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Insider: The Great Machine: The Cogs

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After months of writing articles and divulging information to you, the readers, it occurred to me that I had missed one of the most important elements in the trade world. The trading community is a very tight knit group: similar to the high level pros, we work together to ensure that we stay on top of our game. Keeping up with pricing can be a daunting task for anyone, and it is even more so for someone who makes a living, or at least a part time job, out of this. When you sling cards to put food on the table you best be sure to know what you are doing, and having a group of individuals to converse with can certainly be a huge boon. This article will explain the basics, including why a community is so important, as well as what you can expect from attending a major event attended by a plethora of backpack traders.

The first obvious move is to actually attend an event. This can appear to be a very expensive venture at first glance, but if you know how to carpool and can pack into a room like sardines, it is actually extremely cheap. This past weekend in Kansas City cost each person in my carpool a total of approximately ninety dollars. Knowing where to look for cheap hotels is a great asset, and with the help of The Internet you can find a room for almost any price range. We traveled from Michigan, which was about a twelve hour car ride, meaning we needed to pack a car in order to keep the individual expenses down. In this scenario we see the first example of where a community of traders working together can be so beneficial. As of Wednesday afternoon we did not have a fourth person in our car and with us leaving in less than twenty four hours, it appeared we may have to suck up the cost. Due however to the fact that I know people in the trading community I sent out a few messages seeing if anyone was interested in being our fourth. Kelly, the owner of QuietSpeculation.com and a good friend and trader got contacted me, and within a few hours I had indeed found our fourth. This benefitted both parties and in turn created an equally enjoyable weekend with a friend I see only at events.

The Day Before

Once you are actually at the event, the real work begins. The first and probably the most important thing you can do is to memorize your stock and brush up on your prices. The Magic financial market can be volatile at times, and even though you think you may know all your prices, it never hurts to double check. If someone requests a certain card, you want to not only know if you have it, but also be able to locate it quickly. This will streamline your trades and make you appear more knowledgeable to other traders. I almost always attempt to show up at an event the evening before in order to make sure I have times to prepare before I hit the floor the next day. This will provide you with some time to adjust as well as a good night’s rest before a long weekend of trading.

Day One

Usually, the first day of a large event is slower than the rest as many of the players have not yet arrived. Those that are there are usually grinding for byes or entrance into the main event the next day, so utilize this time to interact with other traders. In addition to trading and conversing with other traders, Friday is also the best day to sell to the vendors. For starters, vendors have not adjusted their buy list for that particular event so you can at times sell cards for more than what they will be by the end of the weekend. Additionally, vendors come to pick up stock so if you hit the tables early they will typically be looking for a greater array of cards than near the end of the weekend. This will also help you gauge what cards are hot so you can proceed to acquire those throughout the weekend. Knowing what cards are high on a vendor’s buy list is one of the most important factors on the trade tables, and memorizing these lists is crucial. After a few hours with the vendors you can hit the floor; many people have finished with their pods and some of the main event crowd has begun to show up by then. In addition to finding players to trade with, Friday is ideal for stock trading with other player vendors. I will go more into detail in the follow up articles on how to go about introducing and conducting yourself ,but for now we will stick to the basics. Usually Friday is an early night, so enjoy the city, find a nice place to eat, and relax with some friends. You will be busy all weekend so a period of relaxation is certainly welcome.

One of the best parts of Magic is traveling, so if you get the chance, take a tour around the city!

Day Two

This is probably the busiest and most stressful day of the weekend, so be prepared for 12+ hours of trading. The early morning is usually dead on the trade floor due to everyone being in the main event, so utilize this time to do any dealering you weren’t able to finish the day before. After rounds two or three people begin dropping from the main event: this is where your day truly begins. There are a few different ways to proceed on the trade floor, any of which can be successful. The first is to walk around looking for trades, asking anyone you see with a binder to trade. The second is to set up shop at a highly visible table where you can let the trades come to you. I will usually place my binders on the table to signal to others that I am available for trading. Another great part of working with other backpack dealers on the floor is shown using this method. Sitting near other backpack dealers and having your binders out, even if not to trade, often makes people feel less intimidated on the approach. If you have a group of three to four people already trading, or at least what appears to be trading, you are more likely to have people gravitate toward you. Bringing the trades to you can be a huge boon, saving you both time and energy, allowing you to get the maximum out of your weekend. This method also allows you to see what is in someone’s binder and how their pricing is without having to trade with them. Once you get the chance in line you will already know what cards to look for and what they under- and over value, again saving you time. There is a lot more to this process, as well as with the actual trade circle itself, that I will again be covering later in this series over the next few weeks.

The key, as I am sure you have figured out by now, is to save as much time as you can. The more trades you can grind, the greater your margins will be, and that is the mutual end goal of all the backpack dealers at the table. After a long day of trading you will usually find yourself leaving the venue after the tournament has wrapped up for the day meaning you will probably just be grabbing some food and heading back to the hotel. I usually suggest getting an early night’s sleep if you can because Sunday you want to be up and around as early as possible.

Day Three

The final day of the weekend is usually a hybridization of the other two. You want to get in as many trades as you can in; however you must also make sure you have time to go dump what you have obtained during the weekend to the vendors. Knowing a set dollar amount you want to obtain before the beginning of the weekend is helpful, and Sunday is the day to reach that number (or more!) if possible. In addition to selling and trading, Sunday is also the day for buying. Many vendors will lower some of their prices near the end of the weekend, hoping to unload some of their product before going home. Use this to your advantage and pick up cards you need for people back home, for your own decks, and for speculative called shots. One of my called shots from last week’s article, Dark Confidant, has been steadily climbing so I picked up a set this past weekend for ninety five. I saw some vendors by the end of the weekend selling them as high as forty each. Though that may sound outrageous now, I guarantee Bob has a long ways to go before we see him cap off. I am predicting a rise as high as sixty or seventy by the end of the year so a set for approximately one hundred seemed like a deal I could not pass up. Once you have concluded your business with the dealers, hit the trade floor for a few more hours to restock your binder and dump anything you suspect may be on the decline.

Tracking Our Progress

This is a new segment I will be including in each article in order to give you a good idea of what cards I believe to be on the rise and fall. This week we have had quite a change to Standard with the bannings announcement Sunday evening. We have already seen the decline of both cards as well as some key players in those decks such as Splinter Twin, Batterskull and Swords. All hope is not lost however, and in fact, this is a great opportunity to make some long term cash. Everyone will be looking to unload their Stoneforge Mystics and Jaces in an impulse move to potentially gain some value back. Take advantage of this and pick them up cheap. Both cards are players in Legacy and I expect both to reach at least seventy five percent of their old value within a year.

Next we have a called shot I made a long while back and was one of the first few to place stock in, Consecrated Sphinx. This weekend the card went from selling at vendors for six to being bought by vendors at the end of the weekend at seven. Due to the banning of Jace the popularity will only grow so jump on the train at eight to ten while you still can, this guy will be a major player in the next Standard. I expect the price to spike at some point during its life in Standard to upwards of fifteen to eighteen as Frost Titan did. Jumping on the card when I mentioned it weeks ago could have already netted you a healthy margin.

As I mentioned earlier Dark Confidant is on the rise. I placed the sell price at thirty five two weeks ago and people felt that may be lofty, but already we see the price over that at some major retailers. This card still has a lot of room to grow so if you can find them under thirty I would trade heavily.

Urabrask, the Hidden is one of the more playable Praetors, yet it is still overlooked. With the return of Valakut expect this guy to show up in some seventy fives, speeding up their clock by a turn and providing another solid beater while slowing down midrange decks. I expect this guy to also trend like Consecrated Sphinx in where he will start low until he sees mild play then spike heavily within the coming months. Picking these up at three to four is an absolute steal!

Dump your Batterskulls! This is one of the more obvious things to come out of the bannings and probably doesn’t need to be said but in case you lapsed and forgot why this guy was so good, now is the time to unload if you can for a solid price.

Sheoldred is one to watch out for. Like Urabrask she has a lot of room for growth, although as I have mentioned before she does have some downsides which now also include the reprinting of Grave Titan. Even with all of that the current price tag is cheap enough that I feel the risk is worth the reward and would recommend picking any you can up at four or less.

Precursor Golem is going to be a player in the next Standard. With the announcement of there being no Lightning Bolt in the M12 Core Set, expect this guy to reach the four to five dollar mark if he finds a solid home.

Jace Beleren is one nobody else is talking about and I feel like that is totally incorrect. With a probable return in M12 and now with his Big Brother gone baby Jace appears to be the go to guy for blue card draw. I expect a slight rise to just over ten before the release of M12.

Well, that’s all for this week. Join me next week as I discuss more in depth on the topic of trade circles and how to join a community already so tight knit. If you have any questions or comments I am always looking for constructive feedback so please feel free to contact me on here or Twitter.

Until next time keep the sharks close and the fish closer!

Ryan Bushard

@CryppleCommand on Twitter

Insider: How To Next-Level the Market

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By now you’ve heard about the boogeyman. The deck that pushes other decks out of the format. The deck so oppressive that nothing you do seems to work against it.

Yes, Valakut is quite the beast.

That’s the line of thought that seems to be running rampant right now, after the banning of Jace and Stoneforge. You’ve heard about all the creatures that are playable again with Jace gone, and you know that maindeck Divine Offerings are probably a bad choice.

If you took the advice of the QS team, you could have gotten in on Primeval Titans for less than $16, as I did (they are now about $25 on Ebay). If you were quick on MTGO, you made an even bigger profit than that. Tezzeret has also seen a bump, as have a number of other cards that figure to rise in playability moving forward.

What now?

News travels fast around the Magic community, and the locals at your FNM tonight are going to know that Primeval Titan is rising and that Jace and Stoneforge have applications other than Standard. You’re not guaranteed to get sick deals on those cards. Most people know enough to value their Titans, Valakuts, Tezzerets, and Vengevines higher.

But hope is not lost to the savvy trader.

In the old days (just a couple years ago), you could show up to FNM and get Primeval Titan on the cheap, with people not catching on to the fact that Valakut has become the de facto Enemy No. 1. These days, everyone thinks they’re Jon Medina, and you’re not going to pick up any cheap Titans.

I know that most of my readership consists of already-knowledgable traders and speculators. You know about Valakut, and Titans, and Tezz and so forth. I don’t need to write yet another column pointing out the obvious cards to you. That means it’s time to take the next step. We’re going to “next-level” the trading market.

Yes, even though the bannings of Jace and Mystic are not even technically in effect yet, the best way to profit this week is to pick up cards to pick up the cards that are good against the decks that aren’t even good yet.

Confused yet?

In short, I’m going to walk you through some cards today that I think are going to see increased demand in the coming weeks, the cards that foil the “best decks” post-banning. Though I expect these cards to see price increases, I think the true opportunity comes from getting these into your trade binder, as people are going to need these to answer the best deck after their first FNM. In addition, many of these cards are rotating soon, so you don’t want to put too much into these since their prices will be dropping in the next few months.

Here’s where I see the metagame going, listed in order of expected dominance.

The Miami Heat bracket

Apparently today is a day for sports references. The Miami Heat are a very good team, yet nearly universally hated (mostly due to LeBron James).

Valakut occupies this territory nearly by itself. It’s the best deck coming out of the gate, but nearly no one likes it. But the deck is not impervious to hate, as CawBlade was.

The Los Angeles Lakers bracket

You either love ‘em or hate ‘em. That seems to describe Splinter Twin pretty well.

A lot of people think Twin will just become the dominant deck, but I think the loss of Jace hurts this deck much more than people think. It’s one less answer to Spellskite, not to mention that it hurts the deck’s consistency. I think the deck will adapt and survive, but I don’t think it’s going to be as amazing as some people think.

