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The End of the World as We Know It | MNM 284

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Crossover Week, Part 1 | CC S4E8

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Crossover Month is in effect at CommanderCast! This week the podcast features Sean from RedCastWins, and Gavin of the Commander Rules Committee. Also joining the Tactical Podcasting Team is Imshan to keep Andy from doing anything regrettable on air. Subject matter ranges wide in a two-hour epic that will leave you reeling in a confused state, reduced to a stupor by the sheer length of the program.

Actual content? How about the centralization of Commander's rules? [card Arcum Dagsson]Arcum Dagsson[/card]? The importance of situational awareness? Good cards we hate? There's something for everyone that isn't a huge loser on this week's CommanderCast!

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Doran, the Explorer

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One of my favorite color combinations in Magic is the [card Teneb, the Harvester]Teneb[/card] wedge: Green-White-Black. I force this color combination consistently when I'm cubing, I love the combination in Innistrad Sealed and Draft, and I try to make the color combination work in Standard whenever I can. (I'm currently working on G/W/B Birthing Pod/Heartless Summoning, for those interested!). That said, it's one of my least favorite combinations in Commander.

Honestly, I think that the biggest reason for that is that a huge majority of G/W/B decks are 80 or so of the same 99 cards, and a number of the commanders are pretty interchangeable. How much difference is there really between any two Teneb, the Harvester or Karador, Ghost Chieftain decks? The biggest difference I've seen is whether or not they decide to play one of the many [card Melira, Sylvok Outcast]persist[/card] [card Nim Deathmantle]combos[/card], Reveillark/Karmic Guide combos, or Necrotic Ooze/Hermit Druid combos. If the deck runs any of these combos, then it spends the whole game just playing combo piece after combo piece, waiting until you die. If the deck doesn't run combos, then it spends the whole game grinding out cards and progressively working itself into a better and better position, and that you have to keep playing, even when they won 20 turns ago and can't close out the game.

In fairness, there's a reason that these decks are very good. In many playgroups, the graveyard is like a second library that you can readily tutor through and get free cards from. It's hard not to abuse that kind of resource when it's so readily available. As more and more cards are printed, the older formats like Legacy, Vintage, and even Commander are becoming formats where you shouldn't be embarrassed to play maindeck Leyline of the Void.

Regardless, this isn't an article about Teneb, Karador, and graveyard hate. If I'm going to be a G/W/B deck, I want it to be different than the others in my playgroup. I don't want to be playing another recursion-combo deck, or another token-beatdown deck. One of my favorite legendary creatures of all time is Doran, the Siege Tower. Lorwyn was right around where I started really playing Magic again; I played Doran in every format I could, and loved every minute of it. There's just something so satisfying about attacking for one with Birds of Paradise! My favorite experience with Doran though, is from a Lorwyn-Lorwyn-Morningtide Draft, where I picked up Doran, Leaf-Crowned Elder, and Indomitable Ancients, as well as multiple Thorntooth Witch and Orchard Warden. What I want to do this week is build a deck reminiscent of that one: mostly Treefolk tribal, with a "toughness matters" theme, that uses Solidarity as a hilarious Overrun effect! So let's get started on establishing those themes:

Toughness Matters

  • Oathsworn Giant
  • Castle
  • Solidarity
  • Slagwurm Armor
  • Steadfastness
  • Accorder's Shield
  • Sword of the Paruns
  • Blessed Orator
  • Wave of Reckoning
  • Archangel of Strife

There's a few pretty obvious choices here in Oathsworn Giant, Solidarity, and Steadfastness, so I won't waste much time on those. Rather, I'd like to look at a few of the cards that are going to color some of the choices in the rest of the deck: Castle and Sword of the Paruns, for example, are going to want the deck to include numerous ways to make sure creatures have vigilance. Accorder's Shield and Slagwurm Armor give [card Doran, the Siege Tower]Doran[/card] a number of ways to go Voltron and just kill people!

The last few cards are reasonably interesting. With [card Doran, the Siege Tower]Doran[/card] in play, both Blessed Orator and Archangel of Strife become very efficient creatures that also pump the rest of your team a significant amount at their respective costs. These kinds of creatures, combined with Solidarity and Steadfastness let you produce obscene quantities of damage out of nowhere. Finally, Wave of Reckoning is almost always going to sweep away everyone else's creatures, leaving you able to crash through for damage!

There will certainly be a number of other cards in this deck who are quite good with Doran in play, but those are going to be more generically good utility cards rather than ones that are only good because of their interaction with [card Doran, the Siege Tower]Doran[/card], so I want to make sure we have enough space for the rest of the on-theme cards before we move into those. Since we've covered the toughness tatters theme, let's take a look at the Treefolk!

Treefolk

  • Indomitable Ancients
  • Deadwood Treefolk
  • Treefolk Harbinger
  • Dauntless Dourbark
  • Dungrove Elder
  • Reach of Branches
  • Battlewand Oak
  • Black Poplar Shaman
  • Everbark Shaman
  • Leaf-Crowned Elder
  • Lignify
  • Rootgrapple
  • Lumberknot
  • Magnigoth Treefolk
  • Orchard Warden
  • Sapling of Colfenor
  • Seedguide Ash
  • Thorntooth Witch
  • Treefolk Seedlings
  • Timber Protector
  • Wickerbough Elder
  • Woodfall Primus
  • Tree of Redemption

One of the things that I hate the most about this deck is how absolutely abysmal Weatherseed Treefolk is in a [card Doran, the Siege Tower]Doran[/card] deck. However, looking over this list of sweet Treefolk you get to play, I'm pretty sure it's a reasonable trade-off. The most important three cards here are Dauntless Dourbark, Dungrove Elder, and Reach of Branches. These guys all want a very, very high Forest count in the deck, so that you can continually pump them or buy them back, and even let you do cool tricks with Seedguide Ash.

Besides these cards that really want to be built around, there are a number of cards that are incredibly powerful here, like Treefolk Seedlings and Magnigoth Treefolk, which are just insane when you have a [card Doran, the Siege Tower]Doran[/card] in play. Everbark Shaman and Seedguide Ash both become much better when the deck starts caring as much about Forest count as it does.

Tree of Redemption is a card I was really excited about in this format because it does a ton of interesting things, especially when you can repeatedly recur it and reset its toughness. This card also lets you take advantage of how layers work by pump its toughness with cards like Slagwurm Armor to keep your life total up.

It's just surprising how many interesting interactions there are in just the tribal section of this deck. The thing that I'm most concerned about looking at the list just now is the mana. It's going to be very difficult to have enough forests to make creatures like Treefolk Seedlings good and also have enough fixing to make white and black reasonable colors, or even to play [card Doran, the Siege Tower]Doran[/card] on turn three consistently. The Forest-heavy mana base also puts severe restrictions on what kinds of non-Treefolk cards the deck can run.

Non-Treefolk

  • Solar Tide
  • Ajani Goldmane
  • Austere Command
  • Graceful Antelope
  • People of the Woods
  • Woodland Guidance
  • Primal Bellow
  • Order of Whiteclay
  • Saffi Eriksdotter
  • Sun Titan
  • Doomed Necromancer
  • Adarkar Valkyrie

Looking at some non-Treefolk cards, there are a number of guys that I really want to fit into here purely because of their interactions with [card Doran, the Siege Tower]Doran[/card]. The first section is full of some fairly vanilla cards like People of the Forest and Graceful Antelope, both of which are insane. Some cards that get much better as you make your mana base mono-Forests. The second group of cards is your recursion suite, which is built around Order of Whiteclay.

After I included Order of Whiteclay, I really wanted to include Saffi Eriksdotter since this gives you another Sun Titan-esque engine that can be very hard to break up. Doomed Necromancer is a back-up Saffi, but one that you need to untap with first. Ardarkar Valkyrie is yet another way to interact with these other two cards, but is likely much worse than either Sun Titan or Order of Whiteclay. Regardless, these interactions give you some resiliency to removal and Wraths, especially in conjunction with sacrifice outlets, and form an absurd late game once everyone's hands have been depleted.

Last, there's two cards that seem sick in a mono-Forest deck: Primal Bellow and Woodland Guidance. Primal Bellow is the card I'm least sure of in this deck. I really like the potential to one-shot someone with [card Doran, the Siege Tower]Doran[/card], but this might be just better as something like Strata Scythe, a more permanent threat and counts all the forests, rather than just yours. Second, Woodland Guidance is a card that doesn't see nearly enough play relative to how powerful it is. Regrowth plus Early Harvest, even if it isn't consistent, is absolutely game breaking. Let's not even think about the times that you have some sort of library manipulation and can guarantee winning the clash!

That should just about round out the more unique themes of this deck. What's really important for a deck like this, though, is the supporting backbone of ramp and utility spells. It's very important for this deck to have a ton of mana fixing (and to find its dual lands early and consistently) so that you can actually cast spells. Similarly, there are a few spells that you want to be able to cast multiple times in a game, or to get back if they get milled or countered, like Solidarity and Reach through Branches.

Ramp and Utility

  • Reap and Sow
  • Hunting Wilds
  • Skyshroud Claim
  • Cultivate
  • Kodama's Reach
  • Explosive Vegetation
  • Genesis
  • Restock
  • Eternal Witness
  • Green Sun's Zenith
  • Harmonize
  • Crime // Punishment
  • Primal Command
  • Krosan Grip
  • Maelstrom Pulse
  • Putrefy
  • Momentous Fall
  • Beast Within

The first set of cards is the pretty typical ramp package, and should be reasonably self-explanatory. Skyshroud Claim and Hunting Wilds aren't spells I like to use very often, but are fine here since the deck wants all Forests all the time. More importantly, these find your dual lands so that the rest of your ramp spells can find Forests. Reap and Sow could easily be Primeval Titan, but to be honest I'm getting sort of tired of Prime Time always fetching Urborg, Tomb of Yawgmoth/Cabal Coffers, so I intentionally excluded it from this deck and have been avoiding building B/G anything for quite awhile.

