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Commander Release Analysis (Part 3)

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Thanks for continuing along this journey with me through the wonderful world of casual Magic finance. If you missed parts one and two, please feel free to check out the links. Today I am going to be talking about green, artifacts and lands, but I do have to add another disclaimer.

I love green. Almost as much as this lady loves cats .

Almost.

I have loved green ever since I saw my first Forest. This was even before I started playing Magic. It was a day long ago when I was in probably 9 or 10 years old. I was on the subway and I saw some other kid holding the Revised Forest B, easily the ugliest one, in his hand. No matter how ugly that Forest was I knew I was in love. So hopefully my love affair does not cause me to have an overly biased opinion on the green cards, but if it does, please put me in my place in the comments section.

GREEN

HORNET QUEEN
Box - Counterpunch
SCG - OOS $2.99
AH - $4.13

I was sceptical of this card when I first saw it spoiled, but after seeing it played it really does plug up the board. The fact that all your little buggers have deathtouch is huge. They also are good fodder for Skullclamp, which most decks that can create tokens play. The Queen herself is a very good recursion target as well. All these elements make a great casual card. I could easily see this being reprinted in a Core Set as it has a very top-down flavor feel to it. All that said, Hornet Queen will not be going up in price, but it should hold it’s price until it gets reprinted in a Core Set or the Commander sets get reprinted to oblivion.

HYDRA OMNIVORE
Box - Mirror Mastery
SCG - OOS $4.99
AH - $4.44

The "strictly better" than Craw Wurm spot has already been taken by Alpha Tyrranax, so I guess Hydra Omnivore is a strictly better Alpha Tyrranax, but "strictly better than Craw Wurm" just sounds better. I actually had to check Hydra Omnivore’s casting cost multiple times just to make sure I wasn't missing something. Eight mana for an 8/8 is probably what the curve calls for now out of a vanilla now that we live in a world of Titans, but add in it’s ability and I think you have a real green all-star. This Hydra gets a lot better when you add a trample effect to get in for damage effectively.

My favorite way to win a game of Commander is to kill all other players, or at least the majority of players, at once. Hydra Omnivore is another card that allows you to do that. Imagine this in a [card Rafiq of the Many]Rafiq[/card]-Voltron deck with Finest Hour on the field! I’m sure anyone would be fine dying due to the sheer awesomeness of the kill. Voltron decks usually use their general to kill but I find it beneficial to have a few back up creatures that work just as well with all the equipment/enchantments.

Financially, this card should hold it’s value so don’t get rid of it unless you are getting a good price for it, and you absolutely have no inclination to use it in a deck.

Commander Crash Course Class #2: Voltron decks are mainly based on using your general or a single creature to finish off your opponents. Rafiq is a classic Voltron general. These types of decks usually include [card Sword of Fire and Ice]multiple[/card] [card Batterskull]equipment[/card] and/or [card Runes of the Deus]enchantments[/card] to buff a single creature, and then attack for the win. Other Voltron commanders include Uril, the Miststalker, Kresh the Bloodbraided, and probably the original Voltron general Isamaru, Hound of Konda. I think that might have been one of the reasons why the name Voltron was used. Isamaru looks cat-like enough even though he is a Hound and is posing similar to how one of the robot cats would pose right before the combined to make Voltron.

But unlike Voltron, you are really giving your commander, or single creature, a huge set of equipments: an exoskeleton. Therefore, I propose changing the archetype name to Centurions, but once a name sticks in the Magic community, it usually sticks for good. (Please see "dredge" and "affinity" decks of all sorts for proof.) Hopefully this article slowly edges the community to change the archetype name to Centurions, so when I suit up Rafiq with a bunch of equipment I can shout ā€œPower extreme!ā€

SCAVENGING OOZE
Box - Counterpunch
SCG - OOS $14.99
AH - $10.37

Scavenging Ooze seems innocuous at first; he is just a simple graveyard hater. However, when you look at green-heavy Legacy decks, the Ooze begins to look like he fills a whole and could slime his way into the metagame. While Flusterstorm and Chaos Warp are big risky cards to bet on Legacy wise, Scavenging Ooze is pretty much the exact opposite. Scavenging Ooze is like a savings bond: not the highest of returns, but it’s pretty much a given you will get something back.

In decks that run Green Sun's Zenith, there should be no problem running at least one Scavenging Ooze in your 75. I would trade for these any chance you get because of it’s Legacy playability alone, but it's also a great tool for Commander. Nihil Spellbomb and Relic of Progenitus are probably the best graveyard hate cards, but if your deck has access to them Necrogenesis and Night Soil are also great additions. I actually prefer those enchantment if I am running green, compared to artifact options, because they "do something" more.

I think Scavenging Ooze will prove that it does enough to be grouped with Necrogenesis and Night Soil. Even though he/she/it can die from creature removal, you can at least gain some life, and if he does survive you have a decent beater at your disposal.

ARTIFACTS & LANDS

ACORN CATAPULT
Box - Counterpunch
SCG - $2.99
AH - $2.17

There is always a player around that likes Squirrels, so try and trade this away to that one. The card itself is pretty lackluster. There are a few combos you can take advantage of when you damage your own creatures, but otherwise it doesn’t do enough. It gets even worse when you realize how much mana you actually have to invest in this toy. Being able to use it once a turn basically makes it just a fun, joker card.

Yes it is fun, interesting, and includes the words 'acorn' and 'Squirrel,' but past that there really is no other value for this card. Trade it away as soon as you can.

CHAMPION'S HELM
Box - Political Puppets
SCG - OOS $4.99
AH - $3.17

Lightning Greaves 3.0. Now all Commander decks have access to three great equipment to protect their generals. (The third, Swiftfoot Boots, is coming out in Magic 2012.) This could help out the playability of higher costed commanders, and will also most surely increase the power of Voltron style decks. I rate Greaves first, Swiftfoot Boots second, and Champion’s Helm third, but all are still eternally playable Commander cards. Try to keep some in stock as there will always be a buyer out there, and most certainly keep one around for your personal use.

COMMAND TOWER
Box - all five
SCG - OOS $4.99
AH - $4.74

This card is basically in every multicolored commander deck from now on. This is a very good sign for the value of the card. Depending on the print run this card could go up and follow the footsteps of Sol Ring. Even though Command Tower is available in every box set, the demand for the card will be high. Everyone will want as many as they can get. I’d would actually be inclined to put a ceiling of $10-15 on the card as long as it doesn’t get reprinted to oblivion, but a more realistic price is closer to the $5 it's at currently.

A big plus for the card is it has some reprint protection, like Mana-Charged Dragon. They both have little-to-no chance of being reprinted in a regular set due to their Commander-specific abilities, so you only have to worry about how many get reprinted through Commander sets. I would suggest against trading these away at the moment as there is lot of worth in this seemingly simple card. Only trade it away for full value if you are not interested in sitting on this card for the long haul.

HOMEWARD PATH
Box - Mirror Mastery
SCG - $12.49
AH - $9.96

Blue players everywhere cringed when they saw this card. That a simple land can undo all the work they have done throughout the game is heartbreaking. It has potential to see limited Legacy play as a foil to Vedalken Shackles. One part of the card that I think they could have nerfed a little is that it returns creatures to all players, not just your own. But either way it is a hoser card, and good hoser cards are usually a little more powerful than they should be.

Recap

I want to reinforce my view on Commander-specific cards like Command Tower and Mana-Charged Dragon. This may be the only product these cards will be available in. Some people have speculated that they will continue to create more Commander sets in the future, possibly even yearly. I think this is very possible, but even if they do this and reprint Command Tower in the hypothetical "Commander 2013," the print run on these cards will still lower than any ā€œregularā€ card out there.

Consider how many draft chaff commons you have of certain cards. Multiply that by all the regular drafts that exist and you will begin to understand just how many cards there are out there. Now look at how many of these Commander cards you have, your local game store, or heck even the biggest online retailer has. This number pretty much pales in comparison to a ā€œregularā€ Magic card. What happens if they are never reprinted ever again? The closest thing we have to this uncertain territory is Mana Crypt or book promo Jace Beleren, but each of those are much rarer than any of these Commander cards.

Considering all of these factors, it is very hard to pinpoint the exact price something like Command Tower will settle at. If you take anything away from this series just head my words: be very careful in trading anything from the Commander release that would be considered a format wide staple.

Join me tomorrow for my take on the multicoloured cards from Commander. You get a commander! You get a commander! Everybody gets commanders!

Follow me on Twitter @RyeAbc

Insider: The Great Machine: Gears

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As with any well-designed machine, the gears are what work together to ensure the whole thing keeps going around smoothly. Without anyone else helping to achieve your goal, you will find the grind is slow and tedious. I previously touched on some of the benefits that come along with trade groups, and this week I will be going a little more in depth. This article will be devoted to learning how to create or join a group of like-minded traders. Eventually you will find events to be far more profitable and productive, but also more enjoyable and easier to endure.

A backpack trader comes in many different forms, from the business minded individual such as myself, to the casual hobby trader. Knowing a large diverse group of traders can provide you with many perks not readily available when working solo. As I explained last week travel expenses can become far less of a burden when rooming with others. Not only do rooms become cheaper, they are also far easier to find. Utilizing tools such as Twitter and Facebook, you can place interest in an event, even if alone, to find people to room with. In addition pickups from the airport are cheaper and faster than a shuttle when someone else has driven to the event. All of these things become more plausible the larger your network is, therefore making traveling to events cheaper, easier, and more enjoyable. Besides the obvious benefits, traveling in groups also offers smaller perks such as extra decks in case you decide to play, or at the very least drinking buddies for those nights you just decide to relax.

Rooming with like-minded traders also allows you to diversify your binder before the start of the weekend. Much of your time spent Friday is usually occupied with stock trades and sales. Being able to get some of this out of the way the night before can make your weekend seem like less of a rush. A great example of this occurred at Kansas City, where Kelly and I did some exchanges to even out both wallet and stock. Buying cards off-site is the best way to deal with cash exchanges and rooming with others can provide you the ability to do it away from the site.

One of the biggest advantages I have found the trade group offers is the ability to barter with other traders stock on site. If you for example need card X to square up a trade and your friend has it, he will lend it to you on good faith of return or profit. It’s an unspoken code that traders have among trusted circles but benefits like this can streamline and secure more trades, in the end benefitting all involved. Many times the favor will be repaid later that day, if not the circle will usually square up that evening or at least before the end of the weekend.

In addition to having a good number of trade contacts you also want a diverse group to be able to surround yourself with. Very few traders deal in every type of card and therefore it is helpful to sit in groups that can hit a trade from every angle. I personally deal in lower end casual and EDH rares along with a good selection of foil and foreign cards. I have a limited number of standard and legacy rares, as anyone should, but that is not my primary focus. Sitting near a like-minded group of individuals, who have a vastly different stock of cards, can also help us to redirect trades. One of the first questions I ask people when they sit down to trade with me is what they are looking for. Knowing what each trader is seeking is a great way to know who will find the best deals. If say, someone was looking for Legacy staples I may be able to trade with them and gain some margin but if the person with all the legacy cards can conduct that same trade they can procure far more cards and in turn profit.

So by now you have to be wondering, how do I find this group of traders you speak of? Well it’s not exactly as simple as finding other traders, though that is where it begins. Everyone begins the grind alone, and in a room full of traders this can feel like an overwhelming burden. Who do you trust to not value trade you into oblivion? The real key to finding a solid group is to present yourself to other traders as a knowledgeable and likable individual. Unlike professional players who do not always get to pick who else top eights or wins an event, traders can sculpt and direct the floor in a way to benefit all involved. If you do not present yourself as a knowledgeable individual you will quickly be dismissed, shunned from the group as just another want to be backpack dealer… and let me be the first to say they come in no shortage. Knowing your prices and trends when talking to other backpack dealers can result in a great deal of respect being gained. Respect is truly the key to fitting in with a group of like-minded traders. It may not be gained in one weekend, but over the course of a few events as you become more and more recognizable you will find people welcoming you to the circles. On the same note of respect, you must also show respect for those that have been doing this for a long while. Those of us that have been in the game for a period of time have watched hundreds of traders come and go without fail. The ones that stand out not only have knowledge and intuition but are generally nice people as well. These are people you will be dealing with on a very regular basis so treat them well and the favor will be returned in kind. This does not mean there is no room to joke or poke fun, as with any group of friends prodding will be involved. With time you will become more comfortable with each person, forming long lasting relationships, both in business and friendship.

When you have finally integrated yourself into a good group of traders you will find that trading becomes less of a chore and more of a social activity. Even during the down time, sharing knowledge can prove to be both enjoyable and informing. Information is probably the most important factor in the trade world. Much like having the best deck at a tournament, being the more informed individual can prove to be a huge boon. A key to remember when dealing with other traders is that a contact can be worth more than a binder of cards over the course of your trade life. When trading with other backpack traders be honest up front, trying to value trade with them will prove to not only be extremely risky and dangerous, it can also lose you valuable resources in the end. Even if you manage to grind a few dollars out of the trade, the contact you lose can be far too costly.