The Boston Celtics bracket

Old but reliable. Vampires and RDW probably fall in here, as does whatever Control turns out to be. Vampires isn’t too well-positioned against Valakut, due to the number of sweepers available. RDW is strong, but as always there is hate available.

Control has the tools to be very powerful, but it needs a metagame to form to react to. Whether this turns out to be UB, UW, or some other combination, I think control is more likely to succeed than aggro. I don’t see Aggro performing well, especially a few weeks into the metagame (outside of RDW, which is going to be insane), because Valakut crushes Aggro for stumbling.

The Oklahoma City Thunder bracket

The young but up-and-coming.group. I’m mostly thinking of the Birthing Pod and Puresteel Paladin decks. Tempered Steel also fits in this category, as does Tezzeret. These decks all have the ability to become very competitive, but it might take some time for them to adjust to the metagame.

I think that more or less sums up the way the metagame is going to form. Here are some of the cards I’m keeping an eye on. I’ve tried to highlight some cards that aren’t immediately obvious following the bans.

Cards to watch

Beast Within

This card is going to be vital both for and against Valakut. It’s a catch-all answer against Valakut, Splinter Twin, and whatever random decks pop up. Against CawBlade, Beast Within had too many targets to go after, since any deck able to play Beast Within was already in trouble against CawBlade.

Tectonic Edge

Not that Tec Edge has every really come down in playability, it’s going to be more important than ever now that Valakut is rearing its ugly head again.

Spreading Seas

This pretty much is the definitive card that will get you far in trading, but not in a strict buy-and-sell. Seas is very good in a Valakut/Vampires metagame and you’re doing yourself a favor by including these in your binder.

Oracle of Mul Daya

A creature that receives a huge bump from the removal of the “Jace test.” Oracle is much more likely to stick around, and with Rampant Growth coming back in M12, Oracle receives another shuffle effect. Pick these up cheap.

Avenger of Zendikar

Back with a vengeance. Avenger is mythic, representing a much greater potential price rise.

Consecrated Sphinx

I’m not sure if this will become better than Inferno Titan or not in this deck, but it’s one of the few ways to gain true card advantage left in the deck. We all know Sphinx’s story, but believe it or not, not everyone has caught on, and it’s still got some room to rise.

Urabrask, The Hidden

I can see Valakut adapting this, as it slows Twin down a turn and makes curving a Turn 4 Urabrask into a Turn 5 Titan lethal damage.

Pyromancer Ascension

This deck doesn’t gain anything in particular, but it’s addition by subtraction since the format became less powerful overall. It only takes a few good performances or a reprint of Ponderfor this deck to take off again.

Wurmcoil Engine

IF aggro or midrange becomes popular, this guy will be a go-to again, since Batterskull has been so weakened. Being a release card hurts its price, but these will likely increase in demand again, so be aware of that.

Creeping Corrosion

The popularity of this card depends on the presence of Tezzeret decks. I don’t know if the card would catch on at the highest levels of play, but I see a card like this being very popular on the FNM level, where regulars can pick it up to beat their friends and their hated Tezzeret decks.

Those are some of the cards I’m keeping an eye on that I think will give you a very nice opportunity to pick up value when trading. It’s always good to keep an eye on the future of the metagame rather than reacting to last week’s news. That’s how you get ahead of the market and keep your profits flowing even through uncertain times like these.

Prediction Tracker Update

Lots of cards moving around on here due to the bannings. Keep an eye on the Tracker moving forward, as this information can change very rapidly based on the results in the coming weeks.

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Thanks,

Corbin Hosler

@Chosler88 on Twitter

Insider: Making Moves in a Volatile Market

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Less than a week after the bannings, there’s lots of things to be said. Most of them however, are already becoming old news just a few days after the announcement. It’s now time to find the card that hasn’t already realized all its potential gain. A strategy I’ve used, and am applying to these next few weeks, is to look at the top 3-4 possible ‘ways’ this format will shake out. If you find a cheap card to speculate on for each of the scenarios, you can hedge your chances of making a call.

With Jace around, creatures simply weren’t that exciting. But, I think creatures will come to the forefront of the format in his absence. How will decks answer creatures? How will they answer Splinter Twin? This is going to affect what creatures become desirable in the format. There are really only a handful of possibilities.

Dismember, Lightning Bolt, and other Spot Removal:
I don’t see Dismember being viable long, due to the implied resurgence of Valakut/Primeval Titan, but it is certainly in the realm of possibility. Creatures strong against Dismember include, Mirran Crusader, Thrun, Titans, Wurmcoil Engine and fast-aggro plans. It’s likely that Primeval has already realized his potential gain, especially with a reprinting near. Thrun has yet to see any real play, but should see at least Sideboard play in Valakut decks. I’ve had him on my watch list, and I’m not ready to bite yet, but I'll keep watching. Fast aggro means Tempered Steel, Vampires, RDW or Elves. Dismember is better suited against tempered steel than most removal, but really 1-for-1’s simply don’t do the trick here. Some cards worth picking up are cheap, non-rotating, rares and uncommons. Ezuri, Renegade Leader, Tempered Steel, Spikeshot Elder are decent examples. Some higher ticket items worth keeping an eye on are Koth, Inkmoth Nexus and Mox Opal. I intentionally left out pieces from the Vamprie deck, because I’m not willing to trade for any Zendikar Block cards. Bolt is better against the fast Decks, but lacks the oomph to kill the Titans. It also fails to kill Baneslayer Angel, Hero of Bladehold or Wurmcoil Engine. Hero of Bladehold is in the pricerange where I’m comfortable trading for it without much risk. The format can only get better for her. Baneslayer may see some play, but if you do pick them up, be ready to dump them on the spike if one happens. My assumption is she’s rotating. Other spot removal includes Journey to Nowhere, Go for the Throat,Dispatch, and Into the Roil. The Exile option is strong against Vengevine, but most of the other choices are not. Creatures with protection like the Crusaders can spike up if spot removal is required to be able to deal with both creature decks and Splinter Twin flexibly.

Day of Judgement et al:
If U/W control, or even Mono-W control, will exist, thenDay of Judgement will have to come back. Likely involving a reappearance of Gideon as well. This will hate on all the fast aggro decks, and make cards like Fauna Shaman, awful. Similar things can be said of Black Sun's Zenith and Slagstorm. Thrun and Molten-tail Masticore can survive the red and white sweepers, but the black one would take 6 mana to do the trick on them. I have my eye on these to be anti-control trumps in a variety of matchups, while Thrun is definitely better in that department, he’s awful against Phyrexian Metamorph and opposing Thruns. So his long term gain isn’t too high. Masticore could see play in a non-Jace environment, and his price is so low as a mythic, it seems like a pretty safe pickup. A reader in last weeks comments mentioned Masticore as being a post-rotation option, but with the bannings, I think it’s safe to push that timeline up. Slagstorm does great work against most aggro decks, so it could be a good card to pick up if one finds a way to beat Valakut as this will be Valakut’s answer back.

Countermagic:
Gaea's Revenge and Thrun are go-to ‘Can’t be countered’ options, as well as Summoning trap and Vengevine. Fast aggro decks also typically can run creatures out fast enough where they are trying to race the sweepers not the counters. And if control decks are shaped to be counter-heavy, to replace the loss of Jace, Fast decks will have openings to win those matchups. While I’m not as high on Spikeshot Elder as I once was, with the news of the Grim Lavamancer reprint in M12, he’s still a relatively safe pickup.

Copy/Steal Effects:
Phyrexian Metamorph and Act of Aggression are both likely to be around for a while, and they are a great answer to Titans of all varieties. Again, small creatures stand to gain as poor value for your opponent to copy or steal.

I’m not saying to invest your whole bankroll in all of these options, but pick a card you like in each possible scenario and try to trade for them. Watch the format, and as you see shifts in the metagame increase the portion of your speculation portfolio that stands to gain in that shift. I’m focusing on Scars block cards, because we don’t want to have trouble dumping these cards if they spike. There will come a time when you simply cannot get rid of your rotating rares, and you’re stuck.

Most of this ties into your overall gameplan with trading. So if you’re trading to maintain your collection, then I would be slowly trying to get playsets of any of the above listed Scars block cards you don’t already have. You don’t want to be buying in on these cards once it’s too late. If you’re looking to simply maximize your profits on some quick movements, be selective in your spots, and keep your eyes on prices shifting. I highly recommend looking at daily price movements on Blacklotusproject.com.

On the tracker:
I updated a handful of my existing postings, and removed some outdated ones. I also threw up some things seen here, as well as added Sword of Feast and Famine to my Ditch list. I’ll admit, I expected huge things out of this card when it was spoiled, and it proved itself throughout Extended Season and Stoneforge-Standard. It’s time has passed. If you want to hang on to one for other format play, keep one, but certainly no more than that. I also put Inquisition of Kozilek on my ditch list. My LGS is still selling this card for $4, and the primary purpose of this card was stopping Stoneforge. I think Duress will just be a better option. Batterskull gets hammered the worst, we’ll see if it sees any play at all. This is a true ditch.

There are some pretty interesting moves on there this week, not all of which I’m on board with. I hope we can spark up some debate in the forums as we try to tackle what’s going to happen in the weeks following the banning. There will still be Standard PTQ’s, StarCity Events and more, so I’m interested to see how quickly this format gets solved, and how M12 spoilers come into play. If the new Jace, Chandra and Garruk are exciting, I’m going to be prepared to pre-order if the price is right. It’s probably safe to assume the new three will be around for at least a 2nd trip next year too.

Jin&Tonic: 2nd Place with Reanimator

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Kyle Kloster offers us a brief report on how he earned 2nd place at the recent StarCityGames Legacy open event, a look at Reanimator's appeal and optimal play, and suggestions for optimizing the deck.

Jin&Tonic Necromancer

I know, I know. What was I thinking with the 2 maindeck Brainstorm? I'll get to that.

I will say a little about my experience piloting Reanimator to 2nd place at the Legacy Open at the SCG Invitational, but mostly I want to use that as a springboard to discuss how Reanimator is optimally played, and then get into my specific card choices. Reanimator has been my weapon of choice for a year now, and I'm hoping that my finish and this discussion will help fuel a slew of new necromancers in the SCG Opens to come.

This has been my 5th SCG Legacy open in the last year, and a glance at my other finishes might leave a human wondering how I hit 2nd place this time around. In trying to answer that question myself I've come up with a few reasons. And my answer—aside from "running hot"—is that I think it has benefited me immensely to have stuck with one deck that suits my playing style for so long.

Others have discussed the benefits of sticking with and mastering one deck, but I feel it's just as helpful to run a deck whose strategy hinges on the kinds of choices you make best. It keeps games fun, which helps me to stay interested and focused on the plays I'm making instead of getting bored with interactions that cause me to twitch.

For example, I am decent at figuring out the best moment to attempt to combo off but I'm bad with combat math as well as many of the decisions crucial to the control player's resource management. I almost never have to deal with those situations running Reanimator, especially not with a Jin-Gitaxias in play. Playing a deck that fits my skills, and one which I know well and can enjoy, has—I think—been key in my successes, sparse however they may be.

2nd: Back from the Dead

Back to Indy. I've mentioned that this was my 5th Legacy Open. Doing well at Indy was very strange to me because, out of the 5 SCG Legacy Opens that I've entered in the last year, this was the tournament I was least prepared for. By far. And lord does my sideboard show it.

