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This Week in Magic
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Mark Rosewater hints at some tidbits on Dark Ascension and "Roll" with a potential return of the unearth mechanic, as well as double-faced cards being used for things other than creatures.  Today's Arcana answers Tom's burning question on whether the art for Army of the Damned really has 13 zombies on it.  The Innistrad Prerelease numbers reportedly up by 32%.  If you loved the magic puzzles from Inquest or The Duelist, make sure to check out the "Puzzling Magic" articles at Gathering Magic.  A listener has written a very cool iPhone app to let you play Momir Basic where ever you are; the app is called MTGMomir.
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This week Andy is joined by Carlos, Byron, and Frank of the Crazy Talk podcast fame to discuss competitiveness and Commander, Tax and Stax decks, and a new retro cycle review. Additionally, Andy announces CommanderCast's first-ever charity event, Gifts Given, in support of Child's Play!
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In 1998, I read an article in Inquest Magazine about Recurring Nightmare and Survival of the Fittest. From that point, I was hooked on the idea of playing value-laden creatures, aiming to overpower an opponent in card advantage and maybe pull off a combo kill. Decks at that time ran Great Whale and Shivan Hellkite to make infinite mana and then burn out the opponent in conjunction with Recurring Nightmare. These days, we have more elegant combinations. Combos like the Melira/Persist combo that we'll be looking at today.
An unstoppable combo engine.
I first became interested in the Melira/Birthing Pod deck when I saw the Pro Tour deck tech video on it. Later, I saw the number-crunching article that rated it with a 61% win performance at the PT. That's good news! I dismissed the deck initially as a terrible Zoo deck, but I have come to understand it now as a powerful Modern combo. I do not think it's the best deck in the format by a long shot, but Melira is solid, metagameable and consistent. The deck punishes stumbles and misplays from opponents very well, and an active Birthing Pod over a few turns will win the game.
I had a Modern tournament in Columbus, Ohio that was coming up, so I determined to play this deck. I was comfortable with Survival-style decks, thanks to years of love in Legacy. One of the keys with these toolbox decks is that you must not be cute when building the list; having three or four "silver bullets" that will shut down a strategy is just fine, but having ten is overkill.
In this article, I'll talk about my read on the Modern format and present you with my tournament deck. I will present my brief tournament report, too. In my next article, you will read about card choices and design philosophy in the deck. We will also explore different building variations that show promise to me.
The State of Modern
I love Modern. It's a terrific format and games are long and interesting. I found in playing that most games of Modern last at least six turns, with many going on to ten or twelve. This was even before the banning cycle! There is enough time for me to feel like I have played a real game of Magic.
Modern is also a very threat-light format. Most of the decks tend to stick a guy or two and hope to ride it to victory. Whether it's Wild Nacatl from Zoo or a Deceiver Exarch from Twin, dealing with that one threat can buy a lot of time. Affinity uses cards like Signal Pest and Cranial Plating to do the same thing. Kill that Plating and they're stuck with a pile of 0/2s and 1/1s that can't threaten a thing. Zoo, while seemingly full of dudes, is about half burn spells. Stop those early creatures and Zoo's plan is to rip three damage per turn from the top of the library.
This threat density observation makes me unconcerned about Tarmogoyf in the post-banning world. People are wildly reacting to the card, mostly because it is currently $100, saying that it needs to be banned because it is too powerful. While it is the most efficient creature in the format, Goyf is no stone killer. It lacks the great counterspells that protected it when it was in CounterTop in Old Extended, and now we have many efficient creature-kill spells to handle it. Cards like Path to Exile and Deathmark are superb choices that can punish the player who keeps the threat-light hand because of Goyf.
Successful decks in Modern must have enough threats that they don't lose to a removal spell, and they need enough removal so they do not lose to a two-Nacatl draw. I like consistency, resilience, and clear game plans in decks. Twin's plan is typically "Endstep a flash guy, copy it on my turn." That is a clear plan, with a deck built around making it happen. It can run up to eight copies of each combo card and it has inherently-powerful blue spells. Zoo's plan is obvious, as is Affinity's. Melira's plan isn't as clear, since it can both combo out and just grind attrition wars. It has enough resilience, though, that it does not lose to combo hate, nor does it frequently lose to creature rushes.
Melira Combo Basics
The Melira combo works this way: you need Viscera Seer, Kitchen Finks and Melira, Sylvok Outcast on the table. When you sacrifice Kitchen Finks to your Seer, it persists, but Melira prevents it from getting a counter. You net two life and one Scry each time you do this. You'll gain infinite life and Scry your whole deck to find Murderous Redcap the next turn, where you can do the same Persist trick with it to kill the opponent.
The Melira combination gets help because Birthing Pod can search up relevant parts. Birthing Pod also plays very nicely with persist creatures, which is a foundation of good Melira deck design (and something I'll extensively cover in the next article). Pre-bannings, the deck could run Green Sun's Zenith to search up pieces, but that was mostly sidelined in favor of Chord of Calling. Chord is part tutor, part combat trick, part card advantage engine. Though expensive, Chord gets everything to start the combination up, which made it superior to Zenith. Now, it's our only option. I'll explore Chordless lists in the next article, but Chord is a standard in the deck and we will assume its worth for the purposes of this article.
Melira decks need a bunch of creatures. They typically run Birds of Paradise and Wall of Roots for acceleration. Since Melira has a good deal of men, it can become a beatdown deck if it needs to. The deck can pressure an opponent while assembling its combo, which is unique in Legacy. Twin can cast a Pestermite and start swinging, but that lacks the punch of a Kitchen Finks and a Melira on the board, menacing five points of damage and a potential insta-kill if the deck draws anything to put it into a Viscera Seer.
Melira In Action: A Brief Tournament Report
The following is a report of a 30-person event I played in a few weeks ago, before the 9/20 bans were released. I ended up IDing into the T8, which means that I played only four rounds of Magic the whole day. I don't present this to you as proof that Melira is good, only to show what the deck does in actual tournament settings. This deck is pre-ban and I do not recommend netdecking this list. Stick around until the next column and you'll get my updated list, along with full card explanations. I just want to whet your appetite for Melira and get you to come back!
Melira/Birthing Pod Combo
maindeck
*
4 Birthing Pod
*
4 Birds of Paradise
4 Kitchen Finks
4 Wall of Roots
4 Aether Vial
3 Chord of Calling
3 Melira, Sylvok Outcast
3 Viscera Seer
2 Qasali Pridemage
1 Murderous Redcap
1 Linvala, Keeper of Silence
1 Dimir House Guard
1 Nekrataal
1 Eternal Witness
1 Reveillark
1 Acidic Slime
1 Fulminator Mage
1 Saffi Eriksdotter
4 Misty Rainforest
4 Verdant Catacombs
1 Overgrown Tomb
1 Twilight Mire
1 Wooded Bastion
2 Temple Garden
3 Forest
2 Swamp
2 Godless Shrine
sideboard
4 Slay
3 Seal of Primordium
1 Tar Fiend
1 Burrenton Forge-Tender
1 Obstinate Baloth
1 Gaddock Teeg
1 Ethersworn Canonist
1 Hokori, Dust Drinker
1 Orzhov Pontiff
1 Aven Mindcensor
ROUND ONE: Second Sunrise
The Second Sunrise deck attempts to get a few of these into play:
and then sacrifice them all and cast Second Sunrise. All their cards come back, they draw many more cards, and then they Sunrise again. The endgame involves the deck drawing its library, then using Conjurer's Bauble to recur Pyrite Spellbomb infinitely. It gets tutoring from Reshape and acceleration with Lotus Bloom, which it can even Reshape into for instant availablility.
In the first game, my opponent played out a bunch of little baubles, then killed me with Second Sunrise looping. I had to ask him several times to stop looping the combo, since I knew I was dead if he would just show me the Spellbomb. He seemed pretty tense about playing the deck, which is understandable;Â it is very hard to recover from a fumble with it.
In the second game, I boarded in Aven Mindcensor and took out Fulminator Mage. My sideboarding isn't too clear here, but I'll solidly explain sideboarding in the followup article.
I had a solid turn-4 draw. He was unable to get his combination up in time, so he died to my hardcast Murderous Redcap.
In Game 3, I basically turned into an aggressive deck. I mulled to six and kept a lackluster one, but late in the game, he still wasn't playing cutesy baubles. That was a sign, to me, that he was unable to successfully combo off and I had a bit of time on my hands. I had Melira and an Aven Mindcensor, which was Ruining His Game while beating on him. I used Acidic Slime to kill a land. On his turn, he Slaughter Pacted my Mindcensor, then started comboing. After Sunrise, I brought back my Aven like a good player. He attempted to Ghost Quarter his own lands for value, and then I reminded him that Mindcensor had him locked up. He couldn't Reshape, either. He scooped 'em up to lethal on the board.
ROUND 2: Affinity
In the first game, he gets a crazy fast draw and rolls me a turn before I could do anything. That is what Affinity does! I had Nekrataal, which is awful against him. It cannot kill anything in their deck, and while the First Strike is relevant, it's not worth four mana for.