The second set of cards is your utility suite. Some tutors increase the density of threats, and to make sure you can easily find one of your "power/toughness equal to the number of Forests" guys to beat down with. You have a couple of ways to deal with problematic permanents, but you don't need too many since you can fairly easily tutor up Woodfall Primus and keep him in play.

Momentous Fall is probably the worst card of this particular set. It could easily be Garruk, Primal Hunter or something similar. That said, I like being able to cast the card at instant speed, even if it only works with Dauntless Dourbark and Dungrove Elder rather than all the "Forests matter" cards. You'll notice that there are very few non-green, color-intensive cards in the whole list. This was a very conscious and necessary choice, so that you don't lose to bad mana. In order to support a three-color commander that wants as many Forests as possible, the mana base has to look a little weird:

The Mana

  • Gavony Township
  • Oran-Rief, the Vastwood
  • Dryad Arbor
  • High Market
  • Savannah
  • Temple Garden
  • Bayou
  • Overgrown Tomb
  • Marsh Flats
  • Verdant Catacombs
  • Windswept Heath
  • Krosan Verge
  • Winding Canyons
  • Strip Mine
  • Murmuring Bosk
  • Urborg, Tomb of Yawgmoth
  • 17 Forest
  • 3 Plains
  • 1 Swamp

There's not too much to say here. All of your duals are Forest-based. Gavony Township and [card Oran-Rief, the Vastwood]Oran-Rief[/card] pump your team, or make Woodfall Primus incredibly difficult to kill. Winding Canyons is surprisingly awesome in this list, since you can flash in either [card Doran, the Siege Tower]Doran[/card] or one of your other high toughness guys to get in a hit you wouldn't ordinarily.

One of the trickiest things with this deck is the mana. You need to be sure you can cast an early [card Doran, the Siege Tower]Doran[/card], but also need to hit double white for some of your best spells, while still maximizing your Forest count. Generally, the first lands you fetch are Murmuring Bosk and Savannah, followed by basic Forests unless you foresee a particularly color intensive turn. With all that, let's take a look at the finalized list:

[deckbox did="a133" size="small" width="560"]

This is certainly underpowered compared to some of the B/G/W lists, especially the more combotastic ones. It's also definitely more unique, and brings the beats a a lot harder and faster. Even better, this list has one of the biggest advantages I love to have: no one knows what most of your cards do, and even if they do there's chances for them to mess up. Anyone can mess up counting your Forests, or forget that [card Doran, the Siege Tower]Doran[/card] makes toughness much more relevant. Any situation where people are unfamiliar with your cards and how they interact is an advantageous one for you!

Let me know what you thought of this article! Be sure to check out my article on Red Site Wins, also in Doran colors but a little more off the wall. (Hint: it's built around Lich!) As always, I'm excited to see what you guys think of in the comments, cards or interactions that I missed, questions about the deck, and whatnot. I got an interesting challenge in the mailbag earlier this week, so I'm hoping to tackle Myojin of Seeing Winds next week!

Carlos Gutierrez
cag5383@gmail.com
@cag5383 on Twitter

Insider: Banned! or How to Make 200 Tix in 5 Minutes [MTGO]

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I recently returned home from the Star city Kansas Open, which was a hell of a lot of fun.  I won’t go too deep into how much non-Magic fun I had, as it has already been covered in other articles, but, suffice to say, I found the bathroom at Jack Stack very accommodating for all of my drunken vomiting needs.

I did learn a few useful things about Magic though.

  1. Mirran Crusader is one of the best cards in Standard right now.

    He is absolutely the best thing you can be doing against infect and wolfrun, and he has protection from the only removal color (sans o ring) that anyone is playing right now.  The fact that red has been doing very poorly (the only color good against him) makes him what you want to be doing if you are not playing wolfrun yourself.

  2. Grove of the Burnwillows  is going to be insane in Modern and is now showing it has legs in the current Legacy format.  Gerry T’s Top 16 list below is a house against the current glut of Stoneforge and tempo decks.

RUG by Gerry T

Artifacts

4 Senseis Divining Top

Creatures

3 Grim Lavamancer
4 Tarmogoyf

Enchantments

4 Counterbalance

Instants

4 Brainstorm
1 Counterspell
2 Dismember
3 Force of Will
3 Punishing Fire
3 Spell Snare

Legendary Creatures

2 Vendilion Clique

Planeswalkers

3 Jace, the Mind Sculptor

Lands

2 Island
1 Mountain
1 Cascade Bluffs
4 Grove of the Burnwillows
3 Misty Rainforest
4 Scalding Tarn
3 Tropical Island
1 Underground Sea
3 Volcanic Island
2 Wooded Foothills

Sideboard

3 Nihil Spellbomb
2 Flusterstorm
1 Force of Will
2 Krosan Grip
1 Lightning Bolt
4 Pyroblast
2 Thrun, the Last Troll

It kills Stonforge Mystic, Noble Hierarch, [card Vendillion Clique]V-Clique[/card],[card Dark Confidant]Bob[/card], Delver of Secrets, and snapcaster Mage, as well as just maiming both Merfolk and Goblins.  It also makes a late game Jace pretty much a non-issue. 

Shock has never been so powerful.

I can't say enough about this card right now.  It went up to 18 or 20 during the Modern hype online and is currently down to 8-9.  It will be a huge player this season.  In a format where Wizards is doing their best to kill combo, a recurring removal and burn spell is where you want to be at.

I would pick these up at 9 while you can.  If you are going to play them, you are going to play 4.  As a splash of this, Cascade Bluffs and Flooded Grove  will also be worth more due to being able to cast your Blue spells while using Grove for removal.

Onto the Article!

One of the biggest price fluctuations in Magic comes from the banning of cards.

It is different from new cards being released because there are no spoilers.  There is often a lot of conjecture by various strategy writers, but nothing concrete until that fateful midnight when the Wizards groundhog comes out and we find out if it’s 3 more months of combo winter.

Besides breathing life back into whatever stale format the bannings were a result of, there is quite a bit of quick money to be made from this.  Below are the main ways to take financial advantage of this somewhat rare occurrence in Magic.  Some of the information will be universal to paper and MTGO while the rest will be strictly MTGO.

What To Do When a Banning Occurs:

1) Buy all of the cards that get better by the banning.

The money making process starts far before the night of the bannings.

It starts once legitimate chatter begins about cards being too good.  This does not mean people whining in random forums.  Generally, several writers are talking about how a strategy is too good, or it just dominating for a long time.  If both Gerry Thompson and Patrick Chapin are saying something is wrong with standard chances are the jig is up and you need to start planning what to do.

First, make a list of all the strategies the cards (or deck) in question has oppressed.  Look at the effect the cards had on the format and plan accordingly.  If the banned cards pushed control decks over the top, then aggro and combo will generally have been oppressed.  If the card was some sort of degenerate engine ([card Survival of the Fittest]Survival[/card], [card Mystical Tutor]Mystical[/card]) it probably pushed all of the slower decks that could not cope with a format that turned the format into a “race this deck or play this deck” mentality.

Dear Wizards. Please do not reprint me or my brothers in the next core set. Well maybe frosty, he is a little slow.

A hypothetical case of this is Vengvine decks in Standard.  People were very excited about all of the neat interactions, but, inevitability, it quickly became apparent that none of the tricks were relevant when you could do nothing about getting Valakutted out.

I didn’t really expect Valakut to get banned, but I was still was ready at my computer every time a new ban list came out (just in case) so I could pounce on the angriest [card Vengvine]vegetable[/card] ever conceived.

A real case came when Stoneforge Mystic and [card Jace the Mind Sculptor]Jace[/card] were banned.  This broke Caw Blade's choke hold on the format and allowed oppressed decks that simply couldn't compete back into the limelight.

In Caw Blade's case, the oppressed individual was Valakut.

Valakut was a pillar of the format before [card Jace the Mind Sculptor]Jace[/card] married [card Stoneforge Mystic]The Little Kor that Could[/card].  The clock and disruption just came online just a little too quickly when you were getting clocked and forced to discard, so Valakut's traditional plan of going over the top of control just didn’t work anymore.

This meant that prices on Primeval Titan and [card Avenger of Zendikar]Avenger[/card] were very low. 

CAN I HAZ TAP YOUR THINGS?

These were at the top of my buy list.

Once the banning hits, the goal is to buy up as many of the mythic rares (and to some extent the normal ones) as possible.  In Primeval Titans case, he went from 9-11 to 16-18 in the 24 hours after the banning. The nice part is that most of the bots will still be full of the card, so chances are you will get to snap up copious amounts of it in a short while.  Others will also be doing this, so you have to act quickly.

After you have all these newly mint mythics you have to make a decision on when to get out.  Generally the hype will drive the card up very high before any major tournaments occur.  I sell at this point because the prices do not usually go much higher, even if the card is tournament worthy.  However, if it turns out that it was all hype and the bannings did not kill the dominant deck, the bubble will pop quickly and send the cards back down to their previous prices.

The next source of profit comes from buying up the card that actually got banned.  This sounds insane, but is actually very profitable.

2) Buy banned cards:

Yo Dawg, I herd you like brainstorms, so I put brainstorms in your planeswalker so you can draw while you draw

Most people on MTGO go completely insane when a banning occurs.  Fear of losing value lends people to start trying to get rid of their newly banned cards as quickly as possible.

People will just start posting in the classifieds at a price that is generally too high and slowly lower the number as their cards don’t sell.  A lot of people use major bot selling prices or just look at similar classified sales.

The way to make a profit on this is through capitalizing on people's laziness in not looking at bots' updated prices.

Bots do not get the luxury of reading articles or knowing things are banned.  They go off of a simple supply and demand equation.  All of the well-known bots will change their buy prices very quickly, as the vast majority of people will sell to them.  Cardbot is not where you are making your money with bannings.