Reanimator by Kyle Kloster
2nd place at a StarCityGames.com Legacy Open tournament
Indianapolis, Indiana, United States on 2011-06-05

Reanimator by Kyle Kloster

Maindeck

1 Inkwell Leviathan
1 Sphinx of the Steel Wind
1 Blazing Archon
3 Putrid Imp
1 Stormtide Leviathan
1 Iona, Shield of Emeria
3 Jin-Gitaxias, Core Augur
3 Animate Dead
2 Brainstorm
4 Daze
4 Entomb
4 Force of Will
3 Mental Misstep
4 Careful Study
4 Exhume
4 Reanimate
3 Island
4 Swamp
1 Flooded Strand
1 Marsh Flats
4 Polluted Delta
4 Underground Sea

Sideboard

4 Pithing Needle
1 Empyrial Archangel
1 Putrid Imp
1 Terastodon
2 Brainstorm
1 Mental Misstep
4 Spell Pierce
1 Elesh Norn, Grand Cenobite

My list was far from well-tuned and I think this speaks to the power of Reanimator: even with a somewhat untested maindeck and a mess of a sideboard, it still pushed me to 2nd place. It also shows that the Jin-Gitaxias strategy was well-positioned against the SCG Invi metagame.

Let me show you what I mean. You know that annoying EDH player who sometimes locks up the game and then just squats on his lopsided board position like a dragon on its treasure pile? As a Jin&Tonic Necromancer, you get to be that player.

Of my 11 matches, 4 involved Entombing for the Core-Augur on turn one, reanimating on turn two or three, drawing 7 (almost always supplying me with a Force of Will and/or a Mental Misstep), countering the opponent's Swords to Plowshares, and then peering over my massive 12-card-hand at my opponent's cardless hand.

I faced 4 different Stoneforge Control decks and achieved this line of play almost every game, as well as against other decks in several games. I'm telling you, this is the most treasure squatting fun I’ve ever had at a Magic tournament.

But not all games went this way. My first opponent, Tyler Winn running Merfolk, was able to get enough pressure on his side before Jin-Gitaxias hit the board that I simply died before the Core-Augur's 7-a-turn found me an out. It's rare, but every once in a while it's possible to brick with the blue Praetor. And if the opponent has got some blockers/attackers in play, they don't need a hand to beat you if you don't draw into another set of reanimation spells.

Round 2 I faced Jonathan Benson, who made day 2 at GP: Providence with Goblins. I was excited to see him packing Warren Instigators, a favorite of mine. Sphinx of the Steel Wind locked up game one, to Jonathan's friend's delight. Apparently he pressed Jonathan earlier, “How do you beat Sphinx of the Steel Wind?” Jonathan's answer had been something along the lines of “Don't face it.” I have, however, lost with one on the table against Goblins before.

In game two Jonathan surprised me by Stingscourge-ing my Elesh Norn, Grand Cenobite and then rebounding with Goblin Ringleader into some Goblin Chieftains to swing for exactly lethal damage the turn before I raised a Blazing Archon. Luckily I took game 3 without much fuss, aided by some combination of Blazing Archon, Elesh Norn, and Stormtide Leviathan, which I have since forgotten. Props to Jonathan, though, for being a fun opponent and for earning some success with his loyalty to the little red men.

My only other Stoneforge-less opponent in the swiss rounds was Jacob Marek in round 6, running Enchantress. This was my first time playing against Legacy Enchantress ever, so I was alarmed... until I thought about it and realized the deck runs no counter magic and loses to Iona, Shield of Emeria.

Game 1 I landed an early Stormtide Leviathan and took Jacob to 4 life before he dropped a Solitary Confinement. I made the mistake of not Dazing his Enchantress effects earlier in the game. I thought I was saving my countermagic for his removal, but I didn't realize how quickly his Wild Growth effects and Serra Sanctum would make Daze useless. These Enchantress effects allowed him to continue drawing cards and stay in Solitary Confinement.

My second mistake was playing out this game far too long. I knew that if I could get an Iona on the table naming either color, I stood a chance of running out his hand—after all, if he can't cast any of his enchantments, he can't draw cards, and so eventually his Solitary Confinement would die.

But as Jacob played enchantment after enchantment, effectively drawing his entire deck, I realized my “answer” was no longer viable. And when he landed a Sigil of the Empty Throne, I saw my fate and scooped. Enchantress enthusiast Michael Poszgay had started watching halfway through the game and I could hear him say “It's about time” when I finally scooped. Yeah, yeah, lesson learned.

Fortunately, game 2 I Entombed for Iona early in the game. I incorrectly named Green, not realizing that all of his answers were White, but he didn't draw any answers in the 3 turns it took Iona to get there. My logic was that all of his card draw (and tutoring with Sterling Grove) was green, so if I cut that off, he'd be sunk. Plus, Iona would have flown over Moat.

Game 3 went the same way, except that once I had the game locked up, I cast Reanimate on his Argothian Enchantress so that I could draw a card from casting Animate Dead on an additional target.

Thanks to Jacob for laughing along with me on that. I have rarely played such a fun opponent. It really is the people that keep me coming back to these tournaments, especially great opponents like Jacob and the friendly event staff.

The rest of my matches (that didn't go Jin-and-in) were covered on Star City Games, so I'll shift now to describe my idea of optimal Reanimator play.

The State of Animation

I wrote a few months ago why I thought Reanimator was still a good deck. Since then a few things have changed, but what hasn't changed is that Reanimator still needs to be very fast.

The potential for a turn 2 reanimation is still what makes this deck good and I urge deck designers to keep that in mind. The rest of the conversation has changed, however. Now the discussion is about why Jin-Gitaxias can make Reanimator totally dominant.

The key to Jin-Gitaxias's power here is two-fold: Legacy players are tapping out on turns 1 through 3, and their best answer to Jin-Gitaxias is Swords to Plowshares. If they're tapped out, landing a Jin is easier (your Dazes are now hard counters), and since they have no mana to pay for removal, you're guaranteed to draw those 7. And frequently you find a Mental Misstep or a Force of Will (or even multiples) in that new hand, so your opponent stands little chance of removing Jin.

But even if your opponent does manage to push a removal spell past your fresh hand, you probably have the ability to raise the dead again once you've picked up a new hand.

Because of the dominance that an early Jin-Gitaxias offers, the best Reanimator strategy is one poised to raise Jin as consistently and early as possible. This makes coin flips and mulligan decisions nerve-racking for me.

Against aggro decks, you need to go first and you need a hand that can make you a Jin&Tonic in 2 turns. Otherwise, the life-loss from Reanimate diminishes your chances of raising any dead, and the aggro opponent has too much time to lay enough threats so that turn 3 Jin doesn't do it.

Against control players you want to go second so you have the extra card (could be that counterspell you need or that Blue card to pitch to Force of Will) and so you have the option to use your discard phase as an uncounterable outlet. Mental Misstep can lock down all of your discard outlets, so keeping this slow but fool-proof outlet in mind is very important.

Counting on your discard phase, however, makes mulligan decisions that much more important. Mulliganing one time puts a strain on the discard plan. Doing it twice... that hand had better be fantastic.

When is Jin-Gitaxias no longer the go-to guy? Jin becomes terrible as the turns go by, assuming the other player is mounting any sort of board presence. In aggro matches, Jin is generally bad if it doesn't hit the board before your opponent's third turn. By then their board presence will typically overwhelm you, though this depends on how quickly they are able to develop.

Against control, it depends on the removal available to the opponent and how much countermagic you've got. If they have access to Swords to Plowshares, then you must either have a lot of permission or wait for them to tap out before you attempt reanimation so that you can draw 7 and hopefully hit some Blue backup.

Once the control player has hit the second land drop, your Dazes becomes less good, but you are tapping out yourself, so their Dazes are golden. So they have a good chance of forcing through a removal spell or countering the combo. At this point a shroud target performs better. If they have no Swords, then Jin-Gitaxias is the go-to target as long as the opponent has few to no threats.

If not Jin-Gitaxias, then who? In control matchups, shroud targets are usually the best alternative, with Empyrial Archangel being the real hero. I regret having Inkwell Leviathan maindeck over her in Indy. She would have saved me a game or two and I never once wanted Inkwell. She is especially good with an Elesh Norn in play: practically a Platinum Emprion with shroud. She even absorbs Progenitus attacks!

The anti-aggro targets depend wildly on the board situation. Elesh Norn, Empyrial Archangel, Sphinx of the Steel Wind, Stormtide Leviathan, Blazing Archon, and Platinum Emprion can all be fantastic, and which ones are maindeck depends heavily on the metagame.

For example, I regret omitting Platinum Emperion for this tournament. I have tried the Emperion before and decided it wasn't for me because you can't pay for Force of Will, but now I would like to try it alongside Jin-Gitaxias.

Elesh Norn is great against Goblins and Merfolk and can lock a Natural Order deck out of sacrifice-fodder. Norn also wipes Dredge, Grim Lavamancers, Dark Confidants, and unequipped Stoneforge Mystics, all of which have been relevant in my games.

Empyrial Archangel shines against a lot of control matchups and can lock out Zoo and Burn or just super fog for two turns to buy you time to set up another reanimation.

Sphinx of the Steel Wind is a kind of compromise with each of Blazing Archon, Stormtide Leviathan, and Empyrial Archangel. The Sphinx helps out your life total, like Archangel, and, although it doesn't have shroud, having 6 attack is regularly a turn faster than 5 attack. Plus Sphinx can handle some onslaughts that are just too much for Archangel's 8 toughness.

Sphinx doesn't shut down attackers as well as Blazing Archon does, but it can be pitched to Force of Will. Once again, its 6 power is significant, and its life gain can put you out of burn range, which Archon cannot do. Stormtide Leviathan is a better clock and a better wall against most attackers and is more reliable against Merfolk, which is important because Merfolk is so ubiquitous. Sphinx is also difficult for Team America to remove since Go for the Throat can't hit him.

One last comment on the lifesaver targets. Usually being Blue is a big advantage for reanimation targets because having extras is not a problem, as they can be exiled to pay for Force of Will. However, Llawan, Cephalid Empress shows up in droves sometimes and can be a real threat, so be mindful when deciding which lifesaver target you go for.

I didn't say much above about how to play against combo. Usually Jin-Gitaxias is the way to play against combo, although Iona can definitely be a game winner. For example, Painted Stone decks frequently send out a premature Painter's Servant only to be Iona'd for an embarrassing loss.

Finally, I want to talk about a few of my specific card choices, reanimation targets aside. First of all, my sideboard was an experiment. I wasn't sure how to balance certain cards, so I gave myself access to a few things to try out different numbers.

I wanted to have a playset available of the Putrid Imps, Brainstorms, and Mental Missteps. That way I could have as many as I wanted of each of those cards during my games so I could feel out the right number.

Putrid Imp frequently raises some eyebrows. I still defend him, although not as fervently as I used to. Just remember that he combats graveyard hate by allowing you to discard after your yard has been wiped, while an Exhume is on the stack. Anyway, this is why my sideboard was so strange. Onward.

The Reanimator depends on consistently drawing reanimation spells, discard outlets, and permission. Because each component is so key, the deck is very tight. There is no wiggle room unless you want to risk cutting lands. I wouldn't do that. I have concluded after a year's worth of testing that 17 lands is the right number.

There just isn't room in Reanimator to fit every Mental Misstep and enough reanimation spells.

Do not cut reanimation spells. If you don't draw one, you just cannot win.
Do not cut reanimation targets. If you don't have access to one, you just cannot win.

Well then, what the hell do you do? When Mystical Tutor was banned, my solution was redundancy. I added targets and reanimation spells. I found that simply having what you needed in your hand more often instead of having to tutor for it actually meant that Reanimator was faster.

I figured I'd apply the same principle here. I have spent too many early turns casting Brainstorm instead of going off. Brainstorm is great. True. But having to cast it usually slowed me down and I almost never wanted multiples. On top of that, having Jin-Gitaxias in play made Brainstorm useless. I'd rather just have more business in the deck to get to.

