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Purity of the Race | CC S4E3

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Do you like podcasts? What about Commander? Then you seem to have stumbled upon the right website because this is a podcast about Commander! It's like peanut butter and chocolate, but you can't eat it and it (probably) won't cause an allergic reaction! CommanderCast: Season 4, Episode 3 is jumping off now!

Cassidy Silver returns to back up Justin and Byron in another eyebrow-raising episode. This week we have the 'social contract' and it's relevance to Commander, a meeting with tribal Goblins, and the worst decks we've ever built. Who doesn't love to hear about the failures of others? All this and more to help settle the twitches of even the nastiest Commander fiends!

For more Wrexial-approved content, hit up CommanderCast.com.

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Torpedo Juice | MNM 279

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This Week in Magic

It’s live again! Tom just can’t get enough, and it gets even better when we have a bunch of people in the chat window and on the horn. You can join us each week at http://www.talkshoe.com/tc/41574.

First off, a big hello and welcome to our new sponsors: the Decked Builder and Drafter iPhone apps!

I almost hate to give it more publicity, but here is a link to the now infamous Darwin Kastle dating article. The November FNM promo is Go For the Throat. First issue of the IDW MTG Comic introduces a new planeswalker, Dack Fayden, along with an exclusive, alternate art, playable card! MTGO Innistrad pre-releases on October 13th (coincidence?). Check out the trailer for the independent magic film, Tap: Max's Game.

And, of course, a link to the wikipedia page on Torpedo Juice (safe for work, I promise).

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Exploring Green Sun’s Zenith in Legacy

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Mark Hinsz explores some uncharted opportunities Green Sun's Zenith has in Legacy, pointing out silver bullets and worthy considerations that may help in those sigh-worthy matchups.

It hasn't taken long for Green Sun's Zenith to find its place in Legacy Aggro and Aggro-Control decks. You are sure to find people searching up Noble Hierarch, Tarmogoyf, Knight of the Reliquary and Dryad Arbor in nearly any Legacy tournament. The card has a maindeck home in NO RUG, NO Bant, Zoo, New Horizons, Rock decks, and Elves, to name only a few.

Turn 1 Green Sun's Zenith for zero finding Dryad Arbor has even been a common play in the recent Modern Zoo lists—prompting it to be banned in Modern.

Aside from being both a mana accelerant/fixer and Fatty Finder(TM), the shuffle effect is so synergistic with other Legacy staples like Sensei's Divining Top, Jace, the Mind Sculptor, Brainstorm, and Sylvan Library that it isn’t difficult to see why the card is so popular. Even if it gets countered, it probably grew your Tarmogoyf a little by adding a Sorcery to the Graveyard.

The card is nothing but upside.

Yet, with all these positive attributes, I giggle a little when I see decklists with no Green creatures as Zenith targets in the sideboards and no one-of’s maindeck. I took some time going through the volumes of Green creatures in Magic’s past—finding some Silver Bullets to counter common Legacy lynchpins. It should be noted that these findings can also be used in conjunction with other tutors such as Natural Order, Fauna Shaman, Worldly Tutor, Living Wish, Glittering Wish, Eladamri's Call etc. etc.

I tailored this list towards Natural Order and Zoo decks, leaving most of the Elf cards alone.

OBVIOUS GSZ TARGETS

#1: Qasali Pridemage

Not much to say here. If you are playing white, Pridemage is maindeckable in any case, so being able to dig one up with GSZ is just the cat’s meow. The creature blows up Aether Vials, Equipment, Artifact Creatures, and random Enchantments. It attacks like a Watchwolf, and cheers on others when they battle solo. Such a team player.

Honorable Mention: Trygon Predator. This flying beast can be a house against certain decks (Affinity, Enchantress), but I’ve found him to be a bit underwhelming. He doesn’t work so well if you are trying to beat an Umezawa's Jitte, as they can just shrink him so he won’t trigger. He also doesn’t work very well vs. Vedalken Shackles, as they can just steal him before he gets a hit in. He’s better in Vintage, or if you don’t have access to white for Qasali Pridemage.

#2: Gaddock Teeg

The green/white bane of combo. His presence is strange as he has the added backlash of turning off the very card you cast to find him. You are going to shuffle, shuffle, shuffle, and draw GSZ next turn - you know you will. I initially disliked playing GSZ to find Gaddock Teeg, as I was usually running Natural Order myself, but I think his maindeck inclusion in Channel Fireball/Brian Kibler’s Modern Zoo deck proves that as a one-of, Gaddock Teeg is perfectly fine. If you aren’t convinced, here is a list of Legacy staples he shuts down: Ad Nauseam, Tendrils of Agony, Force of Will, Goblin Charbelcher, Natural Order, Engineered Explosives, Hive Mind, Jace, the Mind Sculptor, Dread Return.

NOT SO OBVIOUS GSZ TARGETS

#1: Scavenging Ooze

If you haven’t tried this card out, I strongly urge you to do so. I’ve been playing 1 maindeck in my Natural Order builds for some time now, and don’t plan to go back. When he is on the table, and you have open mana, he controls so many things - especially in Aggro-Control mirrors that rely on Tarmogoyf and Knight of the Reliquaryto win. This card actively controls their size, and will often win in a straight up fight with either Tarmogoyf or Knight. He takes a small amount of work, but is often larger than Tarmogoyf after a turn or so (if you need him to be). Against Zoo and Merfolk, he can gain you the life to turn a race in your favor. Oh, and as a nice side-effect, he is a complete house vs. Reanimator, Life from the Loam, Dredge, and possibly Snapcaster Mage (if that becomes a thing). If you plan on using him, fetch green mana producers whenever possible, as he does get hungry for green. Most of my opponents have to read the card a couple times (especially when I say that I’ve gained life), but I think this card will become a staple in Green decks. The Ooze already has me thinking of him taking spots away from Tarmogoyf, and I can see that happening more and more if the right metagame appears.

#2: Sylvan Safekeeper

Olle Rade’s invitational card hasn’t seen much play in Legacy that I know of. His effect isn’t overly powerful - but he can fill a niche role much like Mother of Runes. At best you can find him with GSZ to blow a couple Knight of the Reliquary past removal in an alpha strike - sacrificing lands to grow the Knights. You can’t chain targets on the same knight, so resolve the first Safekeeper ability, then hold priority while saccing lands on other creatures, or Sylvan Safekeeper himself. Often they won’t see it coming and by the time GSZ has resolved, their Swords/Paths/Doom Blades are dead.

I have been including him in my sideboard for Merfolk and Goblins matchups. In my experience, the Natural Order player is often siding out the Natural Order package (4-5 slots) versus Merfolk, as it can be too slow. The matchup then becomes about two things: Islandwalking, and Submerge. Olle protects you from both. Naive Merfolk Scrubs(TM) will unknowingly swim their fishes into the desert, to be eaten alive by gigantic Lurghoyfs and Knights. Naive Merfolk Scrub (TM) translation: I will sacrifice all my islands when you try to alpha strike me with Islandwalkers. With Olle on the table, you also don’t have to fear a Submerge in response to fetchland - or any other time. When facing Goblins, Tarmogoyf is easily their biggest problem, and they need to rely on either a cycled Gempalm Incinerator, or a Stingscourger to get past the blockade. Olle again shuts down both of these outs.

I’ll also try to raw-dog Sylvan Safekeeper alongside Gaddock Teeg vs. Combo, as they’re only going off if they bounce Gaddock Teeg somehow.

#3: Scryb Ranger

This Faerie plays much the same role as Sylvan Safekeeper. The Protection from Blue ability naturally lends itself as a foil to Merfolk. Bounce a Tropical Island to avoid Islandwalk. Untap a Tarmogoyf to block. Untap a Knight of the Reliquary for additional activations (and block). Untap that Noble Hierarch for the white mana you need for your Swords... etc. etc. The card is tricky, but I would advise a closer look at it, and his flying ability can become much more attractive if you are running equipment.

SEE ALSO: Quirion Ranger

SILVER BULLET SIDEBOARD GSZ TARGETS

#1: Ichneumon Druid

Go ahead, Look it up. I imagine the banning of Mental Misstep in Legacy will cause a resurgence of High Tide combo for anyone who owns Candelabra of Tawnos. High Tide runs on a plethora of instants to fuel its namesake (Instant) and combo off. Ichneumon Druid isn’t awful vs. Ad Nauseum either. The damage should reduce their ability to draw cards off of Ad Nauseum, or prevent them from using a number of Dark Rituals/Cabal Rituals to re-ramp mana into Tendrils of Agony. Quick combo decks are another matchup where Natural Order players may be siding out their NO package. Ichneumon Druid is another threat, fetchable with GSZ, to fight those decks from the sideboard.

#2: Xantid Swarm

Odds are good that if you play Green Sun's Zenith, you are also running Natural Order. Natural Order has a huge upside but can be a complete blowout if countered. Xantid Swarm, however, can protect you from that, as well as any other spells you are looking to cast. You can happily sacrifice the Xantid Swarm to Natural Order without fear of counterspells: the effect lasts until end of turn, whether the Xantid Swarm is in play or not.

#3: Vexing Shusher

One of the benefits of Green Sun's Zenith is being able to tutor for creatures that are pretty bad in multiples (Gaddock Teeg). Vexing Shusher falls into this category as well and fits into a similar space as Xantid Swarm. It costs more but is uncounterable and has the added benefit of protecting YOUR counterspells and removal on THEIR turn. I find this guy more effective in Bant builds, as decks representing red spells (RUG) will have Hydroblasts and Blue Elemental Blasts sideboarded against them, which can easily kill off Shusher.

NARROW CHANCE OF SEEING PLAY (albeit possible) GSZ TARGETS

Loaming Shaman: One-shot graveyard hate in the form of a Green Creature.
Tajuru Preserver: Fights Edict effects, Show and Tell’d Eldrazi, Devastating Dreams.
Riftsweeper: Suspended Ancestral Vision. Bonus: Get back Progenitus after pitching it to Force of Will.
Medicine Runner: when you can’t beat Chalice of the Void on one (Qasali Pridemage works too).
Burning-Tree Shaman: Can fight Cephalid Breakfast combo.
Spore Frog: Fog on a frog.
Great Sable Stag: Fights Merfolk and Batterskulls (Germ Tokens).
Kitchen Finks/Rhox War Monk: Lifegain.
Brooding Saurian: anti Shackles, Sower of Temptation.

Until Next Time...

The criteria for Green Sun's Zenith targets in Legacy are pretty restrictive, as Legacy's has such a high standard for quality. The cards need to be cheap and any effects they have must also be powerful or free. For the most part, I didn’t consider many creature’s with a converted manacost above three as they are essentially too slow for Legacy.

As powerful as Green Sun's Zenith is, there's still plenty of untapped room for it's use. Sure, you can play your eight Tarmogoyfs, fetch mana accelerators, Natural Order fodder and fatties, but don’t overlook a spot or two in the sideboard for that bit of spice to turn around a bad or awkward matchup.

- Mark Hinsz

SCG Indy Tournament Report: The Newest Horizons

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Mike Hawthorne places 34th place in SCG's Open Legacy tournament in Indianapolis, piloting New Horizons. Recap his nine rounds, learn a bit on sideboarding, and see the tweaks he'd make to the deck.

HI EVERYBODY!

This last week I went to SCG Indy and had a blast as I always do. Loved it.

All the drunken shenanigans and some great videos of Forrest Ryan's 36 Japanese Checklist Deck will be coming out tomorrow.

The event was a blast for me, although I had a disappointing finish in Legacy, rounding the tournament off in 34th place.