In the second game, he makes a massive mistake by playing a Mox Opal into another one. They legend-kill and he can't cast his Blood Moon or Cranial Plating, whatever he had in hand. I had Pridemaged a Signal Pest earlier and I had Pod online. This is where Melira starts to play for value. Assembling the combo would take too long, but the deck is full of cards that force trades, and I was certainly going to punish him. I was down to six life and I had a Kitchen Finks in play from Aether Vial. I got a Murderous Redcap, shot his Memnite, ate it with Seer, shot the other Memnite, then Podded it away for Reveillark next turn. Incredible. I sacked Reveillark to bring back Redcap and Pridemage, and on the next turn, I turned a drawn Birds into Melira. One reason that Ranger of Eos is so bad in this deck (and the reason that I cut it) is because Olivier would have done nothing here - I needed Melira or I needed a big value play. Redcapping into Reveillark was just what I needed and it was demoralizing to do.
Game three, he mulls to 4. I have the turn 1 Seer, turn 2 Melira, turn 4 Redcap. Nothing more to say.
RD 3: U/G Lorescale Coatl/Counters homebrew
I had seen this guy finishing up his last round and I knew to expect this deck. He was a really cool guy to play with and had some really nice foils. I kept a hand with two Birthing Pods, knowing he had things like Remand and Rune Snag. I led with a Birds, which was so potent. The plan was to run the first Pod into a Rune Snag and then land the second. As it turned out, I get a Pod on turn 3 after getting Remanded once. I proceeded to Pod, uninterrupted, for a few turns. Podding a Birds into a Wall of Roots into Finks into Nekrataal is incredible, but turning that Nekrataal into a Reveillark is EVEN BETTER. I eventually skunked him.
Game 2, he barfs out a billion Tarmogoyfs and I lose. I forgot to Scry with a Viscera Seer on a guy that was leaving play, and my top card was a Slay. That would have kept me in the game. Mistake.
Dreamkiller.
The third game was incredible. I have an opener of: Vial, land, land, Birds, Wall of Roots, SLAY, SLAY. I play the Vial, then the Wall and the Birds. He used Repeal to take a counter off of Vial and draw a card, but his hand was business-light. He Gitaxian Probes me and sees THREE SLAYS in my hand. He was slumped at this point. Onlookers asked what sets Slay was in. I ran Slay for these kind of decks, since they are threat-poor and a Slay or two is crushing. He had a grip of six cards and had to feed trash like Quirion Dryad into my Slays so he could free space for his Goyfs. He used Engineered Explosives to clear my Birds and Vials away, but I put Redcap and Melira into play in response. On my next turn, I played a Pod, a Finks an then Podded Finks into Dimir House Guard to kill him. That is why you run Dimir House Guard over Ranger of Eos!
He was holding three Rune Snags, but he didn't blast the first one to turn on the others so that he could combat my Slays. He had a chance but misplayed.
Rds 4-5 draw in, after patiently doing the math for all the 3-0s to explain that yes, we can draw in and no, we won't be bagged by a superstar.
T8: Boom/Bust Zoo (our own Mike Lanigan!)
In the first game, I combo him really early with both Redcap and Finks out!
After sideboarding, I have the Seer, Melira, Finks draw, but he Bolts Melira and then Booms a land on his third turn to take me off Finks. I lose. Against Zoo, I'd love to have something like Spellskite, since it blanks most of their removal and forces Zoo to trade in 2-for-1s against me.
In the final game, I have a great draw, but his first three turns are Nacatls and I haven't seen Wall of Roots at all. I get Obstinate Baloth, but he Dismembers it. Them's the beats.
I won $30, which covered entry and gas!
Like I mentioned before, Melira isn't a broken strategy and this tournament report isn't supposed to advance that idea, but the deck has a lot of motion to it.
Join me on Wednesday, where we will talk about:
-Alternatives to Chord of Calling
-Huge lists of silver bullets
-Mistakes in Melira deckbuilding, including over-hating combo
-Whether your list should contain Fives, Sixes and Sevens (mana costs, of course)
-Why White is important
-The secret part of the manabase that nobody has caught onto (yet)
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Time Spiral is a reward for being a veteran Magic player. It's the badge you earn when you get Achievement Unlocked: Play Magic For A Decade. The set made nearly no sense to people just coming into the game (which is a big part of the Magic market) and so it was not a big fan favorite. Time Spiral, like a Lars Von Trier film, is one for the critics. The set is full of so many really cool throwbacks, from Kher Keep to Amrou Scout being Amrou Kithkin, but sent forward in time (look for the purple headband!).
Time Spiral was also a tremendously powerful set. We saw free spells, flashback terrors, incredible Legends and more. The Timeshifted element brought back a lot of good and beloved cards into Standard (and Modern), and cards like Akroma got another shot at tournament dominance. This week, we'll take a look at the most valuable Time Spiral cards.
$7.50
This card was bonkers from the moment it was printed. A Volrath's Stronghold for the best permanent type is an incredibly strong land. It saw play in Standard, recurring Triskelavus indefinitely. It popped up in Extended, making infinite Mindslavers from Urzatron decks. It also formed a lynchpin of Legacy by bringing Engineered Explosives back to sweep the board, time after time. Academy Ruins is a beloved Commander card, since it will usually have something to bring back in any deck you can run it in.
$5.00
This card remains high, despite being printed in Jace vs. Chandra. Visions harkens back to Ancestral Recall, just about the best card in the game. While some people dismissed this card as too slow, Ancestral Visions has played a key role in many control decks; it allows for a refuel at a crucial point in the game, and a control deck can wait five turns to draw some more cards for free.
These went up a little in speculation from Modern, only to see them banned. People still speculated on 9/20, hoping that Wizards would unban them to strengthen control. No luck there, so these only see play in Legacy at the moment.
$3.00
This has always had a niche from people who want to beat Storm combo decks. People also like to combine it with Ad Nauseam so that they can draw their entire library. The card was big for a hot minute when people realized that you could catch Hive Mind players with it in Legacy and win the game as a result. They would cast Pact of the Titan, you'd Angel's Grace on your upkeep and ignore the Pact, then they'd have to pay for their own Pacts and lose. Hive Mind decks just brought in their Chalice of the Voids and rolled on through it. Angel's Grace didn't really shoot up when it was the answer to Hive Mind, so I don't see it doing much right now. However, it is a very useful card to remember; Wizards likes to print effects that will lose you the game or make you lose lots of life. Angel's Grace is costed correctly to make sure you can pull off a combo.
$3.75
Flagstones were an immediate hit when they were printed. People revisited Armageddon strategies and pointed Boom//Bust at them. Playing two would Legend-kill them, allowing you to search up some Sacred Foundries or other juicy targets. Flagstones have been a solid roleplayer in a few formats, but they never seemed to me to justify the price they command. They are essentially a Plains that gets a little better if you have to kill it - God's Eye, Gate to the Reikai wasn't a big deal, after all. The cards apparently have fans and we might even see some Modern play out of them.
$6.00
Gauntlet is a throwback to the old Gauntlet of Might, which was a really cool card, but too expensive for casual players to get the full value from. The tribute card is also a highly playable Commander card; it rewards people with mono-colored decks, and who doesn't have a few guys on the table to pump up at the same time? Gauntlet is seriously in demand; it's a super Gilded Lotus for a lot of decks and you'll see it included in just about all of the "best cards" lists.
$1.25
The appeal of Big Gargs is twofold. You can sacrifice guys that are already going to die to make it come out faster, and later in the game, you can sacrifice all of your lands and spare permanents to make a 9/7 monster. It sees a little bit of attention in Modern because it's one of the few free sacrifice outlets if you want to make something like Enduring Renewal work.
$1.50
Grip is the only thing in the game that can do what it does, and that is brutally important. Grip can kill a Sensei's Divining Top. It'll take out a Nevinyrral's Disk or Mindslaver that has been carelessly left out to taunt. It slays Etched Oracle. The list goes on. Grip was printed only one time and it is one of those staple cards that people will need four of for Modern and Legacy. Grips used to trade for around $3, but the demand has tapered a little bit.
$1.50
Living End is quietly heating up in Modern. It's a sleeper of a combo deck and I'd keep my eye on it. The deck aims to cycle creatures like Architects of Will and the like, only to cascade into Living End and make them all come to life. It ends up being a Wrath of God for them and a big payday for you. As far as combination decks go, this one is challenging to stop unless you pack along some graveyard hate or actual counterspells. It's not out of the question that Modern will really embrace this deck, making Living End a decent speculation opportunity.
$9.50
Most things with "Lotus" in the title end up being worth a few dollars, just based on cachet. This card gets a little more attention because it can be used in Modern combo decks. Since Modern has been slowed down a lot, decks like Dragonstorm might have a shot. Those kinds of decks love Lotus Bloom, since it comes online as soon as they want to start comboing off. Starting off with two of these suspended is downright diabolical! I don't think it's a stellar card for Modern, but the depth of combo could easily prove me wrong. It's worth noting that these have gone up a few dollars in the last month or so.
Join me next week when we look at the second half of Time Spiral and catch up on Timeshifted allstars!
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All the talk so far this week has been about the Star City Games open in Indianapolis, but no one has mentioned the MTG Grudge Match in Philadelphia that occurred on the same day. This event was amazing and I was fortunate to be able to attend with my team, Rogue Squadron.