There are problems in the list I took to Indy, but 2 maindeck Brainstorm is not the biggest. I am considering going up to 3, but what else would you cut?

Not a land.
Not a single counter spell.
Not a single reanimation spell.

A Putrid Imp? Good point, but I'd rather cut that for the fourth Mental Misstep, which should have been there all along.

If it makes you feel better, I am keeping the other Brainstorms in the sideboard for the control matchups, especially for opponents with discard effects.

Thoughtseize has been too much of a life sacrifice in the past and is even more so now when I'm casting Reanimate on Jin-Gitaxias so frequently. However, I hated my sideboard Spell Pierce and would gladly replace them with something useful. I boarded them in no more than two times the whole tournament and regretted it when I did.

The Pithing Needle vs. Null Rod argument deserves some thought. Karakas and Jace both make Pithing Needle a worthwhile consideration, especially since Reanimator now runs 3 legends: Norn, Jin, and Iona. However, Null Rod's ability to fight Affinity and MUD makes it better, I now believe.

Until next time…

Even if I hadn't made the top 8, I still would have considered the tournament a success. I have never had so many friendly and enjoyable opponents.

Special thanks/grats go to my playtesting partner and carpooler Scott Muir for earning his way to 3rd place. Thank yous also go out to Bryan Crist for lots of testing and Legacy advice, as well as Kelly Reid and Matt Oberholtzer for moral support. And thank you for reading.

Kyle
@kylekloster on Twitter

Hit People With Them | CommanderCast S3E4

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Despite an awesome team-up of power outages and technical issues, I still managed to get this podcast done. It's late, yes. But at least it's here, which is more than was supposed to happen gauging the opposition it encountered on the way to completion.

This week Andy is in the cipher with Carlos, Justin and Brionne. The subject is the new Magic: The Gathering Commander decks. We briefly touch on the banned list update, but otherwise maintain a laser-beam focus on the new products. Here's our hands-on review, our experiences, and some predictions based on our weekend of intensive play.

As always, commandercast.blogspot.com is where you can find full show notes. and additional information and content!

Click the button to play or download the entire episode!

What to Expect: A Place to Start

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This weeks’ article was going to be about diving into the Legacy format but, well, some important things happened. So, instead I will save that article for later and focus on the repercussions from that momentous event. The key point from the article was that Jace, the Mind Sculptor and Stoneforge Mystic are too powerful for Standard, and are not only warping the format but also deterring players from attending and enjoying the game of Magic. Since they only went part of the way with the bannings, I think my statement will come to pass.

Enter the one card combo machine!

Whether he’s fetching Valakut, the Molten Pinnacle or Eldrazi Temple, Primeval Titan is and will be a force to be reckoned with. Before New Phyrexia was released, Valakut was one of the ways that players were trying to beat Caw-Blade. For its time in Standard, Primeval Titan has been affecting the format. Players always have to take into account this deck when they are constructing theirs. Now that we have some banned cards in Standard, this statement is even more correct. While I am still excited about Standard once more, I fear that my prediction will be correct: Standard will now consist of Valakut and decks trying to beat it. Even if ramping into Primeval Titan proves not to be the best, if not the easiest, strategy to play, it will always be a consideration that you will have to think about when choosing a deck to go to battle with. I do not want to get into a specific deck list for this strategy today, but I do not think it is too far of a stretch saying that the deck is certainly one to beat. One thing I am sure of regarding Valakut, the Molten Pinnacle and Primeval Titan is that the deck will need to grow and evolve in order to assume the throne of tier one Standard deck, a challenge it will easily meet.

Standard right now is like Dragonball Z. This widely popular anime has been Americanized and remade so more and more fans can enjoy it. One of the repeating themes of the show is how Goku and the good guys keep defeating old enemies and teaming up with them to defeat a new evil in the universe. This happened first with Piccolo and then with Vegeta. Piccolo worked with Goku to fight Raditz, Nappa, and Vegeta. Then Once Vegeta was defeated, the Z Fighters let him join up with them in order to defeat Frieza’s henchmen the Ginyu Force. What does this have to do with Magic? Well, this season has been a story of team-ups. The whole of standard, our Z Fighters if you will, have been teaming up to defeat the evil emperor Caw-Blade. Every attempt has failed but then at the last second, as it lunges for the killing blow, Wizards in an act of pure ex machina defeats the enemy in one swift blow. But then, there in the wings, looming, the evil Valakut waits ready to strike. Valakut, the Molten Pinnacle and Primeval Titan had agreed to work with the rest of the good guys to try to defeat the enemy but now that the threat is gone, there is nothing left to stop it from reclaiming its rightful place as ruler.

Can this enemy be dethroned? As long as we accept the viability of Valakut, the logical progression is to try. This immediately led me to believe that many players will be slinging Red Deck Wins in our new format. There are already a number of players trying to use this deck to beat Caw-Blade. Once Pat Sullivan’s list was distributed to the masses online, that deck started popping up all over the place. Any feasible red deck is always a popular choice among players, but when a notable pro like Pat Sullivan makes a good showing with the deck, you can be confident that other players will be playing it. Just like Valakut though, Mono Red will need to once more reveal its chameleon-like nature and adapt to the metagame. Even Sullivan’s recent incarnation of the deck will not be satisfactory in a new format.

What other powerful cards do we have that might be able to shine in the new format?

Many players believe that this consistent combination of a seemingly endless line of threats will find a home in this new arena. My prediction is that they are wrong. As long as Valakut is king, Fauna Shaman and whatever friends she wants to bring, will fall from favor quickly. This comes from a player who loves those two cards more than anyone else I know. Though typically seen in Naya, I don’t believe that any combination of colors can reliably beat Valakut. The matchup is exactly what Valakut wants to play against and destroy every round of the tournament.

Since the Naya archetype came into being, I have been playing that deck. I played it before most knew the deck existed and achieved success with it - you could regularly find me fighting Faeries with my trusty Naya deck. When Standard rotated and many of the cards left the deck, I adapted and continued to brew with it to beat Jund. Others joined and played the deck when Boss Naya was created. Though my list was close to that, the few changes did make a big impact and so I went with it. Then something horrendous happened. Wizards printed this unprecedented, power creeping cycle of creatures called Titans. One Titan in particular, Primeval Titan, posed an insurmountable threat to one of my favorite decks of all time. Countless versions of the deck, changing colors, and hours of play testing and tournament play later, I finally threw in the towel for Naya. Though they are some of my favorite cards in one of my favorite decks, the matchup against Valakut is almost as unwinnable as is possible. No, unless the format shifts drastically into something unpredictably different, the Fauna Shamans and Vengevines will have to play elsewhere.

Maybe another two card combination could fight for the throne? There is no doubt that the killer combination of Deceiver Exarch plus Splinter Twin will still be played. The question is, how much? Is there a version that is consistent enough? Will the combo be played in a different shell similar to how it was played in RUG or with Stoneforge Mystic? These questions need to be answered but I think in the end a deck featuring these cards will have a place in the metagame.

What about a control deck, maybe something like Blue Black Control. That might be able to conquer the new Valakut beast. It is possible that a control deck will emerge that might look similar to the worlds versions of Blue Black Control. Sure we don’t have Jace, the Mind Sculptor anymore, but Jace Beleren is still fine and very playable. Add some Jace's Ingenuity and Preordain to solidify the draw spells. Don’t forget Mana Leak and most likely Spell Pierce. Certainly there will need to be kill spells like Dismember, Go for the Throat, Doom Blade, or something bigger like Black Sun's Zenith. Finish the deck off with Grave Titan, Wurmcoil Engine, Consecrated Sphinx, or some combination and you basically have yourselves a control deck. Is it good enough, that I am not sure. We could explore using Tezzeret, Agent of Bolas instead but that would require changing the deck list significantly to incorporate a lot of artifacts. It may be worth it. Thirdly in Blue Black, we could basically play Kibler’s infect deck because it doesn’t lose any cards either. With all of those possibilities plus other unexplored areas, there is bound to be some blue and black deck floating around the metagame.

Similar to the possibility of Blue Black Control without Jace, the Mind Sculptor, a white deck might be viable without Stoneforge Mystic. The block pro tour just finished up in Japan and one of the most dominant decks there was White Weenie. The equipment we have available to us is parallel in power level to the previous Mirroden block so we know that even without the enabler, those cards are still powerful enough on their own to see play. In addition to the broken equipment, you have a card drawing engine in Puresteel Paladin. Those cards together with or without the soul sisters infinite life gain combo might prove to be a viable option.

There are two more archetypes that stand out as possibilities. My personal pet as of late, Vampires, and another tribal strategy that relies on synergy, Elves, should be positioned to make a showing. Neither of these two decks loose a card but both have a little bit of a rough match up against Valakut. The interaction is not to the level of almost unwinnable like it is with a Fauna Shaman deck but certainly not what you want to be playing against every round. Both decks should be able to adapt and change so they are both viable in the upcoming months.

Banning Jace, the Mind Sculptor and Stoneforge Mystic was the right thing to do and will be healthy for the game. Innovation is now possible, creativity will be rewarded once more, and the majority of the Magic community can start having fun once again. Sure we know some of the decks that will probably be at the top but even those decks are going to need to be tested and tweaked, maybe even completely reinvented in order to succeed. Even if Valakut is the only Tier one deck, at least that deck has hate like Tectonic Edge, Spell Pierce, Spreading Seas, and Red Deck Wins that can actually stop it. Innovation needs to take place with every deck in the format. After that, there will still be room to grow and space for more decks to flourish. I for one, am extremely excited at the possibilities.

So, to sum it all up, you basically have a personalized Choose Your Own Adventure. Pick one and start up the brewery.









Until next time, Unleash that creative Force!!!

Mike Lanigan

MtgJedi on Twitter

Jedicouncilman23@gmail.com

Thoughts on the new format are welcome below!

Merfolk Versus: A Contemporary Guide to Sideboarding

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A veteran Merfolk player, Scott Muir brings us guidance, strategy, and reasoning to effective sideboarding with the popular tribal Legacy deck.

The last article I wrote was my 3rd place SCG tournament report with Merfolk. This article is for all the Merfolk players who need some advice about many of their unfavorable matchups (and a few a favorable ones!). Unless you have been playing Merfolk—or any deck for that matter—for a long time, sideboarding can be a daunting task.

This article will explore the three basics of sideboarding for each matchup:

  1. What your opponent is really trying to do.
  2. Which cards may be good against an opponent.
  3. Which cards should be taken out.

These keys are the most integral part of sideboarding, so much so that misguided sideboarding may even jeopardize the integrity of your deck—and ultimately cost you your match.

Now, for your reading pleasure: The Matchups.

vs. Zoo

- Unfavorable

This is just a bad matchup all around. They have 12 removal spells (Path to Exile, Lightning Bolt, and Chain Lightning) that one-shot all of your creatures. It’s 14-16 if you count Grim Lavamancers. For this reason, Kira, Great Glass-Spinner is a bomb against Zoo.

You should think for quite awhile before mulliganing an opening hand with Kira. Unless your opening grip screams “Worst. Hand. Ever!”, then you should keep it. I am not saying that it is an auto-win if you land her, but she’s one of the few ways to ensure that your lords live long enough to buff your creature’s toughness past three.

Of course, there are other aspects to this matchup than trying to land two or more lords. One thing I’ve found to make this matchup much more bearable is to counter their turn one play. This is easy to say if you have a Mental Misstep or Daze in hand, but I’m talking about even using Force of Will. Forcing their turn one Wild Nacatl will save you about 9-12 damage as it will almost always be a 3/3 turn two (not even counting the turn two Qasali Pridemage). Countering their Grim Lavamancer is a no-brainer, as it’s extremely difficult to come back from behind against that card.