Here are the 75 I registered.

New Horizons by Mike Hawthorne

Creatures

4 Tarmogoyf
4 Knight of the Reliquary
2 Snapcaster Mage
1 Terravore

Artifacts

2 Engineered Explosives

Planeswalkers

2 Jace, the Mind Sculptor
1 Elspeth, Knight Errant

Sorceries

1 Ponder

Instants

4 Swords to Plowshares
4 Force of Will
4 Stifle
3 Daze
2 Spell Pierce
4 Brainsotrm

Lands

4 Misty Ranforest
3 Windswept Heath
3 Tropical Island
3 Tundra
1 Karakas
3 Horizon Canopy
4 Wasteland
1 Island
1 Forest

Sideboard

3 Tormod's Crypt
1 Bojuka Bog
2 Krosan Grip
2 Meddling Mage
2 Blue Elemental Blast
3 Path to Exile
2 Crucible of Worlds

Let's cycle to my tournament report.

Round 1: Burn

Burn and I have a really bad history. Round one of GP Providence I played against this joke of a Legacy deck. And lost. The loss in RI put me on tilt for the rest of the event and I played very sub-optimally. This time I was ready.

Game one on the draw I kept a hand of,
Wasteland
Stifle
Tropical Island
Brainstorm
Daze
Tarmogoyf
Windswept Heath

This hand is a great example of a Stifle, Wasteland hand. If your opponent leads with a dual or a fetch, this hand is great. If your opponent leads with Mountain, Goblin Guide, this hand is garbage.

Long story short: this was a long grinding match. I take game one due to the fact that I cast 3 Goyfs and a Knight to kill him before he can burn my face off. Game 2 he gets me with double Price of Progress and double Fireblast. Game three is a long grinding one that ends with me double [card Daze]Dazing[/card] a Lightning Bolt just so I don't have any nonbasics after leaving a Price of Progress on top of his library with Jace, the Mind Sculptor.

Sideboarding for this match.
-4 Stilfe
+2 Blue Elemental Blast
+2 Path to Exile

1-0

Round 2: Snapcaster BUG

After checking my table number on SCG's Twitter feed, I get to the row of tables look for my number, only to see my good friend and editor, Tyler Tyssedal playing Snapcaster BUG.

Tyler and drove down to Indy together and stayed in the same hotel room, tweaking decks the night before. It was a huge disappointment to have to play him. He as well as two of the other people (Pat McGregor and Josh Rayden) in our room were on the Gerry T, AJ Sacher Snapcaster BUG list.

I love this matchup because they aren't playing any basics and Stifle, Wasteland land destruction is simply fantastic.

Game one we both durdle around a bit and I resolve a Tarmogoyf on turn two. We battle over some removal and Tyler Hymm to Torachs me twice, but eventually that same Tarmogoyf knicks in the final lethal point of damage all on its lonesome.

Game two Tyler ends up resolving a Jace after casting two Thoughtseize. And that's about all that happened. I was land light with two Knight of the Reliquary in hand and he punished me.

Game three was a close one. We battle back and forth for board position with Tarmogoyfs and I finally resolve a Knight. I then play a Crucible of Worlds and use Knight to find a Wasteland. I then [card Wasteland]waste[/card] him and replay the waste to do it again. A resolved Crucible is almost impossible for any deck with no basics to beat.

I end up taking the match 2-1

Sideboarding for this match
-4 Swords to Plowshare
-1 Ponder
+2 [Card] Crucible of worlds[/card
+3 Path to Exile

2-0

Round 3: Reanimator (Feature Match)

I like this matchup a lot. I have 3 Tormod's Crypt and the singleton Bojuka Bog for searching out with Knight of the Reliquary, so it's almost like I have 7 graveyard hate cards.

I always feel like the key to this match up is shutting down the cards that put the creatures in their graveyard, such as Entomb and Careful Study. Not the cards that actually bring them back.

Game one I manage to stick two Tarmogoyfs and counter his three Entombs, wrapping up that game.

Game two I keep a really sketchy hand with two Tarmogoyf, a Spell Pierce and a Karakas. He ends up [card Reanimate]reanimating[/card] Jin-Gataxias, Core Augur and I bounce it with Karakas. He ends up reanimating a Stormtide Leviathan and CRUSHES me.

Game three I keep a hand with Crypt, Goyf, Force, and Daze. He takes the natural discard plan and I play a Crypt on turn two and eventually play a Knight. This game was pretty easy and I put the match away in short order.

Sideboarding for this match,
-2 Engineered Explosives
-1 Stilfe
-1 Swords to Plowshares
+3 Tormod's Crypt
+1 Bojuka Bog

3-0

Round 4: ANT (On Camera Feature Match)

Ari Lax piloting ANT on another feature match, this time on camera. And there's a weird amount of pressure when there are cameras staring at you.

This match wasn't close.

He basically Duresses me into oblivion and kills me in both games. That's really all there is to say.

Sideboarding for this match,
-4 Swords to Plowshares
+2 Meddling Mage
+2 Tormod's Crypt It does something against Cabal Ritual and Ill-Gotten Gains

3-1

Round 5: Hypergenesis

Game one I Stifle the Cascade on his Violent Outburst after resolving a Tarmogoyf. After battling over the, Stifle he does nothing for the rest of the game.

Game two he turn ones me and I Force of Will the Hypergenesis. He doesn't have any counter magic to back it up. I end up killing him with Meddling Mage naming Hypergenesis.

Sideboarding for this match,
-2 Engineered Explosives
+2 Meddling Mage

4-1

Round 6: ANT

Game one I mulligan to five on the play. My opponent led with a Lion's Eye Diamond and continued on to cast his spells in the wrong order, killing me anyway.

Game two he casts Duress, sees the Snapcaster Mage and the Stifle in my hand, taking Stifle. He then tries to go off when I have three open mana. I flash in the Snapcaster and Stifle his storm and proceed to kill him with the 2/1 and a Goyf. If he would have waited to assemble a hand and deal with my, [card Snapcaster Mage]Snapcaster[/card], he probably could have killed me. There was no pressure on board and he had plenty of time.

Game three I mulligan until I find a land, which was when I open up my four with land, land, Spell Pierce, and Meddling Mage. I keep it, [card Spell Pierce]Pierce[/card] a Thoughtseize and play the [card meddling Mage]Mage[/card]. He goes off the following turn using Ad Nauseam and finds a Death Mark. Then kills me.

Sideboarding is the same as round four.

4-2

Round 7: UW Stoneforge

This match was a long grinder. I didn't write any notes on this because I was tilted. I remember losing to a Jace, the Mind Sculptor and two Stoneforge Mystics.

Sideboarding for this match.
-4 Swords to Plowshares
-2 Stifle
+2 Krosan Grip
+2 Meddling Mage naming STp is really good intros match up.
+2 Crucible of Worlds

4-3

Round 8: Dredge

My opponent kills me on turn two of game one.

Game two and three: My sideboard is pretty good against him and I end up just beating him down with 2/3 Goyfs and a HUGE Knight of the Reliquary.

Sideboarding for this match,
-1 Ponder
-2Jace, the Mind Sculptor
-4 Stifle
+3 Path to Exile
+3 Tormod's Crypt
+1 Bojuka Bog

5-3

Round 9: UW Landstill

I was basically playing this round for $50.

I mulligan to four in game one and still put up a hell of a fight. I resolve Jace, the Mind Sculptor and stay in the game while he resolves his own Elspeth, Knight Errant. I lose to the Planeswalker and we go to game two.

Game two he casts three Swords to Plowshares and two Path to Exile on my creatures and I am allowed to resolve a Jace. I stick a Terravore and and a Knight and he Enlightened Tutors for and casts a Moat. I had brought in Krosan Grip for this scenario, but I was forced to wait for one to draw as he fate seals me into oblivion.

5-4

In the End

That was it. I missed money with a 34th place finish.

It was disappointing, but I played tight and tried hard and had a blast.

I would probably cut Snapcaster. I really didn't like it at all and I would probably make them both Vendilion Cliques. Clique helps the comma matchup and is really good against the Stoneforge Mystic decks.

I'll be will writing about a few financial things tomorrow in my weekly Insider article.

Until Next Time…

So be sure to keep an eye out for my next article.

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

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

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

Insider: Dipping Our Toes In

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The world of Magic has been in a stranglehold for months on end. The super villain known as Caw-Blade has had its claws in every major top 8 for the several months, and its lackeys like Valakut and Splinter Twin have kept would be heroes from really being able to make a difference. Hyper aggressive strategies like Tempered Steel have tried to make an impact with short bursts of guerrilla offensives, but nothing has been reliable. Other heroes such as Brian Kibler's Blade Breaker have sought to attack the problem at its source, ignoring some of the other more prominent villains to attack the true problem. But there's a new hero stepping up to once and for all shake the stagnation we have been experiencing for months and allow Standard and those who play it a collective sigh of relief.

Innistrad is here.

Where We Were

It is surprising that a world filled with horrors and those they hunt would be the good guys in town, but with the rotation of the ever oppressive Zendikar block from Standard, we look towards a standard that hopes to scale back the ridiculous power levels of cards like Jace, Stoneforge, Valakut, Goblin Guide, Splinter Twin and others that have relegated the format to a near unplayable mess. There are those who really enjoyed Caw-blade mirrors and the non-interaction of decks like Valakut and Twin, but tournament attendance would suggest that this isn't the majority of players.

Since we're going to be talking mostly about this weekend's Standard Open today, let's start by looking at how much the format had devolved by using the same metric, previous Open tournaments.

StarCityGames.com Standard Open Top 8 Atlanta, Georgia 2011-09-11

Deck Name Place
Mono Red 1st
U/B Control 2nd
U/B Control 3rd
Tempered Steel 4th
Tempered Steel 5th
Mono Red 6th
Caw-blade 7th
Mono Red 8th

We only see one Caw-Blade deck in the top 8, and surprisingly no Valakut or Splinter Twin. We have to take a few things into account though. We see incredibly fast aggressive decks here in Mono Red and Tempered Steel that hope to win the game before Splinter Twin and Valakut can on turn four. These strategies also hope to be faster than Caw-Blades aggressive draws and put it on its heels enough that it can't control the game well enough. And this is without even looking two spots down to see that tenth, eleventh and twelfth were Caw-Blade and the thirteenth was Valakut. This doesn't do an accurate job at showing how warped the format is though. Here we see the results of decks trying to defeat the dominate decks of the format. But what if we go back one Open further?

StarCityGames.com Standard Open Top 8 Boston, Massachusetts 2011-08-21

Deck Name Place
U/R Twin 1st
Valakut 2nd
Caw-blade 3rd
Mono Red 4th
U/R Twin 5th
Caw-blade 6th
U/R Twin 7th
Valakut 8th

U/R Twin? Check. Valakut? Check. Caw-Blade? Check. We see all of the most problematic decks taking all of the top eight spots except for one. Everything oppressive in the format that people have complained about with old standard is here in force. This is what Standard had become.

Where We Are

But what is it now? Hopefully most of you paid some attention to the open this weekend, but for anyone who didn't, let's start by showing off the top eight of the first large Standard tournament we've had.

Deck Name Place
Mono Red 1st
Mono Red 2nd
U/W Illusions 3rd
U/W Blade 4th
U/W Aggro 5th
Tempered Steel 6th
Tempered Steel 7th
Solar Flare 8th

That's six different archetypes out of the eight potential slots. Take a quick look back up at the number of different archetypes in the previous tournaments. Four of the top eight are unique. It doesn't seem like a lot of variance at first, but we do see a format not warped by turn four kills and non-interactive strategies. We do however see seven of eight decks being aggro with all eight of them being reliant on creatures to win. This seems to be the push Wizards has been making since Scars block came around, but wasn't able to fulfill until now because of the strategies present in Zendikar.