The title of the article isn't just to be amusing, there really is an elephant in the room that no one is talking about. Everyone has been going on about the death of Caw-Blade but I am here to tell you that it is alive and well. Unfortunately, I have been working to port the best deck in recent memory over to the new format. Let me tell you, the villain has returned. I am not certain that it is the clear cut best deck but I will say that it does not have a bad matchup. Every time players have said that they are playing Caw-Blade I inquire about their list and when they say things like Hero of Bladehold or Geist of Saint Traft I try to let them know that really isnât Caw-Blade. What made Caw-Blade so good was the power of all the individual cards in the deck. In addition they had Squadron Hawk as a reliable and consistent stream of threats to equip Sword of Feast and Famine to in order to obtain extra mana each turn and deny your opponent resources by making them discard cards. This concept is available and viable in Standard. How you ask?
Midnight Haunting is no Squadron Hawk but only because it costs three instead of two. What do we get for that increase in cost? It gets upgraded to being an instant. This fact is hugely relevant against all the other control decks. It is also relevant against the aggro decks because of the ability to ambush their creatures. Being an instant also means that you can flash it back with Snapcaster Mage. This card single handedly revitalizes a dominant archetype. The loss of Celestial Colonnade is certainly felt but it does not invalidate the archetype.
I am sure you want to see the decklist I found success with at the MTG Grudgematch this past weekend.
Beware, Caw-Blade ahead.
Untitled Deck
Creatures
4 Snapcaster Mage
2 Consecrated Sphinx
Spells
4 Mana Leak
3 Dissipate
2 Dismember
2 Oblivion Ring
3 Day of Judgment
3 Gideon Jura
4 Midnight Haunting
3 Sword of Feast and Famine
4 Forbidden Alchemy
Lands
4 Glacial Fortress
4 Seachrome Coast
2 Isolated Chapel
2 Drowned Catacomb
3 Inkmoth Nexus
6 Island
5 Plains
Sideboard
4 Timely Reinforcements
2 Batterskull
1 Oblivion Ring
2 Revoke Existence
1 Trinket Mage
2 Nihil Spellbomb
I was extremely happy with this list and I feel like it is a real contender in the metagame. Basically it destroys any other decks in the same colors so in my opinion it is strictly better than other blue white lists. It has a great match against Solar Flare because you can never tap out and still beat them while controlling the game. Basically any non-red based aggro deck can be dealt with. Sometimes you can lose a game to them if they get out the gates too quickly but the only problematic aggro deck is RDW due to its ability to finish you off with burn.
So, how did my tournament go?
Round 1: UW Venser
The first round was over quickly because my opponents deck was slow and they tapped out for threats like Venser, the Sojourner and Myr Battlesphere. All of my cards are good against them and none are really that scary against me. Oblivion Ring solves many problems.
Round 2: UB Solar Flare - Drew Levin
These were the best two games of magic I have played in a while. Drew played amazingly well but my ability to play threats at the end of his turn combined with my ability to deal with anything important he was doing proved too much for him to handle. The first game took almost thirty minutes because I could not find threats to finish the game off and was stuck just controlling what he did. Game two, I hit a quick Midnight Haunting to put him on a ten turn clock. He tried to use Jace, Memory Adept to mill me out of the game but once I equipped Sword of Feast and Famine I was able to end the game quickly from there.
Round 3: RDW
This round made it seem like the new red deck is quite an easy match for this deck. I know that it is not but I was able to take him out in two quick games. He had slow hands and I countered his spells then landed Gideon Jura into Consecrated Sphinx.
Round 4: UW Hero-Blade
Game one was a fairly close back and forth battle between our two mirror colored decks but when he chose to tap out for Sun Titan to try and end the game, my Day of Judgment blew him out. Game two I boarded incorrectly against him because I had not seen very many creatures. Needless to say he played a ton of creatures that game. Luckily I did not board out all of my Day of Judgments. Game two was very close and I barely managed to pull it out.
Round 5: GW Humans
This was my first experience playing against fellows from our race and while I do not like the flavor, the deck was sweet. Mayor of Avabruck // Howlpack Alpha, Champion of the Parish, and Garruk Relentless made for some interesting and skill intensive games. Day of Judgement blew him out late in a twenty five minute game one which I ended by attacking with my double inkmoth nexus draw. Game two he came out the gates way too fast and I did not draw a relevant spell outside my opening hand. Game three was also close but Day of Judgment took him by surprise once again. I suppose he wasn't expecting it game three because I had double Consecrated Sphinx each equipped with Sword of Feast and Famine. My extra cards plus Snapcaster Mage being busted pulled it out for me. Great player, great deck, great games.
Round 6-8: ID
Due to the abnormal nature of this tournament being you only needed to make top 24 since those players qualified for a 32 player, single elimination, money tournament, the top six players were all able to triple draw into that event. I was a little sad not to get to test my deck against the other good players in the room but it was nice to triple draw into the money. The other eight slots came from the top eight of the sealed tournament on Friday.
Realizing red isn't that great of a matchup a.k.a. Round 1 of the top 32.
You can probably realize that I lost the round based on that statement. Game one I kept Dismember, Gideon Jura, Consecrated Sphinx, and four lands that would let me play all colors of mana on the draw. I still think that I would have kept this hand in the dark any round. Had I known it was against mono red I certainly would have thrown it back. He ran me over game one and not drawing any new cards other than lands did not help matters. Game two was not as fast and I thought I stabilized at six life. I knew he had burn in his hand but I could not have predicted that it was two Incinerates since I had seen none of that card in the match. When I cast Timely Reinforcements, he responded with double Incinerate and I was one mana short to flash back Dissipate with Snapcaster Mage.
What a disappointment, losing in the first round of the top 32 tournament. I was extremely pleased with my deck and my play but I cannot help feeling let down.
This deck has the ability to beat any deck in the format because of its powerful spells. Caw-Blade is still alive, well, and still extremely good. If I were able to attend states, I certainly would be playing this deck.
The problem with red:
For anyone out there having trouble beating red, take a look at some cards that I have been considering playing to counteract their aggressive draws.
All of these cards are good in their respective rights. They all do a decent job of slowing down the burn deck. That is all we need, to slow the game down, because if we can make it to the late game we can overpower them with card advantage.
I wanted to briefly mention the red deck piloted by Josh Millikin of team Rogue Squadron. Josh also qualified for the top 32 tournament with this deck. Take a look.
Untitled Deck
Creatures
4 Spikeshot Elder
4 Stromkirk Noble
3 Reckless Waif//Merciless Predator
3 Chandra's Phoenix
3 Hero of Oxid Ridge
4 Stormblood Berserker
Spells
4 Galvanic Blast
4 Arc Trail
4 Shrine of Burning Rage
4 Volt Charge
Land
3 Kessig Wolf Run
3 Rootbound Crag
4 Copperline Gorge
13 Mountain
Sideboard
4 Ancient Grudge
3 Vulshok Refugee
4 Torpor Orb
4 Dismember
The new Standard is pretty fun and both of these decks have proven initial success. Standard does have room to grow and innovate but these two decks to constrain your choices a little bit. Both of them are great choices for States if you are able to attend.
Until next time, Unleash that Destructive Force on Standard!
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Iâm sure youâve heard the comparison made. âLiliana is the next Jace, get ready for $100 staples all over again.â Iâve had people asking me if they should be buying in at $70 in case it spikes to $100. Better to get in cheaply now, the concept goes.
Iâm here to tell you that is not the case, and why.
Is Liliana the next Jace?
Beneath the Veil
Liliana of the Veil is a great card, thereâs no doubt about it. Sheâs a dominating Planeswalker that can lock up a game. So itâs no surprise we have the comparison to Jace, the Mind Sculptor.
But Liliana is not Jace. And, more importantly, her price is not even going to be close to Jace levels.
Hereâs why:
Innistrad is not Worldwake
Letâs start with the most important reason, and one that many people donât immediately take into account.
Worldwake was drafted for an extremely short amount of time in an unpopular draft format. Seriously, ZZW was all about turning tiny dudes sideways for five turns and this kept a number of players out of the format. This is not the case with Innistrad. According to Aaron Forsythe, the set has set new records for prerelease attendance, more than doubling the Scars of Mirrodin release. We can only assume there will be a great many players interested in drafting Innistrad.
In addition, Worldwake was only part of the draft format for a pitiful three months before Rise of the Eldrazi booted it out entirely. This significantly cut the number of packs opened. The âthird set effect,â (though it actually applies to whatever the last set in a draft was, for instance Worldwake or Eventide), creates significantly higher prices across the board and leads to randomly valuable cards like the Liege cycle out of Eventide.
This is the variable I most often see people forget when evaluating cards, but itâs really one of the biggest factors in a cardâs price. Prices from a set like Alara Reborn are higher across the board than a set like Shards of Alara. Itâs also the reason Zendikar fetchlands sat at $10 forever while Stoneforge Mystic made the climb past $20. And, in case youâre curious, itâs the reason Snapcaster Mage wonât sustain a $30 pricetag in a few months.
Liliana is not Blue
Outside of the factors outlined above, Jace has an inherent advantage over Lily. That is, he can be pitched to Force of Will and was the base color for every control deck in every format. While Black is also a heavily played color, it does not cover the range of decks that Blue does, particularly in older formats. While these older formats can easily play both Black and Blue, many of them would have to change what works well in their deck already to accommodate Liliana.
Itâs well-known that eternal playability drives a cardâs price quite a bit (but not as much as Standard playability), but Liliana doesnât easily slot into these eternal decks like Jace did.