Start out by making a bot list.  A bot list is a quick reference sheet that can be used when you need to either buy or sell a large amount of cards in a short period of time.  It should guide you in your transactions to figure out who will most likely have good prices and stock of the card.

Make a spreadsheet of various bots, specifically chain bots (bots that let you use credit at multiple of their stores).  Note their card availability, buy amounts (4 of or as many as you have), what formats of cards they carry (Modern, Legacy, Standard), their prices compared to the major bots, and their general margins.  Try to hit bots that are not mainstream.  This process can be time consuming depending on how in depth you want your bot analysis, but is definitely worth it in the end.

Here is an example of what it would look like for cardbots buying and selling accounts.

Name Type Accounts Format Sell amount Update Price
Cardbot Selling 5 All 4 Quick Very good
Name Type Accounts Format Buy amount Update Price
Cardbuyingbot Buying 4 All 4 Quick Very good

Now you are ready to take advantage of some banned cards.

Start by typing the name of the card into the classifieds and see who is still advertising buying or selling it at the old price.  Once all those avenues are filled, use your previously created bot list to see if you can find some hidden bots that have not updated.

It may take a little time, but you can typically find a bot still buying at the old price.

Once you find a bot that is buying at the old price, you have to determine if its buy price is significantly different from the average classified sell price of the Chicken Littles trying to sell by posting in the classifieds.

If a significant difference exists, start buying up copies. Then immediately sell them to the bot.  For [card Jace the Mind Sculptor]Jace[/card] I was buying for between 50 and 55 and selling at 60.  This netted between 5 and 10 tix per transaction, totalling about 200 tickets after I ran a 3 account bot out of 2400 tickets. 

I wound up stopping after this because I had to wake up early the next morning, but I have no doubt I could have kept at it and netted hundreds of tickets from even more bots.

3) Tips for buying up cards when a banning occurs:

Do not try to undercut people by too much.  I saw people advertising buying [card Jace the Mind Sculptor]Jace[/card] at ten tickets.  The card was set up to be a possible pillar of Extended, Modern or Legacy, as well as the most iconic card in Magic. If there was hidden information of some sort, then maybe a ploy like this would work, but when you are offering 10 for a card and others are offering 30-50, don't even waste your time.

Turn the cards around immediately after getting them from people.  You do not want to do a mass buy of the banned cards only to be followed by having no buyer because all the bots have been updated.

If the banned card has multiple application outside of the format it was banned from, watch it.  When the Jace market dropped off and the bots filled up, people foolishly begun trying to get rid of their [card Jace the Mind Sculptor]Jaces[/card] at any cost.  It was still (hypothetically) going to be a huge card in Modern, so it was a good buy if you could get them for less than 20.

In Review: The Main Points

  • Make a list of cards that will increase in value because they are no longer being kept down by the newly banned card.
  • Make a bot list so you will be aware of bots who hadn't gotten the memo.
  • Act quickly.  For every hour after the banning, more people will have flooded the bot market with banned cards, making it less likely to find a bot still buying at old prices.
  • If the card in question has applications outside of the format it was banned from, snatch them up if they go low enough.

I hope this helps some of you uncover the profitable things to be done when Wizards slams down the ol bannhammer.  This will be relevant in a few months when Modern gets its legs, as Wizards has been going ban crazy in that format.

Thanks for reading!

Pat McGregor
SARCASTO on MODO

Back-to-back cashes at SCG Kansas City

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(Editor's Note - Daniel Dusang cashed in both SCG events at Kansas City and was one of the first people to pick up GW Beats, the breakout deck of the last week. Enjoy the report!)

Hello, Dear Reader, and welcome to my first tournament report.  These things can be pretty bland when done poorly, so I am going to take a slightly different approach.  I don’t want to focus on the wins/losses and plays alone.  Instead I want to use the plays to tell you when the deck performed well or poorly and how it did so.

This deck was a bit of a brew, so I had a few ideas of how it should play out in my head, but I was also pleasantly surprised by how some cards worked in different match ups during the day.  But since this is the first time that many of you have seen my name I will start with a bit of introduction.

My name is Daniel Dusang (@CapnTopDeck on Twitter) and I am a graduate student attending the University of Oklahoma.  I began playing competitive Magic about 2 years ago and I have had some small success here and there.  I have top 8ed a constructed PTQ in the last year and now I can add being in the money in back-to-back SCG Opens (I got 22nd on Sunday in my first Legacy tournament).  My 11th place finish in Standard came on the back of a literal last-second audible.

I played Wolf Run Green the night before at FNM and won, but the deck choice still wasn’t sitting right with me.  I had mentioned to my follow Okies how I wished I had been able to test a G/W Destiny list, since I knew it was poised to demolish the expected meta.  Most of my friends told me not to audible (which is sound advice…I already knew how to play Wolf Run) and I stuck with it and filled out my deck registration with 18 forests.  With 30 minutes left before the player meeting, I heard Ari Lax talking about Mirran Crusader at the next table.  Between that chatter and my friend Kyle telling me to simply play the most fun deck I grabbed a new registration sheet and started scouring everyone’s binders for the rares I needed.

I built the deck loosely off the list posted by Valeriy Shunkov in this SCG article last week.  I loved the idea of main deck Crusaders and Thrun, the Last Troll but I felt that his list was off by a few cards.  After playing Wolf Run I knew exactly how powerful Sword of Feast and Famine and Garruk Relentless were, so I knew that I wanted to draw those cards almost every game.  So, with no testing and 30 minutes worth of thought, here is the 75 that I sleeved up in Kansas City last weekend:

Untitled Deck

Creatures

3 Avacyns Pilgrim 4 Birds of Paradise 4 Hero of Bladehold 2 Jade Mage 4 Mirran Crusader 2 Thrun the Last Troll

Spells

2 Mortarpod
3 Sword of Feast and Famine
3 Angelic Destiny
3 Oblivion Ring
3 Garruk Relentless
2 Garruk Primal Hunter

Lands

9 Forest
4 Plains
3 Gavony Township
4 Razorverge Thicket
4 Sunpetal Grove

Sideboard

2 Sword of War and Peace
2 Spellskite
3 Leonin Arbiter
3 Celestial Purge
2 Naturalize
3 Timely Reinforcements

As you can see this wasn’t really a Township Tokens list, as SCG was kind enough to label it.  This thing brought the beats and it did so in a way that Wolf Run and U/B couldn’t interact with.  I figured my control match-up was pretty good, but I really built this to slaughter Wolf Run.  Unfortunately for me I only got to play that match once (in the last round).  Enough jibber-jabber, how did the deck actually perform?  Read on:

Round 1: Eddie with G/B Pod

I have 4 main deck Crusaders that I can play on turn 2…this was not a close match.  I hooked the Knight up with Angelic Destiny both games.  He Acidic Slimed the enchantment away in game 2, but he was at 4 with only green and black blockers…

Pod is the only match up where Leonin Arbiter is actually desirable out of the board.  I didn’t even board that card in against ramp…I just didn’t need it.  This board slot is the first change I wanted to make to the deck.

Record: 1-0 (2-0)

Round 2: Eddie #2 with U/W Control

Game 1 was where I discovered just how insane Garruk Relentless is.  I snuck Garruk in after baiting a counter with Hero of Bladehold and proceeded to make a wolf every turn until the game ended.  His life total after Garruk landed: 15, 11, 7, dead.  Having a steady stream of creatures is super-important against Day of Judgment decks, especially since our creatures can get big with enchantments, Gavony Township, and swords.

Game 2 I boarded in the Swords and not much else.  He countered my first 4 threats on consecutive turns (2-Crusader, 3-Garruk, 4-Destiny on my Birds, 5-Hero).  I then landed a Sword of War and Peace and made him Day away single threats until I drew a Thrun.

This match made me realize that Garruk Relentless might just be the best card in the deck.  I feel like his ability to make sword-carriers for free every turn is vastly underrated.  Is he as good as Primal Hunter?  Probably not.  But he comes down a turn before his beefier version, which can lock your opponents out of a win condition in certain matches.  He also kills mana-dorks in those same matches.  He is a house against both green and blue decks right now, which makes him one of the best cards you can be playing in the current meta.

Record: 2-0 (4-0)

Round 3: Jerrod with U/B Control

Game 1 I am on the play and have to mulligan away a do-nothing hand.  As I shuffle Jerrod and I chit-chat about how he won his last round when his opponent mulliganed to 4.  Of course, I then proceed to mulligan to 4.  As I shuffle for the last time we both mention how we have seen those odd come-backs from a four-card hand and how it really takes drawing perfectly to pull off.  I proceed to open a hand of Township, Forest, Plains, Thrun; Snap-keep.  I draw Birds of Paradise for turn 2 and slam Papa-Troll home on turn 3.  Jerrod loses 5 turns later.

Game 2 I keep my opener and have a turn 2 Crusader queued.  Wring Flesh for my Birds makes sure that doesn’t happen, but he still resolves turn 3.  I then get him to tap out to kill my Crusader (Tribute to Hunger) during combat.  This left me open to slam Garruk Relentless in the second main phase.  I drew a Thrun soon after and buried him in value.  He had to start doom blading wolf tokens after a turn or two.

After that game I cannot deny the power of Thrun.  Having that card in your main deck gives you a ridiculous win percentage increase against control.  I don’t think a deck like this could take control without him. (This theory is supported by Kibler’s videos which were posted today.  No Thrun main = lose to U/B game 1, twice in 4 rounds.)

Record: 3-0 (6-0)

Round 4: Kyle with Tempered Steel

I already knew what Kyle was playing and I already knew I was in for a world of hurt.  I didn’t expect to see Tempered Steel since A) No one had done well with it recently and B) the deck is terrible.  But he played the enchantment on me 2 games in a row and I had no answer, so I got face-rolled.