This is just a small snapshot of the tournament as a whole. There was around 500 people at the tournament and we are only privy to the top 32 decks that appeared there. For reference, let's take a look at them real fast.

Deck Name Number in Top 32
Solar Flare 6
Mono Red 5
Tempered Steel 4
U/W Blade 2
U/W Aggro (Humans) 2
Wolf Run Red 2
RUG 2
U/B Control 2
U/W Illusions 1
U/B Tezzeret 1
Township (GW) Tokens 1
G/W Humans 1
Naya Pod 1
Bant Pod 1
U/R Vengeance 1

We see that everyone is excited to have the Solar Flare archetype back, with it showing up more than any other deck in the top 32. After mono red and tempered steel though, we see just how diverse the format is. There isn't a deck that has more than two representatives after those first three. There is a few trends that emerge.

Of the 15 different archetypes in the top 32, only 5 don't use blue. If we're going to see the format shape up to be anything like this, everyone had better get used to playing against mana leak and Snapcaster Mage.

Of the 5 archetypes that don't contain blue, 3 contain red and 2 of those are aggressive red decks. Wolf Run Red is no more than Mono Red that splashes for Kessig Wolf Run and Garruk Relentless.  So for anyone not wanting to play red or blue they're options from this list are G/W Humans and G/W tokens.

Now, I'm not here to break down strategy. I'm not Patrick Chapin or Brian Kibler or anything of the sort. What I and the rest of the staff here at QS can do is follow trends and hopefully tell you what is going to be popular enough to raise prices.

Where We're Going

So the finals were a mono red mirror match. This could lead us to believe that it's an archetype to be prepared for, which to an extent is true. Everything right now is fragile and untested, and we can break a deck apart and find what can beat it.

Mono-Red by David Doberne

Artifacts
4 Shrine of Burning Rage

Creatures
3 Chandra's Phoenix
2 Goblin Arsonist
3 Grim Lavamancer
2 Hero of Oxid Ridge
2 Spikeshot Elder
4 Stormblood Berserker
4 Stromkirk Noble

Instants
4 Brimstone Volley
3 Incinerate

Planeswalkers
3 Koth of the Hammer

Sorceries
3 Arc Trail

Basic Lands
23 Mountain

Sideboard:
1 Sword of War and Peace
2 Perilous Myr
2 Hero of Oxid Ridge
3 Manic Vandal
4 Vulshok Refugee
1 Arc Trail
1 Traitorous Blood
1 Mountain

An archetype people thought was dead, Doberne's mono-red shows the deck is alive and kicking, but significantly different. It thrives on the one drop into Stormblood Berserker. The deck's biggest weakness? Single toughness guys. This is something that can be noticed across a great deal of the decks. One toughness guys seemed to be prevalent this weekend, whether it be Signal pests and Memnites, mana dudes, mono reds one drops or even the all powerful Snapcaster mage, everyone is starting with little guys. Some mono red decks were starting cards like Geistflame and Illusions even played Gut shot out the board. The reliance on one toughness creatures may prove to be a defining point of the metagame as people begin to play cards like those already mentioned to fight them. Pros had been expecting mana guy into 3 drop on the two to be good, but if everyone is playing cards like Geistflame, that becomes a much less fortunate option. Do we have something to compare this too?

I was talking with a friend of mine about this reliance on one toughness guys and the cards like Geistflame and he said quite simply "Sounds like it's time to be playing Doran in a room with Punishing Fire." Creatures need to get bigger in order to survive the most commonly played removal. Outside of Solar Flare and Tempered Steel's Dispatch's burn was the only real removal played in the room on Saturday.

R/G Daybreak by Brian Kibler

Artifact Creatures
1 Phyrexian Metamorph

Creatures
2 Acidic Slime
4 Birds of Paradise
4 Daybreak Ranger
2 Hero of Oxid Ridge
1 Inferno Titan
4 Llanowar Elves
4 Skinshifter

Instants
2 Ancient Grudge
2 Dismember

Legendary Creatures
2 Thrun, the Last Troll
1 Urabrask the Hidden

Planeswalkers
4 Garruk Relentless

Sorceries
2 Arc Trail

Basic Lands
8 Forest
6 Mountain

Lands
4 Copperline Gorge
3 Kessig Wolf Run
4 Rootbound Crag

Sideboard:
3 Nihil Spellbomb
2 Sword of Feast and Famine
1 Phyrexian Metamorph
1 Inferno Titan
1 Ancient Grudge
1 Naturalize
2 Koth of the Hammer
2 Arc Trail
2 Bramblecrush

The Dragonmaster is advocating something different, and it shows where the format could be going. The mana dorks are there to accelerate on the one, but the deck doesn't fall to pieces when they are gone. With the speed of decks that are currently showing up, we can reasonably expect midrange decks to try and take control. Without Valakut around to keep Midrange decks from disappearing, they can easily step up to slow the format down a hair.

So for now, we can expect cards that are doing well like Stormkirk Noble and Champion of the Parish to go up in the short term, but as speculators the goal is to find the next thing while it's still cheap.

States will see a lot of people playing these decks, and the ones that are ahead of the curve will do well. We want to look at what will beat the current crop of cards, which seems to be disruptive decks with a decent portion of removal. We haven't played in a format where creatures are the most important things in awhile. Splinter Twin wasn't a creature deck, and neither was Valakut. Caw-Blade relied on its swords and card advantage to win. The last time this was the case, Jund was dominant as it focused on two for ones and playing the best creatures. It seems like what we need to be looking for is the best creatures and ways to generate two for ones.

The biggest thing to take from this weekend is that very few to none of the players we look for when it comes to innovative and powerful strategies showed up to play. Kibler, Chapin, Nelson, Thompson, not any of these names were present. There were great Magic Players, but none of the ones we associate with the best decks we've seen out of the last year or two of standard. Also, Indiana is notorious for aggressive strategies, Mono Red in particular. the takeaway from this tournament is that people will mimic these decks, but the format is far from set in stone. It's a good time to be playing Standard, and that's something I haven't been able to say in awhile.

Conrad
@conraddave29
conraddave29@gmail.com



Insider: Compiling Coldsnap

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Coldsnap was an ambitious set, built on a MaRo-driven myth of a lost set. It was created to make Ice Age into a real block, but it fell short of most of its design goals. The designers wanted us to like Cumulative Upkeep, but few of the cards were even playable in draft. They were constrained from building truly great spells because their three mechanics - upkeep, snow permanents and pitch cards - were respectively boring, narrow and inherently overpowered. As a result, we got cards that made designers happy, but did not excite players. That's not to say that Coldsnap doesn't have money cards; it is a relatively rare set to find, because there was such little demand for it and it did not tie into larger block play. This week, we'll look at some of those power cards with an eye to getting you more value, from your own binder or mining gold from junk boxes.

$5.50

Our first card has two great things going for it: she's an angel and she reanimates things. Adarkar Valkyrie is a fan favorite in Commander because she blanks most Wrath effects and can straight-hijack opposing creatures. That she can hit for four a turn in the air while doing this is no small feat, either.

$3.50

This card jumped due to speculation when mana burn went away, but it has failed to do anything relevant in the meantime. The problem is that there is just nothing really worthwhile to do with red mana during your upkeep. It's like a slower Thran Turbine that promises you that it can do some Really Cool Things, if only you can find the right card for it! Unfortunately, its best application is probably things like pumping Shivan Dragons. People value these at over three bucks, but they tend to sit in binders and I never really see them get traded. They have low online sale volumes, so I would steer clear of Braids unless you get them in a collection.

$5.50

This lowly enchantment becomes a terrifying soft lock when combined with Sensei's Divining Top. It formed the backbone of a strong Extended deck and varies in popularity in Legacy. Although Mental Misstep nearly killed the archetype, it has seen a bit of renewed interest with the recent banning. Counterbalance is usually held in check by Merfolk, a deck that preys on CounterTop by utilizing game-breakers like Lord of Atlantis and Aether Vial.

Most people know that this card is a power uncommon, but I think you'll still find many who undervalue it.

$14.00

Dark  Depths is the card that people dream of when speculating. It was a junk rare until Vampire Hexmage was spoiled and people realized how great a 20/20 monster was. It shot up from a buck to $30 overnight on hype and it has only been slowly dropping. It sees no Legacy play of note and it's banned in Modern, leaving people only casual Spikey decks for the card.

The existence of the Dark Depths phenomenon can negatively influence people when it comes to Magic speculation. It's sort of like our tulipomania. Knowing that once, an out-of-print card like this (or Grove of the Burnwillows, or Sword of the Meek) was a serious tournament-breaker and shot up $30 overnight can lead people to do foolish things, all in the name of not losing out on the next big thing. My general advice is that if the market seems like it has already realized how good the card is, it's not worth picking it up. Stocking up on preorder planeswalkers is usually a bad idea, no matter how much Jace appreciated. We have got to think with our wallets and not with our envy when speculating, and Dark Depths and its related phenomena tend to throw people off.

$1.50

This guy is a heck of a combo engine, but he is hard to pull off and doesn't really reward players. It saw play in a really cool Solar Flare deck that would discard-play him and then recur Court Hussars to draw a lot of cards. However, that was a slow, Standard combo and all the other knights in Magic are terrible - I've looked too many times, myself. Haakon is kind of the lord-daddy of Suicide Black knight strategies, so if you have to charge up those Knight of Stromgalds and the like, this is a pretty good guy. Recursive black weenies has been a historically good strategy.

His name, by the way, is pronounced "hoh-ken," which rhymes with "broken." If only it were true.

$3.25

I am surprised that this has come up in value the way it did. Ohran Viper is nothing special, but its two abilities, while unoriginal, are powerful. I'd like to explain its price bump because of Modern; this is a great turn-2 play, though the decks that can accelerate it out won't have much to do with the extra cards, and Zoo can kill it with just about everything. That it doesn't even benefit from First Strike makes it worse than Deathtouch. Still, green card advantage is hard to find, and Commander players view this guy as a staple.

$2.00

Rite of Flame, now banned in Modern, has taken a big value hit. It shows promise in Legacy right now because Past in Flames is an incredible Storm engine and Rite fuels it so well. The only play that Rite currently sees is in Legacy storm decks and Vintage Belcher decks, which doesn't exactly make for a thriving market.

$4.50

I'm just as shocked as you are. I have no idea why this is up this far, but I am going to be extra-vigilant about picking them up out of junk boxes now.

$2.50

Zur is part of one of the most powerful Commander decks. On his first hit, he grabs Necropotence and the player usually draws up a grip of seven counterspells. The next turn, that player casts Time Warp and hits with Zur again, getting something like Second Chance and Necro'ing down to 5 life. Then that player uses Mistveil Plains to recur Second Chance, and that's game! It's a cheesy strategy but it is in good colors and people like to Voltron up their Zur with neat Auras, too.

That wraps up our look at Coldsnap! There are plenty of gems for vigilant traders to discover in this "forgotten" set. Join me next week, when we tear into Time Spiral, one of my favorite blocks of all time! Until next week,

Doug Linn

Insider: Stepping Back to the Beginning

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The old news – Mental Misstep is banned in basically every format ever.

The new news – Legacy is Legacy again!

This presents us with a strong financial opportunity. The loss of the card is going to completely un-warp the format, as much as its printing warped it. This is not only good for Legacy enthusiasts everywhere; it also gives us an opportunity to move back into the format on some depressed prices.