The last thing I will cover in this week’s article is probably one of the most important parts of being a floor trader. Directing your trade partners toward a desirable trade can turn out to be a valuable move that will only benefit you in the end. For example, in Indianapolis earlier this month I was directed to a trader by my padawan who had a binder full of cards he undervalued. He was primarily looking for high end legacy cards that I sadly did not have in stock at the time so I was only able to complete a small, though profitable trade. I then found another of my friends on the floor who I knew had these cards in stock and in turn directed him in the gentleman’s direction. After the trade he was more than pleased and wound up on the better end of one of the more lop-sided trades I have ever heard of. He in turn will likely repay the favor later on down the road, whether it be a similar situation or something more direct such as giving me a great deal in a future trade of ours. This circle of cooperation is the key to our success. Much like the professional players, the traders that work together find themselves far ahead of the game than those trying to grind the game solo.

Tracking Our Progress

Not much has changed since last week as far as call shots of mine but a few cards have risen. The first card I will cover this week is Urabrask, the Hidden. I have been carefully watching this Praetor for a few weeks now; he has finally begun to see some play, therefore driving his price up. Last week on MODO he could be acquired for approximately two tickets, this has quickly risen to nearly six tickets in a very short period of time. We have just seen the tip of the iceberg as far as I am concerned, picking him up even at the current price tag seems like a solid move.

With the fall of Caw Blade, Consecrated Sphinx has risen over the past few weeks, now sold out on many major websites. Again I feel as if we have just seen the beginning for this powerhouse so get on the train while you still can.

With the announcement of Grim Lavamancer’s return expect a small decline in his price, one which you can use to your advantage. Given some peoples obsession with good art, pick up his old form for less than eight when you can, many people believe his reprint will tank his value therefore lowering their price. If you can acquire them now I expect his price to remain stagnant, if not rise once the Summer of Red begins.

Well that’s all I have for this week, join me next week when I cover in depth the way to approach the trade floor. There is an art when it comes to knowing where to be at different times during the day which can save you precious time and resources. Until then remember, forming a solid group of trade partners and friends is one of the most, if not the most important factor in being a successful floor trader.

Ryan Bushard

@CryppleCommand on Twitter

Evil Deeds | CommanderCast S3E6

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In the second of an on-going series of monocolor-centric episodes, Andy brings Donovan and Adam (Back in action!) to light the way as they plunge into the utter darkness of mono-black decks. Guiding this adventure into the madness-inducing depths of mono-black's power is our guest Don, who has harnessed the evil energies of Swamp mana, and retained his sanity... or so he claims.

We also touch on some other stuff. Surprise!

More Commander-related goodness is always available atĀ http://commandercast.blogspot.com/, where we have new stuff for you to check out every Monday, Wednesday, and Friday!

This week's full show notes can be found here.

Click the button to play, or download the entire episode!

Commander Release Analysis (Part 2)

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Welcome to part 2 of my 5 part series where I analyze the Commander set and give you tips on how they should be worked in or out of your collection. If you missed yesterday's article prefacing this review series, you can be found here.

BLACK

DREAD CACODEMON
Box - Heavenly Inferno
StarCityGames (SCG) - $1.99
Apathy House (AH) - $1.99

As I stated in a previous article, Wrath’s that ā€œdo somethingā€ are very good in Commander. Wiping the board is usually good enough, but getting value on top of it makes an all-star. This is a one-sided wrath with a creature added on to the mix. Many black or black-heavy decks have their top kill plan as Exsanguinate, so they are built to make large amounts of mana. Assuming that style of deck, Cacodemon should not have any trouble seeing play. Being a creature also allows more chances of recursion, although depending on how you recur this monster you may or may not be getting a wrath out of the deal. Not a huge money card by any means, but if you can get these on the cheap as throw ins, there will be buyers. Reiver Demon and Plague Wind both see play in Commander, so this card will easily show up in some decks.

SEWER NEMESIS
Box - Devour for Power
SCG - OOS $2.99
AH - Not updating correctly for this card, but a recent look on eBay shows lows of $1.35 and highs of $3.50.

There seems to be a lot of graveyard enablers in the Commander box sets. Foreshadowing to Innistrad? Possibly, but part of it is probably to strengthen graveyard archetype decks. The bad thing about graveyard focused decks is relying too much on a graveyard strategy will lose you more Commander games than win. Every decent deck has at least one graveyard hate card, possibly more because graveyard strategies are some of the more consistent ways to win in Commander. Facing down a graveyard hate card from each player is not a fun time waiting to happen.

With my main Commander deck, Wort, the Raidmother, I abuse the graveyard more than most decks, but I would really recommend against putting all your eggs in one basket. Sewer Nemesis seems like one of those all in kind of cards. Too hard to fight the hate and abuse this guy at the same time. That said, he has a small possibility of showing up in graveyard decks in Legacy so I would try to hang on to him just in case, but I am not actively looking for this card in trades either unless the deal is really solid.

SYPHON FLESH
Box - Heavenly Inferno, Counterpunch, Devour for Power
SCG - $1.49
AH - $2.21

This card is a decent card for Commander but just like the other cards in [card Syphon Mind]this[/card] [card Syphon Soul]cycle[/card], it can get you unnecessary enemies depending on how your players react to this sort of thing. I still think it's worth it to play because getting multiple bodies from one spell is always good. The art is also very disturbing, which makes it very memorable. If you find a buyer I would get rid of these, but don't rush with this one and undersell yourself. The card is just not splashy enough to gain traction, but it is playable enough that it should hold its value.

RED

CHAOS WARP
Box - Political Puppets
SCG - OOS $19.99
AH - $13.92

Time for the statement that will either make or break this article: Chaos Warp is the most significant card to come out of the Commander decks. It gives red access to the ability to kill any type of permanent, even enchantments. I am pretty sure this is the first time red has been able to deal with enchantments except for complete [card Apocalypse]board sweepers[/card], but please correct me if I am wrong. It is also very red flavor-wise, with the random element being a vital part of the card’s balance.

Comparisons to Beast Within are warranted and I believe both cards are excellent, well balanced cards. Kudos to Wizards on both cards; years ago these would have six mana and been sorceries to boot!

Chaos Warp is 100% playable for Commander, as flexibility is what makes or breaks a card in Commander. There are only a handful of red cards that I look at as true Commander staples, so getting a new card to put on that list is pretty significant. I think it is more a problem with red’s identity than with the power level of red’s cards. One can only have a certain amount of "deal X damage" variants before they all start looking the same. I think this is a step in the right direction for red and hopefully Wizards bridgess from Chaos Warp and creates more cards that feel the same.

Chaos Warp’s power and popularity in Commander would be enough to keep this card at a high price, but it’s possible viability in Legacy is what could cause its price to sky rocket. Chaos Warp has many things going for it in Legacy. While there is a random element to the card that cannot be controlled, look over a good percentage of Legacy lists and see that there is usually a higher concentration of non permanents vs permanents. This is a good sign for Chaos Warp’s Legacy playability, and in turn its price tag. However, do not misquote me here. Chaos Warp is not a Legacy staple or a format defining card; it simply gives red-based decks another option. More than likely it will probably see limited sideboard play, or possibly show up as a 1- or 2-of in main decks.

Either way, Chaos Warp’s playability in Legacy is just gravy when you take it’s undeniable impact to Commander. That said, if Chaos Warp does pan out for Legacy and if the Commander sets are not reprinted into oblivion, then I think in a year or two Chaos Warp is going to be a big money card.

My financial advice for Chaos Warp is to hold on to them for now until we find out more about the print run of Commander, it’s Legacy playability, and if any Commander cards are actually printable in future sets. I’d rather lose a little bit on the value of a card instead of missing out on huge possible gains in the future. I am currently trying to trade for these when I can, and I am picking up any Political Puppet sets that I can find at MSRP. I think this is what anyone interested in trading should be doing, especially if you have Commander players in your area. The current value of Political Puppets when broken up is way over the top.

MAGMATIC FORCE
Box - Mirror Mastery
SCG - $2.99
AH - $2.70

This is the third card I was talking about earlier that completes the Naya end of a possible Verdant Force cycle. Out of the three, Magmatic Force is the strongest. Getting a Lightning Bolt every upkeep is still huge in a multiplayer game. What is really interesting about the card is in a multiplayer game, what you don’t target with Magmatic Force may be more relevant than what you do. This is where the political aspect of Commander can come into play. If played right, this card can seize control of the entire game all by itself by making deals and obtaining favors from all players at the table in exchange for protection. Until yourĀ new foundĀ slaves decide to revolt. Magmatic Force is close enough to Inferno Titan that they may fight for the same spot in tight Commander decks, so I wouldn’t see the price going up much at all. Trade away if you can unless you need him for your Commander deck, or play in a very political play group.

MANA-CHARGED DRAGON
Box - Heavenly Inferno
SCG - OOS $2.99
AH - $2.71

After burn of all kinds, big nasty Dragons are the other hallmark of typical red Commander playables. Flameblast Dragon is arguably the best of the bunch, and Mana-Charged Dragon does not seem like he will take over Flameblast's spot in my decks. However, Mana-Charged Dragon does present some interesting game states, and is on the short list of cards I will be adding to my decks. He’s by far the strongest of the join forces cards because he operates very differently from the other four. He is good on his own as a fire-breathing Dragon, but also gives players the option to easily team up to kill another player once he hits the table. Trample gets around any potential blockers but haste would have been really nasty on this guy. I guess this is Wizards’s way of making us work for our brokenness. I do not see this being printed anywhere else but Commander sets due to the keyword use, so this could potentially be a highly sought after card down a few years from now. For that reason alone, I wouldn’t be in a hurry to trade this dragon off. There are many dragon collectors out there and they will always over-value unique Dragons. And since there are several Dragon themed commanders there should always be a demand forDragons on the market.

STRANGLEHOLD
Box - Heavenly Inferno
SCG - OOS $3.99
AH - $3.09

This card’s value will totally depend on the playgroup of whom you are trading with. In my playgroup no one really has an infinite turn deck, or anything close to taking extra turns for that matter. This is because we use an achievement point based system similar to the point system Armada Games uses. There is a negative achievement that punishes players who take more than three turns in a row.

However, in a kitchen table atmosphere you may run across some unbelievably ruthless metagames. To these play groups, players looking to combat the infinite Time Stretch combo will love this card. They may be hard to find, but I am sure if you look hard enough you will find a buyer for Stranglehold but find them sooner than later. Stranglehold’s value is going nowhere but down once the buyers out there all have their copies.

Recap

In my opinion, black didn’t really receive anything too exciting with this set. Since it already has a lot of high powered cards in this format, that could be a reason why. It could be my lack of confidence in heavy graveyard-based decks for Commander.

Red, on the other hand, is really lacking in power level for the format. The Commander set seems to have helped that out a little bit, especially with my favorite card, Chaos Warp.

Don’t forget to check back tomorrow for my review of the green, artifact, and lands cards from the Commander release. You will not want to miss my crash course into the world of 80’s cartoons!

Follow me on Twitter @RyeAbc

Transitioning Standard

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Your Last Chance For Jace and Stoneforge

Recently I traveled out to Baltimore for the Star City 5K. This was the last chance for everyone to play with their banned cards, and attendance showed that players truly wanted one last chance to succeed with them. This was noted by the 450 players in attendance on Saturday for the Standard portion of the tournament. Briefly, I toyed with the idea of playing Caw-Blade or some similar deck, but that did not last long. If you have read any of my other articles, you know that I have been playing Vampires the majority of the time for this Standard season and I saw no reason to do otherwise for this last tournament before the format changed drastically. I suppose I felt I had something to prove also with all the close calls I have had with the deck. There was Star City D.C. when I lost to Elves last round to knock me out, the Midwest Masters where I got screwed out of top 8 due to a string of bizarre occurrences, and a handful of other tournaments where I may not have done well but they all felt close.

I did not do any extraordinary preparation for this tournament or anything. Playing Vampires is fairly straightforward for me, and not much has changed in the format. The metagame seemed unpredictable. Would everyone be playing Caw-Blade, playing decks trying to beat it, or just trying out new decks for once the two powerhouses were banned? I had no answers to these questions which was another reason that I played a deck I knew well. Adjustments were made to the deck based on the last time I played, and the sideboard was tweaked as well. Here’s the list I ran.

Untitled Deck

Creatures

2 Pulse Tracker
3 Viscera Seer
4 Vampire Lacerator
4 Bloodghast
4 Kalastria Highborn
4 Gatekeeper of Malakir
3 Manic Vandal

Spells

3 Dismember
2 Go for the Throat
4 Lightning Bolt
2 Burst Lightning
1 Mortarpod

Lands

10 Swamp
4 Blackcleave Cliffs
3 Dragonskull Summit
3 Lavaclaw Reaches
4 Verdant Catacombs

Sideboard

4 Phyrexian Obliterator
1 Manic Vandal
2 Go for the Throat
4 Arc Trail
1 Mortarpod

I suppose I should provide some notes on this particular list since it is not typical. Mortarpod was good for me and I really like it in this deck. Pulse Tracker seemed like a necessary evil in order to lower my curve, but I did side them out frequently. The main deck Manic Vandals were crazy good and I was glad I made room for the fourth in the board. The removal distribution was great for me and I’m sure the Arc Trails would have been good as well but I never saw a single one in any sideboarded games. There was one mistake with the list and that was Mark of Mutiny. Due to rushing and traveling before I made it out to Baltimore I just simply forgot to switch them to Act of Aggression. The marks I never sided but the Acts I would have sided in three rounds. So what did I play against? Well basically not Caw-Blade, but it almost went really well again.