If playing 3 artifacts on turn 1 becomes a thing again the sideboard definitely need 3 copies of Creeping Corrosion.  You should also have a third Mortarpod in the board for sure.  I missed this and it cost me a bit.  Before they land Tempered Steel Mortarpod simply wrecks them.

Record: 3-1 (6-2)

Round 5: (Forgotten Name) with Tempered Steel…Again.

This match was HARD.  It did, however, show me that the match wasn’t unwinnable.  He never found a Tempered Steel game 1 and I got a Township online to bury him in 4/5 Birds of Paradises.

Game 2 I finally drew an Oblivion Ring (two in fact).  I O-ringed his Hero of Bladehold and the Tempered Steel he played the turn after that.  I was behind most of the game, but I couldn’t block his fliers so I had to just keep attacking.  After the second O-ring he left blockers back for my board of Spellskite, Thrun and Hero.  I proceed to rip Mortarpod off the top and gun down his 2 blockers to swing for lethal with Thrun and the Hero.

Mortarpod is really good here, but would be better as a reliable turn 2 play.  I still wanted Creeping Corrosion since there is just something about a one-sided Wrath effect that is awesome.  Another card that can be very good in this match is (go figure) Garruk Relentless.  If they don’t have a Steel or a Spellskite then Garruk can pick off multiple Signal Pests or a single Spined Thopter/Vault Skirge.

Record: 4-1 (8-2)

Round 6: AJ Sacher with Solar Flare

I had never been paired up against a SCG Pseudo-Pro before and was a bit nervous.  My opening draws didn’t help that much, as I mulled to four in game 1.  AJ countered three Garruks (after I was stuck on lands for 3 turns) and killed a fourth before we moved to game 2.  I brought in Swords for the Sun Titans and Spellskites for the Doom Blades.

Game 2 my opener is 5 lands, Avacyn’s Pilgrim, and Mirran Crusader — Snap-keep.  I proceed to play turn 2 Crusader followed by turn 3 Sword of Feast and Famine.  I won that game.  AJ now had a chance to sideboard correctly after finding out that I wasn’t, in fact, a Mono-Garruk Control deck.

Game 3 AJ got stuck on two lands and I played a turn 3 Thrun into Mirran Crusader into Gavony Township.  I don’t think that game would have been close even if he DID have lands.

This was an odd match to gauge my deck’s power level with.  He never played a Day of Judgment or a Liliana.  I wouldn’t have changed anything based on these games; the deck ran exactly the way it was supposed to in games 2 and 3.

Record: 5-1 (10-3)

Round 7: (Forgotten name) with Esper Control

The first thing that I find out about my round 7 opponent is that his friends gambled away all their gas/hotel money and they have no way of getting home if he doesn’t cash that day.  I tell him “that sucks man” and proceed to crush him in game 1.  His main plan seemed to be winning with Midnight Haunting tokens with Sword of Feast and Famine.  Without the sword he couldn’t beat a resolved Garruk Relentless.

In game 2 his plan worked perfectly, and he demolished me with flying sword carriers.  Game 3 was not so close either.  My curve was Turn 1 Birds, turn 2 Sword of War and Peace, turn 3 smash you for 8.  He ended up having to Day away single threats, which allowed me to resolve a Garruk.  He did have the O-ring for my first Garruk, but not for the second.  I was too far ahead at this point to even punt the match away (which I tried to do by letting him live an extra turn).

For this match I was very happy to have War and Peace in my board.  Garruk was an all-star again for killing tokens and making sword carriers.  I did really want a third Mortarpod again though.

Record: 6-1 (12-4)

Round 8: Win-and-In against (Forgotten name) with Solar Flare

This match wasn’t fun or interesting.  I got stuck on two lands while he Dayed away my mana-dorks both games.  He resolved seven Day of Judgment and five Lilianas in two games in this match.  His draws aside, I found some fundamental flaws with the deck and sideboard:

I needed Elspeth Tirel for this match.  I also needed graveyard hate…badly.  The Elspeth addition was not a realization from this match alone.  There were at least half-a-dozen times during the tournament that I stared at a dead Garruk, Primal Hunter in my hand with an active Garruk Relentless on table.  Relentless was enough for this deck, and I should have thought about that when building it.  Elspeth adds so much resilience to both Day and Lilly, I have no idea why I wasn’t playing her.  As for the graveyard hate, I should have had Nihil Spellbomb in my board.  I have been personally touting Surgical Extraction for its versatility, but Spellbomb would have been the better card against the Lilly heavy version of Flare.

Record: 6-2 (12-6)

Consolation Round 9: Win-and-Top-16 against (Forgotten name) with Wolf Run Green.

I was pretty mad about how that last match had gone, but I did my best not to go on tilt.  I found out that I had the best tiebreaks of all the X-2s and that, depending on who played or drew, I had an outside chance at Top 8. So, I made sure to compose myself and finish strong.

I opened a hand with turn 2 Crusader into turn 3 Destiny while my opponent played Birds of Paradise on the play followed by a Dungrove Elder.  That game ended shortly thereafter.  I was pretty happy to finally be playing the match up I had built the deck for.  There had been Wolf Run players all around me all day, but they all dodged me.

Game 2 had a bit more play to it.  He had a turn 2 Dungrove again and I had a turn 3 Garruk.  I killed his Birds to keep him off of six mana on the next turn, which effectively took away 2 possible win conditions on the next turn, since he wouldn’t throw a Primal Hunter away to get rid of a Relentless.  So, instead he played and equipped a Sword of Body and Mind and bashed me for 5 damage, 10 cards, and a wolf token.  My next 2 plays were Mirran Crusader followed by Sword of Feast and Famine, equip, bash you for 8 and 2 cards.  I found a Gavory Township for my Crusader and deathtouch Wolves (I flipped Garruk to start making blockers for the sworded Elder) and he scooped it up.

I don’t think I would change anything about the deck for that match-up.  Those two games were the exact face-rolling that I expected.

Final Record: 7-2 (14-6)

So, there you have it.  I came just short due to a bad matchup and a poor sideboard.  I am still pleased with my finish (any time you get your name on the internet and $100 for playing Magic it’s a good day) but I would have liked to have had a more tuned version of the deck.  I was pleasantly surprised to see Martin Juza take a similar list all the way to the top of a GP.  One note on his build: it was designed to crush Wolf Run and WU-Tang Humans.  That deck gets rolled by control from what I have seen.  Feast and Famine and Thrun main are a much better pair than Geist-Honored Monk and Overrun.

So, I talked a lot about the changes I would make, and here they are:

Untitled Deck

Creatures

4 Avacyns Pilgrim 4 Birds of Paradise 2 Hero of Bladehold 4 Mirran Crusader 3 Thrun the Last Troll 1 Fiend Hunter 2 Mikaus the Lunarch

Spells

2 Mortarpod
3 Sword of Feast and Famine
2 Angelic Destiny
3 Oblivion Ring
3 Garruk Relentless
3 Elspeth Tirel

Lands

9 Forest
4 Plains
3 Gavony Township
4 Razorverge Thicket
4 Sunpetal Grove

Sideboard

2 Sword of War and Peace
1 Mortarpod
1 Elesh Norn, Grand Cenobite
3 Celestial Purge
3 Naturalize
2 Timely Reinforcements 3 Nihil Spellbomb

Quick notes on the changes:

Hero of BladeHold underperformed all day (as usual) so she got the axe, except as a tutor target for Garruk.  Elspeth replaces Primal Hunter for planeswalker synergy.  I cut an Angelic Destiny because the deck was a bit heavy on 4 drops.  The replacement for that and a Hero was Mikaeus.  He seems like an excellent card for turn 2 or 3 and has a large impact on the game if he isn’t answered.  Finally, I added a Fiend Hunter to the main as a tutor target for Garruk.

As for the board, I like the changes I have made here most of all.  The Miser’s Elesh Norn will be fun to tutor/top deck and the new graveyard hate should be pretty functional as well.  I am happy to find room for the Mortarpod, but I’m not sure if Timely Reinforcements is the right cut.  The lifegain should be fine with 3 Elspeth, 2 Timely and 2 Swords after boarding.

Wow, this thing is really 3000 words long…That is nuts!  I hope you learned something if you made it this far without dying of boredom.  I welcome and appreciate your comments, please help me to get better at this writing thing.  You can contact me via twitter (@CapnTopDeck).  One more thing, I am on a podcast too!  Head over to couchpirates.com and listen to Planeswalker Asylum.  We do a decent job of making the information relevant and we make them pretty entertaining.

Thanks for reading!

Daniel Dusang

QS Drafts: Drafting Innistrad #6 [MTGO]

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With (a return to) new and improved audio, Forrest Ryan and Kyle Stoll draft a on video, bringing us along with tasteful banter and insight into the picks and plays of today’s matches.

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

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A topic that I keep coming back to is the position of five-color in this format. Five-color decks generally range from midrange to control to combo, but tend to either be a pile of good cards or an overpowered pile of synergistic interactions. I've already written quite a bit about trying to break that particular mold; to use five-color as an opportunity to build interesting and thematic decks that you just can't pull off with fewer colors. Things like changeling Tribal or Prodigal Sorcerers plus Aggravated Assault/To Arms!. Personally, I know how easy it can be to fall into the trap of building yet another overpowered five-color deck full of tutors and powerful cards; almost all of my five-color decks look like the start of a Child of Alara control deck. What I want to do this week is to break away from that tendency and build a more aggressive, Voltron-like five-color deck. I know I'm messing up my Captain Planet and Voltron references, but I just couldn't think of a Voltron-ish title, and figured another 90's cartoon would work just as well.