The financial environment has fundamentally changed
Thereâs a reason Mythics make such drastic jumps nowadays, and itâs all thanks to our buddy Jace.
Back when Jace 2.0 came out, Planeswalker were already very good, but they hadnât gone crazy yet because none were truly as broken as Jace. What this meant is that there was no precedent on pricing for Planeswalkers of Jace-level power. We all know the rest of the story. Jace went higher and higher and players in every format created noticed how insane he was and began to warp formats with him. This caused the $100 pricetag.
But even at the height of his powers last season with CawBlade, Jace had begun to come down in price, and fell significantly off his highs on Ebay, even if retail prices hadnât followed suit yet.
What that means for every Planeswalker since is that players are terrified of being behind the curve and missing out on the next $100 âWalker. This creates a huge run on cards as they begin to show up in a few lists. It happened to Koth, it happened to Venser, it happened to Chandra 3.0. While none of those quite panned out, we have a better candidate to compare Liliana to â Tezzeret, Agent of Bolas.
For starters, Tezz was from Mirrodin Besieged, which was opened in far, far fewer numbers than Innistrad will be. In addition, unlike both Jace and Tezz, Liliana actually gets worse as your opponents begin to play her (whereas Jace and Tezz would stay about the same in value), since +1 her has the very real possibility of helping them more than you, which is something that never happened with Jace or Tezz.
While Tezz 2.0 fell off in price due to not being great in the meta, his initial price spike after a good tournament showing mirrors Liliana quite well. While thereâs an argument to be made that Tezz would have sustained high prices if he had continued to be format-defining, itâs not a very good one.
The initial spike to $40 on Ebay came down to very reasonable levels later, and now you can find Tezz for less than $20 retail. Even if Liliana continues to see more play than Tezzeret did at his peak (possible), itâs extremely unlikely she can sustain the $60+ price sheâs going for on Ebay right now, given the factors weâve already outlined.
In order to do so, she would have to be played enough more than Tezz to make up for the fact that she will be opened in far greater numbers. The math just doesnât add up.
In short, no Planeswalker since Jace has lived up to the standard, and with the number of copies that will be in circulation in a few months, it is exceedingly unlikely (read: impossible) Liliana can replicate Jaceâs performance.
Liliana simply isnât as good as Jace
Iâve touched on this in part in the above points, but there are some other reasons why Liliana is more of a Tezzeret than a Jace â Her design makes it literally impossible for her to be as ubiquitous as Jace. Jace slotted into every deck that wanted to be more consistent (Twin), and every control deck that needed a finisher/card advantage machine. Iâm not going to harp on his merits any longer because we all know them â He simply did everything.
Liliana, on the other hand, is a much more specialized weapon rather than the Swiss Army Knife Jace was. As I stated above, her +1 loses a lot of its value if your opponent is also playing Liliana, which is not true with Jace.
Her -2 is debatable with Jaceâs -1, but thereâs an important distinction. Lilianaâs takes her to 1 loyalty, and easy peck for Inkmoth Nexus or Chandra's Phoenix. While it may not seem like much, your opponent can kill her easily enough with an Inkmoth the turn after you play her. While this is still good for you in the game, itâs not on the same level as Jace.
Oh yeah, Liliana doesnât have that free ability named Brainstorm. Thereâs that.
Both have Ultimates that end the game, blah blah, nothing to see here.
For all the reasons Iâve outlined, I hope you agree that Liliana is not on the same power level as Jace. If you disagree, youâre probably one of those people who rip up bulk Mythics in front of kids to prove a point (seen it happen).
So Liliana isnât as good or ubiquitous as Jace, will be opened in much higher quantities, and doesnât have the shortage of supply that Jace did. But people still think itâs going to go as high or higher than Jace?
I think we can all agree thatâs absurd.
Lowering the Veil
So the $70 question is, where is Liliana going?
Hereâs what I said about her in my prerelease primer:
âIn my limited testing, Liliana has been insane. She comes and edicts a player, then sticks around to accumulate value as you make them discard things they care about while you pitch something like a Vengeful Pharaoh. She probably wonât be staying at $35, but I see her staying pretty relevant as we move forward and price increases are possible. Iâm interested in picking up as many of these as possible for reasonable prices.â
This was a pretty apt description, with one glaring error. While I said to pick her up at Prerelease weekend, I made the mistake of thinking the great minds behind SCG pricing knew the same things I did.
I figured the Jace Effect had already been priced into the $35 presale price on SCG. With one of the best finance minds around (Ben Bleiweiss) and a stable of the best pros in the game, surely they would have priced Liliana near the upper end of her price range?
I guess not, since theyâre now buying them for $40 (sell yours now if you donât need them).
I was spot-on with my analysis of the card, but made a mistake in placing too much trust in SCGâs pre-pricing scheme. I know that they are always going to react to the market and raise the price accordingly; I just didnât expect it to be this substantial.
Lesson Learned.
From here, I suspect Liliana is going to stay very high for a few weeks, and depending on how the metagame evolves I can see her coming back down to her previous level or hovering around $40-50 retail in a few months at the high end. Either way, from a financial standpoint, now is the time to get out.
I hope I helped to sway your opinion on Liliana if you were unsure and save you some money. Let me know if Iâm off-base on anything or you have anything to add to this discussion. Personally, I think itâs insane that people are paying $70+ dollars for a card thatâs going to be opened for another nine months, but thatâs just me.
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Josh Rayden runs us through his first hand account of this past weekendâs SCG Indianapolis Open, pointing out the prospects of identified Standard staples and a new wave in Legacy.
I went to Star City Games Indy this past weekend. I didnât do very well in the tournaments. This was especially depressing as I was hoping for a decent finish in any of the events to get the last points I needed to level up.
You see, Iâm not actually a grinder. This was the third SCG Open weekend Iâve attended this year, all of which were in Indy. With a Legacy Top 8 and finishing 9th on breakers at the Legacy Open following the Invitational (which I scrubbed out of horribly), I was averaging 5 points per weekend and needed 5 more to be able to attend the second Invitational. It looks like Iâll just have to go to Kansas City at the end of this month.
While my personal performance was a disappointment, the weekend as a whole was not. I learned many valuable lessons that I can pass on to you fine folks. Some of them may seem obvious, while others are not. Either way, shedding some light on these may help you make some financial decisions in the coming days.
After every SCG Open weekend and GP, I browse through the decklists and deck techs to see which sleeper cards did well. I typically try to follow the coverage so I can capitalize on breakout hits as they become public knowledge. Being at the tournament really lets you get a jump on the competition. The first big event after a new set release is particularly lucrative. And so it is with Innistrad and SCG Indy.
Standard
Walking around the hall before the standard open it was easy to see that one deck was on everyoneâs mind. That deck was Solar Flare. Err, wait. Wrong link. Here, try this one. Drat, wrong again. Iâve got it this time for sure. Click here!
For those who care about such things, Solar Flare was a deck popular during Ravnica block that had the powerful play of turn three Compulsive Research into turn four Zombify on Angel of Despair. This deck has a very special place in my heart and is the first deck I ever fully foiled out. Its name actually comes from the Japanese name for a Dragon Ball technique, Taiyo-Ken (translated as Solar Flare in English), as the deckâs creator thought that Angel of Despair looked like Krilin from DBZ.
I did not play Solar Flare in Indy. I didnât like the mana base and had been testing UW Caw Blade as I felt very comfortable with the list I had arrived at. In retrospect, I probably should have audibled to AJ Sacherâs list when given the opportunity. That would have posed its own problems, however, as Star City Games was sold out of Liliana of the Veil. Our group had opened two cases of Innistrad and only managed to crack three of the new Planeswalker, and those three were being used.
So hereâs the first thing to take away from this weekend. Liliana is good. In fact, sheâs very good and everyone seems to know it. Check this out:
Those prices are higher than they were prior to the weekend. Liliana was $35.00 last week and the foils were $60.00. Take a look at this:
Star City is buying Liliana of the Veil for $30.00. I donât see these numbers coming down in the next month. They may even go up a little more. After that it will begin to settle and the price will drop again, if only slightly. Liliana is the real deal and has found her home. Sheâs very powerful and necessary to fight some of the threats in Standard, such as Geist of Saint Traft.
Geist is a card I criminally underrated the last time I spoke to you, but it doesnât pass the Liliana test.
Yep, the Liliana test.
This will be familiar to all of you. Before it was the Jace test but, from now on, whenever you play a creature in Standard you need to ask yourself how far behind youâll be if your opponent untaps and casts Liliana of the Veil.
If you want Lilianas to play with, itâs still possible to find them for less than $50. But that wonât be true for long. If you need them for tournament in the near future, try to get yours now before the general public realizes whatâs happening.
From speaking with AJ, some other things about the deck soon became apparent.
First, Forbidden Alchemy is one of the best cards in the deck (even though AJ only ran three). This will be a staple as long as itâs in Standard. Try to find cheap foils and hang on to them. This doesnât have the cross-format applications that Path to Exile, Dismember and Inquisiton of Kozilek have in the past, but itâs going to see tons of play for the next year or two. Forbidden Alchemy along with Think Twice means that youâll always have things to do with your mana and you can play a legitimate control game. Itâs nearly impossible to truly flood out with this deck and thatâs more important than ever with our current lack of person-lands.