Round 1: Boros 2-0
Round 2: u/w/g Caw-Blade 1-2
Round 3: Caw-Blade 2-1
Round 4: g/r Birthing Pod 2-0
Round 5: Twin Blade 2-1
Round 6: Twin Blade 1-2
Round 7: g/r Birthing Pod 2-0
Round 8: g/r/b Birthing Pod 2-0
Round 9: Twin Blade 2-1
Round 10: g/w basically Caw-Blade 0-2

Who would have guessed that Birthing Pod would make such a showing? Luckily I accidentally happened to be prepared with my main deck Manic Vandals. I was quite happy about that. I continued to not be able to beat any Caw-Blade-like deck that also played green mana. That was two of my losses on the day. Sadly I was one red removal spell short of top 16. Game three of round ten I would have sent it to game three if at any point I would have seen any of the red removal spells. All I needed was a Lightning Bolt or even better, Arc Trail, to rid myself of the pesky Mirran Crusader I was facing off against. I never drew any of them though so that Crusader beat me down for my life total.

One thing in particular that I learned from this tournament is that Phyrexian Obliterator is literally insane. It is powerful enough that I will most likely be playing it for the entire time it is legal in Standard. My rule for the weekend was that for any non Caw-Blade, non Splinter Twin match, all four came in. Obliterator destroyed Boros and the three Birthing Pod decks. It also came in against the g/w guy but I never saw them.

I was extremely happy with the list I brought to battle in Baltimore and I played really well. Now I just have to convince someone to loan me a little luck and I’ll get there. So close. Again.

The Awkward Two Week Standard Format

When it was confirmed that Stoneforge Mystic and Jace, the Mind Sculptor were going to be banned my first thought was that Primeval Titan was going to dominate the format. I still think it will be part of the deck to beat and it is going to take some convincing to get me to believe otherwise. With how dominating Phyrexian Obliterator was for me, I feel obligated to play the card. Sticking with Vampires seems good for the interim. To get my fill of this new metagame I will be heading out to Columbus on Saturday, July 2nd for the Midwest Masters tournament. The list for this event is not set in stone but what I am working on is the following.

Untitled Deck

Creatures

4 Pulse Tracker
4 Vampire Lacerator
4 Bloodghast
4 Kalastria Highborn
4 Gatekeeper of Malakir
4 Phyrexian Obliterator

Spells

2 Dismember
2 Go for the Throat
4 Lightning Bolt
3 Despise

Lands

10 Swamp
4 Blackcleave Cliffs
3 Dragonskull Summit
3 Lavaclaw Reaches
4 Verdant Catacombs

Sideboard

4 Manic Vandal
4 Act of Aggression
2 Go for the Throat
4 Arc Trail
1 Mortarpod

Of course the deck looks similar, but I think this is pretty close to optimized. Despise is great against Valakut, the Molten Pinnacle, Splinter Twin, and basically everything else, but they could come out in game two for some other type of removal. The Manic Vandals stay in the sideboard for matches like Tezzeret, Agent of Bolas or Hawkward. Depending on how many control decks will see play I could find space for Dark Tutelage again. By just going down to three copies of Vandal instead of all four spots in the board, and then adding three Dark Tutelage, they could easily be there.

M12 And Beyond

At this point M12 is not fully spoiled but there have been some reprints announced that may shake up the format. In a new metagame it is always interesting to see the format take shape. Certainly playing Vampires still is an option but it is hard to say if it will turn out to be correct.

There are a few other archetypes that seem worthy to pursue though. The first that I have on my mind is the interaction between the following:

Something like first turn Birds of Paradise, second turn Priest into Superion seems worth looking into. That was part of what two of my Birthing Pod opponents used to base their deck on so I could see that deck really becoming viable.

The other deck that I think will be a real contender is RDW. Incinerate, Goblin Grenade, and Grim Lavamancer are all confirmed in M12. Those cards, plus the ones we have already, might just make for the best RDW since Fireblast was legal. I have been working on a list for such a deck but it is not finished yet. At the moment it would look something like the following but it is a work in progress.

Untitled Deck

Creatures

4 Goblin Guide
4 Grim Lavamancer
3 Ember Hauler
3 Plated Geopede

Spells

4 Shrine of Burning Rage
4 Lightning Bolt
4 Incinerate
4 Searing Blaze
3 Staggershock
3 Goblin Grenade

Lands

15 Mountain
4 Arid Mesa
4 Scalding Tarn

Sideboard

4 Manic Vandal
4 Act of Aggression
4 Dismember
3 Koth, of the Hammer

The creatures are efficient and deadly. The burn is crazy good with a starting point of three damage and some more than that. Plated Geopede seems extremely potent in this deck. The burn heavy game plan seems better to me but it would depend on the metagame. The fetches are there already for deck thinning and Grim Lavamancer so playing Plated Geopede makes sense to me but does it really fit? Also, running the three Goblin Grenades with only seven goblins is a little risky so that might need to change once we see what all is in m12. Overall I like this as a starting point though for RDW. Make sure to keep those Dismembers in the board for when you have to play against Phyrexian Obliterator otherwise you’ll find yourself loosing that match rather than winning.

Hopefully you found this article interesting and helpful. I went with a more traditional style in order to fit in all the information, so if you liked that (or didn’t!), please leave me some feedback in the comments section. Also, if anyone has any suggestions or ideas for articles that they would like to see, feel free to post those below also.

Until next time, Unleash that creative Force!!!

Mike Lanigan

MtgJedi on Twitter

Jedicouncilman23@gmail.com

Insider: Memorizing Mirrodin

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In many ways, Mirrodin is marred by the sets that came after it. Mirrodin was a set focused on artifacts and how they interact with the color wheel, and that was revolutionary at the time. I talked about Invasion awhile ago and how people would have boxes with this little huddle of gold cards, their Wings of Aesthir and Simoon and Dracoplasm bunched up, that thin stack of exotic little spells. Artifacts hold another part of the allure of Magic, in part because I think many early Magic players came from D&D and later ones had

The gold border used to have a lot of meaning. Usually, that meaning was "unplayable."

experience with games like Diablo. In these games, the proper equipment is required for your character, no matter what they do. Artifacts, in pre-Mirrodin days, represented rare, wondrous and unusual items. You don't have to look to Moxes for this, you can even look at things like Celestial Sword and Unerring Sling to see the sort of appeal.

Mirrodin took the artifact, changed it from arcane brown to Windows XP silver, and made artifacts a common part of the world. Wizards could store sorcery in their Spellbombs and summon hordes of new and mostly-lame artifact creatures (though a marked improvement over Crystal Golem and Wall of Junk). Mirrodin also had this keyword, Affinity, which was notable for making Tolarian Academy into a keyword. Early Affinity decks were not totally problematic, and were kind of quaint. It took the expansion sets in the block to make players quit Magic in droves.

Mirrodin introduced some really cool spells and effects, though, and many have had an impact on the Eternal formats. Thus, they are still valuable cards. Mirrodin made decks like Stax in Vintage into powerhouses and the essential cards are still climbing. Let's take a look at the hits of the set in this, the first of our two-part look at Mirrodin.

Artifact Lands

The five artifact lands became the poster children for what was flawed in Mirrodin. All of them were painless Ancient Tombs for affinity spells and creatures, and in later blocks, they fed Arcbound Ravager. They ended up getting banned in Standard, because absent Ravager, they were still ridiculous with Krark-Clan Ironworks. The artifact lands are pretty popular for people who want to recreate Affinity, and they are worth picking up simply because huge volumes of them sell as playsets on Ebay for a buck a card. I wouldn't keep these in a trade binder, but they're worth digging up and listing if you'd like to make a little scratch that way.

$1.00

Chalice of the Void

Chalice is a devastating card in Vintage because it plays so well with Mishra's Workshop. Send one out on the first turn for zero and counter all the Moxes. Put it down for one and cut off half the cards in Legacy Threshold. Play it for two and cut off dangerous spells in both Eternal formats. It's a powerful card and a good sideboard option for many players because, cast for zero, it can stop combination decks reliant on Moxes or Lion's Eye Diamond. Chalice was no junk rare when it came out, but its price has been on a slow climb for years. They are binder gold.

$7.00

Chrome Mox

Chrome Mox lives up to the Mox name, which hasn't been sullied like the poor Lotuses have. It is a really good, but not busted, accelerant. Chrome Mox was a huge player in Extended, but since that format dried up and Legacy has no love for it, Chrome Mox is worth much less now. It was also reprinted in foil form as a Grand Prix giveaway, so there are thousands of extra copies floating around. If there's a new breakout deck in Legacy that demands the Mox, I'm sure we'll see it go up in price. As it is, the card is an expensive curiosity for most players.

$10.75

Duplicant

Several Mirrodin cards are huge EDH staples, and Dupe is the first. It saw a bit of play in Vintage because it was one of the few cards that could realistically (and brutally) take care of Darksteel Colossus. It comes in now and then in Legacy MUD decks, but it gets its most love in EDH. Duplicant is an expensive kill spell, but it can blank a big monster, remove it from the Recursion Zone, and turn into that same beastie for combat. On top of that, Big Dupes can be Tinkered in, it can be recurred with Goblin Welder, and it can be discarded to Thirst for Knowledge. Overall, a solid but costly card.

$2.50

Extraplanar Lens

Combine with Snow-Covered lands for actual playability!

The Lens is another hit EDH card, acting as a one-sided Mana Flare in monocolored decks. The Lens got a little love in people trying to recreate Monoblack Control decks, but it has always been a casual card at heart. The big trick with Extraplanar Lens to make it really one-sided is to play only Snow-Covered lands. It's a big expense, but if you really want to deny your opponents mana acceleration, it's the best way to do it. I find it interesting that Lens is worth so much, even though it is a singleton card for monocolored decks. Impressive!

$3.50

Gilded Lotus

We are wrapping up our EDH money card streak! Gilded Lotus is absurdly expensive because it is a big EDH staple. If Sol Ring is what you want to do on your first turn, Gilded Lotus is what you want as soon as you get five mana. Gilded Lotus may see other casual play, but its value as a Commander dynamo pushes it up. I was surprised to see that it was worth this much, and I am sure that you can get a deal when people assume that it's still worth two bucks. For a card that was nothing when it came out, Gilded Lotus sure has appreciated in value. Not everything with Lotus in it is so bad, after all!

$8.00

Goblin Charbelcher

The allure of Goblin Charbelcher, at its core, is designing a deck with one or no lands in it. That's precisely what the Eternal deck Belcher does. Whether it is fueled onward by Moxes or Seething Songs, Belcher aims to ramp up to seven mana without relying on lands, just to drop the namesake card and deal a whole lotta pain to the opponent. Presumably, Belcher can be used to pop people for four or five damage, but anyone who saw this card immediately strung it together with Mana Severance or the above technique.

I have traded several Belchers to people who have no intention of land-light shenanigans, but simply thought it was a cool and random card. I'll give them that. Goblin Charbelcher has flavor like few other cards, and I'm glad it has fans who want it just for fun.

$2.00

If this image doesn't make your blood boil, you've never heard the phrase "upkeep, Chant you again?"

Isochron Scepter

Clearly, this is valuable for the Time Walk combo.

[reads card]

Oh, hum. Let's try something else.

While you can't put Time Walk on the Stick, you can definitely put Orim's Chant on it. This spell functions as a Time Walk, since you can kick it when you activate it. This was central to a big Extended strategy that would use lots of counterspells and Scepters, alongside goodies like Lightning Helix and Fire/Ice, to grind down the board until the opponent ragequit or got burned to death. Isochron Scepter is a fun and amusing casual card, because people get so jazzed about putting Counterspell on it. That's a fine approach, but even things like Brainstorm can be cutthroat. Simply put, there isn't really a spell that you would put in a deck that fit the Scepter's requirements that you didn't want to cast each and every time you got the chance.

$4.50

Lightning Greaves

The future of Lightning Greaves as a money uncommon is uncertain. The card has been reprinted at every opportunity, and while I paid $4 for one a few months ago, the price has dropped quite a bit on them now. That's because they are showing up in every preconstructed Commander deck, driving down the desire for the card in casual circles. Lightning Greaves sees little tournament play in Legacy, so the card is mostly effective in EDH circles. With so many new copies coming out, I would not be surprised to see them drop even more.

$2.50

That's it for this week of Mirrodin; join me next week as we take a long look at a game-changing Legendary Artifact, a card that combines hilariously with Lich, and the dominant card after Affinity finally got axed. Until then,

Doug Linn

Commander Release Analysis (Part 1)

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To all my North American readers, Canadian and American alike, I hope you all had a wonderful holiday weekend. Beer probably flowed more freely this weekend, but as long as you were all responsible drinkers I am glad you had a great time!

