but at this point, it's hard to tell.

I had hoped to break open Legacy with a brew, using Snapcasters with Snap in an old-school Solidarity shell (High Tide with Reset). The plan was to prey on other Storm decks and creature-based decks like the Tempo decks that were running rampant. The matchups, draws, and missplays kept me out of contention early on; however, lots of people were asking for Reset on the trading floor, and SCG sold out of them at their dealer booth. I didn’t see any of these decks at the end of the day, but I know there’s a buzz going around. I’m not sure if it will carry any steam going forward, or if the idea will fizzle out of oblivion. I’m keeping an eye on it as I already have a playset of Resets and I’ll want to know if the Legends Uncommon suddenly is in high demand.

Next on my event list is GP San Diego. I hope to do well in the main event, but will also be hitting the trade tables pretty hard. I hope to have both of my Legacy decks complete by the end of the weekend and will be using my Judge Foils as front and center of my binder to attract some attention. I’ve also managed to pick up an ā€˜extra’ set of Force of Will so that will give me good trading power to get other Legacy staples I need. I still don’t have a standard deck I’m excited about, so it makes it tough for me to find cards I want to target in trades. As stated last week, I’ll be sticking to safe staples like lands and playable uncommons for the time being. It feels good to have a solid binder I can be proud of again, only a few months away from losing it all. Luckily, the kindness of strangers got me a headstart, and trading has shot me up almost back to where I once was.

I also hope to find some dealers that want to buy up some of my uncommon stock. If the prices aren’t right, I’ll hold on to them until Standard season. I’ve been advised by people who have more GP experience than I do, that often times you can find some dealers that are buying a specific card higher than other dealers are selling for. I plan to search for such deals and abuse them, but I think it's important to be cautious. If the dealer you are selling to decides he doesn’t like the way you operate, he can refuse to buy from you and you’ll be stuck. I’d confirm with him what quantity you want to sell him before you run to the other dealer to pick them up.

Next week, I’ll talk about my trading experience at the GP and hopefully be bragging about my strong finish.

Until then,

Chad Havas

@torerotutor on twitter

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