Two other cards from AJâs list deserve attention, but first let me show you the deck that Julian Booher played on camera against Brad Nelson during some down time:
Untitled Deck
Spells
4 Snapcaster Mage
1 Grave Titan
4 Mana Leak
1 Negate
2 Dissipate
4 Think Twice
4 Visions of Beyond
3 Forbidden Alchemy
2 Ratchet Bomb
2 Curse of Death's Hold
2 Doom Blade
4 Liliana of the Veil
1 Jace, Memory Adept
Lands
4 Darkslick Shores
4 Drowned Catacomb
3 Nephalia Drownyard
8 Island
7 Swamp
Sideboard
2 Ratchet Bomb
1 Doom Blade
2 Tribute to Hunger
1 Dissipate
2 Surgical Extraction
1 Grave Titan
3 Bloodline Keeper
3 XXXXX
Julian canât remember the last three board spots, though I feel like there were Dismembers somewhere. This is the most dedicated control deck weâve seen in Standard in a long time. Julian went fairly deep in the tournament, eventually losing a match to miscounting his lands and being one mana short of activating two Nephalia Drownyards to win the game. He liked the deck and recommends the following changes: -2 Visions of Beyond, +1 Black Sunâs Zenith, +1 Forbidden Alchemy. Ditch the Bloodline Keepers for more spot removal (Dismember) or other niche cards.
These decks both demonstrate that Snapcaster Mage and Curse of Deathâs Hold do have a place in Standard.
Tribute to Hunger is another excellent card given the number of Hexproof creatures appearing in Standard. Geist of Saint Traft and Dungrove Elder can be serious problems without an Edict effect. Iâm sure you can still find Curse of Deathâs Hold for dirt cheap and it is going to be a role player for the next few years. Pick them up for change and flip them later when theyâre worth a few dollars each.
Snapcaster Mage
The above lists show how Snapcaster can be utilized in Standard to great effect. The Tiago Chan invitational card shouldnât be jammed into every blue deck. I saw many people over the weekend with Snapcasters stranded in their hands doing nothing of consequence. Very few decks in Standard should reasonably include more than 2 Snapcaster Mage if any are called for at all.
Legacy on the other hand, is a completely different story. Once again weâll go to a list played by AJ Sacher. This list was developed by GerryT and AJ and they were kind enough to let me play it in the Legacy Open as well.
I would recommend playing the list a few times before jumping into a tournament. The decision trees opened up by Snapcaster Mage are vast, especially with the presence of one innocuous Urzaâs Legacy sorcery.
When AJ first walked up to our group and asked if we had any Unearths, a few of our number asked what the card did. The card is deceptively powerful.
Imagine the following situation: You are playing a grindy control mirror and have made it to the mid-game. You have a number of spells in your graveyard along with a Vendilion Clique and a Snapcaster Mage. You lament that you have only recently drawn your Riptide Laboratory as you gaze longingly into Tiago Chanâs eyes staring back at you from the grave. Your opponent ends his turn, you sigh, untap your lands and draw your card for the turn. Low and behold, itâs Unearth. You cast it targeting Snapcaster Mage and your opponent looks confused. He reads the card and allows it to resolve. Tiago enters the battlefield and you target Unearth with its ability. The flashback copy resolves and you now have a Snapcaster Mage and Vendilion Clique in play for a meager two mana. Now your Riptide Laboratory is active again. Very active. You quickly overwhelm your opponent in an avalanche of card advantage.
I got to live this dream one game. In another I Unearthed a Snapcaster, flashed it back targeting another Snapcaster and then Dismembered my opponentâs Knight of the Reliquary. Some astute observers have already begun buying out foil Unearth on eBay. Being from Urzaâs Legacy, foils in particular are rare and in high demand. Keep your eye on this one. Today, foils are $6-$7 and Japanese foils are ~$26. I expect those numbers will be much higher at some point over the next few months.
The metagame in Indy was filled with Reanimator and Storm, two archetypes that were worse while Mental Misstep was legal. People were anxious to return to old form and these combo decks were probably the best metagame call. ANT and TPS tend to perform rather well versus decks like Goblins and Zoo. I would expect Counterbalance to come out to play again soon in response.
Will Snapcaster Mage have a place in Counterbalance decks? Iâm not sure, but it will continue to see ample play in Legacy. A large number of Snapcasters came up just short of the top sixteen decklists from Sundayâs open. As people are able to refine their lists they will begin to perform better. Something interesting did happen to Star Cityâs price on this card though. Letâs look:
While Star City is still out of stock at $30 on the regular ones, foils are back and down $20 from where they were the last time. While this card is excellent, it canât sustain these prices. I still believe it will come down. It may settle at $20, which is very high for a rare, but it wonât stay at $30 forever.
Top Takeaways from this Weekend
Liliana of the Veil is the best Planeswalker since Jace, the Mind Sculptor.
Unearth is sweet and the foils will likely spike in price.
Snapcaster Mage is the real deal, but his price is still inflated.
Birthing Pod is going to grow in popularity. Wait, what? I didnât mention this anywhere else in the article, but if everyone in Standard is going to be packing Sun Titan and Consecrated Sphinx then Birthing Pod has the tools to compete and win. Also, watch for Birthing Pod in combination with Heartless Summoning. GerryT posted a list last week that I think could become the real deal.
Surgical Extraction is not a good choice versus AJâs Solar Flare list. Surgical Extraction is a fine choice in your Legacy Snapcaster Mage deck. Turn two double Surgical Extraction with a 2/1 is a fine rate. Expect this card to see more play.
This weekend I get to play in one of the first Innistrad sealed PTQs of the season in beautiful Fargo, North Dakota. Hopefully I will learn some more things this weekend or at States that I can pass on to you.
Thanks for reading!
-Josh Rayden
JRDameonHv@hotmail.com
JRDameonHv on Twitter and MTGO
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I've started to settle in down here in L.A. I've been at the local shop a lot, and even got to hang out with a few old friends from San Francisco who are also here for school. Of course, I'm still adapting to the playgroup, but after two straight weeks of it I doubt you're scrabbling for more advice about playing Commander in a new group. Instead, let's get back to actually building Commander decks. Hidden in plain sight, we have a treasure trove of powerful and exciting cards that many people would never think to use in their 100-card decks. These are cards that appear to be nothing more than competitive sideboard options: cards that hate on your opponents.
Intense Dislike
When you're building a Standard deck, you probably don't want to maindeck Flashfreeze; what are you going to do if there's nothing to counter? This problem doesn't quite evaporate in Commander, but you're much more likely to have something to hit with three opponents than one. Now, I've talked a lot about trying to make things fun in Commander, so at first it might seem odd that I'm encouraging you to play hate cards in the format. After all, isn't being singled out unfun? Yes, yes it is, but I'm not advocating Flashfreezing anything in Commander.
A Better Way
Magic entails a key divide between threats and answers. In duels, the difference is clear, as David Price famously declared âwhile there are wrong answers, there are no wrong threats.â Answer cards are printed at more efficient costs because they aren't always applicable, so the choice between threat and answer is one of metagame analysis. Commander likewise highlights this duality. While the lessons from competitive Magic apply here, there's a more salient difference at work. Answers are less likely to be fun for your opponents. Remember the list of things that some groups hate in Commander that I made two weeks ago? Both threats and answers appear there. Unstoppable Angelic Overseers and combo kills are both much maligned threats, but their numbers are overshadowed by ranks of Counterspells, Cabal Conditionings, Vindicates, Life's Finales, and Stifles.
Every card needs to be evaluated individually and in the context of your playgroup, but if you're trying to decide between two contenders for a deck slot, the card that builds rather than destroys is more likely to create enjoyable game states. I'm not telling you not to run any answers. In fact, having a small number of answers is important to keeping threats fun. Creatures like Ulamog, the Infinite Gyre and combos are unfun primarily because it's very difficult to answer them before they make you unable to. If you build all of your decks with no answers, every Ludevic's Abomination you face down is going to seem harder to kill than Uril, the Miststalker. At the same time, running too much removal will start an arms race where other players will feel like they have to run Hexproof and Indestructible creatures to ever land a hit.
So, if we're looking to carefully balance the number of answers we run to maximize the amount of fun that everyone has, we can't run hate cards that serve as answers for what they hate. If we don't include them in our removal count, we'll have too much removal against the decks they work against, but if we count them towards our total number of answers, we'll have too few ways to deal with threats that come out of decks that our hate doesn't hit and feel powerless against them.
Proactivity
But not all hate cards single out the player they hate; many make you want to keep them alive! Black mage using Urborg, Tomb of Yawgmoth to power up Cabal Coffers? They must be dealt with! Or you could just kill off the rest of the table with your Crusading Knight. Is there one blue mage who's countering everything? Carpet of Flowers doesn't have to be used to cast more spells than they can counter; you can point out that it disincentives you from killing them, and relish your free reign of spell-casting.
Those are all well and good, but they play almost as inconsistently as hate cards do in duels. The multiplayer nature of Commander improves the chances of some one at the table being heavily committed to the color that they punish, but these sorts of effects are pretty unimpressive against the three color decks that run rampant. We can get better results from effects that care about a color's presence rather than its abundance. For instance, Submerge and Mogg Salvage fill answer roles without having to be aimed at the offending player, and you'll almost always be able to cast them for free!