Thanks everyone for the great feedback I received for my last article. I plan to keep it up by providing you the tools on managing a casual collection that will keep your wallet happy. This week I ask you to join me on a 5 day in-depth look at what the new Commander cards can do for your wallet. I hope you'll continue toĀ keep the feedback flowing through the comments section below!

Some Caveats

The reception of the Commander cards has been resoundingly positive. When the previews started, Twitter and Facebook were rampant with great feedback for the product and cards. This is a very positive indicator for the future potential of the product and the format itself. As I said in my last article, I believe the Commander products will bring existing players, new and old alike, into the format for years to come.

One of the greatest strengths the Commander product has is that it is hands down the best ā€œgame in a boxā€ product Wizards has ever produced. It is simple, elegant, and most importantly easily accessible for new players. In contrast, Archenemy and Planechase made Magic more complicated. Don't get me wrong; they are both great products, perfect for established players looking for a little bit of spice. However, making an already complicated game even more complicated hindered those products abilities'Ā to acquire new customers. The Duel Deck seriesĀ is a little better at providing a ā€œgame in a box,ā€ but they are narrowly one-on-one focused against the open-ended Commander product. The fact that Commander sets are produced and marketed as multiplayer-focused items enables them to be bought in multiples. By their nature, it exposes the product to more players. This multiplayer-focused acquisition web that Wizards has created should work to continually grow the player base, which is pretty much the best thing any gaming community can ask for.

There is still a lot of information about the commander decks to clarify before I talk about specific cards in the set. Here's the break down what we do and don’t know about the product, and how that affects it's financial viability.

1. It is not a limited print run. Aron Forsythe, and other Wizards staff, Ā stated through Twitter that they will be printing more of the decks to meet the demand.

What isn't clear here is how quickly they will be able to meet with demand, and when they will stop printing this product. Will it be evergreen and printed for years to come, or will they meet the current demand for a limited time, similar to how regular sets are produced? What if they create new Commander sets every year?

Regardless of what they choose to do, we can only look to the past and speculate the future. If history is any indicator, Wizards would rather under-produce than over-produce. See Zendikar and Magic 2010 for proof. Both sets were nearly impossible to get for the first few waves. Regardless of the reasons why they were hard to obtain, the fact is they did not produce enough for the initial demand, and only near the end of their life expectancy were they readily available. Hopefully this trend continues for Commander’s lifetime to keep this semi-collectible.

Another consideration is if only one box set becomes popular for singles. The Political Puppets deck is top dog so far, and I doubt they will continue to produce cases if only one or two sets out of every case is selling. You can see this in action figures like Transformers. Some items are packed 1 per box and sell out, but Wal-Mart will not restock until a significant part of the whole box is sold. This could mean great things for the financial value of some cards if only 1-2 sets end up being widely desirable.

2. They are sold at "mass market" stores like Wal-Mart and Target. This means you will be able to find them at their suggested MSRP of $29.99, possibly even cheaper if they go on sale at these mass market stores.

What this could mean is that they may get over-produced due to Wal-Mart selling out multiple times, then asking Wizards for larger reorders each time. Or they could just sell out of one box and the rest could gather dust on the shelves until the end of time. I believe what will really happen is somewhere in between.

I am also pretty sure scalpers will be buying out the best box sets as quickly as they are put on the shelves. The rest of the products will sell out eventually, but Wal-Mart won’t order some outrageous amounts on their reorders like they do with other products in their stores. They have too many shelf warmers as it is and don’t know enough about the product to know any better. So if you are looking to get them from Wal-Mart I would ask around, find out when they get their major shipments in, and when their restocks happen.

3. There is not enough product to meet the initial demand. StarCityGames (SCG) sold through all or almost all of their product, and sales manager Ben Bleiweiss stated they would have ordered five times more if they had been able. They were confident in saying they would have had no trouble selling it all.

Ben is a straight shooter, and is as open with information as he is allowed to be. This shows that even the largest online retailer for Magic is having trouble keeping this product in stock. This obviously does not bode well for your local game store. Ben likens it to the Zendikar shortage, and I really think it will be very similar. From what I have seen with stores around my area as well as talk around the internet forums, most stores are sold out or have very little stock left. Some stores even went as far as limiting the amount of product one customer could purchase. The printer and distribution chain will just not be able to keep up with the initial demand. Eventually, demand will decrease and supply will increase and everything will stabilize, but before then there will be a window where prices of singles and boxed product will be really out of whack.

4. This is the only way to obtain the 51 new cards. They have not stated anything about any of the cards being reprinted in constructed sets.

I do not know the exact print runs of sets, but these cards could end up being some of the rarest, if not the rarest, cards printed in a commercial Magic product. If any one of the cards are Legacy playable it’s price will most certainly go through the roof. Watch out though, the rest of the cards in the respective Commander box set will have their value drained out of them due to all the boxes being cracked for the new hotness. The popular cards viable in Legacy/Overextended/Modern will always trade for a premium.

It will still be cheaper for someone to buy a single they want instead of buying a whole deck. However, most of the sets will be worth more than their MSRP if pieced out entirely, for a few months at least. Don’t think that every card will be worthless because they can just be bought at Wal-Mart for $30. Some people just don’t want to go through the trouble of piecing out each set. [Editor's Note: Or the card is required as a four-of for a deck. You only get one copy in any given deck!]

With all that said there is no doubt in my mind there is plenty to be gained here. Whether you get rid of the cards right away while their prices are high or if you keep a good stock of the staples, you should do well investing in Commander. They will be some of the easiest cards to get rid of at trading tables as no one will have large quantities of them, and everyone will want at least a few of each of the staples.

For my analysis, I mercifully won’t be bringing you an analysis of all the cards because some of them are just casual filler. I want to focus more on the cards that you should know a little more about, as well as all of the new potential Commanders.

(A disclaimer before we move forward: all prices quoted are subject to change. They were all taken at the time of writing the article. Also, Black Lotus Project was not updated with Commander cards as of writing either.)

WHITE

ARCHANGEL OF STRIFE
Box - Heavenly Inferno
SCG - Out of stock $3.99
Apathy House - $4.03

Any Angel is worth a second look in magic, especially big, splashy, unique ones. Archangel of Strife does almost everything casual players would enjoy, so this should be easy to trade away from your set. Don’t worry too much about it gaining tons of value over time.

CELESTIAL FORCE
Box - Counterpunch
SCG - $1.99
AH - $2.18

This card, along with another new card from the Commander set, completes the Naya end of a possible "Force" cycle. Verdant Force does not see as much play anymore because of being outclassed by Mycoloth in most decks, and Dragon Broodmother in decks that can run her, but there is still a nostalgia factor there which helps when players are looking for cards for a 100 card deck. Celestial Force seems underpowered, but when you realize it's every upkeep (not just yours) that you are gaining life it changes the card's power drastically. However, I only think this will be played in life based decks for Felidar Sovereign alternate win conditions. Do not hold onto these as their power is not great enough to make them appealing forever, but if you look hard enough I am sure there are people out there looking for this card.

CRESCENDO OF WAR
Box - Political Puppets
SCG - $1.99
AH - $1.88

I almost left this off this list, but casual players love their mass buff cards. The problem I see with this card is that it doesn't give your creatures a toughness boost. It is very aggressive and get's better over time, but I personally would rather something simpler like Glorious Anthem, Eldrazi Monument if the deck can support it, or Beastmaster Ascension, which is probably better in almost all realistic scenarios. I think people will realize that this is one of the weaker or slower mass buff cards and will eventually fall out of favor. Get rid of these as soon as you can.

MARTYR'S BOND
Box - Political Puppets
SCG - OOS at $4.99
AH - $4.56

This card is pretty nasty in Commander. However, just like Grave Pact, this card puts a huge target on your head so watch out for the reactions people have to you when they drop this card. On the positive side, just like Grave Pact as well, this card will hold it's value for a long time. The only thing hurting this card's value is that it's in Political Puppets, which contains two potential Legacy playable cards. If either proves itself to be a staple, everything in Political Puppets may plummet in price due to boxes being opened and parted out simply for the Legacy cards. Regardless, I still think this card will have decent value for a very long time.

SOUL SNARE
Box - Heavenly Inferno, Counterpunch, Political Puppets
SCG - $1.99
AH - $2.29

This is another possibly legacy card, although it is very limited in its uses. All it does for the format is provide another removal piece for Enchantress decks. I don't see this becoming a high demand card so try to hunt down that Enchantress player you know and sell them the fact that it won't be the easiest card to find in the future.

BLUE

FLUSTERSTORM
Box - Political Puppets
SCG - OOS $19.99
AH - $15.84

This is one of the big cards to come out of Commander. I personally think it is just as good Mindbreak Trap in Legacy, and will see just about the same amount of play. Both cards fill similar roles, but operate slightly different. I also don’t think it should be $20 as it currently is being sold at on SCG, but blue players will pay what they have to if the card is essential to their deck. With Political Puppets holding another possible $20 card, I don’t see Flusterstorm holding it’s price tag. My advice is to trade away Flusterstorm if you can find a buyer at $15-$20.

MINDS AGLOW
Box - Devour for Power
SCG - $2.99
AH - $2.43

I wanted to talk about this card because it introduces a new and Commander-specific mechanic, join forces. This card, as well as the rest of the Bant-aligned join forces spells will be big for "Group Hug" style Commander decks.

If you are not up to date on Commander lingo here is a small crash course: Group Hug decks play spells that benefit everyone most of the time. This helps them set up their win which usually happens later on in the game while the other players are fighting each other because they don’t want to lose out on the benefits of having the Group Hug player around. There are a few other Commander archetypes, but I will talk about those when relevant.

The white and green join forces are good for that archetype as well, but I think the blue version is the most important one. Compare drawing cards against making creatures and getting lands, and drawing cards should win out every time. That being said I don’t see this card holding much value. Group Hug decks are a subset of a subset format so the market will be very small for this and all other join forces cards, except possibly the red one. Trade these away if you can find a buyer.

SPELL CRUMPLE
Box - Mirror Mastery, Political Puppets, Devour for Power
SCG - $0.99
AH - $1.76

This is the other counterspell Commander has brought to the world of Magic. It is pretty much constructed unplayable as there are numerous better options out there, but for Commander it is a whole other type of card. Getting your general Crumpled will be one of the most annoying plays to look forward to in the months to come. For some decks it could be game ending if they rely on their general too much. This should be in every blue Commander deck from now on, and it should hold it’s value or possibly go up a few bucks. Get them as throw ins, then trade them later on once the Commander supply dries up as there isn’t much value you are missing out on at the moment.

Join me tomorrow for our look at black and red. It’s going to be full of scary Demons, even scarier Dragons, and the scariest line of my writing career!

Follow me on Twitter @RyeAbc

Insider: The Hidden Gems of Magic 2012

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Digging through spoiled sets for under-the-radar cards has become something of a ritual for me, and Magic 2012 definitely has some cards that fit the bill. Today I’m going to find some potentially sweet, but currently under hyped, cards from M12 that offer a ton of upside to the savvy trader who’s stocking them.

To clarify that statement, there is a huge amount of cards good traders carry around that offer nearly pure upside, either because they’re inexpensive but in-demand, or because they represent a niche. Cards like Go For the Throat or Archive Trap are not powerhouses and certainly don’t carry a hefty price tag, but you can easily trade these for two or three times what they’re worth if you find the right trade partner.

In recent years, this includes thing like Ball Lightning and Honor of the Pure. Angels and mill cards also fit the bill. Check out the pricetag on Mind Funeral if you don’t believe me.

While some of the cards I’m going to highlight may see substantial price increases after the initial release, it’s more of a list of cards I think offer you a great chance to trade up than a list of the best investments price-wise. Finding the right audience for Swiftfoot Boots will score you a sweet trade, even if the card’s price doesn’t go insane.

With that in mind, let’s begin.

Swiftfoot Boots

These are preselling at $3 on SCG, a price that will likely be correct in a few years, but you should be able to pick these up at a dollar or so in trades at the prerelease. This neo-Lightning Greaves is not as amazing in Commander due to actually having an equip cost, but it’s still a very good card in (at least) that format and chances are you’re going to find players who need one for each of their Commander decks.

Archon of Justice

Since the original is from Eventide, a set that was severely under-opened, this guy could hold down a better price than most reprints. It has seen a small amount of Constructed play, but the Archon really shines in casual and Commander formats where his versatility shines through.

Oblivion Ring

A good trader can never have too many O-rings. The huge amount of versatility makes this card a star in every format it’s legal in. Great trade sweetener to keep on hand.

Timely Reinforcements

If the Red decks are as good as expected post-M12, then this card could possibly see solid sideboard play alongside Kor Firewalker. It offers a non-trivial amount of lifegain and gives you enough tokens to trade with a Goblin Guide or Ember Hauler, netting you a virtual two-for-one (if you believe six life is worth a card from the Red deck).

In metas dominated by red, this can be great trade bait at your local FNM.