Whether or not you’re in favor of the banning (I, for one, am), no one can argue the fact that there was more diversity before Misstep was printed. I know that I have a fundamental problem with power creep when I played against more Stoneforge Mystic decks in Legacy than I did in Standard at the top tables of the SCG Invitational in Indy.

But regardless of how you might feel about the banning, the fact is that Legacy has been opened back up to players and investors. So how do get ahead of the market?

Keep in mind that with a Star City Games Open this weekend – and one that will be the first legal with Innistrad – the future of Legacy is now. Or at least is in two days. Outside of closely following the results of that event (which we will be), we can go back to the beginning, also known as May 12, 2011, the day before Misstep was released.

We were in a remarkably similar situation in January when I split the finals of the SCG Legacy Kansas City Open. Survival of the Fittest had just got the axe, and people were clamoring about how wide-open Legacy now was. So what did I do? Brew a new deck with the shiny cards from Scars?

No. I went to a known quantity, in this case Saito’s winning list from GP: Columbus. Being the biggest event before Survival began to warp the format, it seemed like the best place to start. I think it’s safe to say I made the right decision.

So let’s do the same here. Here’s the last Legacy top 16 before Misstep was legal, and here’s a list of all the Open decklists.

Welcome back, Putrid Imp.

The cards to watch

Let’s start with an obvious one that is near to my heart — Merfolk. While the Fish oscillated in and out of favor after Misstep, I think it’s actually better off post-banning. With Misstep, Stoneforge Mystic decks were just too good, and Batterskull is pretty rough for Fish to deal with. Now that Misstep is gone, Stoneforge Mystic starts to look really bad when your opponent starts with Rite of Flame or Tireless Tribe. As such, Fish should actually pick up again in playability, as should Goblins. Not to mention that Phantasmal Image probably makes the cut in Fish decks, making them even better and more loaded at the two-drop spot.

Aether Vial

You can still get these in trade for $12, and that’s not going to last much longer. We’re nearly another year away from its printing and we now have another format for it to shine in (Modern). As such, I think we’ll see Vial move to $15-20 before long and stay there until a reprinting comes along.

Coralhelm Commander

These are moving further and further out of print, and if Fish has a few big showings we’re going to see this inch up to $5. You can still get these at $2 or so on the trade floor, another trend that won’t last.

Llawan, Cephalid Empress

This is still the best card to fight the Fish, and be on the lookout for it. People have really started to forgot about some of these cards since the format became so warped with Misstep – use that to your advantage this weekend while you still can.

These are the three cards I wanted to call out specifically, though in reality you should be on the lookout for all the staples from Merfolk and Goblins while you still can. Trade away the shiny new (and overpriced) Innistrad goodies and stock up on these underpriced Legacy staples.

Public Enemy No. 1

High Tide; Candelabra of Tawnos

The tide is high. I’m really not excited to see High Tide come back, since it was pretty much considered the best deck in the format before Misstep. Candlesticks are already shooting up again on Ebay, so I would keep an eye out in your local stores for any underpriced Candlesticks, if you feel like taking the plunge. The question is not if High Tide wins an event again, it’s when. There’s going to be another jump when that happens.

*Sports Aside* I considered making a play on "roll Tide" to lead off that deck, but being from Oklahoma, I just couldn't bring myself to do it.

Storm

Ad Nauseam is back, possibly with Past in Flames floating around as a one or two-of. Look to pick out Past in Flames cheap this weekends ($5-6 or less in trade), since it also has Modern game.

Lion's Eye Diamond

Diamond has fallen out of favor post-Misstep, but if Storm is back (and I imagine it is), then Diamond could see another bump.

Speaking of Storm, here’s a card that is primed to really see a tick up.

Mindbreak Trap

I’ve been discussing this card for a while on Twitter. It’s seen an increase in playability in Modern due to the storm decks, though that format is also up in the air at the moment.

For what it’s worth, I don’t think Storm-based decks are dead in Modern. Past in Flames helps, as does the banning of Green Sun's Zenith. Losing Preordain and Ponder sucks, but there are decent replacements to keep Storm rolling along. With the other fast combo decks banned as well, Storm can afford to be a turn or two slower with the bannings. Trap is the answer here, and if Storm is back in Legacy as well, we’ll see a move here.

The price on MTGO was pretty high for a while (much more so than its paper counterpart). This is another good sign, and with Zendikar now out of Standard these will begin to disappear from binders. It’s a narrow hate card, but it fills that role very well and is a Mythic rare. Currently checking in at just $3 on SCG, conditions are right to pick this card up.

Other cards to look out for

Counterbalance

Not sure if this archetype is alive or not, but be aware of it as people flood back to lower-casting-cost decks.

Grindstone

In this deck, the Stone alongside Painter's Servant, figures to be real again. Keep an eye out for both these cards.

Goblin Welder

Seeing play both in Painted Stone decks as well as Metalworker decks (which will hopefully return since they’re awesome), Welder could make a move.

Glimpse of Nature

Elves is also alive and well with Misstep gone. If there’s a card in the deck to look out for, it’s Glimpse. It has no love in Modern (and probably never will) due to being banned, so find it from players who don’t realize this is still a $15 card.

Metalworker

One of the keys to the Metalworker deck (obv), worth keeping an eye on.

That should cover enough to get you going. There are a ton of cards on this list people have completely forgotten about in the Misstep world, and this weekend is one of your last chances to trade for these cheaply. If you’re interested in playing one of these decks, get what you need now, and if you’re playing in a Legacy tournament anytime soon you need to know what has been opened back up by the banning.

It’s a Brave Old World in Legacy, and I, for one, will be watching anxiously to see what unfolds.

An update on Black Lotus Project

As many of you might have noticed, my favorite price tracker Black Lotus Project has been messed up recently. Prices stopped being accurate a while ago, and I e-mailed the site’s administrator to find out why.

Here’s the short version. BLP uses MOTL price guides, which haven’t been updated in a long time. It’s also why new sets haven’t been added. Here’s the response I got from Ross, who runs the site.

“Magic Traders has been behind for some time now, so BLP is lacking in data. If you have a chance, stop by their forums at http://forums.magictraders.com/Ultimate.cgi and let them know you want to see their pricelists updated.”

I would suggest doing just as Ross requested and get on MOTL to fix their lists. BLP is an invaluable resource when it’s working properly, and we’re a lot worse off if it continues to be unreliable.

We should have plenty of data from Opens next week to analyze, and I’ll see you then.

Thanks for reading,

Corbin Hosler

@chosler88 on Twitter

An Innistrad Prerelease Report

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I have an affinity for playing with a pile of random singleton junk, in weird decks that try to win in the red zone. Naturally I love Prerelease season. When I learned the date of the Innistrad Prerelease I offered my 13 year-old the chance to come down to the store and play all day, which he jumped at.

He hadn’t played in a while, but ZOMBIES!

We made it to the store a little late and as a result nearly didn’t get in. We were 33 & 34 of 36 player; the store simply couldn’t hold any more. Those that came after were turned away. I heard on Twitter, especially via Marshall from Limited Resources, that this was a pretty universal problem. It’s no good thing when people who want to spend money on Magic can’t, and miss out on the fun that are Prereleases.

There were four gweilo in the store, my son and two other older gentlemen who’d been playing since revised. As I hadn’t memorized the set artwork yet – it’s more difficult with the flip cards – I elected to play in English this time round. While those around me opened mythics and Bloodline Keepers, here’s the pile I got.

My Pool

White

1 Abbey Griffin
1 Elder Cathar
1 Feeling of Dread
1 Fiend Hunter
1 Mentor of the Meek
1 Midnight Haunting
1 Moment of Heroism
1 Spectral Rider
2 Thraben Purebloods
1 Unruly Mob
1 Village Bell-Ringer

Blue

1 Claustrophobia
1 Delver of Secrets
2 Deranged Assistant
3 Frightful Delusion
1 Forbidden Alchemy
1 Hysterical Blindness
1 Ludevics Test Subject
1 Moon Heron
1 Murder of Crows
2 Sensory Deprivation
1 Stitched Drake
1 Stitcher's Apprentice
1 Think Twice
1 Undead Alchemist

Black

1 Altar's Reap
1 Dead Weight
1 Diregraf Ghoul
1 Ghoulcallers Chant
1 Corpse Lunge
1 Ghoulraiser
1 Gruesome Deformity
1 Maw of the Mire
1 Markov Patrician
1 Moan of the Unhallowed
1 Skirsdag High Priest
1 Skeletal Grimace
1 Unburial Rites
1 Stormkirk Patrol
1 Vampire Interloper

Red

1 Ancient Grudge
2 Bloodcrazed Neonate
1 Brimstone Volley
1 Infernal Plunge
1 Into the Maw of Hell
1 Kessig Wolf
1 Nightbirds Clutches
1 Rage Thrower
1 Reckless Waif
1 Rolling Tremblor
2 Scourge of Geier Reach
1 Tormented Pariah
1 Village Ironsmith

Green

1 Ambush Viper
1 Creeping Renaissance
1 Darkthicket Wolf
1 Elder of Laurels
1 Gatstaf Shepherd
1 Gnaw to the Bone
1 Grave Bramble
1 Make a Wish
1 Mulch
1 Spider Spawning
1 Orchard Spirit
1 Somberwald Spider
1 Travel Preparations
1 Wreath of Geists

Artifacts

1 Blazing Torch
1 Cobbled Wings
1 Geistcatchers Rig
1 Silver-Inlaid Dagger
1 Trepanation Blade
1 Travelers Amulet

Lands

1 Ghost Quarter
1 Shimmering Grotto
1 Stensia Bloodhall

I considered a B/U Zombie build, but my removal seemed far too tenuous, even for Sealed. I ended up with this U/R/w build instead.

My Build

Creatures

1 Delver of Secrets
2 Deranged Assistant
1 Ludevics Test Subject
1 Mentor of the Meek
1 Moon Heron
1 Murder of Crows
1 Stitched Drake
1 Stitchers Apprentice
1 Rage Thrower
1 Undead Alchemist
1 Rage Thrower
1 Tormented Pariah
1 Village Ironsmith

Enchantments

1 Claustrophobia

Instants

3 Frightful Delusion
1 Think Twice
1 Brimstone Volley

Sorceries

1 Into the Maw of Hell

Artifacts

1 Blazing Torch
1 Trepanation Blade
1 Travellers Amulet

Lands

1 Shimmering Grotto
1 Plains
9 Island
6 Mountain

So what is this strange contraption? It’s clearly not an aggro deck – I don’t have nearly enough fast or big creatures to beat down with. It’s not a control deck – my removal count is too low and my win conditions to temperamental. Rather, it’s the rarest form of limited deck: the Combo Deck.

There are multiple synergies, but the main ones revolve around the followings:

  • Stitcher’s Apprentice & Friends: I’ve got a whole lot going on with this little guy, but the three big ones are Mentor of the Meek, Murder of Crows and Rage Thrower. Mentor allows me to draw an extra card for blue and two. Murder allows me to cycle a card. Rage Thrower allows me to ding my opponent for 2. That’s a great sink.
  • Undead Alchemist & Trepanation Blade: It’s a silly sort of combo but it won me games. Essentially, any creature that wields Trepanation Blade will trigger Undead Alchemist, and although the zombies you create won’t do damage per se, they will make more zombies, who will make even more zombies. You see where that’s going?
  • Deranged Alchemists & Ludivic’s Test Subject: Fast mana for a fast 13/13 is a good enough combo for me. There aren’t that many good ways to deal with the 13/13 once he’s on the board, and getting him out fast makes games end quickly.