Interestingly enough, the first five-color deck I ever built was a Child of Alara beatdown deck, right after I opened a copy of the Atomic Baby at the Conflux prerelease. The deck was a mishmash of good late game cards and mana ramp from my cube, as well as some of the sweet auras from Shadowmoor and Eventide that we had lying around after some drafts. Now, that deck was really interesting because of the tension you created when you started dropping auras on Child of Alara. You could make Child monstrous and force the other players to deal with it, and the card disadvantage that you incur by using Auras is mitigated by being able to Wrath the board whenever Child died.

That's all well and good, but I'm not really looking to build yet another Child of Alara deck. [Editor's Note: This is a lie.] I'm more interested in playing up the beatdown theme: caring very little about anything but forcing through damage, and applying as much pressure to the table as possible without going completely all in. Looking at the available five-color commanders, there are a number of great options:

Horde of Notions has the all important keyword ability, haste, so you can continue to get in for damage even after [card Wrath of God]Wraths[/card]. Additionally, trample is one of the better forms of evasion for most Voltron decks since you're making your guy gigantic anyway, and it makes it easier to trigger [card Sword of Fire and Ice]Swords[/card] and other combat damage triggers. Furthermore, vigilance means that making Horde of Notions a monster on offense will also make it an incredible defender. The activated ability also gives you a ton of utility and reach, letting you clear the way with Elementals like Shriekmaw and Cribswap, as well as giving you reach with Briarhorn and Inner-Flame Acolyte.

Progenitus is one of the biggest, baddest commanders around. That said, I have three issues with trying to build a beatdown deck with Progenitus at the head. First, and foremost, is his cost. It's very hard to be the beatdown when your primary threat costs ten mana. My second issue is that he has protection from everything, which means that you really can't suit him up with Auras or Equipment. Finally, if you're going Voltron with Progenitus, you're actually building more of a combo deck. You're going to ramp up to ten as quickly as possible, tutor up cards like Rafiq of the Many and Finest Hour, and then people will either disrupt you, or you'll start one-shotting everyone.

Ignoring a number of tribal options, Cromat is the option I'm most interested in. He protects himself to keep his cost down, has evasion, pumps himself, can remove problematic creatures and generate card advantage, and generally just does a little of everything. The greatest strength and weakness of Cromat, in my opinion, is that it obscures what you're trying to accomplish from other players. They can't figure out just based on your Commander what your approach to the game is. This can go really well for the Voltron deck, since sometimes you'll get to Groundswell plus Double Cleave people out of the game; but can also go South very quickly if the people you play with tend to assume the worst of five-color decks.

Let's start building the deck by taking a look at some of the sweet Auras and Equipment that are available to us. In general, I want to avoid the ones that are conditional, or that focus on abilities outside of the combat step. I'd like most of these to have the most effect over the course of a long game as possible, and would like to tend towards Auras to increase the power of cards like Replenish and Retether to give you resiliency and opportunities for explosive plays in the late game.

Auras and Equipment

  • Runes of the Deus
  • Steel of the Godhead
  • Edge of the Divinity
  • Favor of the Overbeing
  • Clout of the Dominus
  • Fists of the Demigod
  • Gift of the Deity
  • Helm of the Ghastlord
  • Scourge of the Nobilis
  • Shield of the Oversoul
  • Eldrazi Conscription
  • Blessing of the Nephilim
  • Runechanter's Pike
  • Adventuring Gear
  • Replenish
  • Retether
  • Open the Vaults

I'm sure we've all played against the Uril, the Miststalker and Zur the Enchanter decks that get really big with Runes of the Deus and Steel of the Godhead. What's more interesting is the cards that aren't here. Things like Empyrial Armor, which don't interact favorably with the other half of the deck, or Battle Mastery, which makes you a gigantic target, but is likely better than cards like Fists of the Demigod. The Shadowmoor/Eventide Auras are just more thematic and flavorful than a random Battle Mastery. I like the idea of Cromat trying to gain power by taking it from these different deities. There's also something to be said for jamming as many keywords as possible on a single creature!

Looking at the equipment, I'm sure there's going to be some disagreements with my choices, namely the lack of [card Sword of Fire and Ice]Swords[/card]. Personally, I'm tired of every deck running two to four Swords of X and Y, just because Swords are good. I think that these two equipment are more aggressive, and pile on the general damage, even if they are less powerful than the Swords. Runechanter's Pike ties into the next set of cards I want to talk about, and Adventuring Gear plays incredibly well with all the fetchlands that five color decks tend to run.

If you wanted, you could choose to run creatures that enable these components of the strategy. Things like Trinket Mage and Stoneforge Mystic to find Eqiupment, or Sovereigns of Lost Alara and Kor Spiritdancer to power up the Aura theme. Honestly though, I think the idea of this deck being essentially creatureless. Sure, it leaves you incredibly open to tuck effects; play around them if you know they're prevalent in your group. I want this deck to feel more like the Poison decks that have cropped up in every format sans Vintage; you drop your guy, throw your hand at them, and see if it sticks! Because of that, rather than run other creatures that don't contribute, I'd rather use Replenish and Retether as pseudo-pump spells in the late game that can be bought back with cards like Yawgmoth's Will or Recoup if you choose to run cards like that.

Now let's talk about how Runechanter's Pike fits into the deck. The infect decks in other formats rely on cards like Blazing Shoal and Invigorate. For this I wanted to pick a combination of the most cost efficient and the most impactful pump spells available in the game. Auras and Equipment are sweet and all, but these let you surprise the other players by killing them after they've declined to block. Here are the pump spells I'm starting with:

Pump Spells

  • Double Cleave
  • Psychotic Fury
  • Assault Strobe
  • Primal Bellow
  • Groundswell
  • Might of Old Krosa
  • Giant Growth
  • Brute Force
  • Reckless Charge
  • Berserk
  • Fatal Frenzy
  • Might of Alara
  • Gaea's Might
  • Might of the Nephilim
  • Invigorate
  • Untamed Might
  • Hatred
  • Stonewood Invocation
  • Monstrify
  • Strength of Cedars
  • Haze of Rage
  • Seething Anger

The pump spells are split into two categories here; the more efficient ones and the more expensive ones. It's important to lean more heavily on the efficient pump spells, since those are what will let you kill people out of nowhere. The problem with those spells is that they don't generate any kind of card advantage. If you can just kill someone, you probably won't mind investing three or four cards in getting it done. However, when you have to kill three or more other players, that plan loses some of its appeal, and you need more expensive cards that are capable of getting it done on their own, or at least making things a little easier.

Monstrify lets you turn late game lands into gas. Seething Anger and Haze of Rage are just pure card advantage, and can add up very quickly. These mechanisms are infinitely more mana-intensive than the one-shot options you have available to you, but also mean that you're able to kill people in the late game, instead of running out of steam after killing one or two players. The biggest issue that a deck is going to have is running into one of the awesome spot removal spells people tend to run, like Path to Exile and the like. Stonewood Invovation is a great start, but definitely won't be enough to protect Cromat. It's worth mentioning that, in a sense, Cromat can protect itself, but putting it on top of your library still means that you lose any pump spells that you already invested in your attack.

Protection

  • Dispel
  • Rebuff the Wicked
  • Turn Aside
  • Avoid Fate

If people are going to be running efficient answers, you've got to have efficient responses to those, and this is about as efficient as it gets. These are all one mana answers to various removal spells, but only work against spells like Swords to Plowshares. You could try cards like Withstand Death or Shelter depending on what kind of removal spells you're expecting, but these should do a fine job in a more open metagame.

The thing that this deck seems to be missing most is card advantage and card selection. Now, we could just run a pile of powerful tutors like Demonic Tutor and the like, but tutors like Vampiric Tutor and Mystical Tutor play into a weakness that this deck already has; you're going to be short on cards very frequently, and spending one to find a particular card is not necessarily what you want to be doing.

Card Advantage and Utility

  • Momentous Fall
  • Garruk, Primal Hunter
  • Soul's Majesty
  • Three Dreams
  • Mystical Teachings
  • Deep Analysis
  • Past in Flames
  • Waves of Aggression
  • Winds of Rath

What I want to be doing is turning pump spells into card advantage. Momentous Fall is certainly the worst of that style of effect, but is likely well worth it when you can draw a minimum of five cards. Garruk, Primal Hunter is the most off-theme card in the deck, but it's really just there as a draw seven. Three Dreams and Mystical Teachings are awesome in this deck, because they tutor up some of your incredibly high-impact cards, but without putting you down cards like Enlightened Tutor would.

The rest of these cards are reasonably self-explanatory. Deep Analysis is a card I want to play more of, now that I've been using it playing Pauper decks. Past in Flames is absolutely insane, buying back all of your insane instants and sorceries. Yawgmoth's Will might be better, since it gets you all of your Auras as well, but I think the Flashback on Past in Flames wins out. Winds of Rath may be a little strange, but it's really just here as a way to clear the path for your giant Cromat.

Finally, this deck is going to be very mana-hungry in the lategame, with all of the buyback and retrace cards, yet very color-intensive in the early game, wanting to cast Cromat on turn four or five, with multiple pump spells on subsequent turns. Because of all of that, the deck is going to need a reasonable number of ramp spells:

Ramp and Manabase

  • Reap and Sow
  • Wargate
  • Kodama's Reach
  • Cultivate
  • Explosive Vegetation
  • Skyshroud Claim
  • Far Wanderings
  • Deep Reconnaissance

These are pretty typically the best ramp spells available in the format. I'm more interested in land-based ramp spells for a few reasons. First, because Primal Bellow is a sick, sick card, and I want to maximize the power of it. Second, because Wargate and Reap and Sow get some absolutely insane lands for this deck. Let's finish up the deck by taking a look at some of those non-basics:

  • Sunhome, Fortress of the Legion
  • Spinerock Knoll
  • Mosswort Bridge
  • Vesuva
  • Kessig Wolf Run
  • Centaur Garden
  • Okina, Temple to the Grandfathers
  • Shizo, Death's Storehouse
  • Overgrown Tomb
  • Bayou
  • Breeding Pool
  • Tropical Island
  • Stomping Ground
  • Taiga
  • Savannah
  • Temple Garden
  • Misty Rainforest
  • Flooded Strand
  • Scalding Tarn
  • Polluted Delta
  • Arid Mesa
  • Bloodstained Mire
  • Wooded Foothills
  • Verdant Catacombs
  • Marsh Flats
  • Windswept Heath
  • 1 Swamp
  • 1 Island
  • 3 Plains
  • 3 Mountain
  • 5 Forest
  • [/card]

Let me start by saying that Kessig Wolf Run is one of the best lands ever printed. Repeatable Fireball is insane, especially in a format where you almost always have access to a creature. This card is absolutely insane, even for Commanders that don't generally go into the red zone. If you're playing Red/Green, you should seriously, seriously consider running this card.