Another thing to note is that Zoo typically plays between 21 and 24 lands. This means that you shouldn’t sacrifice your Wastelands (unless you’re sure of the tempo advantage), and that Dazes are ineffective after turn three.

Sideboard Options

Excellent cards to bring in:
Mind Harness
Threads of Disloyalty
Relic of Progenitus
Perish (for those of you who still play Dark Folk)

Good cards to bring in:
Umezawa's Jitte
Dismember
Submerge

Okay cards to bring in:
Echoing Truth
Pithing Needle (naming Grim Lavamancer, Qasali Pridemage, or Knight of the Reliquary)
Hibernation

Cards that you should take out:
Force of Will
Daze
Sower of Temptation

Take out Force of Will?!

Yes. The card disadvantage is too great to keep it in. You need all the threats you can get.

Daze is even more detrimental than Force. The tempo you lose significantly hurts your chances of winning.

If you Daze their turn one play, then you are stuck playing another creature on turn three at the earliest. By this point your opponent could easily have 2-3 other creatures on the board, each bigger than yours.

Daze is also useless after the very early game because of the amount of lands that Zoo runs, so it’s better to replace it with a card that’s amazing at all points in the game.

The last card to take out is Sower of Temptation. The reason for this is because it dies too easily. You can’t reliably maintain control of that stolen creature. In fact, it can be a liability. A Lightning Bolt or Path to Exile during combat or EOT can wreck your whole board.

vs. Reanimator

- Unfavorable

This matchup is… weird.

Reanimator is a combo deck. The way this deck works is through the roughly eleven two-card combos available in the deck.

Getting the combo online just once is enough to win the game.

This is very different from the more conventional combo decks that try to play a combo around a mere one or two cards, giving it added resiliency. Another way that this deck differs is that it plays more counter magic than Merfolk does, enabling it to protect itself extremely effectively. All other cards are draw spells.

So, how do you play against this deck? DRAW MORE COUNTERSPELLS.

Seriously. Do your absolute best to bluff them if you can. If your opening hand doesn’t have any counterspells, feel free to mulligan—assuming you don’t have the nuts draw with a turn 3 or 4 kill. If your six-card hand still has no counterspells, then keep it and hope you can damage your opponent quick enough so that they can’t cast Reanimate, thus bringing down their playable reanimation spells to seven or eight in the deck.

Sower of Temptation can also be a blowout if they didn’t reanimate a shrouded creature or an Iona naming Blue.

Sideboard Options

Excellent cards to bring in:
Relic of Progenitus
Tormod's Crypt
Leyline of the Void
Faerie Macabre
Spell Pierce

Good cards to bring in:
Llawan, Cephalid Empress
Karakas
Counterbalance
Echoing Truth

Okay cards to bring in:
Pithing Needle (to name fetchlands)

Cards that you should take out:
Kira, Great Glass-Spinner
Aether Vial
Umezawa's Jitte

These cards do nothing for you in this matchup, with a couple exceptions. If you suspect your opponent to be reanimating a Llawan, Cephalid Empress and maybe Iona, then go ahead and leave in the Aether Vials.

vs. Dredge

- Favorable

Dredge is a weird deck, but fortunately counterspells make things very difficult for the opponent to combo off. Cursecatcher is an absolute bomb against everything Dredge can play because Bridge from Below has a very convenient wording for us. The way it’s worded means that whenever the Dredge player casts an instant or sorcery—the only spells they ever cast—you can sacrifice Cursecatcher to remove their Bridge from Belows before any tokens are created.

Daze is almost always a hard counter and Mental Misstep counters virtually every relevant spell they cast. Force of Will is just icing on the cake.

It’s important not to hang around too long, though. Ichorids and Narcomoebas can rack up the damage, and facing down a 22/22 Golgari Grave-Troll due to a well-timed Dread Return can ruin your day.

Dredge has 20+ ways of discarding cards. This means that it’s impossible to counter all of them. The player might even just go up to 8 cards to discard a Dredge a creature, so you just want to try and counter the first one or two spells so that you have time to build up some pressure, saving your counters.

Merfolk Sovereign can also be an Ace in the Hole because it doesn’t let your opponent chump block with his creatures, thus preventing more 2/2 zombies if Bridge from Below is in the graveyard.

Sideboard Options

Excellent cards to bring in:
Relic of Progenitus
Ravenous Trap
Tormod's Crypt
Leyline of the Void
Spell Pierce

Good cards to bring in:
Echoing Truth,
Umezawa's Jitte

Okay cards to bring in:
Pithing Needle (to name Cephalid Coliseum)
Dismember

Cards that you should take out:
Kira, Great Glass-Spinner
Aether Vial
Standstill (Dredge doesn’t need to play spells to get out Ichorid, Narcomoeba, or Zombie tokens.)

vs. Goblins

- Unfavorable

There isn’t much to say about this deck except that it can be very explosive and that there’s not much you can do about it. The things you always want to counter are Goblin Lackey, Aether Vial, and Goblin Piledriver. It’s usually a good idea to Wasteland their stuff because Goblin’s mana curve essentially starts at three.

Coralhelm Commander is a VIP in this match. Goblins has no flyers, so you just need to hold off on dying for 4-5 turns after he lands.

Sideboard Options

Excellent cards to bring in:
Mind Harness
Hydroblast
Dismember
Umezawa's Jitte
Engineered Plague

Good cards to bring in:
Echoing Truth
Threads of Disloyalty

Okay cards to bring in:
Pithing Needle (Naming Goblin Incinerator is probably your best option)

Cards that you should take out:
Force of Will (Similar to the Zoo matchup, this card loses you too much card advantage)
Don’t take out Kira because Goblins will bring in Pyroblast and Pyrokinesis. She also protects you from Goblin Incinerator.

vs. ANT (Ad Nauseam Tendrils), TES (The Epic Storm), and Belcher

- Favorable

These decks are all fundamentally the same. They have core cards that you can hate on and strategies that you can exploit. Most of what I say applies only to ANT and TES, but the sideboard options are pretty much the same for all three.

These decks can win on turn two, and sometimes turn one, so always keep the resources you need for counterspells open.

You should always Wasteland their lands.

Here’s how you should generally play your counterspells:

  • It’s usually okay to let the cantrip spells (Brainstorm , Ponder, etc…) go through, but you should generally try to counter Infernal Contract and Cruel Bargain.
  • ALWAYS try to counter Orim’s chant. Use up your Mental Missteps before using other counterspells.
  • Use Daze and Cursecatcher for their first mana ritual. You’d be surprised at how many times they fizzle afterwards.
  • Save Force of Will to counter Burning Wish or Infernal Tutor. They will usually sacrifice LED in response to one of these spells, so they’ll no longer have a hand to continue the combo with.
  • As far as creatures go in these matchups, Cursecatcher and Silvergill Adept are your priorities. It’s also important that you set up a reasonable clock so that they can’t just sit there and sculpt the perfect hand.

Sideboard Options

Excellent cards to bring in:
Mindbreak Trap
Null Rod
Leyline of Sanctity
Arcane Laboratory
Thoughtseize
Spell Pierce
Pithing Needle (to name Goblin Charbelcher)

Good cards to bring in:
Umezawa's Jitte (It forces a higher storm count, and it can win against Empty the Warrens)
Hydroblast

Okay cards to bring in:
Relic of Progenitus (prevents threshold and cycles through your deck)
Energy Flux (on the off-chance that they fizzle and try to start again on a later turn)

Cards that you should take out:
Kira, Great Glass-Spinner
Aether Vial
Sower of Temptation

vs. Burn

- Slightly Unfavorable

This matchup actually falls pretty close to even. But, with the sheer number of different ways to build burn, it’s hard to really say what could happen.

Using a Force of Will on a Lightning Bolt is just about the worst feeling in the world, but it is usually far from being a bad play. I would say that it’s worth it to save your creature but is situational when they are targeting you as the value is based on your life total.

One important reminder is that against a Burn deck, being at twelve or less life is to be in the Red Zone. I played Burn for awhile and there was nothing more satisfying than playing Bolt > Bolt> Fireblast > Sac. Barbaring Ring for the win. Burn can draw those types of hands relatively often. Because of this, it can be an agonizing ordeal to decide whether to save yourself or your creatures. My answer to this is that it’s entirely situational. If you only have one creature, then yes, it is usually worth saving. If you only have one counterspell in hand, then make sure that it wins you the game and that you’re not just playing it to temporarily stay in a winning position.

The main reason that this matchup isn’t a complete blowout is that Burn tends to run out of cards very quickly. I’ve seen decks run Isochron Scepter and Dark Confidant to resolve this issue and they work if they resolve. But, if they don’t draw them, then they just run out of gas and you can come back to win it.

Just be very careful as he gets to three mana or more because it’s very possible that he’s running Ensnaring Bridge. This is pretty much an auto-win against Merfolk unless you mainboard Echoing Truth.

Also, don’t forget about Price of Progress. If this gets played, then remember that you can always Wasteland your own Mutavault in response.

Pretty much anything you can do to reduce damage is worthwhile.

Sideboard Options

Excellent cards to bring in:
Hydroblast
Umezawa's Jitte
Spell Pierce
Leyline of Sanctity

Good cards to bring in:
Relic of Progenitus

Okay cards to bring in:
Engineered Plague (naming Elemental)
Dismember

Cards that you should take out:
Aether Vial
Sower of Temptation

vs. Enchantress

- Favorable

Talk about a fringe deck. This deck can blindside any player who hasn’t seen it in action before.

There are two cards that you need to counter in this deck: Sigil of the Empty Throne and Words of War. These are the deck’s main win conditions , but cards such as City of Solitude and Replenish can make it difficult to keep them off the board.

Enchantress can also ramp up tons of mana with Serra's Sanctum and hard-cast Emrakul, the Aeons Torn to just completely ruin your day. There isn’t much to say about this except that you should attempt to destroy all of their multi-mana producing lands before this can happen.

This deck is just one giant toolbox of enchantments, so it will be impossible to deal with every relevant card. But Enchantress runs only one Oblivion Ring, so feel free to ramp out as many guys as you want.

Coralhelm Commander will be your MVP in the match on the off-chance that they land a Moat.

Sideboard Options

Excellent cards to bring in:
Relic of Progenitus
Spell Pierce
Echoing Truth

Good cards to bring in:
Hydroblast
Dismember
Threads of Disloyalty (targeting Angel tokens)
Pithing Needle (naming Words of War)

Okay cards to bring in:
Mind Harness
Submerge
Umezawa's Jitte

Cards that you should take out:
Kira, Great Glass-Spinner
Aether Vial

vs. U/W StoneBlade

- Slightly Unfavorable

The first thing you do against this deck is to give your opponent a very stern glare for playing a (previously!) Standard combo in Legacy. The second thing you need to do against this deck is to counter Stoneforge Mystic because this (used to be) Standard-legal combo is enough to give Merfolk trouble. If that fails, then you need to hope that you can draw enough creatures enough to both attack and block with.

This deck boasts enough counter magic to consistently land Stoneforge Mystic and/or Jace, the Mind Sculptor, so you will always have to draw well enough to beat either of those threats. The fact that Batterskull has vigilance AND lifelink means that you cannot effectively retaliate. If you have a chance to kill the Batterskull germ token (without crippling your field), take it. It will usually take them at least a turn (sometimes two) to replay the Batterskull.

With the exception of a Batterskull or a Sword, it shouldn’t be hard to run this deck down. With Wastelands for their Mishra’s Factory and Aether Vial (at least in game one) for their counterspells, you should be able to turn the game around in your favor.