Three combos would make the deck playable, but was it any good? I felt like I had no idea. The guy next to me had opened an Angel and a Luminarc and boy how I wanted that pool. But you take what you’re given, so it was onto round one.

Match 1

Game 1, my opponent was in WGu and I quickly had my first taste of Werewolves. I caught the first card he played with Frightful Delusions, and I have to say when you succeed, Delusions is a blowout. Early on the worst case scenario they’re tying up their mana and still discarding a card, so the card is more powerful than it first appears. He had nothing for a while as he was mana-screwed, but he eventually played out a Selhoff Occultist. I completely misread the card and thought that it milled a card every time it hit, so I considered it a bigger threat than it really was, especially against my empty board. However it truly became a threat when he played out a Butcher’s Cleaver, so I nuked it quickly with a Brimstone Volley. I pushed out a Village Ironsmith while he played out an Avancyn’s Pilgrim and Cleavered it up, but it was useless against my Ironsmith.

I played out a Tormented Pariah and we entered the Werewolf Game, where he tried desperately to keep my guys unflipped. Believe me when I say this is an impossible task. All your opponent needs to do is skip playing a spell for a turn, and they’ll all flip anyway. Sure, you can slow it down – and flashback cards are a major help – but you can never prevent it from happening. Eventually my duders, such as they were, overwhelmed him and it was onto game two.

As his deck seemed really slow I sideboarded out the delusions and sided in 2 of Bloodcrazed Neonate and a Reckless Waif, conveniently forgetting about the Ancient Grudge. Game 2 he elected to first, which was fine by me as I had a couple of Frightful Delusions and a Deranged Assistant in hand, and none of the fast creatures I’d boarded in. When he played Avacyn’s Pilgrim I wondered if I’d made a terrible mistake. Luckily he didn’t play much else out and I finally hit enough mana where I could start to fire off Delusions. He followed up with a Butcher’s Cleaver which I couldn’t counter so I simply forced him to discard down further, then started putting out some critters of my own, including a Stitcher’s Apprentice and a Stitched Drake.

He played out a Mask of Avacyn and a Grizzled Outcasts. While I was winning the race in the air, I realized there was no way I could win if he had hexproofed, lifelinked humans on the board, so I intentionally made him flip by playing out no spells. Needing to race, he smashed in with his critters, but I started fogging in response by blocking, then sacrificing the blocker to the Stitcher’s Apprentice. As he played out another critter it became a pretty close race. However my guy in the air with the fogs on the ground was too much for him, and once I’d cast Into the Maw of Hell after he’d swapped his Mask of Avacyn over to his only human I won the race from there.

Match 2

Match two I was up against a guy playing with infinite equipment and B/U. His equipment included Cobbled Wings and Sharpened Pitchfork.

First game I caught my opponent with Frightful Delusions again, a delicious start. I then played out double Deranged Assistant while my opponent did little of anything. I cast Ludavic’s Test Subject and lay it down. I had so much mana I could flip it by the next main phase, and two turns later, with no removal from my opponent, Godzilla took it down.

Again I took out the Frightful Delusions, and sideboarded in the Ancient Grudge, the Geistcatcher’s Rig, and the Cobbled Wins. The next game was really interesting. He played out one creature, but his Pitchfork, Wings and Skeletal Grimace, putting me in a very awkward position. Meanwhile, I had managed to get a couple of Deranged Assistants, an Unliving Alchemist, a flipped Stitched Drake and Mentor of the Meek into play, while tapping down his only other creature with Claustrophobia.
My opponent was flying through the air for what he thought was the win, but an Ancient Grudge – in the bin from an Alchemist, and flash-blacked off a Shimmering Grotto – brought him back down to earth and blocked by an Assistant. I struck back with the Unliving Alchemist, managing to hit two creatures in the mill, giving me two zombies and drawing me two cards.

My opponent held back as I swung in with my zombies, killing the drake but netting me another three zombies and three more cards – all lands. At that point I’d drawn about six straight lands in a row. My opponent was drawing blanks, while in my next turn I drew Rage Thrower. I played him out and swung in with 5 zombies. Knowing that they’d do no damage, my opponent let them through and accidentally milled his entire deck, while creating five more tokens and drawing me into five more cards. What a crazy finish. Here’s a pic.

Match 3

I was up against one of the other gweilo, a British guy who’d been playing since Revised. He was in somewhat of a rush, so I offered to let him concede, but he smiled instead and battled on.

My opponent was on U/W, the main two cards of which I saw were Armored Skaab and Thraben Sentry. Game One I leapt out of the gates with Deranged Assistant into a successful Frightful Delusion, nabbing two cards. I played out an Undead Alchemist which he promptly locked down with Bonds of Faith. I cast another Deranged Assistant while he cast Armored Skaab. He came in with the Skaab and I blocked with an Assistant, thereby allowing me to cast Stitched Drake the next turn. He played out the Thraben Sentry but I gave it Claustrophobia. To be frank, that card scares the crap out of me.

I found a Mentor of the Meek and cast it off Shimmering Grotto and swung in with the drake. My opponent went to write down 3 damage but I stopped him and explained the effect from the Undead Alchemist. Flipping two zombies straight from the top and drawing two cards off it, he quickly realized just how bad his board position was and conceded.

I boarded out the Frightful Delusions and brought in Reckless Waif, Cobbled Wings, and a Bloodcrazed Neonate to speed the deck up as well as find other ways to get around the Skaab Ruinator. Game 2 he came out swinging with the Skaab again. I had played out a couple of Deranged Assistants again but had little else action going on, stuck with a Stitched Drake in hand and nothing in the graveyard. As it was my only out I decided to float a mana off a Deranged Assistant to see what I would mill, and as luck would have it I ditched a creature. I used the mana to help cast my Drake, then played out a top-decked trepanation blade. We started to race, him using Moment of Heroism to turn my blocks from okay to terrible and screwing up my combat maths, and he worked his way back up to 12 life. After he cast Rally the Peasants, taking me to 3 life, he cast another creature and I was in serious trouble, as he could flashback the Rally off his own Shimmering Grotto and get me. Luckily I top-decked Into The Maw Of Hell, allowing me to kill his only red-producing land and a creature and swing in relatively safely with the Stitched Drake. I swung in, knowing I had to race, and Trepanation Blade crazily hit 9 straight spells before finding a land, allowing me to do the full 12 damage needed to win.

Match 4

In my final match I was up against B/R fast stuff, and fast he was. While I was doing nothing much with Deranged Assistants, he was smacking me upside the head with Vampire Interlopers. I managed to stick a Stitched Drake, but it was eaten by a Geistcatcher’s Rig. Luckily I pulled out a Ludivic’s Test Subject and had him swinging back the following turn. My opponent could get me down to 2 life, but no more, and the big Lizard once again reigned supreme.

I hadn’t even seen the Frightful Delusions, but I boarded them out for Ancient Grudge, Cobbled Wings, and Geistcatcher’s Rig. But, in a relatively uninteresting match, he stumbled on mana and I out aggroed him, and by the time he was in a position to even think about stablising, I’d brought him down to 3 life and had a Brimstone Volley in hand.

In the end I had a solid feel for the deck because I knew just what it was trying to do. I could sideboard in a little more aggro if I needed it, but it turned out that plan wasn’t great anyway. The Frightful Delusions were great when they worked, and not terrible when they didn’t. Undead Alchemist was an absolute monster and would happily draft around him if I found him as my pack one, pick one.

Here are some other lessons I learned that day:

  • Silent Departure is no-where near as good as I wanted it to be. Slowing things down or clearing a path was great, but the Sorcery speed made it just so clunky. Right now I'd steer clear of them.
  • You can't stop Werewolves from flipping forever,so  you have to choose whether to slow them down or to re-flip them again. With the good-for-Humans artifacts around, keeping them on their Human side is not always the best choice.
  • Cards that impressed me (that I saw) included Bonds of Faith, Angel of Flight Alabaster, Cloistered Youth, Mentor of the Meek, Thraban Sentry, Deranged Assistant, Undead Alchemist, Abattoir Ghoul, Brimstone Volley, Curse of the Pierced Heart, Ambush Viper, Olivia Voldaren, and Trepanation Blade.
  • Cards that failed to impress me included Victim of Night, Wooden Stake, Rage Thrower, Kessig Wolf, and the aforementioned Silent Departure
  • Tree of Redemption is a crazy-hard spell to play with properly, and may be one of the most skill-testing cards in the format.

I played in a second Prerelease with the following (disturbingly similar) pool and went 2-1-1. Without telling you what I (mis)built, I’d be interested to hear what you build with it.

The ‘Other’ Pool

White

2 Abbey Griffin
1 Cloistered Youth
1 Doomed Traveler
1 Gallows Warden
1 Ghostly Possession
1 Moment of Heroism
1 Selfless Cathar
1 Slayer of the Wicked
1 Spare from Evil
1 Unruly Mob

Blue

1 Battleground Geist
2 Back from the Brink
1 Curse of the Bloody Tome
1 Delver of Secrets
1 Deranged Assistant
1 Dream Twist
1 Forbidden Alchemy
1 Invisible Stalker
1 Lost in the Mist
1 Makeshift Mauler
1 Mirror-Mad Phantasm
1 Selhoff Occultist
2 Silent Departure
1 Stitched Drake
1 Think Twice

Black

1 Bloodline Keeper
2 Brain Weevil
1 Bump in the Night
2 Curse of Oblivion
1 Dead Weight
1 Diregraf Ghoul
1 Falkenrath Noble
1 Ghoulraiser
1 Ghoulcallers Chant
1 Maw of the Mire
1 Moan of the Unhallowed
1 Stromkirk Patrol
1 Victim of Night

Red

1 Ancient Grudge
1 Ashmouth Hound
2 Brimstone Volley
1 Burning Vengeance
1 Desperate Ravings
2 Feral Ridgewolf
1 Furor of the Bitten
1 Harvest Pyre
1 Infernal Plunge
1 Night Revelers
1 Nightbirds Clutches
1 Pitchburn Devils
1 Rage Thrower
1 Rakish Heir

Green

1 Boneyard Wurm
1 Caravan Vigil
1 Darkthicket Wolf
1 Gatstaf Shepherd
1 Grizzled Outcasts
1 Kindercatch
1 Orchard Spirit
1 Prey Upon
1 Splinterfright
1 Lumberknot
2 Rangers Guile
1 Ulvenwald Mystics
1 Woodland Sleuth

Artifacts

1 Blazing Torch
1 Cobbled Wings
2 Graveyard Shovels
1 Silver-Inlaid Dagger
1 Trepanation Blade

Lands

1 Ghost Quarter
1 Moorland Haunt
1 Woodland Cemetery

Your regularly schedule Commander talk will resume next week (though you know me well enough not to believe that). Until then!

Lessons from Beyond Commander

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Last week I let you all know that I was moving to L.A. and looking forward to meeting a new Commander community down here. I did play some Commander, but I never really got a big game together, and one-on-one Commander is a different beast entirely. That said, I did meet a lot of new people, many of whom play Commander, so I expect to play a lot more soon. Despite a drought of actual games, I did make some headway on the issue of how I ought to be play Commander in this new group.

The Given

I talked with some of the people who I played against, and as you might expect, they were able to brief me on some of the group's rules. I found out that some people play combo, and so I was lead to assume that the group was pretty competitive. Nonetheless, I stuck to my guns and played my weakest deck. Why? As I said last week, most people aren't really aware of any sort of baseline for Commander because of the format's noncompetitive nature. I was told the format had some combo, but the decks I saw wouldn't stand up to any sort of Hermit Druid or [card Tendrils of Agony]Storm[/card] deck. I lost games to Emeria Angel and Magmatic Force. These weren't Combo decks, but rather decks with 'combos' like Unnatural Selection + Spirit Mirror, a different level of competition altogether. Pissing people off makes things unfun for everyone, so be cautious; better to lose games than to lose friends.