Spinerock Knoll is certainly the worst land in this deck, because there aren't a ton of cards that you want to cast post-combat, or during someone else's turn. Only some testing can show whether the card pulls it's weight often enough to be worthwhile. It could always be something like Teetering Peaks or Horizon Canopy if you don't like Spinerock Knoll.

With that, let's take a look at the finalized list:

[deckbox did="a132" size="small" width="560"]

And there's a take on a reasonably unique aggressive deck for the format! Certainly a more thematic approach rather than an optimal one; I'd definitely consider some [card Argothian Enchantress]Enchantresses[/card] and other creatures if I were trying to power this deck up, instead of having it be on the mono-Cromat plan. As always, if you've got questions or comments, I'm always glad to get feedback! I've been getting a number of emails from people looking for help with their decks recently, and it's been a ton of fun to see the different takes that people have on the available Commanders. Next week I think I'm going to be taking a look at a Commander I've been wanting to work with for awhile now: Doran, the Siege Tower.

Carlos Gutierrez
cag5383@gmail.com
@cag5383 on Twitter

Insider: The Financials of Future Sight, Pt. 2

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Hello and welcome back to the weekly set retrospective! This week, we will take a look at the second half of Future Sight, a set so full of money cards that I had to split up the analysis! Let's dive in:

$3.25

The Moon Man sees a little bit of Legacy play in decks like Imperial Painter (which is nearly unplayable, due to the nonexistence of Imperial Recruiter). It also gets a little bit of Modern attention. The Modern market is nascent right now, but I predict that we'll see a deck that uses this guy much like the Hustle N' Flow decks used Destructive Flow to punish greedy manabases. It's a tier-2 strategy, but we could see it pop up early next year.

$1.25

Nonbasic lands have to be at least a buck, so it seems. The Maze is almost completely worse than our current checklands like Glacial Fortress. That said, it'll always come in untapped, which gives it a slight edge in Modern over the Fortress. I don't think we'll ever see Nimbus Maze played in serious decks, which makes me think that it's overpriced at just a buck. Toss this one away for Commander and be done with it.

$12.50

Pact is a seriously good card in the right context. In Legacy, you can Merchant Scroll for it. In Vintage, it's another free counter for Ad Nauseam decks. When it was in Standard, you could transmute Tolaria West to get some counter backup. It's a great card and it sees some play in the Legacy Hive Mind decks. I'm keeping an eye on it for Modern, as well. it shone in the Blazing Shoal deck which is now gone, but Pact can still back up a host of other combo decks. This could be one of those groaner cards that you have to shell out $20 for when Modern PTQ season comes around.

$2.50

Swath is part of a Modern combo deck that uses the red Rituals and Grapeshot, plus this card. I don't know if it'll go anywhere with the recent Modern bannings, but it is a consistent turn-four deck. People played Dragonstorm in previous seasons not because it was fast, but because you knew that you'd win on the fourth turn in every game. The price on Swath is all over the place on Ebay; this is a card I'd be consistently scheduling bids on. If you can get a set for $5-8 like some go for, that's money in hand when Modern season rolls around in January.

$1.50

Again, I don't know if we'll ever play River over the current checklands. Even the Faeries decks that would want this in Modern can fall back on fetchlands and filter lands before they look at River. This card's price is driven by the Commander market and not many copies seem to be moving.

$2.50

Keep a long-term eye on the free spells for Modern. Jessie Slaughter Pact is a fine card in several strategies; it's Gaddock Teeg removal, it'll let you tap out for Mystical Teachings to kill something, and you can certainly transmute for it. I think its price is a little high right now, but people are going to eventually need copies of it. I'd hold onto mine for the time being.

$7.00

Anything "Sliver" is going to be a little more expensive, and this is just about the best five-color Sliver to slam down. All your Slivers get Coat of Arms, which means that the game is probably over for the opponent. With Gemhide Sliver, it's not hard to cast this guy in Commander, either.

$7.00

This card is anywhere from $5 to $9 on Ebay, which makes no sense to me. Pick a price and stick with it! Pact gets played in Elf combo decks and conceivably in other combination decks that might need something like Elvish Spirit Guide. People love love love this card, and you'll do a brisk business in these by helping Modern Elf players stock up.

$75.00

The world's most expensive vanilla dude is all over the place in price these days. It's a sure bet to hold onto these for Modern season. That season rolls out in January, when we'll still be in Innistrad block. Wish all you want, but R&D is not stupid enough to put Goyf in the same block as Forbidden Alchemy. That pushes back a reprint possibly for years, and this is a tournament staple monster. I'd expect these to hit a full hundred by the time the PTQ season starts up. Simultaneously, I'm not sure I'd be buying these up right now. The reason is that you have a lot of cash tied up in them and you'll only see a 33% profit if these hit $100. Better to put your money into things like shocklands and the like.

$8.00

Sometimes, we forget that R&D printed two ridiculous two-drops in Future Sight. This is the less famous one, but Tombstalker is impressive in his own right. It's a good beater for distruptive decks utilizing Hymn to Tourach in Legacy, for example. I'm unsure if it will do much in Modern, but Tombstalker is a serious Plan B in a burn deck, if that's what you need. This has very poor interactions with Dark Confidant that prevent it from being a true eternal-format superstar.

$2.50

Venser is the ultimate in bounce, since he'll even manipulate the stack. People combined him with Riptide Laboratory in the older Extended format, but that's no longer available in Modern. I think people will realize that Venser is just too overcosted to be anything but casual. Modern decks can splash colors so easily that Vensering something because you're just monoblue isn't an issue. A single Breeding Pool means that you can Beast Within anything you need to deal with. This wizard is fine to trade away, I doubt he'll get any more upward motion.

That's Future Sight! I hope you enjoyed the set review. I'm also serious that you should look for underpriced cards in Ebay, especially in this set. Simply place a $9 bid on each Pact of Negation, for example, with a scheduler, and you'll win a few here and there to stock the trade binder.

Until next week,

Doug Linn

Insider: Studying Standard and Moving into Modern

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One of the best things about Quiet Speculation is that you can get the most up-to-date speculation along with some pretty cool theory pieces.

Personally, I enjoy writing the theory pieces more, as I’ve done the last few weeks. But today I want to get back into the nitty-gritty a bit and dig around the formats. There’s some very clear targets in Standard right now, and I’m going to address the cards I’m most looking at picking up right now.

I want to give you a few things to be aware of for Modern, which is out of the public eye right now but in a few short months will be huge. Next week I plan on digging deep into the format again and hopefully will come out with some good pickups, as I’ve done in the past with Modern. I really have been avoiding Modern for a while now, because after tracking it from before it actually existed up until the cards all blew up, I felt like I had done all there was to do. That said, we’re now in a good period of opportunity for Modern, and there’s a only a few weeks left to cash in before PTQ season gears up.

Setting up Standard

Let’s start with Standard. I’m not here to sell some new breakout card that is going to blow up (though I’ll touch on a few that might). Instead, I want to focus on the cards that are quickly becoming the pillars of the metagame and offer some thoughts on their futures.

Hero of Bladehold

I made a killing on this card last summer when people still valued it at $5-7, mostly because of the effect of the promo Hero. I was picking them up at $5-7 in trade and selling them to dealers for $6. I’ve talked about the card endlessly since then, about how it was a good pickup, and now we’re at the point where its price seems to be nearing a peak.

That said, I still advise trading into these, because as a Mythic from a small set it’s got enough longevity to hold a good price, and more important, a good buylist price. That makes it one of the more stable investments you can make at the moment, and people still seem to be lagging on the price of these. Trade for these if you can at $13-15, because I see it getting up to $20 before we’re done with this Standard.

In addition, I feel like the impact of Hero, and this next card, haven’t fully impacted the U.S. yet.

Angelic Destiny

People still haven’t caught onto this entirely yet, but its price is sitting around $15 and isn’t done yet. The top 32 decklists from GP: Hiroshima weren’t immediately posted last weekend, but Angelic Destiny is all over the place in them. This is from a core set, meaning supply-wise it’s more on the level of a Mirrodin Besieged than a Scars of Mirrodin.

Taking that fact, the casual appeal this holds as an Angel card, and the creation of Hexproof, there’s a perfect storm in place for Destiny. You can still find this on the trade floor for around $10-12, and it’s a steal at that price. I think this could also spike to $20 before long.

So why am I so high on cards that are close to their peak? Part of the reason is that the general perceived value of these cards hasn’t caught up to the real deal. Another is that a ton of U.S. players may have missed out on the GP results, with it being overseas on the same weekend as an SCG Open. At that tournament, only three copies of Angelic Destiny graced the Top 8, meaning the awareness of the card is slower to spread. And another reason is that of liquidity. It's very each to cash out these Mythics at a solid price, rather than rares that may spike but still be in heavy circulation.

Speaking of cards that were all over the Top 32 of the GP…

Mirran Crusader

Dungrove Elder is dead. I’m glad Wolf Run Ramp doesn’t seem to be the boogeyman that Valakut was, despite often playing out the same. But the newest white knight stomps all over every version of the deck not running Slagstorm, and even some that are.