Jaces Archivist

Pick these up at a dollar in trading if you can, because I think it will trade easily and the possibility exists for it to be broken, especially with the influx of Graveyard-based cards Innistrad will bring.

Lord of the Unreal

I don’t think there’s going to be a huge demand for this card, and Illusions are obviously not the most popular tribe ever. That said, someone at your local shop is going to make an Illusions deck, and you stand to profit by having the Lords he needs.

*Non-financial aside*

I want to call out Wizards for really punting the design of this card. I get that they want to show off Hexproof and all, but Hexproof is a terrible nonbo (that is, NOT a combo) with Illusions.

From what I understand about the ā€œcasual playerā€ Wizards tries to design for, there are plenty of people who will try to Giant Growth their Hexproofed Illusions. If they're playing with the other Illusions from M12, I don’t think they’ll be very happy when they find out that it actually kills their creatures. What’s wrong with regular old Shroud?

*End aside*

Phantasmal Image

Here’s a card I think is genuinely underpriced. It’s got such a powerful effect that I think the drawback is worth it, especially when you consider that most of the things in Standard that target it (outside of Inferno Titan) would kill it anyway. I can definitely see this finding a home in a Bant Birthing Pod deck.

Smallpox

This card is insane, and is likely only going to get better in a graveyard-centric Standard after the release of Innistrad. Pick it up from people who dismiss it as an Uncommon.

Vengeful Pharaoh

Speaking of cards that combo with Smallpox, this is actually quite the engine when used with Smallpox. I just see too many ways for this card to be good in the next year to not pick them up now for a dollar.

Goblin Grenade

Pick these up from the ā€œit’s only an uncommonā€ crowd. Goblins is going to be a real deck and this card is insane in it.

Hunter's Insight

Another Uncommon that provides an insane amount of value with Hexproof creatures. Pick these up if you can, because they will either rise in price in the next year or at the very least be easily tradable.

Quicksilver Amulet

Another casual/EDH favorite. These shouldn’t be too difficult to pick up as bulk rares and trade them off for great value down the road.

Solemn Simulacrum

Unfortunately you’re unlikely to find many people undervaluing this card, but after the initial price drop this is going to easily hold its value over time. Not only is it likely going to be very playable in Standard (at least in Pod decks), but it’s obviously a casual and EDH favorite.

Buried Ruin

I wouldn’t go crazy trying to get these, but make sure to keep any you pull in your binder, as there’s a ton of different decks and formats where these will be good trade bait.

We should have the full spoiler by this time next week, and I’ll update then if there are any more cards fit for this list. Until then, keep these cards in mind when you’re trying to fill in gaps in your trades at the prerelease. All these cards give you the potential to turn them into solid trade-ups.

Prediction Tracker

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I’ll be back next week with a progress report on the Prediction Tracker to date and hopefully some more saucy new cards to look for at the Prerelease.

Thanks,

Corbin Hosler

@Chosler88 on Twitter

Spiking the Social Contract

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Today we're going to explore how to win in casual multiplayer Commander without violating the format's social conventions or impeding upon anyone's fun. It's a little bit different than you might think!

First things first: multiplayer strategy is a completely different beast from its two-player counterpart. While in a duel the other player is nothing but your enemy, doing all they can to stand in your way; in multiplayer the other players can be your allies as easily as your foes. That isn't to say that you can't play multiplayer Commander like an all out fight. Most people play Commander fairly casually, so if you built your deck to be a powerhouse you could often just take out the whole table.

But that isn't what they came for, and if that's what you came for you should probably find a more competitive playgroup or start playing a tournament format. Your playgroup has probably come hoping for, and expecting, a long game with a lot of back and forth, during which everyone gets to make an impact.

So don't be a jerk.

You want to win (because let's face it, winning is fun) but not at the expense of everyone's good time. I'm going to tell you how to win in multiplayer Commander while adhering to the format's spirit.

Powering Down

Coming out of tournament Magic, the easiest method might seem to be just building a powerful deck and running the best cards in your colors with an established commander in an effort to be the strongest one at the table. This is counterproductive. While coming out of the gates strong will put you ahead in a duel, in Commander it will only make you the most threatening player. You'll soon get ganged up upon. Most people either are quick to jump on whomever they perceive to be the biggest threat, or want to sit back and wait. Either way will work fine for us because we plan to do the latter, but much more effectively than the other players at the table.

If people are going to go after the player who they initially perceive as a threat, we need to mitigate two factors. The biggest red flag proclaiming ā€˜I am the number one threat' is playing a top tier commander. Many players know that Zur the Enchanter and Azami, Lady of Scrolls spell trouble, and if they don'tyou can be sure that your other opponents will be only too happy to inform them. But even taking a more innocuous option, such as Gwafa Hazid, Profiteer, won't save you from the table's ire when your first turn involves Sol Ring into Mind Stone into Sensei's Divining Top. Thus, in order not to be the table's first target, we need both to run commanders who can fly under the radar and to play conservatively.

As tempting as it may be to drop an early Consecrated Sphinx it will draw a lot of unwanted attention to you, and might actually put you further behind. But you can't just hold back everything: quite a few people know that sitting back and letting others fight it out will get you ahead, so if they see you holding all of your cards they might get suspicious. Thus, we need to be casting spells, just not ones that anyone feels threatened by.

So now we can make sure to survive the early and mid-game by being non-threatening, but when we get into the late game, even if other players are killed off first, we're not going to be able to compete with the remaining players if we play a deck full of weak spells. So don't do that. Both our spells and our commander only need to appear weak, but it's a rare card indeed that appears weak while being singularly powerful (and undiscovered by the rest of the playgroup). So we need to depend on synergy. With an overarching, synergistic theme to our deck we can deploy "weak" role-players throughout the mid-game to avoid looking problematic, yet still ready ourselves to compete at the game's end.

Kick it up a Notch

Usually, this sort of gambit would only work once. The next time we play, if we're with any of the same people, they'll know our deck isn't worthless. They will put us under some direct pressure or, in the late game, may turn all of the surviving players against us. But that's okay because we've been preparing during early and mid-game. We're going to take on the whole table.

You know all of those good cards that you see people playing? Genesis? Woodfall Primus? Future Sight? Those cards will put you ahead. They give you a recurring advantage in order to grind out the game over tens of turns. They require a lot of time to work as they paint a target on your forehead.

In order to win, we need cards, or combinations of cards, that over the course of only a couple of turns will put us so far ahead that we can fight the rest of the table and come out on top. The most obvious place to look is straight-up card advantage. Consecrated Sphinx, Necropotence, and Damia, Sage of Stone are incredible because they let you out-spell every other player put together; but these don't work in a vacuum.

The secret is, while you might have more cards than the other three players they have three times as much mana. Your cards do no good when you can't cast them all. The best way to win in Commander is to out-mana your competition. In casual groups that are light on land destruction, a combination of Cabal Coffers, Vesuva, Deserted Temple, and, if you aren't mono black, Urborg, Tomb of Yawgmoth is the most effective means of doing so.

Boards also get wiped in Commander.

A lot.

The only things left standing are the lands. This isn't to say that non-black decks can't win with this strategy; they're just more fragile. Mirari's Wake, Mana Reflection, and Vernal Bloom give you the potential to take on the table, but they rely on Counterspells or luck to dodge the hate. On the other hand, less explosive but more stable ramp, such as Seedguide Ash, Explosive Vegetation, and Temple of the False God, can still add up to give you potential if not assuring you to come out on top. Meanwhile, Primeval Titan and Oracle of Mul Daya straddle the line allowing you to pull far ahead without endangering you mana base. Mana rocks like Boros Signet are a bit faster than land-based ramp, and may be necessary if you don't have enough basic lands in your green deck (or if you aren't playing green). Regardless of the type of acceleration you prefer, a successful deck will most likely incorporate multiple options because unless you have Coffers, you don't really want to spend your time and tutors finding ramp.

Going Big

Alright, so we have our mana in order, and Consecrated Sphinx or Necropotence are good right? So why is that the case, and what other cards can fill this role? We're looking for what I'll classify as an ā€˜unbeatable play.' This is a play that, given sufficient mana, will actually be what tilts the scales so that the rest of the table simply can't win.

The most straightforward, and the only one we've covered thus far is to draw a lot of cards. When you have 20 or more mana, you should get some stuff which together will overpower the opposing board presence. Praetor's Counsel, Blue Sun's Zenith, Stroke of Genius and friends also fall into this category. Genesis Wave holds a position of distinction: it's effectively a Mind Spring for about seventy-five percent of X stapled to a 15-40 mana ritual.

The second option is to cast a spell which given adequate mana will actually win by itself. Emrakul, the Aeons Torn was banned in part for being unfun in this role, leaving people alive but resourceless. Other spells in this category include Exsanguinate, Blightsteel Colossus, and Insurrection (a combo would also fill this role, but as they are generally frowned upon I've excluded mention here).

You Won the Pre-Game

Our plan for victory is to lay low early on, so our first few plays aren't too important, but rather just help set up for a singularly powerful end-game. I already talked about the implications this has for our early game play (hold the Sol Ring), but there are greater implications even before we start the game! As Conley Woods taught us in this article, when playing bomb heavy formats one-on-one we'd rather be mana screwed than flooded because at least that way if we do draw lands we have action rather than drawing possibly irrelevant spells.

Even though Commander is the epitome of a bomb heavy format, the opposite is actually true here. Except in the case of ramp, tutors, or the one or two strongest cards in your deck, mulligan away all of your non-lands until you have at least four ways to make mana. Yes, you will get flooded. You're welcome. As I covered in Part Way to Paris, you want to flood out because it makes you less threatening, ensures you have mana for the late game, and isn't as devastating as in other formats because you always have your chosen commander to cast. Moreover, by ensuring yourself a greater density of lands early on you can skimp a little bit on your mana base and run a land or two less than you might otherwise. While this isn't that big of an edge, improving your chance to top deck in the late game is a nice bonus. Just be careful not to take this strategy too far: people might choose to attack you out of spite in the next game after your fifth consecutive win.

That's it for this week. I'd love to hear your thoughts in the comments below, on twitter, or over email!

Jules Robins
julesdrobins@gmail.com
@JulesRobins on Twitter

The Best Four Days in Gaming Giveaway

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Alright, so we've given away some pretty grand prizes before here at Quiet Speculation. From the most recent one (an Event Deck) to the epic 'Second Chance at a Prerelease' giveaway, we've prided ourselves on having fun and giving something back to the community and our readers. But now we're about to raise the bar yet again. Before we go any further, ask yourself this: do I deserve a vacation?

If so, pop open your calendar and mark the following dates down: August 4, 5, 6, and 7. Because the winner of the Best Four Days in Gaming Giveaway will be arriving in style at this year's Gen Con in sunny Indianapolis, Indiana.

How you get there, by plane, train, car, or sticking out your thumb on the side of the interstate, is entirely up to you. What we will guarantee is that once you're there you're in for 96 hours of nonstop fun and adventure, and we'll do everything we can to help with the package we've assembled for just that very purpose. The winner will receive the following:

2 GenCon 4-Day Badges


This is the first thing you'll need: a way to get in the front door without having to pay for the privilege. With record attendance just last year, you'll have no shortage of things to see, people to meet, and games to discover. With a second badge, you can bring your spouse, partner, significant other, or a friend!Ā And while you're there, why not do something else:

1 Heavenly Inferno Commander Deck

One of the great things about the Commander format is its social aspect. So why not get to know some folks, break out a new Commander deck, and sling some cards? We'll be throwing in a copy of Heavenly Inferno, the white-black-red deck packed with Angels, Demons, and Dragons. Don't forget your dice, or something altogether better:

A Custom QS mtgPad

A custom, durable spiral-bound Commander life pad!

Thanks to the fine folk over at MTGpad.com, as featured on Monday Night Magic, you'll have your own life pad to keep track of the all the games you'll be playing. Let the other guy worry about chasing down the bouncing die after a bump from a passer-by sends it caroming across the floor. But four days is a long time! Perhaps there's something to keep you fresh and merry along the way?

Wear this at GenCon!

A Quiet Speculation T-shirt!

Whether you're into card trades, free trade, rough trade, or no trade, you'll be glad to have a spare shirt after walking past that 3 AM LARP'ing group and their glitter bombs, catching an errant magic missile in the chest.


This sounds awesome! Now how do I win?

Everyone loves a story, and we're no different. We want to hear your worst best bad-beats story playing EDH/Commander.

  • That time you were only the verge of victory, only to fall prey to...
  • That time things were going your way until your erstwhile ally cast...
  • Or when you had the game right where you wanted it, if only you drew a creature, but instead you revealed...

Share any timeĀ things came crashing down around you, in the comments below. Commiserate! Leave us your most agony-inducing tale of a good game gone wrong. But if like many of us and you're new to Commander, don't worry! We'll happily accept stories of brutal beatings sustained at the big tournament, FNM, or kitchen table featuring your 60-card creation!

In short, we want to hear a soul-crushing tale of woe, then give that unfortunate soul a shot at redemption and healing with the "Best Four Days in Gaming!"

