Modern Rock Loam Deathcloud Harvest

Right now I’ve been tinkering with B/G in Modern. The deck is very grindy, the kind of deck where incremental advantage is leveraged to the utmost. It rewards good play, punishes mistakes, and is generally pretty fun.

I wanted to get a feel for whether I should be playing Tarmogoyf or Tombstalker in the deck, so I took a look at some representative G/B Rockish decks.

There are a number of B/G archetypes floating around, namely Deathcloud, The Rock, Pox and Loam. I wanted to do an analysis of which cards each of the decks consistently play. Here are some representative decks. Before the list, here’s a link to the analysis of the decks in Google docs.

CREATURES (12)
Tarmogoyf
Sakura-Tribe Elder
Kitchen Finks
Eternal Witness

INSTANTS and SORCERIES (21)
Thoughtseize
Green Sun’s Zenith
Putrefy
Death Cloud
Maelstrom Pulse
Damnation
Go for the Throat
Doom Blade
Dismember

OTHER SPELLS (3)
Garruk Wildspeaker

LANDS (24)
Overgrown Tomb
Swamp
Treetop Village
Verdant Catacombs
Forest
Twilight Mire
Dryad Arbor
Oran-Rief, the Vastwood
Golgari Rot Farm

SIDEBOARD (15)
Kitchen Finks
Ghost Quarter
Viridian Shaman
Krosan Grip
Extirpate
Cranial Extraction
Duress
Memoricide

Wirecat’s B/G/r Death Cloud Rock (Top 8 Modern PTQ Barcelona)

CREATURES (7)
Tarmogoyf
Haakon, Stromgald Scourge

INSTANTS AND SORCERIES (24)
Nameless Inversion
Death Cloud
Raven’s Crime
Inquisition of Kozilek
Life from the Loam
Smallpox
Burning Vengeance

OTHER SPELLS (5)
Garruk Wildspeaker
Liliana of the Veil

LANDS (24)
Swamp
Lavaclaw Reaches
Tectonic Edge
Blood Crypt
Graven Cairns
Overgrown Tomb
Blackcleave Cliffs
Twilight Mire
Verdant Catacombs
Urborg, Tomb of Yawgmoth

SIDEBOARD (15)
Ancient Grudge
Damnation
Engineered Explosives
Forest
Nature’s Claim
Nihil Spellbomb
Victim of Night

Tristan Polzl Legacy G/B/w Rock (#2 Finale de la Coupe de France Legacy)

CREATURES (12)
Tarmogoyf
Dark Confidant
Knight of the Reliquary

INSTANTS and SORCERIES (15)
Hymn to Tourach
Swords to Plowshares
Vindicate
Thoughtseize
Inquisition of Kozilek

OTHER SPELLS (9)
Sensei’s Divining Top
Mox Diamond
Liliana of the Veil

LANDS (24)
Verdant Catacombs
Wasteland
Marsh Flats
Scrubland
Bayou
Swamp
Karakas
Bojuka Bog
Forest
Plains
Maze of Ith

SIDEBOARD (15)
Tower of the Magistrate
Engineered Explosives
Gaddock Teeg
Darkblast
Diabolic Edict
Ghastly Demise
Surgical Extraction
Duress
Ethersworn Canonist

krazykirby4's Tarmopox (# 1 MTGO Modern Daily (#3193257))

CREATURES (17)
Tarmogoyf
Dark Confidant
Augur of Skulls
Kitchen Finks
Nyxathid

INSTANTS and SORCERIES (16)
Smallpox
Thoughtseize
Inquisition of Kozilek
Smother
Maelstrom Pulse

OTHER SPELLS (4)
Liliana of the Veil

LANDS (23)
Swamp
Verdant Catacombs
Treetop Village
Mutavault
Overgrown Tomb
Urborg, Tomb of Yawgmoth
Forest
Marsh Flats

SIDEBOARD (15)
Kitchen Finks
Maelstrom Pulse
Damnation
Deathmark
Extirpate
Go for the Throat
Krosan Grip
Surgical Extraction
Thrun, the Last Troll