Sideboard Options

Excellent cards to bring in:
Null Rod
Threads of Disloyalty
Dismember
Thoughtsieze
Pithing Needle (naming Mishra’s Factory, Stoneforge Mystic, Jace, the Mind Sculptor, or Batterskull if it’s in play)

Good cards to bring in:
Energy Flux
Spell Pierce

Okay cards to bring in:
Umezawa's Jitte
Echoing Truth

Cards that you should take out:
This really depends on what you are siding in. If you’re putting both Null Rod and Pithing Needle into the deck, then I suggest taking out the Aether Vials. This is simply because you don’t want to be unable to play Force of Will when you really need to. It also ensures that you’re not drawing dead cards if you have a Null Rod in play. Other cards to take out are Umezawa’s Jitte and Echoing Truth.

vs. Merfolk

- Even

All competitive Merfolk decks are the same, with the exception of slight variations between the number of lands/Dazes and Mental Missteps. Assuming you have playtested extensively with your own Merfolk deck, you should be able to know exactly what to expect from your opponent.

Always expect a surprise lord from Aether Vial. Coralhelm Commander is your MVP in the match because it is always safe to attack with him.

Aether Vial. This is probably THE match-defining card. It’s very hard to over-value this card unless you have zero creatures in hand. Even then, top-decking instant speed creatures is still really, really good. Other than that, Vial should be self-explanatory.

Remember that your opponent’s Lord of Atlantis buffs your own guys, so don’t be so quick to counter it. Also, one very nifty trick to keep in mind is that if you only have one or two islands in play you can Daze them back to your hand so that you can block your opponent’s creatures if someone has a Lord of Atlantis in play.

Sideboard Options

Excellent cards to bring in:
Llawan, Cephalid Empress
Dismember
Threads of Disloyalty
Umezawa's Jitte

Good cards to bring in:
Pithing Needle
Echoing Truth
Spell Pierce

Okay cards to bring in:
Karakas (assuming they don’t side out their Kira’s, and it lets you have another chance at countering Llawan)

Cards that you should take out:
Kira, Great Glass-Spinner
1-2 Lord of Atlantis

My Sideboard

Here is the sideboard that I am currently using for my Merfolk deck:

Sideboard:
4x Relic of Progenitus
3x Null Rod
3x Pithing Needle
1x Echoing Truth
1x Umezawa's Jitte
3x Mind Harness

I will go ahead and explain my choices in this.

First, I believe that Relic of Progenitus is the best graveyard removal spell for Merfolk. This is because it helps against all of your biggest threats (Tarmogoyf, Terravore, Knight of the Reliquary, Grim Lavamancer, Dredge, and Crucible of Worlds decks). It can just whittle away at your opponent’s graveyard and can draw you an extra card if you really need it.

Null Rod is a fantastic card against much of the field. It straight up beats Affinity, MUD, and Belcher, and it really helps out against Storm, Mishra’s Factory, and equipments.

Pithing Needle is another catch-all type of card like Null Rod that can be brought in against any number of decks. I chose Pithing Needle instead of Phyrexian Revoker because the utility of being able to name lands is greater than that of having a 2/1 killable body on the field. Some of the important lands that come to mind are Mishra’s Factory, Wasteland, Rishadan Port, Mutavault, Cephalid Coliseum, Maze of Ith, Pendelhaven, and Barbarian Ring.

Echoing Truth is also another catch-all that just helps filter out some of the “random” you come across such as Ensaring Bridge, Moat, Empty the Warrens, Propaganda, and anything else that just shuts you down.

Umezawa's Jitte is a card that’s good against most creature-based decks and other decks strive to deal exactly 20 damage (i.e. Burn and Storm).

Mind Harness is there almost solely to help in the Zoo matchup, but it’s also good against the RUG decks that have been running around because it steals Tarmogoyf and Grim Lavamancer.

The entire strategy I use for my sideboard is to just pick cards that are good against a relevant percentage of the battlefield. This sideboard plan, much like the deck itself, is set up so that it good in most matchups – not just excellent in some.

Until Next Time…

I hope this article will help you on your road to Merfolky success. Just remember that although this is set of guidelines, it’s up to you to perform the rigorous playtesting that teaches you the feel of the deck, allowing your instincts to develop and aid in deciding which cards to take out and which replace them with.

Good Luck!

-Scott Muir

Insider: Panic Attacks

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The world is going to end! The sky is falling! They're killing Magic! The end time is upon us!

Ahh the screams of so many standard players and people who didn't sell their Jace's when we said to months ago. To those of you who still have them: You were warned, by pretty much every one of us, to sell them long ago.

But what if you didn't sell, what if you wanted to hold out just a bit longer? How do you handle whats happened now? That's what the first part of today's article is going to cover.

How to rebuild your bridges:

So you've got one (or more) play sets of a now banned standard card. The best advice I can give you at this point is hold them, and turn them into long term investments. You won't be able to sell them on e-bay for a decent price, you can't trade them away for full value, and the market took a serious nose dive in value for both Jace and Stoneforge Mystic. Don't worry though! The prices will recover. We saw the same situation with Tarmogoyf, and we will see the same situation as standard rotates out. Think of this as an early indicator of what prices will do for almost all of the Zendikar block items when they rotate, this is very similar to how prices will react then.

In the long run, Jace will return to value. Expect him to steadily climb back up over the next year as he sees play in Vintage and Legacy, he'll climb a bit more come extended season as well, though I very seriously doubt ever back to the levels he was at.

New format, new demand

Luckily, the banning of SFM and J,tMS opens up what can be viewed as a new format for the next couple of months. Here are a few cards that you should be looking at:

Primeval Titan This will be in demand for the remainder of the standard PTQ season, though I would be very hesitant to get any. Now is a good time to sell them if you haven't yet, since they saw a decent gain. If Valakut picks up in play after July 1st, both the namesake land and the titan will see a price bump.

Grave Titan Remember how popular UB control was at worlds? Its going to be viable again. So will all of the UB staple cards. Its like a second opportunity to sell things at decent prices if you missed it the first time!

Avenger of Zendikar We'll probably be seeing the return of RUG, and with it will come this card, Inferno Titan, and Frost Titan. Cash in while you're able to, Inferno Titan won't see huge gains, since hes been confirmed for M12, but there is still some profit to be made if RUG picks back up in play.

Splinter Twin The window on this card for best sales time just opened a bit more. I'm still suggesting that you off them as best you can, now I'm just saying you have a longer time to sell them. The price will level at its peak once July 1st rolls around.

Koth of the Hammer This along with the other red cards stand to make some of the best gains. With Caw and friends basically disabled, red will have a small time to surge in popularity as the "go to" easy deck of choice.

Jace Beleran There have already been discussions about replacing JtMS with Good 'ol V1.0. While feasible, I'm not sure how practical it will be.   Regardless, people going through Jace withdraws will turn to this one, and this will cause him to gain even more popularity.

Mindbreak Trap Splinter twin will be one of the more popular decks, and its also a deck that can get into counter wars with you, on your end step. This is the point where Mindbreak Trap can shine. Its a meta-call card, and one that won't see huge gains, but you should be on the look out for it.

The Eldrazi cards: Eldrazi Green will become popular once again as well, and most people still have the pieces laying around for it. Summoning trap and all of your favorite giant space aliens will see their prices tick up again, so take advantage of this since those cards will be rotating soon anyways and trade them for decent profits, or for Mirrodin block cards.

Infect: Another deck that will be given a second chance, though Inkmoth Nexus being in an event deck won't do it any favors. Still, many of the cards are cheap, and you can actually trade for all of the individual cards for a small sum, and trade an entire built infect deck for more. In short, the whole is greater than the sum of its parts in this case.

Be on the lookout for good deals on our two banned friends, since both will still hold strong places in Legacy, and as it continues to grow, so will the prices on both of those cards. You will have a nice window here to pick them up cheap, and another, though smaller, window when the standard rotation happens this fall.

The biggest thing is to make sure you don't fall into the demand trap. Many of the cards that are going to peak in demand are also cards that will be rotating this fall. Avoid trading for them at demand prices if possible, since your opportunity to sell them or trade them for profit decreases dramatically every day between now and rotation. If anything, this is just a second wind on the demand for many of these cards, and a second good chance to make some killer deals.

That's all for this week,

Stephen Moss

@MTGstephenmoss on twitter

MTGstephenmoss@gmail.com

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Tribal in Commander

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Today I’m going to talk about one of many Timmy’s favorite archetypes: the tribal deck. For the uninitiated, a tribal deck is one that picks a particular creature type and focuses around using and abusing creatures (and spells) with that creature type to create a highly synergistic collection of cards. There are many, many different tribes in Magic. Some are especially well represented (see Goblins and Elves for great examples). Some are significantly less represented, but fervently loved by others, like Advisors. Today we’re going to talk about how to take some of your favorite tribes to Commander as well as how to use some other tribes you may not have considered.

Most tribal decks consist of a number of small creatures backed up with various “lord” effects to make them more relevant in combat, or occasionally make them into a combo deck. Tribal decks and concepts are not new to Magic. One could easily argue that tribal goes all the way back to Limited Edition Alpha with Lord of Atlantis, Zombie Master, and Goblin King. While it wasn’t a very well developed concept back then, the idea of playing a bunch of synergistic creatures together has existed since the beginnings of the game.

Before we go too far, I have an admission to make: I love tribal decks. I have at least 10 different tribal decks that I regularly break out for multiplayer games, and I played Goblins for years in Legacy. I love having each of my creatures get more powerful when I play other ones. I love knowing that my deck is one big pile of synergy. I enjoy the challenge of figuring out how to make it work even if I can only keep one or two creatures on the battlefield at a time. Lorwyn was one of my favorite blocks because we finally got some support for the “class” creature types and because they explored really supporting some under-loved types like Treefolk.

That said, let’s see how we can make one of my favorite archetypes work in Commander!

Traditional Tribal

Typically, tribal decks start out with some number of efficient 1-drops, back them up with 2-drops, then have some number of lords at the 3-drop slot with the occasional “big” creature above that. Looking at Legacy, this plays out pretty clearly with the three most popular Legacy tribal decks: Elves, Goblins, and Merfolk. Other key components of the strategy are either a combo finish (in the case of Elves and some varieties of Goblins) or a strong disruption suite designed to keep your opponent’s defenses down while you get in for enough damage to win (in the case of Merfolk and other varieties of Goblins).

In Commander, you can’t realistically win with a curve like a Legacy deck. When you’re just reaching the top of your curve, your opponents will be fixing and accelerating their mana, and you can’t do enough damage to slow them down when life totals start at 40. If you’re playing multiplayer, you’re even worse off since now you have to eliminate multiple people and you’ve put a big target on your forehead by being so far ahead after only a few turns. Lastly, most tribal decks revolve around a very short list of good creatures that you play in multiples to ensure a nice consistent stream of threats that you can count on to get your game plan working. Going from 12 copies of 3 different lords in 60 cards to 3 copies of 3 different lords in 100 cards can really hurt an aggressive game plan. So what can a tribal loving planeswalker do?

Commander Tribal

The answer, unsurprisingly, lies in the very nature of the format itself – go big or go home. Little 1/1s for 1 (or 3/3s for 2) aren’t going to get the job done here alone; you need to break out the big guns. Choosing your commander should be based around what aspect you feel your deck needs the most help with.

To take a look at Elves, Nath of the Gilt-Leaf provides solid disruption and a steady stream of Elves, so you’ll want more pump to back up the army he produces. Eladamri, Lord of Leaves and Ezuri, Renegade Leader gives you good protection for your team and evasion if you see a lot of forests in your playgroup, so you’ll need some pump and enough elves to take advantage of both. Radha, Heir to Keld accelerates you and gives you access to red. It’s all a matter of picking the general that best suits your style and running with it.