GW beats is very well-positioned right now, and the Crusader is a huge part of that, carrying protection from the majority of the Wolf Run decks and Control decks alike once you slip him in under countermagic (like on Turn 2 off a Pilgrim). There was already some casual appeal to this card (ala Knight Exemplar), so it’s time to move on these before they take off even higher. This thing could break $10 if things continue they way they’re going.

An important aside*

The “promo effect” that I mentioned above is something we need to examine again. Like many of us, I operated under the assumption that the promos would really hold a card’s price down as they have done in the past.

But with the influx of players since Innistrad, the promo effect seems to not be slowing Hero of Bladehold and Wurmcoil Engine down much. While some of this is just the economics of scale, it’s important to note that twice in a three-month time period we’re seeing the “promo effect” being broken. It’s something to keep in mind as we move forward.

End aside*

Geist of Saint Traft

I wouldn’t be surprised if this ends up being the most expensive non-Planeswalker card in the set, at least while it’s in Standard. Hexproof is just a dumb, non-interactive mechanic, and slapping an Angelic Destiny on this thing is going to continue for some time. I don’t love getting into Innistrad cards until a few months down the road, but it’s worth noting that as long as this and Moorland Haunt are legal, people are going to be playing them together.

Angelic Overseer

This is starting to see some sideboard play. Not a ton, but I mention it because it’s a Mythic and it holds pretty good casual appeal already. Not a lot can go wrong trading into this cheap.

Standard is an extremely fluid environment at the moment, but I feel like I’ve touched on some of the more stable cards in the format. While other things will be the flavor of the week then not again, these (and Scars lands) are the cards I’m most interested in trading for at the moment.

There’s a lot more stability in this set of cards, and you don’t have to live or die with the hot deck of the week, as they seem to exist on a much-safer spectrum than something like Dungrove Elder, which can only fit into one deck and doesn’t offer as much flexibility as some of the other top-performing decks right now.

A Modern touch

As I said, I plan on digging into this more fully next week, but for now the best thing you can possibly be doing is picking up the manabases of the format, particular Zendikar fetchlands. We’re quickly nearing the end of the window where people undervalue the fetches. You need to get in them quickly before it becomes much more difficult to do so.

Shocks, on the other hand, are a fine pickup for Modern PTQ season, but I would be dumping them at the height, since I still consider the threat of a reprint to be too high, whereas the fetches are in a much better situation reprint-wise.

With the last round of bannings, we’re looking at a format that will be more open but also likely be dominated by Zoo and Snapcaster Mage decks. A personal favorite I’m hoping makes the cut is Living End, but I’m not entirely confident. I also think that Death Cloud might be real, but these are just my initial impressions of the format.

We’re about to enter a time of the highest demand for Modern staples we’re going to see over the next year, and possibly ever. The run-up in prices before the Pro Tour was fueled almost entirely by speculation and not by real demand. Now, with it being a PTQ format a ton of grinders are going to be in need of Modern decks, and with it being the first year of its existence as a PTQ format, demand across the board could reach the highest point it ever will, even if prices on some of the staples don't.

That’s all I have for this week. Until next week, please make sure to email Mark Rosewater and Aaron Forsythe and let them know how you feel about the changes to the Organized Play system because it affects us all, not just the pros and not just the tournament grinders. I know Chas Andres is working on a piece on how it relates to us financially, and I look forward to reading it. Robby Rothe, an EDH columnist at GatheringMagic.com, has a great article up explaining why these changes matter even to those who aren't interested in playing competitively or investing in cards.   [QS holds no specific position on the matter, but we always encourage voices on both sides of a debate to make themselves heard --Kelly]

Thanks for reading,

Corbin Hosler

@Chosler88 on Twitter

QS Drafts: Drafting Innistrad #5 [MTGO]

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Josh Rayden, Forrest Ryan, Daniel Cecchetti and Johnny Vang attempt a series of group drafts to illustrate the power of some of the best archetypes in Innistrad Draft and to learn about the format together. Hopefully you can learn from these antics as well. Their second draft is a wonderful example of a U/B mill deck.

Key takeaways:

  • Skaab Ruinator is a bomb, but don't be deceived. Cackling Counterpart was probably the better card of the two and Sever the Bloodline was the best card in the whole deck. Sever is one of the top five cards in the format. Two unconditional removal spells that also happen to exile the target in a single card is absolutely incredible.
  • Stitched Apprentice and Selfless Occultist are both generally underrated cards. People are starting to catch on that blue is fairly powerful, so this will likely change soon. The blue cards are mostly just odd and it's taking people a little bit to figure the color out.
  • Armored Skaab and Forbidden Alchemy are the two best enablers for this archetype. You need a couple of these to make sure your deck functions in the early turns. Having some Deranged Assistants, Stitched Apprentices, Selfless Occultists, and Civilized Scholars helps, but the other cards are fairly essential. You want to hit your turn 4 Makeshift Maulers and Stitched Drakes.
  • Playing on MTGO is still painful. The UI is awful, sometimes the functionality of the program is unexpected, and losing the social aspect of the game is sad. You can't make up for that with trolling, as fun as that can be. We somehow managed to not time out of a match, even despite F6ing through two turns like masters. We also won that game. The fact that MTGO doesn't even properly save replays all the time means you can't feasibly record these videos after the fact. Also, check out the game where our opponent tries to run down our clock by trading off creatures while we have a bunch of Selfless Occultists in play. You should be able to assign the same target to multiple abilities on the stack at once. Maybe you can do this already? If so, do tell!
  • Be careful to get enough creatures with this archetype. Ones that trade favorably are fine, such as Typhoid Rats, Markov Patrician, and Rotting Fensnake. You have plenty of cards available to you that will give you card advantage and it's key to survive the early turns against aggressive decks. Trade off one for one, cast your under-costed zombies, gain some card advantage, profit.
  • Hot chocolate is delicious. If you have free hot chocolate in your apartment lobby it will only take a few pitchers to exhaust the supply of hot chocolate flavoring in the machine. Think of the hot chocolate dispenser like your Innistrad removal. You need to ration it out appropriately.

Note: Draft 5 was recorded prior to Draft 3's improved sound quality, so expect a return of improved sound quality in future videos.

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

Delver and Snapcaster are BFF’s

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Delver of Secrets and Snapcaster Mage are like two inseparable high school girls who schedule every class together, meet after school to do their homework, and then have a sleep over at each others house on the weekend. These two cards were meant for each other!

null

Delver of Secrets is a real card! Over the past two weeks it has stormed into the Standard and Legacy metagames. Have you played against it yet? Are you prepared? You better be! This innocuous little draft reject packs a powerful punch. You know he comes in a neat little package with Mana Leak and Snapcaster Mage along with a bunch of card drawing. Be ready or be dead!

In all seriousness though, sometimes he is still a horribly unplayable card. It's frustrating when after five turns with the right spell density you have almost a one hundred percent chance to flip him but you still don't. You probably were not winning that game when you were so flooded anyway though.

Where is this guy showing up in Standard? Well Fish of course. You could call it Counter Burn if you are old school but the deck is basically Fish and it was a blast to play! Play a little dude and counter or kill everything else they play. I guess it wasn't very fun for my opponents, but it was for me! Once you flip Delver of Secrets, he starts taking chunks from your opponents life total. Being on the play with a turn one Delver of Secrets puts your opponent on their back foot immediately. What do we do when there is no flying blue Wild Nacatl? Well, my back up plan was Stromkirk Noble. I have a lot of love for the Slith Firewalker of today's Standard. As long as you can hit the first time, he becomes hard to deal with quickly. These are exactly the types of cards that Fish wants. Most likely there should be Grim Lavamancers and possibly a few Chandra's Phoenix as well.

Here's the list my FNM ADD-self took this past week.

UR Fish

Untitled Deck

Creatures

4 Delver of Secrets
4 Stromkirk Noble
4 Snapcaster Mage
1 Azure Mage
1 Grim Lavamancer

Spells

4 Ponder
3 Galvanic Blast
4 Mana Leak
2 Dissipate
3 Brimstone Volley
4 Incinerate
4 Think Twice

Lands

4 Sulfur Falls
1 Rootbound Crag
2 Hinterland Harbor
7 Island
8 Mountain

Sideboard

1 Phantasmal Image
3 Ancient Grudge
3 Slagstorm
4 Flashfreeze
2 Dissipate
2 Sword of Feast and Famine

The deck was amazing and so much fun, did I mention that? Yeah it was. Some players know about this deck already because it did well at a State Championship but most people don't even know it exists. I actually was working on the deck already when I stumbled upon an article here on Quietspeculation.com. My list is a little different but all the main cards are still there. Delver of Secrets really wins a lot of games and with Ponder to set him up, that happens quite often. I found Ponder to be unimpressive many times though. Take a look at Caleb Durward's article also if you like this deck, he advocates swapping two of the Ponders for two Divinations. I think that would be amazing but I have not tested it myself yet.

I think my favorite part of the deck was Galvanic Blast and more players should definitely be playing this card right now. Sure it is no Lightning Bolt, but the role it serves in Standard is essential. Think about how much it kills also? Llanowar Elves, Birds of Paradise, Avacyn's Pilgrim, Puresteel Paladin, Vault Skirge, and Mirran Crusader are just a few of the frequently played creatures that die to two damage. Factor in the times you can kill a planeswalker with that last two damage and you start to see how good it is. My favorite part about Galvanic Blast, or Shock if you prefer, is the ability to play it on turn one or two and then flash it back with Snapcaster Mage turn three. That sequence of plays takes the wind right out an aggro deck's sails. If you have red mana, consider Shock in your list.

The reason I like this deck and other aggro control decks is because you have game against every type of deck. You have enough control to beat the aggro decks and you have enough aggro to beat the control decks. Last Friday I beat both Mono Red and Solar Flare as well as a rogue deck. Being able to beat both ends of the spectrum is pretty amazing.