About Face

Most of my weekend consisted not of Commander games, but of Sealed events. Innistrad was a blast to play, and I'm looking forward to playing a lot more of it this PTQ season. And for anyone who didn't make it to Prerelease, let me tell you: I was skeptical of double-faced cards, but you really do need to play with them before judging. After having done so, I'm convinced they're Magic's best game-play implementation since Planeswalkers!

I didn't do so well in the sealed events: 2-2 on Saturday, and 1-2 on Sunday. And while I can't say I was happy with the results, I still had a good time. Not so much one of the players I defeated. That's when it hit me: my article from last week was missing a lot of important information. I stick to the assertions I made then, but a large part of meeting a new Commander group is playing with new Magic players in general, and I didn't cover that topic as thoroughly as I should have. The Prerelease is over, but lots of people are going to show up to this weekend's release events as well, so you should have plenty of opportunity to implement some the lessons I learned last weekend.

On to the first: don't rage. Losing is part of the game, and as the pros will tell you, getting caught up in your losses will make you lose more. That's not the issue here. As any of you who has ever had an opponent complain about bad luck after a game knows, it's aggravating. When my opponent gets mana screwed, I empathize. It's a miserable way to lose. Here's the thing: if you got mana screwed, your opponent already missed out on a chance for a fun, interactive game. If it ends with you complaining, they aren't going to look forward to playing more games with you.

Assert Authority

Be an authority on what you know. I know the rules. The store I played prerelease at, All Star Cards LLC, is pretty small, so they didn't have a judge. Of course, that didn't stop players from calling for one, so I made sure to rise to the occasion and answer the questions I heard. By the end of Sunday's prerelease, people were specifically coming over to me when they had rules questions. I was glad to clear up rules issues, but more than that, by establishing myself as an expert in the field, I gave myself a role in a new community.

When somebody new enters your playgroup, there's always going to be a period when they're the outsider and the rest of you are regulars. But what exactly is a regular? I bet somebody in your group is 'the foil guy' or 'the aggro guy.' [Editor's Note: I'm both.] You'll get to know people better the longer you know them, but at some level, putting somebody in a box allows them to feel less alien, so as long as the box you make for yourself doesn't bring along a whole lot of unwanted assumptions, really pushing one identity can help make you feel like a known factor to a new group more quickly.

On top of the benefits of familiarity, coming off as confident and knowledgeable simply makes you more appealing to hang out around. This isn't something you can force, and straining to jump into every situation will make you seem overly aggressive. If you're comfortable taking an authoritative role, there's no reason to stifle it just because you're with a new group of people.

Getting on the Same Page

After the main event on Sunday, another player and I organized people to go to a nearby Thai restaurant and draft with prize packs. We didn't have any additional prize structure, so we decided to redraft the rares at the end, but one player was anxious to have an opportunity to pick up some Double-Faced cards as well. Soon we'd decided that the uncommons would all go into one pile to be drafted in place of a rare, and started the draft. A few picks in, I realized that we'd never discussed how to handle foils. From the rest of the rules we'd laid down, it was pretty obvious that any foils would also be redraft picks, but I decided to clarify anyway.

Obvious is a dangerous word.

Writers who use phrases like “obviously I wasn't going to block” are often reprimanded. If it's so obvious, why did you bother putting it in your article? The thing is, what's obvious to one person isn't to another. Obviously giving somebody who's playing a casual game advice on a play is fine. Unless it isn't. Obviously making an alliance with some one and then stabbing them in the back is just good strategy. Unless it's a dick move. Obviously making a deal is fine. Unless teaming up is unfair. It's hard to see a different viewpoint when you've been living with one for a long time, but as with a group's Commander taboos, it's better to make things a little bit awkward than to really upset somebody.

Partnership

And finally, we come to trading. As those of you with insider accounts have read from some of our amazing financial staff, it's easy to build friendships in the trading world. You have a great excuse to meet a new person if they have a card you want to trade for or vice versa, and moreover, you'll both come out of a good trade feeling good. You get a chance to talk while looking through binders, and asking about a card is an easy way to avoid an awkward pause.

Even beyond the first meeting, trading lets you reconnect later in the day by being on the lookout for cards your trading partner wants, and doing so will help establish some mutual goodwill between you, as much so as saving somebody in a Commander game. All in all, trading is a fantastic way to connect with new people in your community, and how else were you planning to get a foil Collective Unconscious for your [card Wort, the Raidmother]Wort[/card] deck?

Closing Time
I hope some of these tips and anecdotes help you connect with new people at your local Innistrad Launch Party this weekend. Feel free to share your own experiences below. I'll be battling at All Star again this week, so if you're there make sure to come say hello! Otherwise, I'll see you back here next week. Thanks for reading!

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

Scene in the Store – Innistrad Release Primer

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Welcome back to Scene in the Store everybody. I hope all of you had a great week and had a chance to attend a prerelease last weekend, or at least got to see some of your buddies cards. We took a group of 7 for Saturdays sealed event and 3 of us went to the draft on Sunday at The Deck Box in Fletcher, NC. We had a blast with all the new cards, and the DFCs definitely had some of us changing up our play tempo. So if you didn't get to go to a prerelease, here's some low down on what to look forward to this weekend. First some things to keep an eye out for in the sealed and limited world of Innistrad this weekend, and then followed up by some of the cards that were definitely talked up at last weeks event as well as around the players here at The Game Room (which I think is what I've settled on as the name for the store...finally! More to come.)

Here we go...

The sealed limited world of Innistrad is an interesting one. The new set provides for some intense card battles and is fairly aggressive in its nature but, as a lot of us found out, it also rewards you for strategic patience and planning. With that in mind your going to have many turns where your opponent or yourself do not cast a spell so as to trigger the DFCs transformation. So what is going to be your answer to a quick kill when you see your opponent cast his creature and pass turn?

Enter....Prey Upon. This card was crucial to taking care of all those flippin' werewolves before they got out of control. Get a creature out that can hold his own and just Prey Upon their creatures before they can change. They also did a great job of stopping vampires like Stromkirk Noble, and especially Rakish Heir. And if you don't want to play with the werewolves yourself, no worries, there's some great synergy with the white spirits & humans. Now I know green is not typically a splash color but it gets a nod here due to cards like Prey Upon, Ranger's Guile, Wreath of Geists, and the always welcomed Naturalize. One of the funnest cards to play with though was the Ambush Viper. Drop that on your opponent in the first round and they'll have to worry about that Flash death to their big baddy.

Speaking of big baddies...Army of the Damned...if you pull it, play it, period.

Black seemed to be a strong undercurrent in most all of the top placing 40 card stacks last week, and I think it's safe to say for the rest of the set's life. Bump In The Night was not as crucial as some of us thought it would be in limited, but I'm sure it will provide some extra firepower for mono-black or B/x decks in some of the other formats. Yours truly is brewing up a Zombie Burning deck.
Trepanation Blade was a big buzz for it's potential in the future metagame but in this bubble was a nuisance at best. Some had luck with them, some didn't. My bet is it will be a hot card for EDH.
Mindshrieker is another one of those cards that's going to be pretty powerful in standard and a possible bomb in EDH, but in this limited format it's just doesn't get a chance to get that beastly. None the less, this card has been a hot topic of talk lately and I for one am going to be actively trading for these this weekend. I've yet to see a foil version but I'm sure it's snazzy looking.

With that as a segue, we jump into potential breakouts for your trade binder...
* Stony Silence is going to be a definite commodity in the near future. With some strong artifacts in M12 and the New Phyrexia block, Stony Silence will be an easy answer to a missing piece of whites puzzle as well as artifact hate decks everywhere.
* Curse of the Pierced Heart seems to be poised to be a strong part of many red deck builds. Run 4 of these and 4 Shrine of Burning Rage and watch your multiplayer-FFA table squirm in their seats.
* Squirm. Worm. Boneyard Wurm. Safe to say this is going to see some play in many casual formats. And with some of the nicest worm art I've ever seen, I'll be looking to pick up a couple playsets of these for the store. And if one of them dies, it just feeds the next one you put into play.
* As far as the non-basic lands go... Woodland Cemetery appears to be a safe bet with how powerful black and green seem to be in this new set. Kessig Wolf Run of course will be a great addition to any R/G deck, and with the reprint of Shimmering Grotto, now splashing that 3rd color won't take up valuable space in the mana pool.

Well boys and girls, I hope you have gotten a little insight into what to expect this weekend at your LGS for the big Innistrad release. I'm going to be looking to crack some decent packs but more importantly, target some trades that involve foils. Innistrad will be opened for awhile so there will be plenty of product to be had, but I'd like to see as many foils as possible in trades. We all know how sexy foils are.

Have fun out there and let's build our Scene in the Store.

-Shane-

Horde Magic: A New Way to Play Magic and Survive Zombie Invasions

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Peter Knudson introduces a format to appease your Zombie apocalypse needs. Grab a deck and prepare to face off against the relentless Zombie Horde with Peter's new way to put your cards to use and outlive the undead.
Read Peter's followup article here: "Horde Magic: An Open Source Project"

You gaze down a once familiar street. The houses that used to be so full of life are now decorated with shattered windows and broken-in doors. You can’t take two steps without having to avoid an overturned car or a mound of debris. It seems you and your friends are the only people left in the city... maybe even the world.

Suddenly, the ground starts to rumble… and you hear them.

Screeching and moaning, the relentless Zombies have caught your scent. The hoard charges straight at you, and you know they won’t stop until you've become their lunch. You quickly search for a weapon to fight for your life…

Machine gun? Don’t have one.

Machete? Last I checked, you don’t live in the Amazon rainforest.

You dig deep and pull out….

… Your Commander deck? Good enough!

Innistrad is nearly upon us, and with it's copious amount of Zombie goodness, it's perfect timing to show-off the new Magic format I've spent some time working on this year. One of the many reasons I love Magic is it's incredible depth. There are always new ways to use your Magic cards, and you can create vastly different experiences just by changing some of the rules.

Those tokens floating around those packs always seem to have a very limited use. Well, not anymore!

Introducing ….

Horde Magic!


As Mark Rosewater wrote in the article spoiling Army of the Damned, the scariest aspect about Zombies "isn't any one zombie, but a large horde of zombies." It's hard to not appreciate the Zombie creature type, specifically for it's flavor in Magic settings. It's very easy to capture the essence of a Zombie in a Magic card, which would explain its reoccurring role in sets since the Alpha release.

Horde Magic is a format sharing similarities with Planechase, Two-Headed Giant, and Archenemy. It involves players playing cooperatively against a Horde deck, which is a preconstructed Magic deck consisting of 60% creature token cards. While there could be a whole slew of different Horde decks (Goblins, Squirrels), the best and easily most flavorful creature type is our Zombie overlords friends.

Think "Left 4 Dead" Magic

The goal of Horde Magic is to survive the onslaught of Zombies. The Horde deck has no life total, so the only way to win is to... uh... not die. Eventually the deck will run out of cards and you'll be able to breath sight of relief.

Zombies generally don't do a lot of thinking. They just want you dead. So in Horde Magic, the Horde has no decisions to make, and thus the Horde deck also doesn't require a pilot to run. This creates unique co-op gameplay, which many are likely to really enjoy. Additionally, you can battle the Horde deck solo.