When I say we, what I actually mean is our glittering panel of celebrity judges; a few fellows who know a thing or two about heartbreak at the Commander table. Allow me to indroduce, in alphabetical order, the judges:

Carlos Gutierrez

Carlos Gutierrez

You may not recognize his face, but if you've ever listened to CommanderCast you'll surely know his voice! As part of the premier Commander-themed podcast, Carlos brings his own particular insight into the format he loves. He also writes about Commander here on Quiet Speculation!

Jack LaCroix

Another familiar voice, Jack lends his own brand of humour and down-South wisdom on Monday Night Magic and ManaScrewed. His Commander-based love affair with [card Sharuum the Hegemon]Sharuum[/card] might border on the unhealthy, but Jack always has something interesting to say.

Sheldon Menery

Sheldon Menery

As " The Godfather of Commander," Sheldon needs little introduction. From shepherding the format during its early days in Anchorage, Alaska to its present-day incarnation as an officially supported Wizards of the Coast format (and a longstanding member of the Rules Committee to boot), Sheldon has been instrumental in the success of the format. Oh, he's also a Level 5 DCI judge, and writes for a little website called StarCityGames.

Robby Rothe

Robby Rothe

Robby is one of Commander's most visible personalities, running both the MTG Color Pie as well as 99 EDH Problems blogs. Combining the oft-elusive qualitires of strong writing with keen insight, Robby's long experience with Magic ensures he'll know a good bad-beats story when he hears one!

Neale Talbot

Neale Talbot

Many a poor orphan has met their untimely end in helping Neale give away free Magic goodies on Twitter, but few wouldn't argue that they died for a worthy cause! The man behind wrongwaygoback, and featured writer here on Quiet Speculation, Neale is one of the format's wittiest voices today.

So there you have it, five judges standing by to award one lucky reader an incredible gaming experience at GenCon Indy. All you have to do to enter is tell us your own Commander or general Magic gaming tragedy!

The contest closes at 12 AM midnight (EST) on Thursday, July 7, 2011. Each judge will then select their nomination, those entries will go into a hat, and a Grand Prize winner will then be selected at random. We'll announce the winner here on Quiet Speculation, then they'll be on their way to the Best Four Days in Gaming!

Good luck to everyone!

(We enabled an enhanced commenting page to track emails so we can notify winners. If you previously posted, do not fear! Your post does not appear, but it is not lost, and the judges will consider it even if you do not repost it).

Jay Kirkman

Jay Kirkman started playing Magic: the Gathering during Alpha, and despite some significant pauses his love for the game is as strong as ever. His area of focus is in the preconstructed products, and he runs the review weblog Ertai's Lament. He favours Grixis, is addicted to discard, and lives in Frankfort, Kentucky with his wife, stepkids and brand new son (and future Pro Tour stalwart) Liam.

View More By Jay Kirkman

Posted in Free, TimmyTagged , , 15 Comments on The Best Four Days in Gaming Giveaway

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Will Naya Birthing Pod Blend?

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While I'm sure the Blendtec Total Blenderā„¢ can handle a bit of card stock, we can all agree that the Pod can outperform that thing. If you haven't taken a good look at the picture, you should. A buddy of mine picked up one of those large prints of it at Grand Prix: Kansas City, and it looks awesome.

Anyway! Onto the real reason you're here. A Birthing Pod deck? Can it be so? Yes my friends, and it is as glorious and utility-filled as all of your little dreams had hoped! Twice now my Houston playgroup has had somebody run this list in a PTQ to Top 8 contention, to lose in the last round of Swiss (the second time being at GP Kansas City, with much, much liquor involved). Here's the list that was used:

Untitled Deck

maindeck

4 Breeding Pod
1 Batterskull
1 Basilisk Collar
4 Birds of Paradise
1 Hex Parasite
4 Viridian Emissary
2 Spellskite
1 Stoneforge Mystic
2 Cunning Sparkmage
2 Viridian Corrupter
1 Tuk-tuk the Explorer
2 Phyrexian Metamorph
2 Tormentor Exarch
2 Obstinate Baloth
2 Acidic Slime
2 Baneslayer Angel
1 Primeval Titan
1 Inferno Titan
1 Wurmcoil Engine
1 Elesh Norn, Grand Cenobyte
4 Copperline Gorge
4 Razorverge Thicket
1 Raging Ravine
1 Stirring Wildwood
2 Tectonic Edge
1 Inkmoth Nexus
2 Misty Rainforest
4 Forest
2 Plains
2 Mountain

Sideboard

4 Combust
3 Divine Offering
2 Spellskite
1 Urabrask the Hidden
1 Hex Parasite
1 Manic Vandal
1 Razor Hippogryph
1 Kor Firewalker
1 Wall of Tanglecord

As a quick note to start, the little Stoneforge Mystic package in the deck is not crucial whatsoever. The Batterskull is mostly a life-gain tool or a way to strap up a Viridian Corrupter and randomly infect somebody out. When you win with this deck, its typically after leveling a creature into an Inferno Titan or Elesh Norn, Grand Cenobyte and just steamrolling into the red zone. So fear not that Stoneforge is being banned!

For example you could now cut...

for

Substituting one 2-drop creature for another utility one, and simply adding another Basilisk Collar to naturally draw into it.

Generally if the Birthing Pod resolves against an opponent, you'll have no difficulty winning. Getting even one or two activations out of it just puts you miles ahead in tempo, and even if the Pod is dealt with your creatures themselves can hold the ground and play like a typical Naya midrange deck.

Both the Maindeck and Sideboard of this Birthing Pod deck are tuned against the Exarch/Twin combo, as it is already the most rampant deck in the format and will only become even more popular with the banning of Jace and Stoneforge. 2 Maindeck Spellskites and an Elesh Norn stem the combo for a time, and the sideboard Combusts are just a beating for them. I've never seen a person lose to the Exarch combo with a Combust in hand.

Card Choices:

This being a deck full of utility creatures, it would only be proper that I run down the reasons certain creatures made the cut. Obviously this list has a plethora of artifact hate which might change after the Caw Blade bannings, but we'll see.

Hex Parasite: This guy has been looking for a home for quite a while now, and he's just great as a one-of. I've even had scenarios where I've used Birthing Pod to level a Tuk-Tuk token or a Stirring Wildwood into the little bug to snipe a Jace on 2 or something. He's quite the beating.

Viridian Emissary: This guy perfectly fills out the 2-drop slot and combos well with the pod or just as a blocker/beater early on. Fixing your mana in this 3-color deck and ramping into actually casting your 5-7 drops is pretty crucial.

Spellskite: Maindeck hate for Splinter Twin and can even be used to re-direct artifact destruction from your Birthing Pod to the Spellskite.

Cunning Sparkmage: Besides the obvious ability to assemble Exod - the Sparkmage Collar combo - he's just great in the current meta, pinging off un-equipped Squadron Hawks, tickling planeswalkers, killing Phyrexian Revokers, etc.

Viridian Corrupter: It was either Corrupter or Manic Vandal, and we felt like the ability to block with an infect creature or to randomly kill them with it was worth the substitution. Other than that it's another piece of artifact hate on the step up the CMC ladder.

Tuk-Tuk the Explorer: Oooh. Now what is a little 1/1 Goblin doing in he - oh wait nevermind he's a 5/5.

Phyrexian Metamorph: Just a very well-rounded 4-drop. This guy is crazy, I've always loved Clone in casual formats and combining him with Copy Artifact and making him a 3-drop is just yummy. =) This guy can either copy your own utility creatures like Acidic Slime (ooh, saucy) or just copy a Birthing Pod for accelerated stomping.

Tormentor Exarch: Now this guy is an interesting add. Even I had to be convinced of him for a while. Think about it like this though. When you go Turn 1 Birds of Paradise, Turn 2 Birthing Pod, and they go Turn 1 Land, Turn 2 Stoneforge Mystic, then you follow that up by Tormentor Exarch-ing their Stoneforge Mystic, how great of a play is that? If they want to drop that sword, it's going to be hard-casted next turn into your Acidic Slime leveling. If they grabbed a Batterskull, better wait till turn 5!

Not to mention a little bit of a rogue-factor on top of a rogue deck never hurt anybody šŸ˜‰

Obstinate Baloth: Just another 4-drop to fill out the CMC slot that serves its purpose. Sometimes you need that extra life and a bulky dude.

Acidic Slime: My favorite creature. This guy is the Slap Chopā„¢ Nuts.

Baneslayer Angel: While she may be out-classed by Titans in decks that play fair, this deck certainly doesn't play fair. Dropping or leveling into her on Turn 4, following her up with a Metamorph or an Elesh Norn, she's a quality creature, an aggro-hoser, and those pesky hawks need a War and Peace to get through her.

Primeval Titan: When Inferno Titan isn't the go-to answer, or when you simply need mana fixing, etc, this guy is ready to stomp the yard and bring out all sorts of fun lands.

Inferno Titan: He's so hot. šŸ˜‰

Wurmcoil Engine: Want the express train to value town? Sac a Wurmcoil Engine to a Birthing Pod for an Elesh Norn. Mmmm.

And of course, Elesh Norn: Any deck that has creatures in them, even Exarch, will put on a sad panda face for this guy. Not to mention this makes your Birds of Paradise into a Hitchcock movie. Basically, he likes it when you call him Big Papa.

Sideboard:

The Divine Offerings are an obvious include, and extra Spellskites are nice, but once you get past the extra Hex Parasite, the Manic Vandal, and the 4x Combust which is plainly incredible against Exarch Twin, we have an interesting suite of 1-ofs.

Urabrask the Hidden: A pre-emptive creature-form hoser for Splinter Twin, similar to Spellskite in the sense that they can't go off with it in play, but also provides a bit of a boost to your clock.

Razor Hippogryph: Your Birthing Pod gets countered/destroyed? You have a Metamorph or Wurmcoil in the graveyard you've sacrificed? Get it back, you card advantage devil, you!

Kor Firewalker: It's so fun turning a Birds of Paradise into a Kor Firewalker against Mono Red. =) and while it's obviously not the 1-card hoser that it used to be before Pat Sully slapped everybody upside the head, it's a nice little stall until you start pulling out your Obstinate Baloths and Baneslayer Angels.

Wall of Tanglecord: Blocks. Hawks. All. Day. ALL DAY. (Well, not the Nighthawks)

After the success of this deck at recent PTQs I decided to grind out some matches on Magic Online to cover in this article, and I'm almost positive now that I'll be running this deck in the PTQ in Katy, TX this coming weekend (at the time this article is being written).

Playing the Deck:

Generally the goal with this deck is to safely run out your Birthing Pod, and safely is a pretty lax term for a deck with this much rogue factor. Simply don't run the Pod out into a Caw-Blade deck with no Turn 2 play, and don't make it your only game plan when looking at an opening hand. Otherwise, if it resolves, go crazy. The idea is to pay as much life as you safely can, because it gains you tempo. Paying 3 for the pod, 1 per activation, 3 per metamorph – it just gets you so far ahead that they can't even attain a position that threatens your lessening life total. Just get a respectable amount of value as you level up your creatures, and don't invest all of your pod activations into one cycle of guys. Play more from your hand, level the utility guys that have done their job already – don't make your opponent's removal a Time Stretch.

In testing with this deck we've found that it has a stellar Caw Blade matchup due to all of the maindeck hate. The matchup against Exarch Twin decks varies. If it's plain U/R, the matchup is pretty heavily in their favor until sideboard, when it evens out to 50/50. If they're U/B/R, then your chances go up, due to their lack of consistent counter-magic and digging. As for other matchups, RUG, Valakut, Mono Red, and U/B are all fine, with the Tezzeret decks giving it a bit of a rough time (though nobody really plays that deck anymore).

Match 1: Mono Black Control

Game 1: I figured the best way to beat this opponent was to fish out a Spellskite to protect my Baneslayer Angel and the nonce. If an Obliterator ever stuck the field I would either have to race it or try to assemble the Sparkcollar combo and just sacrifice a land. The game proceeded much according to that idea. He came out the gates with a Turn 1 Despise taking my Birds of Paradise, but I drew one on my next turn. As I went Birds into Birthing Pod into Metamorph on Pod, he went Sign in Blood, Gatekeeper, Lashwrithe. Dropping a Tuk-Tuk the Explorer from my hand and double-activating Birthing Pods to level it into an Acidic Slime on his equipment put me far ahead, and he didn't have much gas left.

Sideboarding: -2 Obstinate Baloth, -1 Hex Parasite, + 2 Spellskite, + 1 Wall of Tanglecord. (I brought in the Wall to block Obliterator, and the Spellskites for removal protection.)

Game 2: He again leads with a Turn 1 discard spell, this time Inquisition, and he takes my Birds of Paradise. I drop a Turn 2 Viridian Emissary and he kicks a Gatekeeper of Malakir on me, which I suppose makes sense if he has more Edict effects in hand. I untap and play my 4th land, dropping a Tuk-Tuk the Explorer and another Birds. We both do a little draw-go until he finds his 4th land and drops an Obliterator. I find my Birthing Pod the next turn and make my Birds into a Wall of Tanglecord, but his next turn he plays Lashwrithe and equips it for 4 life, crashing in for 9. I draw another land, and decide to activate Pod to level Tuk-Tuk into a Metamorph, copying his Obliterator, then dropping a Viridian Corrupter to destroy the equipment. Surprisingly he swings in to my clone, and he sacrifices his Gatekeeper, a Hexmage, and 3 Swamps. I doubt he thought that one through very much because he conceded after. Oh well.