History
Unfortunately, not all colors are created equal in Commander. Green's powerful ramp and recursion combined with its propensity for absurdly expensive monsters make it the best color for a more casual crowd. Blue's range of broken effects, superiority in terms of card advantage, and ability to answer almost anything via counterspells makes it the strongest in cutthroat playgroups, and certainly don't leave it out in the cold even when the strongest of all colors is made to play fair. Black's ability to trade life for cards and tutor for the appropriate response to any situation combine with Coffers' insane mana generating capabilities to take full advantage of Commander's alternate rules. White's weenie decks get hosed by high life totals, but it has a lot of tuck effects and board sweepers to keep it in contention.
Red is left out in the cold. Not only are it's aggressive strategies and burn much weaker in a format full of high life totals and huge creatures, it's one powerful effect in the format, land destruction, is frowned upon by many playgroups. Red is by no means unplayable (as that's part of the format's beauty) but you can expect to see a lot more green decks than red ones at your average Commander table. Cards that need an opposing red mage to be strong are considerably less effective as a result. The numbers depend on how many people you usually find seated for your Commander games, but in general you can expect to find some Forests, Islands, and Swamps to take advantage of, but relying on enemy Plains and Mountains is a risky proposition.
On Another Subject Entirely
I hope looking at color hosers for tasks other than hosing colors has inspired you to try out a few cool new cards in your decks, but now we're venturing into a world where they once again are nothing but sideboard cards. No, I'm not turning this column into a Spike category strategy piece about sideboarding, I'm talking about an exciting upcoming Czech sports drama about Magic: the Gathering!
Here's part of the official press release for Tap: Max's Game:
Story
âEveryone has happy endings. If itâs not happy, then itâs not the end.â Karel Adam (OndĆej HoleÄek), however, seems to disagree. Several years ago, he and his four best friends were the top players in a Magic club Fireball and had the time of their lives. They needed nothing but still had it all â they had each other.
However, these times are long over. The Fireball gang had shattered and the club was sold. Only Karel now visits the closed club, remembering the great times he had.
Max's Game began only as a thought. The film's writer and director, Kamil Beer, was listening to Rocky IV soundtrack every morning while traveling to school, and imagined the film scenes.
The expected release date is this winter, and I'm excited not only to see what looks to be a potentially great film, but also to have something to point people to when I tell them about my hobby. Saying, âwell, it's a fantasy card game based on a wizards' duel, but there's sort of a divide in the community, and a lot of people play in a tournament setting where it's more like chess,â doesn't really convey Magic, but I imagine Tap: Max's Game will give much truer insights into the card game we all know and love than Role Models did for Live Action Role Playing. This is a big step forward for our community, so please support the official release!
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I seriously have not been able to pull myself away from cracking Innistrad boosters and drafting with them. I know I know, it's still the Honeymoon phase, and eventually I'll grow tired of it, but I'm thinking this may rival ROE as my favorite limited set (I've been drafting since Alara Reborn). So what is it about Innistrad that's so captivating? Is it the horror theme? The Dual-Faced Cards? Reappearance of Flashback, and the one and only Snapcaster Mage? Or is it something completely different?
First update of Innistrad, Liliana is making a huge splash. She's hitting heights of up to $60 on EBay, and has since dipped back to the 45-55 range, with playsets selling around $215. Upon spoiling, I predicted Liliana to be in the $18-23 range once all the pre-release dust has settled. Although it was still a bit unclear what sort of enabling she'd be doing at that time, I am not so sure if this is a missed call yet. I have a feeling it will come back to earth quite a bit, once more product hits the marketplace. Liliana is certainly an amazing card, and I'll be sleeving her up myself. Obvious Standard staple and I'd say my initial prediction is more like a floor. Before everyone shouts at me at once for predicting her so low, remember Tezzeret? Started at 30, sprung up to 50, and now sits comfortably at 20 with no signs of movement. Sadly, I might have to wait a while to pick up my Lilianas, but wait I shall.
Next, Snapcaster Mage. I will say, that I have a pretty serious stake in this guy, so my thoughts on him should be clear. I have reason to want him to do well. He's already making splashes in Legacy and Standard alike, and I don't think that will change much. (EDIT: I had stated that the GP Promo was Snapcaster, it was a misinformed rumor, my apologies. It is indeed a Maelstrom Pulse). He hasn't moved much from the $22-23 he's pulling on EBay, and I'm hoping that sticks for a short while. Ultimately, we can expect this card to decline to some degree, as it's only a rare, and will be hitting the market more and more each week. I'm on the side of the fence that believes this price movement may take a couple months to come down to the $15 range.
More hot-stuff: Daybreak Ranger. "The sleeper everyone missed." according to Brian Kibler. I saw him at a local Legacy event recently, where he bragged about his 200+ copies which had tripled in price since he'd bought them. I'm not sure how much of that price jump was his promotion of the card, and how much is the cards actual merit in standard, but it's something to keep an eye on. I'm sure it will be played, but at the rate people are cracking packs to chase after Lilianas and Snapcasters, I just don't see this card climbing any farther, and if you did pick up any, moving them promptly is recommended.
Skaab Ruinator- *Cues Price is Right Loser Music* I really missed the call on this guy. I thought he'd sit around $19+ for a while, and he just didn't. My reasoning still seems sound to me, but I know Doug didn't agree, and clearly the market as a whole didn't either. Maybe something will change, but until then, I'll call this pick flat out wrong.
Stormkirk Noble- *Ding* In the same week I talked about Ruinator, I recommended preordering this guy under $3. Hopefully some of you did. He's way up now, move yours out, and rebuy when it comes back down.
There's more to Innistrad than just these guys though. Packs themselves are flying off the shelves at my LGS, with attendance at sealed and draft events skyrocketing. What's in the packs? And what are they worth?
The thing everyone wants to know, is does the rarity of DFC equate to regular rares? And what Sean found, was yes, it does. Over 7 cases (42 boxes, or 1,512 packs) he opened 23 Snapcasters and 22 Daybreak Rangers, for example. He also indicated that there wasn't much fluctuation in that, only a couple cards had a higher/lower frequency in his 7 cases, which can be attributed to the somewhat small size of his sample. When you crack a full case of Innistrad, what you can expect to see is: 3.5x of each rare, just less than 2x of each Mythic, and just over 8x of each uncommon. Each case will have approximately 8 foil rares in it, and 1 foil mythic.
If you plan on busting packs to sell off singles, consider this math, and combine it with what we discussed about Expected Value a few weeks back. Take the price you think you can get for each individual single, and multiply it by the values given above. Add up your grand total, and that will be your expected revenue from the case. Then subtract any costs (EBay fees, or other relevant costs from your particular sales method) and also subtract your cost of the case (About $540 on EBay). If this number is enough for you to feel like its worth your time to crack/sort/list the cards, go for it. Otherwise, don't. The other motivating factor, for someone like me, is Sealed PTQ season. Cracking 6 packs at a time, and writing them down, will give you an opportunity to practice building sealed pools. I don't recommend actually playing with the cards if you want to sell them as minty as possible. But write down the pool, build it, and if you have a friend to test with, you can proxy the decks you build. Then swap pools, and rebuild. Seeing other people's builds and working on your own is a great way to sharpen your Sealed skills.
My PTQ season starts this Saturday, and I'm confident it will be a great event. If the sealed doesn't treat me well, I'll be grinding drafts and trade tables, and making the most of it. Based on the size of the Sealed events we had for pre-release, I'm guessing these may be some of the largest PTQ's I've seen anywhere but MTGO. As I've indicated in a number of articles, PTQs are some of the best places to trade as you get to meet people you don't normally see at your LGS, who have a different trade stock and different needs.
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This week I want to try something completely different. To be perfectly honest, I'd never seen a G/W deck played in Commander before Grand Prix Montreal a few weeks ago. I've seen tons of G/W/x, either Naya for giant creatures, Bant for Mystic Snake and Crystal Shard, or [card Teneb, the Harvester]Teneb[/card] colors for recursion and whatnot, but never straight G/W. The problem, as I see it, is that even though Green and White have some of the best utility creatures and bombs, there's not necessarily as much card advantage and resiliency as there might be if you were to add another color. Plus, this is a casual format and more colors are more fun, right?
That was before Grand Prix Montreal. While I was at the Grand Prix, I got to play a game with @GaddockTygue, and his Saffi Eriksdotter deck. Over the course of that game, he did some pretty disgusting stuff with Birthing Pod, utility guys, [card Saffi Eriksdotter]Saffi[/card] herself, and seemed to have a ton of fun playing! On top of that, Sun Titan is probably my favorite Commander card, bar none, and [card Saffi Eriksdotter]Saffi[/card] is a Sun Titan deck if I've ever seen one!
Now, the biggest problem that I have with Saffi Eriksdotter as a general is just how degenerate she can be if you're not incredibly careful during deckbuilding. There are so many incidental infinite combos within this color combination, most involving some combination of Reveillark, Karmic Guide, Sun Titan, and Nim Deathmantle, that it can be incredibly difficult not to "accidentally" win the game with random combinations of cards on the table. Now, I don't mind games where people combo off but I prefer not to if I can help it, so here are some of the things that I'm going to try to avoid:
"Free" sacrifice outlets, like Martyr's Cause, Altar of Dementia, and Blasting Station. These let you go infinite with [card Saffi Eriksdotter]Saffi[/card] plus Reveillark, Karmic Guide, or Sun Titan.