Okay, enough teasing...

The Rules

I've had a lot fun playing Horde Magic with friends at school and at my local store and I've been encouraged to share my format with others. If you find this concept interesting, the Horde deck can be assembled quite inexpensively, especially if you have a bunch of Zombie tokens lying around.

Starting the Game

To play Horde Magic, each player needs a Commander deck. Any other Magic deck will do, but Horde Magic was developed to play with the multitude of Commander decks that people own.

The Survivors:

There can be anywhere between one and four Survivors, which are the players teaming up to defend against the Horde. The number of Survivors determine the number of cards in the Horde deck, as the difficulty needs to scale accordingly. The Survivors have a collective life total of 20 life per player, and everybody loses when that life total becomes 0.

The Horde:

The number of Zombies you'll face over the course of the game is based on the number of Survivors. For three Survivors, take your 100 card Horde deck and remove a random 25 cards, bringing your Horde deck to a total of 75. The Horde starts with no cards in hand and no permanents on the battlefield.

Game Play

The Survivors get 3 turns to set up their defenses before the Horde takes a turn. Just like in Archenemy and Two-Headed Giant, the Survivors take turns simultaneously. After the 3 turn set-up, the Survivors and the Horde alternate turns.

On each of the Zombie's turns, the top card of their library is flipped over. If the card is a Zombie token, then another is flipped over. Cards are flipped over until a non-token card is revealed. Sometimes the card is a Bad Moon, sometimes it's a Souless One, and sometimes it's even a Plague Wind. At that point, all of the tokens flipped this way are cast, and the non-token card is cast last.

Then the Zombies enter combat. Since Zombies are generally brainless, they come charging in without thinking twice. All Zombies have haste and must attack each turn if able. That's just how they roll. Since the survivors are on a team together, when the Zombies attack, they attack every player at the same time, just like in Two-Headed Giant, and when any of the survivors choose to block, they block for the whole team.

Defeating the Horde:

You, as the Survivors, win when the Zombie deck can't flip over anymore Zombies, and the Horde doesn't control any more Zombies. You can use anything at your disposal to stem the bleeding, from Walls, to Wrath of Gods, to blocking with huge fatties. However, if you and your teammates feel that you have adequate defenses for the next Zombie attack, you can also attack the Horde at it's source. Zombies can't block, and have no life total, so it's safe to go on the offensive if you think you can survive the next wave of Zombies.

For each point of damage done to the Horde, the Horde mills one card off the top of their deck.

Winning:

The Survivors are victorious when all the Zombies in play are dead, and the Horde deck has run out of cards. The Horde wins when the Survivors' life total becomes 0.

Rules Notes:

  • The Zombie deck is built so that, hopefully, the Horde deck is not presented with any decisions. In order for the deck to gather the co-op experience, many awesome Zombie cards were omitted. However, there are lots of cards that the Survivors might play that cause the Horde to make a choice (such as Fact or Fiction or Chainer's Edict). In this case, the Horde makes this choice as randomly as possible.
  • The Zombie tokens and cards from the Horde deck use the stack, so you can respond to them coming into to play, or counter them.
  • The Horde has infinite mana, so cards like Propaganda and Mana Leak don't work. Sorry!
  • If you return a permanent to the Horde's hand, it gets cast again on their next main phase.
  • There are a LOT of Magic cards in existence. If something doesn't work the way it's supposed to, just come up with the most fair way to execute the card. If you can't, cycle it. This is a casual format.

Additional Players:

When you have more Survivors, the Horde becomes easier to defeat. So the number cards that the Survivors face is determined by players.

  • Solo - 45 Cards
  • 2 Players - 60 Cards
  • 3 Players - 75 Cards
  • 4 Players - 100 Cards

The Horde deck is 100 cards, so just shuffle and take a chunk at random.

The Horde Deck

This is the current iteration of the Horde deck. Just like a cube, this is a living, breathing object, so it should be altered to fit power-level of the Survivors or if new cards come out. For example, we can add Army of the Damned and Endless Ranks of the Dead because of Innistrad. I'm trying them out for now, but it's probable that 13 Zombies is just a little too good.

Magic Horde Deck

1 Call to the Grave
2 Bad Moon
1 Plague Wind
1 Damnation
1 Yixlid Jailer
1 Forsaken Wastes
2 Nested Ghoul
2 Infectious Horror
2 Delirium Skeins
1 Blind Creeper
2 Soulless One
2 Vengeful Dead
1 Fleshbag Marauder
1 Carrion Wurm
3 Maggot Carrier
4 Cackling Fiend
1 Death Baron
1 Grave Titan
2 Severed Legion
1 Skulking Knight
1 Undead Warchief
1 Twilights Call
1 Army of the Damned
1 Endless Ranks of the Dead
2 Rotting Fensnake
1 Unbreathing Horde
1 Walking Corpse
5 Zombie Giant Tokens
55 Zombie Tokens

(Edit: Infectious Host has been changed to Infectious Horror from the original posted list)
So many Innistrad cards! I love this set.

If there is enough interest, I'd be happy to write a follow-up delving into the card choices for the Horde deck, as well as my thought process behind development. However, I do feel obligated to address a few points:

  • Adequate variance is a difficult place to get to. For example, my first iteration of the rules had players rolling dice to determine the number of Zombie's per turn. While you could balance the game to make it work, rolling dice is an inelegant solution to addressing variance. I settled on a set of rules and then scaled the power of the Horde deck accordingly. One of the ways I added variance to the stack was in the power level of the non-token cards–sometimes the Horde will flip a measly Maggot Carrier while other times they'll blow you out with a Plague Wind. This creates a fun tension, as player's love flipping cards.
  • Because of the high variance in the stack, the stack needs to include a few resets. If the Survivors set up defenses that are too great for the Zombie deck, there needs to be some sense of urgency to actually start attacking. The threat of a Plague Wind is incentive enough to beat down... And the Damnation is a concession to Zombie blow-outs, but I haven't made up my mind as to whether I like how it plays.
  • Another challenge presented itself while building the Horde deck was how to make gameplay scale with the number of players. It's not a linear scale–if you add another player, it's an additional drawstep, attack step, main phase which makes that it's closer to twice as easy for each extra player added to the Survivor team. To compensate, enchantment effects, like Bad Moon and Call to the Grave, were included. Permanents that stick around and make the Zombies better get even better if the game lasts longer, so the mechanic of adding more cards per player also becomes more appealing.
  • Editor's Note: One concept tossed around in the testing of Horde Magic was also featuring preconstructed Survivor decks designed and balanced to face off against the Zombie Horde. You would essentially be selecting your class/role prior to beginning the fending off of the Horde, which would create plug-and-play capabilities if you want to play the game with friends lacking EDH decks. Plus, there's the whole fun of designing and tweaking Survivor decks, too. But this is a task to be taken on after the format has proven its worth, as these decks take time and testing. – Tyler Tyssedal

Until Next Time...

I really hope that you found Horde Magic interesting. One of my passions in Magic is discovering new ways to experience the game. While an intern at WotC, most of my finger prints can be found on the products Planechase, Commander, and TweetMTG (which I designed), which I feel have all brought something new to the kitchen table.

Magic is a game with a rich competitive aspect, but if you look beyond the tournament scene, you'll notice that Magic can be enjoyed on many different levels. I think that people are losing touch with their casual side, which is saddening.

While I don't expect to have this format catch on fire, I really do hope I inspired someone to create something new. If you like to design games, Magic cards makes a perfect medium to build something completely different. EDH, Cube, and Overextended were all products of someone saying, "Wouldn't it be fun to change it up?"

What do you think of Horde Magic?

Hit me up on Twitter (@mtg_pete) or in the comments below.

-Peter Knudson

Read Peter's followup article here: "Horde Magic: An Open Source Project"


Acknowledgements! Lot's of people helped me with this and I need to give them credit:

  • Abram Jopp
  • Benjamin Weitz
  • Tyler Tyssedal
  • Andrea Shubert
  • Forrest Ryan

-----

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Insider: Finding Gems

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So, again we find ourselves "in the window" between Pre-release and Release, meaning you can get some of the highest values for your packs and cards now, than you will ever again. Taking advantage of this can be fairly straight forward by trading into stable priced stuff, or selling off boosters. At our LGS someone brought prize packs, and had a really bizarre 5-pack draft in which he charged $25/person. I didn't play, but this guy converted 35 packs into cash at $5 a piece! This is my jealousy raging. Smart move, and I'll try it next time myself! My sealed was a 0-1 disaster, with no valuable rares to trade, so I haven't gotten my hands on much Innistrad product myself, but I'll be hitting the trade tables hard this weekend.

Before I talk about Finding Gems, I want to thank Sean again for helping us all out with last weeks article, and for those that missed it check it out. Sean also answered some follow up questions in the comments recently.

This week, I'm going to address the resources I personally use, to keep my eye on constructed cards from Innistrad. Firstly, keep your eye on the QS Innistrad Resource Center, as it has a collection of all Innistrad related information.

Standard Gems:
Standard is always going to be the primary driver of most of the prices of a new set. Of course some cards are going to find homes in other formats, but Innistrad makes up one of 5 legal sets, so certainly some of this stuff will see play. Keeping on top of what people are doing in Standard is always important, and you can find this sort of information at all the usual sites, ChannelFireball.com, StarCityGames.com, and magic.tcgplayer.com among others. More importantly, you need to know who the "Johnny's" are at your LGS. The Johnny's are already brewing up crazy decks with these new cards, and they are going to not only need pieces, but also raise the stock of certain cards in your store. I'm a Johnny, and all the other Johnny's at my store want to show me their latest brew, and vice-versa. Knowing what the few different Johnny's are doing, will give you an idea of what people are talking about at your LGS. Especially after a long day at a release, the LGS becomes an isolated existence, where people forget about what happens outside those walls.

Everyone talks about Snapcaster Mage, and it's undoubtedly going to impact Standard throughout its Legality, but I'm not so sure how long it will take to start to stabilize in price. Once the dust settles, it may come as low as $10, but there's a lot of dust, and it may take several months to clear. This is certainly a Standard Gem, but won't be easy to get at reasonable value.

Other decks I've seen around my LGS include U/W Geist (similar to what Corbin had suggested), G/B ramp (featuring Army of the Damned), U/R Snapcaster decks, U/W Snapcaster decks, and Mono-W Humans. Just know what cards are getting additional hype and exposure at your LGS and position yourself accordingly.

EDH Gems:
One of the things I do when I first walk into my LGS is head right to the EDH games. I'm not an EDH player, but am friends with most of the guys who play. I always look at the crazy interactions, and be sure to ask, "So, what Innistrad cards are you guys most excited about?" Even though each of them will only need one copy of the cards they want, knowing what cards are desirable to EDH players, tells me which ones to hang on to and stick in the binder for trades. Creeping Renaissance is one that I've heard more than a couple EDH players talk about, same with Kessig Wolf Run. And of course, Snapcaster Mage. Each store will have a different feel, depending on how competetive people are, and what colors are most popular.

At my store, EDH and Standard compose most of the demand for cards, but be aware of any cards that may see play in other formats. Not to be a broken record, but Snapcaster Mage, will likely appear in older formats too. This is why I feel it may take some time for his price to equalize, but assuredly it will. If you need them for a deck, you'll need to pay the high values, as I don't see it coming down right away.