Diversify the Pump

Since you can’t run 4 Merrow Rejeerey, 4 Lord of Atlantis, and 4 Coralhelm Commander, you have to find some good replacements. There’s more lords out there, but you can’t come close to the percentage split you know works well from Legacy with just the creatures that give a bonus. Since Wizards knows how much we all love tribal, you have a pretty good selection of other ways to give all your creatures bonuses in the form of artifacts.

Coat of Arms is the classic, though definitely something that can accidentally backfire. It can be very frustrating to try and pump your team only to realize you actually gave your opponents a bigger bonus. Saproling armies giggle when someone plays a Coat of Arms, let me tell you. More recent printings, like Door of Destinies, only work for you, and work for you like a champ, making all you weenies relevant even if you only have one or two. Eldrazi Monument protects your team as long as you have a steady stream of spare sacrificial lambs to feed it. Akroma's Memorial can make even an army of 1/1s look scary, especially if your opponent is packing mostly black or red cards.

You can also sow the seeds a little farther afield and start looking for creatures and effects that may not be part of the tribe necessarily, but also get the job done. White has by far the easiest time at this with the Glorious Anthem variant that seems to be in every block. Green has a lot of ways to pump temporarily, like the classic Overrun. If you have enough creatures, it’ll only take one attack. Red, black, and blue have a harder time with it, but there are hidden gems for you to exploit. There are always the Lieges from Shadowmoor that may not be the right creature type, but give your whole team the bonus usually with a nice bonus effect tagged on. Just because you’re playing Merfolk doesn’t mean you can’t have a Vedalken help out. Grand Architect pumps your team and helps you play out artifacts at the same time.

Speaking of artifacts, you can always run equipment. Equipment can turn a generic weenie into a legitimate threat, and it can do it again (usually) when you get a new, better threat. If you can’t keep enough guys out to swarm, you can always just go for the build your own monster strategy, especially if it’s synergistic with the colors you’re in.

Look for Utility

Similarly to the problem with not having enough lords to populate a singleton deck, there aren’t really enough efficient strong creatures with the right creature type to fill out a deck most of the time. Exceptionally deep tribes might have enough to get there, but most fall short of good playables. How do we get around this and still maintain our theme?

The solution is to start looking for creatures that provide some solid utility, even if they don’t have the best body for the job. Did you know there are 5 different Goblins who can destroy an artifact? How about five different Elves who can wipe out those pesky enchantments for you? Over 10 different Merfolk who can draw extra cards for you? Every Commander deck needs outs to problematic permanents and should have at least a few ways to draw extra cards. Picking up utility in your tribal creatures is a great way to extend your theme and have creatures that play well with the rest of your deck. Sometimes those little utility guys can make all the difference.

Find the Fatties

Other times you just need a big guy to curve into. Allosaurus Rider is a potentially huge Elf that doesn’t require you to overcommit to get him there. Siege-Gang Commander brings an mini-army with him. Wanderwine Prophets lets you turn all those mini-threats into extra turns with a little evasion backup. Every tribe has a few members that are just a bit bigger than the average member, and it can make all the difference in breaking a stalemate on the board. As with pump, you can always opt to diversify a bit. Voracious Dragon is a Dragon who likes Goblins (for dinner, but who’s counting). Unfortunately, there aren’t nearly as many big fat Elves, Goblins, Merfolk, Soldiers, or Zombies as you might want to make a good Commander deck, so you have to rely on the pump more.

Breaking Out the Fatty Guns

As it turns out, Wizards has been making a concerted push to create tribal cohesion at the top end of the curve as well over the years. They may not be the tribes you’re used to playing in constructed, but Angels (white), Sphinxes (blue), Demons (black), Dragons (red), and Beasts and Elementals (green) are becoming more cohesive as a tribal identity, and some of them are fan favorites already. Angels, Demons, and Dragons are well traveled fantasy tropes over the years, and there are a lot of them to choose from. I’d highly recommend trying one out with your playgroup. Wizards apparently agrees with me, since they designed the Commander precon Heavenly Inferno and gave tribal players everywhere Kaalia of the Vast as a present. I’m highly tempted to make a deck with her as the general with just Angels since we’ve never had a general that really fit well and there’s so many you can play that work great in Commander.

The best part about the monstrous tribes is they’re already big enough to be relevant in Commander without a ton of pump. By starting big, you can be tribal without being weenies and get the best of both worlds. I personally have a Dragon deck that I enjoy quite a bit, one of the guys in my playgroup has a Demon deck that will make you cry when he thumps you with Rakdos the Defiler, and Angel decks  just got a lot better with Kaalia of the Vast to lead them. Sphinxes are getting their day in the sun as we get more sets, and green has always been king of the fatties, even if they haven’t been quite as cohesive as I’d like. Hopefully we’ll see some solidification of green’s main fatty type in coming sets.

Going Tribal

There are so many different options on how to do tribal in Commander that it makes it hard to make up one’s mind. The most important thing to do is pick a tribe and go with it. Don’t be afraid to run a few creatures that aren’t necessarily of that type. It’s a tough world out there; sometimes you just need an Indrik Stomphowler, and there’s nothing wrong with running it even if you aren’t playing a Beast deck.

Until next time, may your tribe of choice get the mythic you’ve always dreamed about.

Insider: Doctoring a Card

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I hope you've all continued your painting and otherwise artistic practicing during the three week absence of any tutorials on this blog. If you have than today's (and next week's) should be a breeze. It takes a steady hand and some precision brush strokes to complete so I hope you are ready.

This week we will be working on an old and obsolete card, Time Elemental! I happen to think that the artwork for this card is rather mediocre as far as magic cards go, so I'll be replacing it with some fan art. Fan art is another great avenue to direct your painting talents down. These types of alters can be immensely popular with some people so it is a good skill to possess. For those of you who don’t know, fan art is the name for a piece of art that depicts a popular character or a pop culture reference, such as painting “The One Ring” on an Oblivion Ring or any of the basic lands with semi-nude anime girls that you can find on Ebay. After considering the card, I have decided that the name and even the abilities on the card lend themselves perfectly to a Doctor Who reference, so I'll be painting a TARDIS. For those of you who haven’t seen the show before, do yourselves a favor and watch it (Netflix has it online).

Time And Relative Dimension In Space

The first step in the process is to give yourself a clean “canvas” to work with. This involves painting over the original art in a solid color. While most artists use white, some times it may be easier to use a color closer to the tone of the picture you are about to create. For this project we will use white though. At this point you want to let this coating dry completely, let it set for a little while. Now is the perfect time to create a few sketches to help plan out your composition. When the paint is dry, use a pencil to sketch the drawing on the surface of the card. The sketch does not have to be exact, but should be close enough to use as a guide.

Since our TARDIS (The Box) is flying through space, I'll need to paint the background black. I did three coats of Mars Black slightly thinned with water to keep the coats smooth. I also decided that a green planet would be fun, so I added that as well, but feel free to make it whatever color you like. Notice that I stayed fairly true to my sketch and mostly stayed outside the lines, but was not afraid to cross them. Remember that this is a just a guide, and eventually you will paint over the whole thing so don’t hold back.

Who looks at a Magic card and says “That could be a little more sonic!”?

Adding the stars was particularly fun. I took a tooth pick and dipped the very tip of it in white paint and proceeded to (very lightly) touch it to the background. I found that if I put too much pressure on the toothpick, the paint dot would have a hole in the middle. This is a time for patience. Getting more than two stars per dip of paint should be a rarity. I then took an old frayed brush and with very little paint on it, stamped the cloudy belt behind the stars.

At this point I had expected to be done with the background, but I found that the composition looked a little shallow. To help fill some of the negative space, I decided to add some space gas. I mixed up a lavender color from Ultramarine Blue, Titanium Red and Naphthol Red and very lightly dry brushed the color over the stars in a pattern that seemed to fill the space properly. I then added a little more Titanium White to the mixture and added some highlights to the gas to give it some depth.

Having finished the background I think we've come to a good break point for this week's article, we'll finish this piece next week, until then make sure you show your support for Chris McNutt as he makes a run for office!

-The Painters' Servant

Twitter: PaintersServant

Email: Mbajorek02@gmail.com

The Future, Thoughts & Feedback

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First An Apology

I promised a deck-tuning article this week, but I’m pushing it back to next week. The deck in question is a Bosh, Iron Golem deck submitted by @Panahinuva. With the Community Cup Challenge, the release of the Commander precon decks, and various other Magic related stuff (the Toddler Magic decks, the Draft practice for Nationals, and actually playing Commander games, I haven’t been able to give the deck the justice it deserves. I’d rather do it right than do it halfwat. Right now all I’m certain of is that it will contain Moltensteel Dragon.

Next, About Those Commander Decks

As a purveyor of fine Commander decklists, I guess I should say something about these new precons. I’ve had the pleasure of testing these on the Magic Online Beta. I can’t say anything about the Beta process itself (on pain of not being able to Beta in the future), but I think I can talk a little about my impression of the decklists, now they have been released into the wild.

First, I think Wizards got a number of things right. They targeted social multiplayer play, they tempered the power level, and they created some interesting and unique cards.

The Vows are very nicely designed. Usually, outside of a [card Zur the Enchanter]Zur[/card] deck, I’d scoff at playing just about any aura, but the cycle of Vows work on multiple levels. The obvious two – I can’t stand talking about the obvious – is playing on your creature to buff it, or playing on an opponent’s creature to encourage it to attack your opponents. There are more subtle interactions; for instance, the Vows are a fine play on your own creatures to prevent them being usefully stolen by Control Magic effects. They can easily do double-duty in a hexproof-themed Uril, the Miststalker deck (with all the extra goodies Magic 2012 will bring). And they can help an opponent protect themselves without the risk of retribution later.

At the same time the vows don’t feel broken or even particularly powerful. As someone who likes to play a political game, the ability to shift alliances and attention is incredibly useful. No-one wants their dude just sitting around doing nothing, so they’ll find someone more interesting to attack. Anything that draws attention away from yourself is multiplayer is a good thing, especially if you’re on a “combo out” plan.

The use of wedge colours was inspired. I’m not going to generalize by saying “all the best interactions in Magic happen when opposing colors clash,” but perhaps there’s a kernel of truth in the line. Certainly it freed up a lot of design space and Shard colors would have felt rather tired, especially having followed the recent Planechase and Archenemy products.

Zedruu the Greathearted is the philosophical heir to the Pheldagriff Group Hug deck. Flavor-wise, red-blue-white is a nice color combination for the idea of “benefiting through the chaotic donation to others”. The support cards sometimes play fair; for instance, you can’t cheat the creature you want out with Chaos Warp. Sometimes they’re not so fair; I remember one instance where I bashed with a Rapacious One then played out a Martyr's Bond, giving me total board control (for the single turn the white enchantment stayed in play).

There announcement of the unbanning of Worldgorger Dragon should not go unnoticed with the release of the new Commanders. There are two Commanders of particular note; the first is Riku of Two Reflections, who can create an infinite loop with Worldgorger Dragon, and Kaalia of the Vast, who can power out Worldgorger Dragon, and who is the right colours for Animate Dead, which also enables an infinite combo. Considering the close relationship between the development team and Sheldon Menery and the Rules Committee, this should be seen as entirely intentional.