Ashnod's Altar. This goes infinite with Nim Deathmantle and almost any two creatures.
Melira, Sylvok Outcast. Infinite persist combos aren't that interesting, and are almost all that Melira is used for these days. Granted, they also require a "free" sacrifice outlet, but I'd rather run a sacrifice outlet than a Melira.
Mirror Entity. This card accomplishes the same thing as the other sacrifice outlets, but is easier to tutor for and recur in this color combination.
Now that those are out of the way, the question is: how is this deck going to win games? Green-White is great and generating two-for-ones, and recurring utility creatures that are good for a particular game state. Still, you need ways to generate card advantage outside of picking up half a card here and there. You can try to generate incremental advantage, but that's only good until someone plays a Rite of Replication or whatnot that undoes all of that work you'd just done. So what we need are some powerful engines that will lead to us winning the game if they aren't dealt with very quickly. These are the reasons to play this color combination, rather than expanding into another color:
Engines
Saffi Eriksdotter (Commander)
Birthing Pod
Pattern of Rebirth
Nim Deathmantle
Survival of the Fittest
Wild Pair
Angelic Renewal
Adarkar Valkyrie
Perilous Forays
Phyrexian Altar
Enlightened Tutor
Sensei's Divining Top
The goal here is to accomplish two things. First, you want to be able to find any creature in your deck relatively easily, and to be able to reuse those creatures over and over. Sacrifice outlets let you rebuy creatures with [card Saffi Eriksdotter]Saffi[/card] and protect your general and creatures from removal. Secondly, you want sacrifice outlets that let you go big without going infinite, and the ones I'm running hopefully accomplish that. Phyrexian Altar is the most dangerous sacrifice outlet here, because it is free and does some stupid things, but it doesn't easily go infinite with Nim Deathmantle. [card]Perilous Forays, however, costs mana, which limits the number of activations you get in a turn. It ramps up your mana though, and will get out of hand very quickly if it's left unchecked.
You've got Wild Pair, Birthing Pod, and Survival of the Fittest are your tutor engines, and will quickly take over any game in which they are left alone for multiple turns. Let's not even talk about when you get to do Birthing Pod tricks with [card Saffi Eriksdotter]Saffi[/card] and enters the battlefield creatures, or when you Wild Pair with Eternal Witness into Stoneforge Mystic!
Lastly, we've got Adarkar Valkyrie, Angelic Renewal, and Nim Deathmantle as back-up copies of Saffi Eriksdotter. In particular, I'd like to point out the insane interaction between Sun Titan and these cards, which basically make Sun Titan immune to removal. You can recur Sun Titan with Angelic Renewal or Saffi Eriksdotter, and then buy them back when the Titan enters the battlfield, or just protect it with Nim Deathmantle and sacrifice outlets, and use it to recur Nim Deathmantle when someone tries to disrupt you.
The goal of the deck is to use these engines to create an insurmountable position that is very difficult to disrupt, from which you can answer most new threats. We've looked at the tutoring mechanisms and recursion mechanisms, now let's look at the creatures that actually do things. I'm going to do things a little differently this week, and sort them by mana cost rather than function, and note their combined power and toughness (in parentheses), so that Birthing Pod and Wild Pair chains are more apparent.
One Drops
Weathered Wayfarer (2)
If you've read any of my other articles, you know how much I love this card. The ability to tutor up whatever spell-land is appropriate for whatever situation you are in is incredibly powerful, especially in conjunction with something like Mistveil Plains to recycle your Strip Mines and Tectonic Edges.
Two Drops
Stoneforge Mystic (3)
Sakura-Tribe Elder (2)
Qasali Pridemage (4)
Fauna Shaman (4)
Riftsweeper (4)
And here's a ton of early game utility! Qasali Pridemage is absolutely insane in a Saffi Eriksdotter deck, letting you get in for early general damage and then double Naturalize later on for minimal cost. This is exactly the kind of cheap utility creature I want for [card Saffi Eriksdotter]Saffi[/card]. After that, Riftsweeper is a very interesting guy in this deck. For a deck that wants to run as many unique effects as possible, and wants to abuse the graveyard, you need something that can buy back key pieces so you don't get shut down by a stray piece of graveyard hate.
Fauna Shaman and Stoneforge Mystic, while very powerful, aren't really that interesting. Stoneforge Mystic only has two targets in the deck, Nim Deathmantle and Sword of Feast and Famine. Fauna Shaman, on the other hand, has tons of targets, but is a fairly generic engine and tutor.
Three Drops
Loyal Retainers (2)
Flickerwisp (4)
Knight of the Reliquary (2)
Yavimaya Granger (3)
Yavimaya Elder (3)
Eternal Witness (3)
Wood Elves (2)
Stonecloaker (5)
Fiend Hunter (4)
Mangara of Corondor (2)
Now here's where the creatures start getting interesting! Sure, there are some generically good cards like Eternal Witness and Knight of the Reliquary, but there are some awesome interactions here! Flickerwisp does cool stuff with your various ETB creatures. Stonecloaker is sort of like Flickerwisp in that it enables you reuse ETB effects, but it's also an awesome source of targeted graveyard hate that can be very difficult to answer. Yavimaya Granger is the first of several echo creatures that play well with [card Saffi Eriksdotter]Saffi[/card], and Yavimaya Elder fills a similar role, though I'm pretty sure you're up a hundred cards if you [card Saffi Eriksdotter]Saffi[/card] a Yavimaya Elder
Fiend Hunter and Mangara of Corondor fill similar roles; they provide repeatable, exiling removal when combined with a sacrifice outlet. You stack their ability, then sacrifice them, and can buy them back with [card Saffi Eriksdotter]Saffi[/card] or Nim Deathmantle some other similar effect.
Lastly, Loyal Retainers is a very interesting creature in this deck. Combined with [card Saffi Eriksdotter]Saffi[/card], you can infinitely loop the two in and out of play, to take advantage of something like Soul Warden, Caller of the Claw, or Asmira, Holy Avenger. I don't run any of these, but I certainly wouldn't blame you for it!
Four Drops
Oracle of Mul Daya (4)
Dust Elemental (12)
Solemn Simulacrum (4)
Loaming Shaman (5)
Academy Rector (3)
Five Drops
Karmic Guide (4)
Reveillark (7)
Acidic Slime (4)
In contrast to the three drops, the four and five drops are pretty uninteresting. Of these, Dust Elemental is probably the most exciting. You can go get Titans off of Wild Pair, at instant speed, even! You can rescue your creatures from removal, and just bounce Dust Elemental to reuse the effect.
Beyond that, we've got some generic utility creatures, some ramp, and the two best cards in the deck, Karmic Guide and Reveillark. Both of these cards let you do absolutely stupid things with [card Saffi Eriksdotter]Saffi[/card], basically making you [card Wrath of God]Wrath[/card]-proof, and allowing you to easily abuse some of your best creatures and engines to dominate the mid- and late-game.
Six Drops
Steel Hellkite (10)
Brutalizer Exarch (6)
Sun Titan (12)
Deadwood Treefolk (9)
Sunblast Angel (9)
Twilight Shepherd (10)
Wurmcoil Engine (12)
Yosei, the Morning Star (10)
Primeval Titan (12)
And here's the crux of the deck. You're typically going to end games by abusing powerful six drops with abilities that trigger on entering the battlefield or dying. To that effect, we've got Sun Titan, Primeval Titan, Yosei, the Morning Star, Twilight Shepherd, and Wurmcoil Engine as cards that can easily win the game if you can back them up with protection and set them up properly. These cards generate so much card advantage over a single turn, much less multiple turns, that any of them can end a game pretty easily. Yosei, the Morning Star is, in particular, the easiest and most brutal way to end games, since you can pretty easily lock multiple players out of their untap steps while you beat them down with whatever guys you have in play, as long as you have a sacrifice outlet.
Next we've got some utility removal, like Brutalizer Exarch, Steel Hellkite, and Sunblast Angel. Acidic Slimes are nice and all, but sometimes you need to go a little bigger, and these cards let you do that. The fact that Steel Hellkite and Sunblast are relatively one-sided is certainly something you can use to generate card advantage and to play the politics game.
Eight Drops
Woodfall Primus (12)
And the curve topper, Woodfall Primus, is a card that the deck is sort of built around. Cards like Oran-Rief, the Vastwood or Gavony Township make Woodfall Primus incredibly difficult to deal with; you can also protect him with Saffi Eriksdotter or Angelic Renewal. And the best part? Every time the table tries to deal with him and fails, you're up two cards! What's not to love?