My last tip to finding Gems is Twitter. I'm on there (@torerotutor) as are most of the QS staff writers, but so are a majority of strategy writers, and finance writers from other sites. Twitter is a place where people bounce ideas off of 15 walls at once, and discussions of theory and speculation run wild. Make sure to use your best judgment and keep in mind most things posted on twitter don't have much forethought behind them. Twitter has been a huge asset to me, both in finding random cards for sale at good prices, a tip on a hot card before it was too late, or links to important articles that I may have missed. Not to mention there is a rich MTG community there that is welcoming and full of good resources for you. A fun thing to do when you are bored is to surf the #MTG hashtag and see what all types of players globally are talking about.

Having your ear to the buzz, and not letting yourself get clouded by what you consider to be "playable" is not going to affect everyone. Be aware of what's going on around you, and capitalize on it when possible.

Where's your business plan at now? Over the last couple months we've talked about a variety of areas you can focus your 'business' that is your portfolio. Hopefully, by now, you've got a handful of activities that will give you ways to gain value each week, and goals and expectations for where you want it to go from here.

Until next week, happy trading!
Chad Havas
@torerotutor on twitter

Innistrad Top 10’s

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Let me start by saying that this week has been insane! Grand Prix Montreal was absolutely awesome, Innistrad has been spoiled, and the Lunch Parties are this weekend! First thing's first: I want to thank everyone who made GP Montreal awesome! I ended Day 1 at 6-3, and was pretty happy with that. I made a few mistakes I shouldn't have, but in the end I don't think I made too many mistakes (besides, who plays around Goblin Grenade plus Reverberate??). I got to play some awesome games of Commander with the likes of @lansdellicious, @derfington, @GaddockTygue, @benc86, and @sagegnosis, I got to meet the whole Mana Deprived crew, and multiple people answered my call on Twitter for Foil Child (children?) of Alara to get signed/altered by Steve Argyle! When all was said and done, the main event might not have gone well, but the Atomic Baby certainly earned its reputation this weekend!

That said, what's more relevant for this week's article is that the complete card image gallery for Innistrad has been released, and that the Prerelease happened this weekend! Let me say up front that this looks to be my favorite set since Champions of Kamigawa, and I loved an Arcane spell more than most people! The flavor of this set is awesome, and while the overall power level may be lower than what we've gotten accustomed to, there are still plenty of home runs in the set! Rather than go through every card, I figured I'd go through a few top 10's to condense the information a little, and give a little more variety. Here we go!

Top Ten Favorite Art

  1. Angel of Flight Alabaster
  2. Moon Heron
  3. Endless Ranks of the Dead
  4. Reaper from the Abyss
  5. Into the Maw of Hell
  6. Make a Wish
  7. Moonmist
  8. Stensia Bloodhall
  9. Ghost Quarter
  10. Gavony Township

The art for this set is absolutely amazing! I love the Gothic-horror feel of the set, and the sheer amount of contrast that you get as you look through the visual spoiler. There are some pieces that have an etheral beauty about them, some that have a very savage, bestial feel to them, and some that are just dark. The biggest conflict seems to be that most of the Human buildings are more Victorian while the other buildings are more Gothic, but that's still incredibly flavorful. All in all, I feel like the art for this set helps make a more cohesive world than it has for the last few sets, and I hope the trend continues for the rest of the block!

"Best" Commander Cards

So maybe these aren't the absolute best cards for Commander out of the set, but they're some of the ones I'm most excited to play with, and the ones which I think will have a significant impact on the format as time goes on. Some are obvious, and some are a little off-the-wall, and I can't wait to get my hands on them to try them out!

1. Mayor of Avabruk/Howlpack Alpha

2. Fiend Hunter

The reason that Oblivion Ring is mediocre in Commander is because the board gets wiped fairly frequently, and then people get their cards back. This may "just" be an Oblivion Ring for creatures, but it's also one that can easily be sacrificed in response to it's enters the battlefield trigger to exile creatures forever, and this is easily recurred. This guy is going to be a staple in a TON of white decks because of how easy he is to abuse with things like Sun Titan.

3. Snapcaster Mage

This is the chase rare of the set out of the gates, that's already being considered for significant Vintage and Legacy play. Are you surprised that it's going to be awesome in Commander? Actually, the card only gets better, since in Commander you get to run cards like Crystal Shard without being embarrassed, so this guy becomes a ridiculous chump-blocking, flashbacking, Sword-Carrying beater that completely changes the dynamic of the game.

4. Army of the Damned

This gets you twenty-six power, two times, for one card. Fifty. Two. Power. This is the kind of awesome card that's just barely over-costed for constructed, and is dripping with flavor that's just awesome for Commander. While some mono-black decks just Exsanguinate everyone to death, plenty of others like to run cards like this for style points. This may not be the most powerful option to dump your Cabal Coffers mana into, but it's definitely a fun one!

5. Bloodgift Demon

Who's going to argue with a Flying Phyrexian Arena? I know I'm not. I mean, really, a 5/4 Flier for 5 is perfectly reasonable, but one that draws a card every turn? This guy is incredibly efficiently costed, and is going to be an absolute powerhouse in black-based decks. He may be easier to remove than a Phyrexian Arena, but I don't think there are going to be many Black decks that don't want both of them.

6. Past in Flames

And now we get to the card that's obviously absurd. The easiest card to compare this to is Yawgmoth's Will, and anyone who's played the game for any length of time can tell you just how stupid Yawgmoth's Will is in any format it's legal in, and Past in Flame won't be any different. The ability to recast ramp spells, tutors, and game-ending bombs is nothing to sniff at. It's why people play Recoup. The thing is; a good portion of the time, Past in Flames is just going to be better than Recoup. I know that I'm considering running Past in Flames over Yawgmoth's Will in my Child of Alara deck, because it doesn't force you to exile cards you may not want to.

7. Devil's Play

Red is commonly considered the weakest color in Commander, and for good reason. The fact of the matter is that Red has no good ways to generate any kind of card advantage, and struggles to find enough reach to kill multiple players with 40 life. Devil's Play is a great way to alleviate both of these issues, and is exactly the kind of card that Red needs to see more of. It's incredibly flexible, good at most every point in the game, and is open-ended reach that can kill multiple players! Red decks tend to run multiple Gauntlet of Might-style of effects, and this is exactly the kind of card you want to sink that extra mana into!

8. Moldgraf Monstrosity

In my Verdeloth article, I talked about how the biggest problem that I've had with Green decks is that they often have trouble dealing with the board getting wiped multiple times. A card like Moldgraf Monstrosity helps to generate card advantage off of Wrath of Gods. This may have to fight with cards like Woodfall Primus and Terastodon and the like at the top of the curve in some decks, just because of limited space, but I think that another way to recur giant guys can't hurt.

9. Parallel Lives

And Doubling Season returns! For some people, you'll get to run a second copy and do even more dumb things with it, and for others this will be an affordable substitution. It doesn't interact as favorably with Ghave, Guru of Spores, but it's still a very powerful effect for token-based decks. That said, because Doubling Season has been so thoroughly explored, there isn't much new to do with this card, but that doesn't change how powerful the effect is.

10. Kessig Wolf Run

This is the kind of innocuously powerful card that wins games. I know every R/G deck I build is going to run one of these, and my Child of Alara deck will at least test one. While Genesis Wave for 20-some is a great way to end the game, so is pumping 15 or so mana into this to General Damage someone to death. The extra points of damage you get off of this will always be relevant, and is a great way to eke extra value out of your manabase. As a rule, I love cards that encourage people to play an appropriate number of lands, and this is definitely one of the most powerful non-basics in the format!

Build Around Me Cards

1. Laboratory Maniac

How many ways can you think of to activate this guy off the top of your head? I've got Hermit Druid and Divining Witch and Leveler. There are enough ways to tutor up creatures in this format that you could fairly easily dump this guy into play on turn 3 or 4, and then win on the following turn. All you've got to do is have a Deep Analysis in your deck, so that you can mill yourself and then draw out of an empty library. Will this card see much play? I sort of hope not, since I'm not a huge fan of effects that "win the game," but it's still a very interesting card.

2. Back from the Brink

Since when does Blue get recursion like this? I get that you have to exile the card to activate this, but it still just seems like a weird effect for blue to have. That said, this is very powerful in Blue/x decks, since blue doesn't have too many creatures with absurd ETB abilities, most of the good ones are in Green and White. That said, the card is still very good, and will win games of Commander.

3. Creeping Renaissance

The obvious thing to do with this is just to name Creatures and start recasting your Avenger of Zendikar, there are some more interesting things you can do. Build a Seismic Assault deck and name Lands. I've got a Child of Alara Enchantment deck that will be happy to have another pseudo Replenish, especially one with Flashback.

4. Divine Reckoning

There are decks built around a Commander that want to be able to wipe the board without having to kill their Commander. Something like Hokori, Dust Drinker doesn't want Hokori to die, but wants ways to answer threats that do hit the board. I think that this is an interesting role-player for decks that want to answer hordes of guys without killing their Commander.

5. Endless Ranks of the Dead/Rooftop Storm

The Zombie cards from this set are awesome. There's a ton of flavor, quite a few incredibly powerful cards, and tons of great interactions with old cards. Definitely be prepared for a resurgence of Zombie-Tribal decks in your local metagame, since someone's going to break out their Graveborn Muse and Noxious Ghoul.

6. Grimoire of the Dead

At first, this seemed like just another way to abuse Phyrexian Arena and Necropotence. Then I remembered that Proliferate exists. This is going to be a really powerful card for some Wrath of God or Damnation decks. You can wipe the board repeatedly, and then try to win the game with Grimoire of the Dead or Liliana Vess.

7. Mentor of the Meek

This is the kind of card that makes people play White in Commander. This is going to about as much play as Reveillark, if not more. It's good in token strategies, good in strategies with utility creatures, and is very easily abused in both of those kinds of decks. Every non-land card in my [card Kemba, Kha Regent]Kemba[/card] deck can cantrip. Saffi Eriksdotter becomes stupid. Don't even get me started on stuff like Darien, King of Kjeldor with Tarnished Citadel in play. This card is the real deal, and is definitely my most anticipated card from the set. I've preordered multiple playsets just so I have them on hand as soon as the set is available!

8. Runechanter's Pike

This seems very good for something like Niv-Mizzet, the Firemind. Cards like this give spell-based decks a way to win with Commander damage instead, and I'm a huge fan of giving decks alternate ways of winning the game without changing the fundamental goal of the deck. I don't know how good this is going to be, but I do expect that it will see a significant amount of play.

9. Tree of Redemption

This card is just fun. I really want to play this in a Doran, the Siege Tower deck with lots of Castle effects and Solidarity as a ridiculous Overrun. The card just seems like it plays a great utility role in a deck that cares about toughness, and I've been excited to build a "toughness matters" deck!

10. Angel of Flight Alabaster

And lastly we've got a Spirit card. Spirits are an interesting tribe because there are a lot more of them than you think. Sure, most of the "good" ones come from Kamigawa block, but there are still a number of very powerful spirits that don't see much play. The biggest problem with the tribe is that there aren't many good ways of generating card advantage without going outside of your tribe, and Angel of Flight Alabaster is a great way to do that. Now you can regrow your Karmic Guide every turn, and Kami of False Hope lock the token player, all in mono-white!

Unfortunately, that's about all that I've got space for this week! There's a ton more that I'd love to talk about with regards to this set, and after Prereleasing with it, and playing some commander games with Innistrad cards, I already love the flavor and the gameplay of the set. This is definitely my favorite set in years, and I'll be doing a ton of brewing with the legends and other Commander-friendly cards from Innistrad in the coming weeks! Lastly, thanks again for all the awesome feedback I've been getting! I'm still backlogged on mail, but I have been slowly making progress!

Carlos Gutierrez
cag5383@gmail.com
@cag5383 on Twitter

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