Note: I played this same person 3 more times that night, and the matches went similarly poor for the MBC deck, though he did get me one game.

Match 2: RUG

Game 1: I hadn't seen this deck in quite a while on Magic Online so for some reason I thought the Turn 1 Halimar Depths put him on Pyromancer Ascension. Silly me. He gets a pretty fast start with a Turn 2 Cobra, Turn 3 Misty Rainforest into Precursor Golem. I'm able to keep pace with a Turn 1 Birds, Turn 2 Pod, Turn 3 Phyrexian Metamorph paying 2 life, copying his Precursor Golem, then paying 2 more life to Birthing Pod the clone into an Inferno Titan, deciding to kill his Cobra over equalizing the amount of golems. When I play another Metamorph the next turn copying my Inferno Titan, then level it into Elesh Norn, then attack and kill all 3 golems with 1 Inferno Titan Arc Lightning, he dies quite horribly.

Sideboarding: +1 Hex Parasite, +1 Razor Hippogryph, +2 Spellskite, -2 Viridian Corrupter, -2 Obstinate Baloth. (I figured I'd bring in the Spellskites because Jace bouncing the Pod creatures is pretty annoying, and the Razor Hippogryph because RUG usually has Acidic Slime, or at least can counter my pods)

Game 2: He leaves up 2 mana on Turn 2, following my Turn 1 Birds of Paradise, so I hold off on the pod and just drop another Birds. His next turn he drops his Lotus Cobra, plays a Misty Rainforest, Preordains, then surprisingly drops a Phyrexian Revoker naming Birthing Pod. That one was quite a surprise, but thankfully I had a Sparkmage in hand to just untap and gun down his guys, choosing his Cobra first. My next turn I pick off the Revoker and drop a Birthing Pod into his obvious Mana Leak, paying the 3 mana and drawing out a second mana leak. Drat! Oh well, his next turn he plays a Jace and does a bit of Brainstorming, so I untap, Sparkmage pings Jace, then I drop a second pod, level the Sparkmage into a Tormentor Exarch, pumping a Birds of Paradise, and hit Jace for the last 2. He drops a Garruk the next turn but after I Metamorph my pod and start going crazy he just concedes.

Match 3: U/R Twin

Game 1: I don't have the Turn 1 Birds of Paradise, and when I stick a Turn 3 Birthing Pod in the hopes over leveling the Hex Parasite in my hand into a Spellskite, he dashes my hopes by EoT Exarching me, untapping, and crushing my delicate face.

Sideboarding: +4 Combust, +2 Spellskite, +1 Urabrask the Hidden, +1 Hex Parasite, -2 Obstinate Baloth, -2 Baneslayer Angel, -2 Viridian Corrupter, -2 Tormentor Exarch
(I decided to bring in the Hex Parasite just to have another 1-drop to Pod into a Spellskite)

Game 2: I manage to Turn 1 Hex Parasite, Turn 2 Spellskite, Turn 3 Birthing Pod, into Turn 4 level parasite into Spellskite, play a third Spellskite, all with no counter-magic responses, while my opponent plays lands and cantrips. Eventually he drops a Consecrated Sphinx, which I Metamorph. I elect to not allow us to draw infinitely, as I had 1 Combust in hand and 3 Spellskites in play, and instead just swing into his Sphinx, then level my Sphinx into an Elesh Norn post combat to finish his off. Two turns of swinging with 2/6 Spellskites and Elesh Norn and he's dead.

Game 3: This one wasn't too exciting. I thought I was in for a quick loss when he Mana Leaks my Turn 2 Birthing Pod, then Mana Leaks my Turn 3 Spellskite. He even had the Exarch at the end of the next turn, but I noticed he had 0 red sources in play. He had apparently kept a hand with 0 red sources and 0 digging effects, and the only resistance he put up was 2 Deceiver Exarchs and an Inferno Titan.

After a night of grinding with the deck I think I'd like to take out a bit of the Caw hate and add a bit more versatility like extra Slimes, Revokers, etc, but this is the version that we're running with for now. We have a whole mess of PTQs and such to battle through, and the final version will certainly merit another article, complete with a tournament report. I hope you've enjoyed my first write-up for QS, and hope you'll be out there stomping people with Limited cards like Razor Hippogryph and Tormentor Exarch! =)

-Richard Wirth

ā€œRichardā€ on MTGO

Overextending Into M12

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I really dislike the set release schedule Wizards is following. It seems the the last set of a block really gets screwed, and then overshadowed by the new Core Set. This impacts drafters and, in turn, traders in ways that can be mitigated. Constructed players that don’t draft much, don’t realize that many of the singles they buy or trade for, are being pushed into the marketplace by packs being cracked at limited events. When a set first drops, there are certainly some number of people who are busting open cases, but after that initial rush, the product is cracked in limited events worldwide. The third set in the block gets shafted here. Not only does it appear as only a single pack in a draft, but the draft format changes to Core Set after only 2 months. For these 60 days, New Phyrexia is cracked at the snails pace of one pack per drafter, and for the shortest lived limited season of the year. This means the bottom is near for many of the staples of the set, and you need to make sure you’ve got what you need for the next season, before a card starts creeping back up.

New Phyrexia Wrap-up
Dismember is one that I’ve been hoarding as much as possible. I heard this week from someone that they’ve reached as much as 4 tickets on MTGO. Once this set is not opened as much, we’ll see this card become the Path to Exile of years past. Trade, buy, hoard. I think Despise fits in this same category, it just won’t truly shine until after rotation. Most of the desirable rares and mythics should already be on your radar, but be sure to get at least your set of the key cards for standard before the M12 release in a couple weeks.

Magic 2012
The M12 spoilers are coming along swiftly now, and we can begin to speculate on what cards will have value, but also what cards from Scars block gain value. We’re still missing confirmation on the new Chandra and Garruk [Editors Note: This article was written before Mike Flores Debuted Chandra, the Firebrand. Discuss it in the forums!], and those are likely to shape what Green decks will look like in the future. When Valakut rotates, will a ramp deck still be viable? If so, Valakut players will naturally shift to it, so they can continue to play their [cardPrimeval Titan[/card]s. If not, expect cards like Thrun to shoot up quickly. He’s been on my watch list for quite some time, but if ramp is not a viable strategy, green will go back to what we’ve seen in the past. Mid-range beats. There won’t be a 3-color manabase available, unless Innistrad brings in some goodies, so either G/R or G/W are the options that fit the dual lands from both Scars and M11/M12. Thrun is likely to gain the most here. It’s also no question to me that the newly spoiled Skinshifter will likely play a role in such a deck. The little green shapeshifter is already sold-out at $4 on Star City, and will likely be selling for 5-6 bucks out the gate. Unfortunately, not many of the cards spoiled thus far seem to be at a value worth pre-ordering. Keep in mind, that Oblivion Ring is now confirmed, so I wouldn’t be shelling out $35 for the new Jace, even though I think he’ll be a powerful ā€˜walker.

There is one exception. I think the Sphinx of Uthuun is likely a good investment. It currently sits at $2 pre-order on Starcitygames.com. Everyone here at QS, including myself, has been speculating on the value of Consecrated Sphinx shooting up over the next season. While going from 6->7 mana is certainly a non-trivial issue, this guy does provide some pretty unreal value. In case you haven’t seen the card yet:

Sphinx of Uthuun
Creature- Sphinx
Flying
When Sphinx of Uthuun enters the battlefield, reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other one into your graveyard.
5 /6

Yeah, that’s Fact or Fiction attached to a huge beatstick. If you thought doubling your opponents draws with Consecrated Sphinx was card advantage, this is unreal. Not only do you get the ability immediately, you do get a slightly bigger body attached as well. I think this guy will be played along side the consecrated sphinx, reducing the number played in most decks. I’m picking up a set of 4 of these on pre-order because I’m not willing to go all-in on a 7-drop. This guy would shine in a more traditional counter-heavy control deck, and with the reprinting of Mana Leak, that’s not an unrealistic leap. He also would pair well with Venser to net you a Fact or Fiction every turn. There was once a time when resolving a Fact or Fiction meant game over, and while you can’t cast this guy at the end of turn, digging 5 cards deep is nothing to scoff at. It’s unlikely he’s going to be a 4-of in any deck, so I don’t expect him to get above $5, but I equate him to the [card]Sphinx of Lost Truths[card] with more power, and less flexibility.

Over the next weeks, we’ll be digging at the Standard metagame more, to figure out what to target at the Pre-release and release events.

Over-Extended
Normally, over-extending in Magic is not a good thing, but I’ve found it to be untrue. Recently, I’ve been testing the Over-extended format for the global ā€œgame dayā€ this weekend. If this format picks up speed, cards like Shock-lands are really going to be in demand, as well as already inflated legacy cards like Dark Confidant, Tarmogoyf, Sword of Fire and Ice and many more. If you’re interested in this format, I’d invest in the cards that overlap with this format and the Modern format. Both formats are in their infancy, and any pickup is certainly at a risk that either the format changes, engines are banned, or it never comes to exist. It does seem that the community is behind a new ā€œeternal-liteā€ format, at least more so than current Extended, so I wouldn’t be surprised if we see major events scheduled for later this year morphing into a new format. Some key cards that will appear in both formats are the infamous Stoneforge Mystic and Jace the Mindsculptor, waiting until these cards bottom out to pick up your set is a wise move. I strongly suggest doing so.

Go out, get your last drafts in of the Scars block, and start dealing away your Zendikar stuff you haven’t ditched yet. You’ll be sorry in October when no one has Dismembers, Koths, Vensers or even Argent Sphinxes to trade you.

Out with the Old, in with the New

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The Old

Wizards did the right thing - they made the hard decision and banned what needed to be banned to keep the format from continuing in its stagnation around a single deck. Caw-Blade was the best deck by miles, and with the printing of Batterskull, its weakness to fast monored decks was all but removed.

Check out the data collected by William Spaniel on TCGPlayer. After New Phyrexia, Caw-Blade had a positive matchup against everything save Darkblade, and literally never put up a losing record on Magic Online. (Note: I typically co-write the Metagame Trends series over there.)

If you still don't think that a ban was warranted after looking at that data, then you don't understand what it takes to make a format healthy.

Unfortunately, there was a gap between the ban announcement and the time the ban takes effect. Even more awkwardly, the ban takes effect mere weeks before Magic 2012 becomes legal, so there's a Standard format which exists for two weeks.

Anyway, this weekend was the last set of events which had to suffer beneath the heel of Caw-Blade. I went to a PTQ in Nashville, and shuffled up Darkblade with 3 Phyrexian Metamorph stuffed into the maindeck. This was insanely good. Metamorph is basically a Demonic Tutor that actually casts the card you're looking for. The only catch is it can't get Jace, but that's hardly a complaint - it can achieve Stoneforge Mystic or Batterskull parity, it can get you 3 Squadron Hawks and chain to get all 4, it can turn itself into a Sun Titan or Emeria Angel to neutralize whatever your opponent thought to break the mirror with, etc. It's even insane in other matchups - I killed a Valakut player by casting two Metamorphs on the same turn copying his Inferno Titan to kill it and win the following turn. I even saved my skin by copying Ember Hauler against a monored player!

I wasn't the only person to find this innovation, either - there was a Twinblade player who was running 2 Metamorphs, and I'm fairly sure that if the broken metagame had been allowed to continue, Metamorph would have been an increasingly popular card for the Caw mirror.

The New

The intermediate 2-week format is basically irrelevant. The second of the two weeks is prerelease weekend. In the US, the only notable events in the new format before M12 comes out are PTQs in Charlestown MA, Jacksonville AR, and Columbus OH, a couple of SCG IQs, and a TCQ in Columbus. In short, there's just not that many people who have to care about that format. Online, M12's release is delayed a little bit, so the temporary format lasts a bit longer there.

Given that we don't know all of M12 yet, it's hard to make a good analysis of the new format, but without the cards already spoiled, we can make some guesses since we still carry over 7 legal sets minus 2 cards.

Format Analysis Theory

A quick shorthand to thinking of decks in a format is to break them down into levels - which decks are there by virtue of their raw power, which decks beat those decks, and which decks beat those, and so on.

So, the "level one" decks in the new format: decks which are known to exist and have a proactive plan and don't have to be built to attack the other decks specifically, are Valakut, Vampires, Splinter Twin, Monored, Goblins, Pyromancer Ascension, Tempered Steel, Elves, and various other miscellaneous decks along those lines.

Level two decks are decks like U/B Control and U/W control, which typically have to be built in a manner which accounts for the existence of the level one decks and designed to "beat the format" rather than to be as good as it can possibly be in a vacuum.