The last two things that this deck needs are some utility answers, and some mana acceleration. This deck is very mana hungry, with expensive creatures like Woodfall Primus and [card Primeval Titan]Titans[/card], and expensive recursion engines like Nim Deathmantle. The more mana the deck has available to it, the more dumb things it can do to dominate a table. Here are the support cards I picked out:
Mana Acceleration
Sol Ring
Mind Stone
Mirari's Wake
Sword of Feast and Famine
Genesis Wave
Utility
Rout
Akroma's Vengeance
Austere Command
Aura Shards
Krosan Grip
Privileged Position
Oblivion Stone
Wrath of God
Condemn
Miraculous Recovery
Tormod's Crypt
The board sweepers actually play a very interesting role in this deck, because most of them will end up being one-sided. [card Saffi Eriksdotter]Saffi[/card] protects your key creatures from sweepers, and so these are much more about generating board presence than about removing problematic creatures and permanents. Beyond that, you've got some powerful utility spells like Krosan Grip and Tormod's Crypt, some protection like Privileged Position, and some straight up bombs like Genesis Wave. Let's add a manabase to this and the final list will look like this:
[deckbox did="a128" size="small" width="560"]
So, if you're interested in playing a deck with endlessly complicated board states, this is probably a pretty good choice. The sheer volume of options that you have at any point in time is staggering, and gives you tons of opportunities to leverage your ingenuity and familiarity with your deck, and turn those into wins. There's a ton of space for customization, and the deck has a lot of play and flexibility to it, so that you can impose your own play-style on it.
As always, I'm interested in your feedback! If you've got any comments, suggestions, or decks you want looked at, give me a shout!
Carlos Gutierrez
cag5383@gmail.com
@cag5383 on Twitter
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"I don't know man. He just came alive and started eating the Czechs face!" - The Horde
Hello hello all you mages out there in LGS land. I hope everyone had a great time at a release party this past weekend. A group of us went for our first standard event post rotation. There were some great matches and lots of strong looking decks around. Of course some of the pre-rotation decks were there, but a lot of new decklists were in attendance as well. There should be plenty to speculate on, look forward to, and capitalize upon.
Now seeing as how this is a new blog, we are still moving things around and geting situated. So I'd like to try
a little change in format here for Scene In The Store. What I would like to do is provide you with a quick recap and
then jump right into a list of what's hot at the moment. Remember folks, this blog is aimed at the casual/non-tourney person. Please don't expect a lot of card evaluation and future speculation, that's what the other writers here at Quiet Speculation are great at. I am going to attempt to provide you with a physical look into the local game store scene so you can compare all the data here on this sight and make your own calls.
So recap then Shane! Ok, the metagame in standard is shaping up to be an interesting one. Several pre-rotation decklists are still in contention while a few newcomers are making waves. As usual, mono-red aggroed itself into top spots everywhere this past weekend. From the Mono a Mono-red showdown in Indianapolis, to the two mono-reds that placed in the Top 4 at our local standard event. (Yours truly took 2nd...on the back of Stromkirk Noble and a buddy named Brandon...Liliana FTW!) With the Noble and hot new burn spell Brimstone Volley, red is going to continue to be a major player in the near future. The Human archetype has really been getting some love and showing a strong force. Watch for some W/x or U/x Human deck to have some solid staying power. I think we can truly expect to see B/R Vampires become a solid build again too.
Without further ado, let's run down some of this weeks observations...
* Stromkirk Noble has got to be my favorite card of the set and probably the most utilitarian in my opinion.
The Noble has been a hot commodity no matter where I go or who I talk to. They've slowly been creeping up in price since the pre-release and I dont see them stopping anytime soon. And just wait till they find their place in a top deck!
* Brimstone Volley is the new big burn spell. Foils of these should be highly sought after.
* Stony Silence is showing strong and these will be going into the display case at the store.
* Mask of Avacyn is insane in foil! I'm hunting these in particular for pimp points in the stores display
case. I think this card has the potential to be a stand out for many years to come.
* Cackling Counterpart When did blue open up an instyprint? Several people have been playing this card and,
many more have been talking it up. I would jump on at least a few of these before we see them go up much more.
* Laboratory Maniac is going to be a card I try to keep a few of at all times. Alt win conditions are huge
in the casual scene, especially multiplayer-FFA. There are a couple cards in particular that will help with this and
I'm interested in seeing how this alt-win plays out. There's a nice little write up here by Carlos Gutierrez (#1 under "build around me" cards).
* Olivia Voldaren has a lot of brewmasters talking lately. More as that story develops.
So that's this Tuesday's blog friends. I hope you like the new format, but be prepared for some tweaks as we get settled in. Comments and feedback are always welcomed. As the layout gets more to our liking we'll cover more material as well as brainstorm about how to make a stronger scene for all involved.
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After a long drunken weekend at SCG Indy, Iâm here to tell you my story away from the tournament.
After a ton of preparation, I expected to see a lot of Naive Merfolk Scrubs(TM) (see Mark Hinsz's article) playing the Legacy events. Instead I saw some sweet new brews. Before I get to the overview of these, let's get down to the best parts of my weekend.
On the Road Again
As we go on trips often, the cost of gas becomes an ever increasing problem.
This trip we got the pleasure of riding in Forrest Ryan's brand new Prius. With a tiny 10 gallon tank holding 50 miles to the gallon, we hit the road.
We stopped for food somewhere around hour two of our ten hour road trip. Ordering food is generally a simple procedure.
If you have ever met Tyler Tyssedal, I'm sure you'd soon find out that the process isn't so simple.
We pulled into the Wendy's drive through and Tyler starts his order.
Tyler: "Hi, how are you doing today?" The lady in the drive through: "Great, what can I make for you today?" Tyler: "I need two double cheeseburgers with no bun, just plop the burgers into a container with all the stuff on them, like some kind of salad of sorts but with meat." Drive Through Lady: "Okay. We will put the ketchup and mustard on the side. Will that be all?"
As she says this, I tell Tyler I want a large chocolate shake. Tyler says: "That will be it for now." I tell Tyler again: "Chocolate shake, man." Tyler than says to the nice lady in the speaker: "WAIT. I need a large chocolate shake..."
A few seconds of pause go by and Tyler continues: "...It's for a friend."
The lady gives us our total and has the biggest smile on her face when we pull around. Tyler sure knows how to make random peoples' day.
Flipping Out
One of my favorite travel buddiesâForrest Ryanâonly needed two points to qualify for the SCG Invitational. So Indy was all about him having fun and simply entering both events in order to get the required points.
On day one, for the Standard event, Forrest registered 36 Japanese Checklists. Yes I said it: THIRTY-SIX JAPANESE CHECKLIST CARDS!
The Beginning of the End
As round one began, I stood watching Forrest Ryan riffle shuffle his deck with no sleeves. His opponent sits down looks at Forrest's deck and asks "Is this your first tournament?"
I can't help but laugh and watch the train wreck about to happen. Forrest replies with a simple "No."
His opponent says, "Aren't you supposed to have sleeves?"
As Forrest casts every spell of the match, he calmly reaches into the deck box next to him and pulls out an actual copy the appropriate checklisted card, which, of course, were also in Japanese.
He placed the played card on the table and his opponent didn't even check if it was the correct card. Forrest quickly gained an overwhelming board position with his R/G "Werewolf" deck, facing off against 12 tokens plopped out by his opponent's consecutive Elspeths. He ended up taking the match 2-0.
There are some videos of the matches around the internet and believe meâas the night went on and we all got a bit more intoxicated, it got funnier and funnier... Everyone included.
Blame it on the A-A-A-A-A-A-Alcohol
So as the end of round 2 came to a close, many of my MN friends were looking rather down.
As it turned out, a ton of them didn't make it as far in the Standard portion as they had hoped. After a long walk to the liquor store, the drinking began.
After mixing a few drinks in the hotel room and taking some booze into Steak n' Shake and Noodles and Company, we were in a fully happy state. Deciding cubing for money was the best decision, we played a few cubes. I watched Pat McGregor Fork a Fact or Fiction against me and my cube money was spent.
I decided drinking heavily and walking around was what I would rather be doing. I watched several more rounds of Standard and witnessed Forrest end with a 4-6 record, all while giving his opponents drunken hugs and being deck checked into oblivion. His final round opponent seemed be really enjoying the match, continuously chuckling at Forrest's unadulterated joy of the game.
FINANCIALLY CONTENT
Grave Diggin'
After the first day we all sat down to build our Legacy decks in a drunken stupor. Our room had AJ and Gerry T's Unearth BUG list available, and we managed to assemble it for a few people that wanted to play it. With little to no testing we saw Unearth was powerful and that we liked it.
I think that Unearth is a very powerful card with a lot of potential. If you need a foil setâor a set in generalâpick them up now. I think we haven't seen the last of this Black spell this year.
What's Past is Past
Past in Flames is garbage. People need to stop talking about this card. It will go way down in value before it goes up. Get off this monstrosity before it goes down. Then if you want to try a cute home brew, you can do that then.
ANT/TES doesn't need a reset button. I don't care how many years you've been playing Storm or how much money it's made you. I don't think it's right. IGGY is still much, much better.
My opponent even tutored for it one round. I won that match, but I lost the other two. The deck will go off when it does and will occasionally fizzle. I don't believe Past in Flames is worth it.
Check it Off the List
This week lets look at some combo staples.
Grim Tutor - $159.99 on SCG
While already expensive, this card wont be seeing a reprint and is very hard to find. Get yours while they still exist. I like it in ANT and someday it will be a staple.
Cabal Ritual - $1.99 on SCG
Still harder to find than Dark Ritual. I don't envision this card being reprinted and it will continue to be a great staple for years to come.
Tendrils of Agony - $1.99 on SCG ($9.99 Scourge foil; $2.99 promo foil)
The kill condition of many combo decks. I like this card a lot and I doubt it would ever be reprinted. It will eventually go up in value. Pick them up cheap.
Until Next Time
Keep your friends close but your drinking buddies closer.
Remember: If you're not having fun, you're not risking anything.