Micah Greenbaum's G/B/r/w Aggro Loam (# 1 Star City Games Legacy Denver)

SIDEBOARD (15)
Life from the Loam
Devastating Dreams
Choke
Leyline of the Void
Reverent Silence
Perish
Chainer’s Edict
Red Elemental Blast
Nomad Stadium

Some quick thoughts:

1. No-one plays Tombstalker. It turns out Tombstalker is really only played in Team America/Team Portugal B/U decks to maximise counter-spell usage.
2. Everyone plays Tarmogoyf
3. Many of the decks lean on a third (or fourth) colour to compete.

So what are the Top 9 cards the archetypes have in common?

1. Tarmogoyf (19)
2. Dark Confidant (12)
3. Thoughtsieze (11)
4. Liliana of the Veil (10)
5. Knight of the Reliquary (8)
6. Smallpox (8)
7. Inquisition of Kozilek (8)
8. Life from the Loam (7)
9. Mox Diamond (7)

That’s on raw figures. I’d note at this point that most decks build on internal synergies from there, eg. Punishing Fire / Grove of the Burnwillows, Death Cloud / Kitchen Finks, Haakon, Stromgald Scourge / Nameless Inversion.

If we take consolidate cards based on overlapping function due to card restrictions between Modern and Legacy and account for these little synergies, the numbers change a little. Here’s what the Top 9 cards would look like.

1. Finishers/Combo (28)
2. Instant-Speed Removal (20)
3. Tarmogoyf (19)
4. 1 Mana Discard Spell (18)
5. Mana Acceleration/Advantage (17)
6. 2 Mana Disruption Spell (16)
7. Planeswalker (14)
8. Dark Confidant (12)
9. ‘Kill Anything/Everything’ Sorcery (11)

Which, in Modern, creates a deck that looks as follows:

1. Something
2. 4 Doom Blade (or equivalent)
3. 4 Tarmogoyf
4. 4 Thoughtsieze (or Raven’s Crime or Inquisition of Kozilek)
5. 4 Life from the Loam (or Sakura-Triber Elder)
6. 4 Smallpox (or Augur of Skulls)
7. 4 Liliana of the Veil (plus possibly a Garruk)
8. 4 Dark Confidant
9. 2 Maelstrom Pulse (plus possibly a Damnation)

Which leaves behind the ‘something’, of which Knight of the Reliquary is probably the best, backed up in this archetype by a singleton Wurm Harvest, although admittedly it doesn’t play well with Dark Confidant. Here’s what a more streamlined deck might look like, bearing in mind just how much damage we might do to ourselves with Bob.

G/B/w Modern Rock Loam Deathcloud Harvest

CREATURES (12)
Tarmogoyf
Dark Confidant
Knight of the Reliquary

INSTANTS AND SORCERIES (20)
Thoughtsieze
Raven’s Crime
Life from the Loam
Smallpox
Go for the Throat
Maelstrom Pulse
Worm Harvest
Death Cloud

OTHER CARDS (4)
Liliana of the Veil

LANDS (23)
Overgrown Tomb
Verdant Catacombs
Marsh Flats
Temple Garden
Treetop Village
Tectonic Edge
Bojuka Bog
Urborg, Tomb of Yawgmoth
Twilight Mire
Mutavault

The sideboard would be some number of Kitchen Finks, Krosan Grips, Extirpates, Engineered Explosives, Gaddok Teegs, Grafdigger’s Cage, Surgical Extraction, etc, depending upon your metagame.

I have to confess, the consolidated list does seem like quite the spicy brew. You can head down the Rock axis and grind out the win with Bobs, Gofts and disruption. You can go down the Pox access and build a super-large Knight of the Reliquary. You can head down the Worm Harvest axis and win with a million 1/1s, or down the Death Cloud axis and win with an opponent who is just dead on the board.

I think it’s worth testing just to see how it performs. It certainly <i>looks</i> powerful, and the various archetypes it has mashed up are pretty proven. Time to test, I guess.