Level three and beyond continue along this pattern, though at some point the lines blur, since the first-level decks can be stepped up to the second or third level by adjusting the build somewhat (think of Act of Aggression in monored vs Valakut or Twin), and those decks can in turn be stepped up to beat the new tech (consider Spellskite in Twin decks). This is only a useful framework for considering the decks, and simply pointing at a deck and claiming it's level X in a format doesn't actually mean anything for against it- if Valakut is level 1, but all the level 2 decks people are playing are Kor Firewalker decks instead of Leyline of Sanctity decks, then Valakut is effectively level 3 by dodging the hate. If Go for the Throat is the primary removal spell in Vampires, it nullifies Twin's attempt to go up a level by playing Spellskite.

Valakut

The conventional wisdom is that Valakut is the best deck in the new format. It gets some new tools from M12, specifically the return of Rampant Growth and Rites of Flourishing. The former is almost certainly an automatic inclusion, but the second is not. Rites does compare favorably to Oracle of Mul Daya in that it doesn't die to every removal spell not named Condemn, but giving the opponent an extra draw and extra land drop is suicidal. Giving those to Red players will ensure a swift, fiery demise, and giving your opponent an extra land drop is a miserable thing to do in the Valakut mirror.

Valakut, depressingly, is a very straightforward deck with minor tweaks that merely serve to either make it more consistent or more explosive. The only real meaningful decision to make is to Lotus Cobra or not to Cobra. Given the rest of the metagame and the fact that Cobra's curve (from 2 to 4, 5 with fetchlands) doesn't fit in with what Valakut wants to do, I'd lean towards no. More on this later.

Splinter Twin

It's unclear whether this will be RUG, Grixis, or straight U/R, so expect all 3 versions to make an appearance. The question is whether the Splinter Twin deck can be reliable enough in the face of hate without Jace, the Mind Sculptor.

Monored

Carrying on from the previous format, monored is insanely powerful, and picking up Incinerate and Grim Lavamancer in M12 lets it replace some of the weaker and situational burn with even better cards. You can now run a lineup of Goblin Guide, Grim Lavamancer, and Furnace Scamp, with Spikeshot Elder being a distant 4th-place in the red 1-drop competition. The burn looks like Lightning Bolt, Incinerate, Searing Blaze, Arc trail, Burst Lightning, Volt Charge, and Staggershock - and we haven't gotten into Shrine of Burning Rage, Koth of the Hammer, Plated Geopede, Kargan Dragonlord, and Ember Hauler yet!

There's simply far too much good red stuff to fit into a single deck. The real trick is going to be building it for the metagame. It's easy enough to stuff it all in a pile and figure out what does 20 with the fewest cards and the fewest turns, but in practice, metagaming is critical since there is some incredibly powerful hate for red in this format.

Vampires

Vampires is probably the premiere aggro deck in the new format. It actually has a lot more in common with a creature-based red deck than it would appear at first glance; especially in this early metagame.

Act of Aggression

Act of Aggression is a card which serves the same role as the slightly-better Mark of Mutiny against Valakut: to kill them with their own fat after taking off about half their life total beforehand. Monored gets to take the best advantage of this thanks to the power of Teetering Peaks in conjunction with theft of Primeval Titan, but getting the fat out of the way will often let Vampires get through. But why Act over Mark in the first place? Simple - sideboard slots are a scarce resource, and the very threat of Act of Aggression shuts down Splinter Twin decks unless they've got counter mana open or Spellskite on the board... and Spellskite isn't exactly an ideal solution on their part.

For those of you who don't yet know how it works, you cast Act of Aggression on Deceiver Exarch in response to their Splinter Twin. The Twin continues to target the Exarch even though it's under your control until the end of the turn. Since Twin grants the ability to the creature, you're able to use the copy-making ability of the Exarch.

The timing is the tricky part: after the End Step begins but before the Act's effect wears off, you tap Exarch to make a token, use the token's trigger to untap Exarch, and repeat that a million times. On the last instance, just to play it a bit safer, you untap something else instead of the Exarch, then let the turn end. The tapped Exarch goes back to your opponent, but the million tokens stay on the board until the beginning of the next end step (which will usually be yours). You simply attack with the tokens and win the game.

In addition to Act, Vampires has Go for the Throat which is also immune to Spellskite interference, and Dismember also stops the Exarch/Twin combo out of any deck.

Deck Interaction: Monored and Valakut

Act of Aggression puts Valakut in a corner. If they can't play their fatties, what can they do? Sitting back and trying to win off land drops alone certainly isn't much of an option, since that takes too long. Obstinate Baloth has seen play in Valakut-based strategies before, and is the first place to turn. Some players have advocated starting Flame Slash, which makes Baloth mediocre at best, but it's better than nothing. Creature-centric red strategies are vulnerable to Pyroclasm and Slagstorm, but time spent doing that is time not spent ramping to victory, and being at 10 life is enough to turn Act of Aggression into Hidetsugu's Second Rite if Primeval Titan hits the board, since Teetering Peaks is around. In practice, even that might not be enough life, since the Titan will also be unavailable to block whatever's on the board, and the red player may have a 4th land to spare for a Bolt or Lavamancer activation.

The popularity of red makes Lotus Cobra and Joraga Treespeaker both bad choices in Valakut, since they're likely to just get Searing Blazed out of the game. If creature-heavy builds of red, especially ones with Plated Geopede become popular, pairing Overgrown Battlement with Wall of Tanglecord starts to become an attractive option. The catch is you can't depend on the Tanglecord "making mana" since two burn spells (or one plus creature damage) can readily kill the Battlement, but it's better that the walls be burned than your face- a lesson which my round 14 opponent at Grand Prix: Atlanta certainly remembers.

Long story short, red is likely favored against the "default" Valakut deck over the course of a match, but if Valakut players start building their deck to the metagame instead of to the goldfish, it'll become a bit more even... though Red will likely be favored no matter what.

Deck interaction: Monored and Splinter Twin

The naive assumption is that this matchup is simply a race, with one player rushing to deal 20 while the other is rushing to assemble a combo.

In practice, it's a great deal deeper than that. The fact that a pair of burn spells can easily handle Deceiver Exarch means that starting turn 3 (on the draw) or 4 (on the play), the red player can simply leave 2 or more lands open, as appropriate, to burn out an endstep Exarch before the Twin player can combo out. As such, the Twin player is going to spend his early turns attempting to keep his life total up, as a traditional control deck, rather than to assemble the combo. (RUG Twin players will attempt to ramp into Inferno Titan or Consecrated Sphinx, while players that have adopted Calcite Snapper will hide behind it.) Game one, if the Twin player has managed to stabilize and get the monored player to empty his hand of burn spells on things like Titan or Sphinx, then he can use the endstep Exarch to win the game before incidental burn finishes him.

Postboard, things get even more counterintuitive. Twin cannot ever attempt to combo against monored if the red player has more mana open than the Twin player can fight countermagic through (unless he has Negate), since whereas double burn spells simply meant a dead Exarch and a wasted Twin, Act of Aggression ends the game on the spot. As such, if the Twin player has a transformative sideboard available to him, here's the spot to use it! Exarch can remain in the deck, since it serves as a fine utility creature and the red player can't simply ignore it for fear of a Twin combo (sucking burn out of his hand, or forcing him to leave mana open for the Act insta-win), but Twin can be taken out entirely! Unfortunately, Inferno Titan isn't so great either: Act of Aggression on Inferno Titan is at least 9 points of damage on the spot! Consecrated Sphinx is a bit better, since the best the red player can do with it is draw an extra card by casting Act during his own upkeep and hit for 4. Unfortunately, this also makes it a worse win condition.

So what's the Twin deck to do? Perhaps the answer is simply to go for it- a philosophy which serves combo players well from time to time. They can't always have the Force of Will for your Ad Nauseam, and they can't always have the Act of Aggression for your Deceiver Exarch. In truth, this all seems to make Spellskite absolutely mandatory. With Spellskite, the Twin combo isn't risking certain death (though Act of Aggression still stops the combo); and the burn player has to be able to deal 8 damage across 2 creatures at instant speed to stop the combo if they don't have the Act- and if they're able to deal 8 damage across 2 creatures at instant speed, they'd have already killed the Spellskite.

Deck Interaction: Vampires

If Vampires is sideboarding Act of Aggression, then everything written for monored remains true, save for one thing- Vampires doesn't have Teetering Peaks for Primeval Titan theft. However, Vampires typically has more creatures on board, so the fact that Titan can't block typically represents additional damage as well.

As for Twin, Go for the Throat can kill Deceiver Exarch while being completely immune to Spellskite, and discard spells can screw up the Twin player's attempt to sculpt a combo with some countermagic backup.

Deck Interaction: Monored and Itself or Vampires

The first thing monored players sideboard for the mirror is Vulshok Refugee. The first thing better monored players sideboard against Vulshok Refugee is Perilous Myr. The Myr is better against Vampires as well as white decks (which come later in the format analysis), so it should get the nod.

Vampires doesn't really have a great answer to monored - Kalastria Highborn is merely going to drain 2 life since it'll always die on the spot. Bloodghast keeps red from fully assuming the control role and killing everything it sees, so that's the critical card in the matchup from the vampiric perspective.

However, if the Vampires are willing to accept the Grand Compleation, then Phyrexian Obliterator is an absolutely ridiculous card to slam on the board across from a red player. Red does not have a good answer to Obliterator at all - neither Dismember nor Act of Aggression are cards that monored naturally brings in against Vampires, and bringing those in makes the deck considerably worse if the Obliterator doesn't show up.

Taking Valakut to the Next Level

Wait a second, now. If Spellskite stops Act of Aggression, and doubles as a halfway decent blocker, then why doesn't Valakut play it? Sure, it doesn't accelerate mana, but it's got to be decent out of the sideboard if Obstinate Baloth isn't enough. There may not be enough room, but it's got to be worth considering, especially if the matchup is truly as bad as it appears on paper.

The Fifth Color: Relegated to the Second Level

We've discussed every color save White. With Stoneforge Mystic[card] gone, [card]Tempered Steel and Puresteel Paladin are the two reasons to play white. However, I find it hard to believe that either of these decks is viable given this predicted list of 4 "level one" decks. Monored can easily assume a control role against both decks, boarding artifact destruction if necessary. Valakut and Twin both have the red sweepers available to them, and win reasonably quickly on their own. Tempered Steel has obvious problems with Beast Within and Nature's Claim, while the Paladin lists playing piles of 0-cost equipment is laughably bad if the Paladin dies on sight- a feat which all 4 top decks are able to pull off with little difficulty. Kemba, Kha Regent? Don't make me laugh.

But that doesn't mean we've got a 4-color game for the next few months. White has amazing tools against the top decks, and it's possible that they'll be able to shake up the format. Consider Kor Firewalker against monored, or Leyline of Sanctity against Valakut, Monored, and even Vampires! Shutting down Gatekeeper of Malakir, Kalastria Highborn, and targeted discard is a great starting point. Sure, Valakut has access to Beast Within but a blue/white deck should surely be able to protect the Leyline from that.

Looking into this a bit deeper, Day of Judgment and Gideon Jura are both fine choices against Vampires (so long as Kalastria Highborn is dealt with first) and creature-heavy Red decks. Figuring out how to fit this all together and still having a way to win the game that doesn't require tapping out and risking a loss to Splinter Twin is going to be the order of the day for control players. Twin combo itself fits into a lot of different shells, so it can be hard to build to beat it.

Fringe Decks

In a new format, there's always people trying out pet decks and oddball strategies which aren't very popular. Some of them are casual decks which can string together lucky draws to knock some people out of contention before eventually going 2-3 drop, but others are occasionally positioned to beat up on some of the most powerful archetypes in the format. Time Sieve was a great example of this: it had lopsidedly bad matchups against aggro decks, especially red ones, but had an incredibly good matchup against control decks.

Puresteel Paladin and Tempered Steel are likely going to be among the more popular fringe strategies. Given the blue Illusion lord's existence in M12, there's bound to be some people throwing together that deck with some Mana Leaks and bounce spells to play mono-colored undercosted-dude beatdown. Ezuri, Renegade Leader is quite powerful, and there's a fair number of people who will shuffle up Elves every chance they get.
Fauna Shaman and Birthing Pod will both attract players, since they both represent a very powerful engine. Don't be surprised to see Pod Allies make an appearance, or Pod alongside Master Splicer and friends.
Pyromancer Ascension gained Gitaxian Probe and M12 is bringing Visions from Beyond in addition. While neither makes up for the loss of Ponder and Time Warp is irreplaceable, some people will insist on playing this deck until they get sick of being blown out by Beast Within and other related cards.

Conclusion

The format looks like it will be a great deal more dynamic than the miserable "all Valakut, all the time" format the Caw-Blade supporters claimed it would be. The presence of Act of Aggression will keep Valakut in check, and the decks have a great deal of room to shift and change to target other decks. The metagame can shift rapidly merely through changing a few cards in the maindeck and tweaking the sideboard while the deck archetypes remain constant. With the tools available and the ability to wildly vary an archetype, don't be surprised if you see a matchup at 40-60 one week and 60-40 two weeks later.

Joshua Justice

@JoshJMTG on Twitter

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