The best deck, in my opinion, is Devour for Power (closely followed by Counterpunch). Devour has some of the higher value cards – including Buried Alive, Stitch Together, Temple of the False God (in every deck), Spell Crumple, Eternal Witness (this being a financial-focused website I’m sure someone will post to tell me I’m wrong about that) – and combines with the most interesting of the Generals, The Mimeoplasm, Skullbriar, the Walking Grave and Damia, Sage of Stone. To be frank I see Damia as more a reanimation target than a good General, but The Mimeoplasm is breakable in so many wonderful was (much like its spiritual predecessor, Necrotic Ooze). Skullbriar is also no slouch, able to quickly mount a lot of General damage fast.
The inclusion of Lightning Greaves in every deck is a nice touch. Long acknowledged as the best equipment in Commander, it gives reliable protection on that critical turn your General hits play. However, for multiplayer play, I actually disagree with the inclusion of Sol Ring. Sol Ring dramatically improves the chances of every deck that has it in its starting hand while dramatically hindering those decks left behind. Most of the decks are able to go turn 1 Land, Sol Ring, then Signet, putting that deck terribly far ahead for a casual format. Yes, I love Sol Ring in competitive play, but in multiplayer casual, not so much.

Wizards has done a nice job of trying to nerf Blue a little, providing solid hate in Stranglehold (Yes, every good deck tutors, but blue decks love to tutor. And black I guess. And green. OK pedants, you win) and Homeward Path, a fantastic little card that deserves to see Legacy play (Note: I know nothing about Legacy play). But blue also picks up nice tricks with Spell Crumple, a Hinder variation you can tutor up each turn with Planar Portal to lock opponents out of the game, and Flusterstorm, the new (and likely better) Hindering Touch.

The decks encourage getting into the Red Zone with no obvious infinite combos or way to combo out the game in a single turn without heavily modifying the decks, which is probably the best way to go for multiplayer casual games. As someone who plays to win, the Red Zone is not my preferred habitat but I can understand and appreciate those who enjoy it. (Seriously, I’m not actually being condescending or patronizing or sarcastic when I say that.) As such, the decks don’t offer much in the way of raw Commander power (no Kawigama commanders to be found here) and may not be that appealing to those who want to kill, crush, and destroy, but there are gems, staples, and good ideas in the decks that I’m sure can be easily utilized elsewhere.

Overall, I’m pretty happy with the decks, and as an unmitigated fanboy will likely end up getting them online as well as on paper. After all, a man needs as many Sol Rings as he can get.

On Future Content

Although it’s been a huge rush lately, I’ve been doing a fair amount of trialing a new way of exploring Commander. Namely, I intend on setting up some live-streaming games of multiplayer via Magic Online and livestream.com. I’ve tested the setup and it seems to work; right now I’m looking for volunteers to participate. If you’re interested, shoot me a line at wrongwaygoback at yahoo and I’ll explain timeframes and requirements (the main two being Magic Online and Skype). I think it might be fun, especially if I can get multiple people chatting together while playing.

I also have several questions for my readers regarding the deck-tuning series. I’d like to know

  • What are you looking for in the deck-tuning series?
  • How many decks and how often?
  • How far tuned is too far?
  • Is changing the General fair play (perhaps I should of asked this before tuning Korlash)?
  • Should the owner’s deck themes remain intact?
  • Would you be interested in participating in deck-tuning recorded via Skype?

Ultimately, I’m trying to make the content here more interesting and more tailored to my readership, and I think, having written for about 2 months here, now’s a good time for some honest feedback.

I’ll have the Bosh deck-tuning ready for next week, and hopefully shortly after that some live Magic Online games on the web (they’ll be recorded for later viewing as well). Also, if you have any content requests or suggestions, I’d be more than happy to hear them, or just general feedback (what’s worked, what hasn’t, etc).

See you in the comments.

PS: Now is the perfect time to buy those cheap Jace, the Mind Sculptors and stick them in your Commander decks. Just saying.

Insider: Jace and Stoneforge Mystic BANNED!

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The following is an elaborated version of the email sent to Insiders this morning.  It was emailed to Insiders at 12:30 AM that night and posted on the site shortly thereafter.  We decided to make it a free article 24 hours later to give our free readers a peek into some of the perks of being on the Insider list.  Want in?

Did you feel that Banhammer coming down? Wizards did the bold thing by taking out the two problem children of Standard. As per the announcement today, both Jace, The Mind Sculptor and Stoneforge Mystic are banned in Standard. This has many implications.

Consecrated Sphinx gets way better in the absence of both. Trade for them at 6 or 8 at most. If there is a blue deck left, it wants these to replace the card drawing it left. After a year of being spoiled with Jace, the Sphinx is going to be a hard reality to face. It's good, it's strong, and it will be played.

Sword of War and Peace was a staple in PT Nagoya as a 4 of, and this should apply to Standard now as well. Tolstoy's novel, it's not, but it's a Mythic that people want a quad-set of. Red may gain more power, meaning that the protection is is relevant. Sword of Feast and Famine was not well played. Much of its strength came from getting that untap in a control shell, while slimming down space with Mystic. SoFF will be dropping. SoWP is the best for midrange aggro, in which it will see the most play

Valakut has already doubled in price and Primeval Titan may see a resurgence as well, but beware of a reprint.

Jace Beleren just got way better, but there is a chance of a new version of Jace in M12 so his reign may be short lived.

Baneslayer Angel may also see play again.

Gideon Jura is now one of the better Planeswalkers against aggro decks, but a reprinting will keep his value in check. He could see a short term boost.
Black/Red Vampires as a deck just got better too, but there is no consensus best pick there. Cards like Bloodghast and Kalastria Highborn are worth paying attention to.

Batterskull loses a ton of value on this since it is not so fun to hardcast.   Sword of Feast and Famine loses value too since not many decks will play these in large quantities.

Expect more updates and analysis soon!

Insider: Listing Legions

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This week, we are looking at Legions, the successor to Onslaught. While Onslaught is positively packed with valuable cards, Legions is mostly bare. However, there are still hits to be found in and among Magic's first all-creature set. The set idea was sort of daring at the time, but I remember many players being annoyed because one couldn't cast many combat tricks aside from Morph (and cards you drafted from Onslaught). The other issue is that you didn't really get super-powered creatures that had sorcery-like effects, because you can't tack on something like an Insurrection or a Cruel Ultimatum on a guy and actually expect it to cost a reasonable amount. This was also a time before EDH was a thing, so monsters weren't designed to be big, splashy casual critters in the way they are today. While Legions was derisively called Le-Gi-Ons, it still had a fair share of tournament-caliber cards and casual stars. Let's take a look at them today!

Akroma, Angel of Wrath

Akroma probably deserves being the butt of so many jokes. Magic Lampoon once released a joke set where every creature was a variant on her, from Akromakroma onward. We've got Akroma's Memorial and Sphinx of the Steel Wind, nicknamed Robokroma. We've got Akroma, Angel of Fury. All this is kind of funny at this point, but you've got to understand the context of Akroma when she came out. The absolute closest thing to this creature, the closest that had ever been printed, was Spirit of the Night. This was still a time when creatures were just beginning to be good – we'd only recently seen Phantom Nishoba, for example, and many players remember the annoyance of opening cards like Aboroth.So Akroma was this incredible creature with zero downside, and an Angel to boot! I remember seeing her spoiler and printing it out on paper to paste to a card and show the guys at the local gaming store, who could scarcely believe she wasn't a joke. Everything about Akroma's abilities are incredible. If you can muster the mana, you won't regret playing her. This strikes a great chord with people, even those who have seen Akroma for years and years. She's rightly a casual super-star, and even though she's been reprinted a bit (taking $10 from her pricetag), she's still a good, tradeable Angel.$5.00Brood SliverWe first got a tease that Slivers would be back when we saw Riptide Replicator's art, and Legions delivered some great ones. The fun of Brood Sliver is that, when you think about how it would work in Christmas Land, your slivers double every turn when they hit, thanks to the tokens. Who needs Sliver Queen! All the slivers hold some value, though you might have to trade them to stores to get a realistic offer on them.$2.00Caller of the ClawThe idea with Caller is that it would undo a Wrath of God effect, to an extent. A lot of players attempted to string it up with Wirewood Herald, a natural combo. Your Herald dies (to Starstorm or Akroma's Vengeance) and you get to Call up a pile of bears! It never really played out like this because it requires holding up three mana all the time, but Caller is a nice idea. It also came up in decks with Nantuko Husk and the like, because it doubles the meaty goodness that your Husk can chow down on.$1.25Essence SliverIf there's one thing casual players like more than killing an opponent, that's gaining obscene amounts of life. Essence Sliver gives some resilience in multiplayer games and makes every combat phase a profit for the pilot. The Slivers make up a lot of the value of this set, and remembering that all the rare Slivers are worth something is useful for traders.$3.50Gempalm IncineratorOf the Gempalm series, this Goblin persists. Incinerator is a quality removal spell in all Goblins decks and you'll see it show up frequently. It can be tutored up with Goblin Matron and in a pinch, it'll actually come down on the board and attack! He's a solid monster and a good uncommon to set aside when you see.$1.00Kilnmouth DragonFor a brief period in Onslaught Block Constructed, people ran dragons. It was a glorious time – all you would do would be accelerate out huge dragons with Explosive Vegetation. Kilnmouth Dragon was an integral part of the deck, especially since you could drop six counters on it with Amplify pretty easily. Since it could shoot at any target, you could get it past an Akroma in play to take down an opponent. Scourge happened soon after and wrecked a great environment, taking this monster from its only real Constructed appearances. It still shows up in a lot of Dragon decks because you'll always have giant, stupid lizards in hand that are waiting to hit play.$1.75Magma Sliver
Now here's a doozie – each of your guys gets Firebreathing for Slivers! It's like some sort of game of Red Rover where you send in one little Sliver peon that threatens “kill me or just scoop up your cards.” In effect, it's The Abyss. If you've got a critical mass of Slivers, you can just send in five or six and pump the ones that get through blockers. Magma Sliver is worth a lot of money, so be aware when you see it in junk binders. It's a real coup.

$4.50

Phage, The Untouchable

More like the Unplayable. Phage mysteriously retains her value, even though she cannot be used profitably as a Commander. Sneak her in with Illusionary Mask or Torpor Orb or handle things on the spot with a Stifle. Phage is also cute with Volrath's Shapeshifter. I don't know why she's worth anything (maybe the phrase “loses the game” showing up twice?) but she's also a hot commodity.

$4.50

Scion of Darkness

Scion has a lot of appeal; it can be summoned out with Dark Supplicant, it can be Cycled and reanimated, or it can just be cast normally. It threatens to mess up a game when it comes out, since it zombifies enemy creatures. Have I sold you on why casual players like this guy yet? He's not even Legendary, so your Supplicants can get multiple ones in play! What a beating! I know, I know, but it's still worth a little bit.

$1.75

Seedborn Muse

The card so unfair in multiplayer that Bennie Smith thinks it should be banned from EDH. Seedborn Muse is a great combo with the game “Magic: The Gathering.” Seriously, anything you're doing in Magic, Seeds n' Stems is gonna help you out. Want to hold up countermagic? Annoy with Opposition? Get more elf taps? Here she is, ready to make your wishes come true.

$2.50

Synapse Sliver

All your slivers become Thieving Magpies! While Sliver decks usually seem unconcerned with drawing huge grips, this does get them closer to finding their one-of hit cards. For players who want to get even more out of their Synapse Sliver, combine it with its blue friend Shifting Sliver.

$2.00

Toxin Sliver

All Slivers get Deathtouch... sort of! You can see the appeal of this over something like Synapse Sliver because this has a huge effect on the board. It changes the way you approach killing token generators, for example. It means you can make crazier attacks, knowing that your Slivers might punch through anyway or kill anything in their path. Slivers carry a lot of this set, like I said before, and Toxin Sliver is the king of the rare Slivers.

$4.50

And with that, we wrap up the value cards in Legions! While Legions disappointed people who liked playing their spells during opponents' turns, Scourge came and kicked up a whole nest of interesting and scary things for tournament play. The Storm mechanic overshadows nearly everything else about Scourge, but I think you'll find that next week, when we cover the set, that there are many other high-dollar cards in it. Some of them are even blue...

Until next week!

-Doug Linn

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