What did I lose to? Well typically all my variance happens in the same round and that was no different. Remember when I mentioned above about not flipping Delver of Secrets? Yeah, that. I, in fact, had three of them and if they would have flipped instead of me drawing six lands, I would have easily beat the Wolf Run Green Player game one. He drew Thrun the Last Troll that game also and that didn't help. Game two I smashed him with Delver of Secrets plus tons of counters and burn to finish him off. Game three he draws the Thrun the Last Troll again and I am light on lands and blockers. I played well and put myself in a position to win but my final plea of rip a land off the top to cast and equip Sword of Feast and Famine was moot since he drew his one of Karn Liberated to kill the creature and swing for lethal. I was happy I played well but disappointed because typically when you out play your opponent, you are supposed to win the game. Oh well. It's just FNM and I had a blast anyway.

Fish is a real deck in Standard right now and a viable option especially with all the one mana dudes that make mana floating around. I would definitely go up to the fourth Shock and do the swap for two Divinations. I wanted to try Azure Mage out, but it should just become a second Grim Lavamancer. I'm sure there would be more changes but I don't know what. A couple more win conditions wouldn't hurt though.

This deck is able to control the game almost as well as other control decks but specific cards like Thrun the Last Troll, Dungrove Elder, and Geist of Saint Traft might pose a problem once they are in play. More Phantasmal Images in the board should help with two of those and Shocking the Llanowar Elves should help slow down the Dungrove Elder Decks.

Overall, this deck is in a pretty good spot in the metagame right now so give it a shot.

Until next time,

Unleash the Fish!

Mike Lanigan

MtgJedi on Twitter

Jedicouncilman23@gmail.com

Building to the Field

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For the most part, I spend my columns writing from a seat in a laid back, low powered Commander metagame. Not only do I play most of my games in a similar setting, I believe Commander should be played this way. With that in mind, I try to build decks to be fun in a comparable environment, and for the most part I'm successful. But sometimes reality hits home. Since moving to Los Angeles, I've joined a play group that's more open to grinding, and as such, I'm attending a lot more PTQs than ever before. Competitive play is a great thing, but being who I am, I can't help but whip out a Commander deck between rounds or after an event, and I've found the dynamic to be a bit different at large venues.

The People

Playing against whomever happens to be around at a big event necessarily entails meeting new people, and as I've discussed, they aren't very likely to view the format exactly the same way you do. But beyond the inherent uncertainty that unknown opponents present, the decks I've played against have been a lot more cutthroat than the average. There are two predominant groups that players at large events like PTQs fall into: the competitors, and the traders. As one might expect, the ringers at a given qualifier are liable to be considerably better than those found at your local shop, and that carries over to their Commander play. Players who understand the game better are more likely to build inherently powerful decks even if they aren't working towards that goal, and already being in such a mindset for their tournament play, many will construct their Commander decks with an eye toward win percentages.

But PTQ competitors already have an outlet for their need to prove themselves, and Commander is, for many people in the demographic, a more casual environment in which to decompress after a long day of competition. The most deadly concoctions will almost undoubtedly be found not in the hands of these Pro Tour hopefuls, but in the those of traders. First off, when you apply the methods our financial staff explicate, it isn't hard to work your way up to the Mana Drains and Mishra's Workshops that really cutthroat Commander decks use best. Even without aiming to break the format, the urge to use all of the expensive gems you gather can quickly lead to some deadly goodstuff brews. Beyond that, big events provide a lot less opportunity to compete when you're trading than when you're trying to grind out a plane ticket, so Commander can start to look more like an arena to min-max rather than an escape from that game play. This isn't a critique of the mindset; it's just that these players and I are asking the Commander format to be two very different things.

The Overlap

I might not be looking forward to Armageddon or Time Stretch, but in principle I should still be able to have fun playing against these sorts of cards with a deck I like, so I didn't shy away from playing Commander with my trade partners. Even if it was evident from their binders that I was about to face a fully powered deck, I still brought my least offensive brew to the table. Predictably enough, I got crushed. I'm okay with that; I'd rather feel helpless for a game than do the same to my opponent. They might not want to play with me again, whereas I can just switch to a more powerful deck. The issue was more that while some of my more inherently powerful decks could impact the game, they still felt vulnerable in the face of these pimped out monstrosities. It's not that they didn't have the power to go toe-to-toe with a Grand Arbiter Augustin IV lock-down, but more that they lacked the resilience to stay in the game through so much disruption.

That was intentional. Your opponents aren't going to enjoy themselves very much if they don't feel like they have any way to stop your threats, so I build my decks to avoid the excessive recursion or countermagic that make recovery impossible, and playing against cutthroat decks hasn't changed that. Presenting answerable issues to your opponents is the most fun way to play Commander. The factor I failed to take into account is that fun lies in interaction not because it's cool to see the cards affect one another, but because we play Magic with other people.

High Definition

Having a notion of a perfect Commander game is great, but ultimately it isn't what you need. As much as I'd like to sit down across from somebody who's built their deck 'too competitively' and walk them through how to have fun, they sat down to play, not for a free philosophy lecture. Running a lot of countermagic may be an inherently unfun strategy, but when you're surrounded by Jokulhaups, those same cards will work to keep the game entertaining. We have to work with other players, not against them, and doing so will always involve compromises, but in the end will improve things for everyone. That said, most of the compromising you do with random players won't come from a conversation, it will be implicit in your play. I'm giving up an opportunity to play the most fun deck I can come up with by running a lot of counterspells, and in my choice, you give up your chance to combo kill the table. I don't have to ask you about it, and in a way, that holds back the community. Having your threats dealt with gives the impression that they aren't sturdy enough, and can lead to the sort of arms race we'd like to avoid. But without the ability to say no, there's no way to keep games fun when somebody has yet to get with the program. If your regular group is having issues, talking them over is the best solution, but when you play against a different crowd from week to week, nobody has a basis on which to weigh your thoughts, so assuming the role of an enforcer is the only alternative to contributing to the problem.

The Right Tools for the Job

It follows that those of us who plan to play all over the place should build a different type of deck to use against such merciless competition; playing our casual decks isn't much fun, and doesn't do much to help anyone else either. We have three basic routes: we can try to answer the most offensive plays via discard, removal, and counters, but anybody who doesn't enjoy griefing is going to get pretty bored without a proactive strategy. I came across a much better solution at the California State Championships: get aggressive. In between rounds, I ran across a lightning quick and very resilient Jor Kadeen, the Prevailer build. An efficient deck like this can punish a player who's dominating the table, and most decks are much less oppressive when they're scrambling to protect themselves than when left to their own devices. Just playing a highly aggressive deck at a table will make your opponents run less offensive game plans (in both senses of the word).

There are tons of options for Commanders when you're looking to put some one under pressure, but be careful to steer clear of the [card Uril, the Miststalker]Urils[/card] and [card Skithiryx, the Blight Dragon]Skithira[/card] of the world: a one hit kill feels more like a combo than an aggressive bent. Ib Halfheart, Goblin Tactician and Kaalia of the Vast are at a better spot on the kill clock. You may not be able to convince people to play Commander the way you want them to, but that doesn't mean you can't help everyone have a good time by altering your play style.

Have you had similar experiences playing in cutthroat environments? What methods have you used to deal with it? What commander do you use to play competitively? Feel free to share your thoughts in the comments!

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

Traders Taking Credit Cards?

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It's more likely than you think.  Last year, while I was still grinding away in retail hell (also known as the Dragons Den) I encountered a problem.  I needed to accept credit cards, as any legitimate business would.  An inquiry at my bank left me deciding whether I'd rather use their CC processor or jab out my eyes with a rusty nail.  I've never been keen to play by the rules, so I looked for Option C.   Salvation came in the hands of one Jack Dorsey, founder of Twitter, and his new startup Square.

Square is pretty amazing software.  I say software because its hardware component is almost non-existent.  Once you sign up for Square (free, and takes approximately 20 seconds) and link up your bank account (equally painless; just check your online banking the next day and confirm the transaction amount), they mail you a credit card reader.  This reader would easily fit inside a dice bag or deck box.  It's tiny.  The software side runs on your smart phone or tablet - I used my iPhone and iPad - and the hardware hooks into the headphone jack.  From there on out, it operates like any other basic point-of-sale system.  You enter the transaction amount, they verify it, swipe their card, and use the touch screen to sign for the purchase with a fingertip.  The funds are deposited into your bank account within 24 hours. For larger transaction volumes, the game changes slightly, but the principle remains sound.

I immediately ditched my existing POS hardware and software and, after a bit of a learning curve, was using Square to take credit cards flawlessly.   Given that it works on a device as tiny as an iPhone, I'm surprised more traders haven't picked up on this.  The platform is secure and trusted by loads of businesses already, and the 2.75% fee is pretty reasonable.  Although you'll want to check with your venue of choice before doing this (we don't encourage sneaky under-the-table shenanigans here), this could really change the game when it comes to trading.   If you're a "destination" trader - the kind of guy people seek out when they need cards - you could easily blur the lines between trader and dealer.  As long as you have inventory on-hand, you can sell cards.  I try to maintain binders of 4x of each rare in Standard at all times.  Without having to inventory anything or use complicated software, I can pull out those binders and negotiate a deal for cash, right there and then, without any actual bills changing hands.

These guys just took it to the next level.  Reading this update on their services, I can't help but think just how useful this would be.  Imagine going to an MTG event where anyone could set up a table to buy, sell or trade for a nominal (<$100) fee.    A huge diaspora of micro-dealers would completely change market dynamics, and technology like this will help.  Just a little food for thought on a rainy Thursday afternoon!

Kelly Reid

Founder & Product Manager

View More By Kelly Reid

Posted in QS Blogs4 Comments on Traders Taking Credit Cards?

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