Modern Loam Harvest

Based on people’s feedback on the Modern MBC deck I posted, there clear suggestion was to make the most of pox by adding Life from the Loam. I rebuilt the deck with this in mind, stealing heartily from some Legacy decks along the way. Here’s the list.

Modern Loam Harvest

Creatures (5)
Eternal Witness
Shriekmaw
Tombstalker

Instants (3)
Geth’s Verdict

Sorceries (21)
Raven’s Crime
Smallpox
Wrench Mind
Life from the Loam
Maelstrom Pulse
Worm Harvest

Planeswalkers (4)
Liliana of the Veil

Artifacts (1)
Engineered Explosives

Lands (26)
Verdant Catacombs
Forest
Twilight Mire
Swamp
Marsh Flats
Overgrown Tomb
Tectonic Edge

Without the cycling lands the card draw is less powerful than in Legacy, but between the hand disruption and land destruction, it generally pans out okay. I’m certainly interested in exploring this archetype further, as you can sideboard into The Rock relatively easily with a transformative sideboard of Bobs and Goyfs.

Give it a spin, let me know what you think.

 

Modern Mono-Black Control

There are a number of mono-black control lists floating around for Modern, the main one being Deathcloud based ‘combo’. If you’re looking for something a little more straight MBC, you might enjoy trying this list out.

Modern Mono-Black Control
A modern list by Neale Talbot

Modern MBC

Creatures (18)
Dark Confidant
Tombstalker
Fulminator Mage
Bloodghast
Vengeful Pharaoh

Instants (4)
Dismember

Sorceries (12)
Thoughtseize
Smallpox
Grim Discovery

Planeswalkers (4)
Liliana of the Veil

Lands (22)
Marsh Flats
15 Swamp
Dakmor Salvage

This is, at heart, a Rock deck, grinding out wins through sheer resource denial. I’ll admit the Vengeful Pharoahs are probably the weakest card, but I haven’t come up with a good substitute yet, and they do serve a pretty good purpose.

There’s a lot of internal deck synergy, which is what you really want right now. Discarding with Liliana almost always puts you at an advantage and is a real screw-you to the combo decks (Tron, Splinter Twin) that are floating around right now. The mana-denial package of Smallpox plus Fulminator Mage is really enhanced by Grim Discovery, which is an ace card in this deck, ensuring you can keep playing out land and either beating down or denying your opponent land.

It’s a little weak to tiny-mana aggro (eg Zoo, Affinity) but I’m sure some Damnations and other such cards in the sideboard would go a long way to shoring those matchups.

Give it a try, let me know what you think.

UR Modern Storm

So I think I’ve arrived at the most consistent UR Modern Storm build I can. It goes off on T4 with alarming consistency for anywhere between 20 to 80 damage, drawing the entire deck.

The linchpin in this build is certainly Part in Flames, and it really can’t operate without it, so tuning for the metagame probably requires some number of counterspells. I’m thinking Pact of Negation, which is just silly with Past in Flames. After all, you never intend on paying the upkeep.

Dark Ascension has a number of cards that are perfect for the deck. The two weakest spots are Goblin Lore and Desperate Ritual. Faithless Looting and Thought Scour are two optional replacements from Dark Ascension, but we’ll have to see how they test.

Here’s the current list.

UR Modern Storm
A Modern Deck by Neale Talbot

4 Goblin Lore
4 Past in Flames
4 Grapeshot
4 Manamorphose
4 Gitaxian Probe
4 Seething Song
4 Burning Inquiry
4 Desperate Ritual
4 Peer Through Depths
4 Desperate Ravings
3 Pyretic Ritual

1 Cascade Bluffs
4 Scalding Tarn
4 Steam Vents
4 Sulfur Falls
3 Mountain
1 Island

Forbidden Teachings

Forbidden Teachings

I’ve been tinkering around with a pauper deck the past week based around two of the strongest cards in pauper, Forbidden Alchemy and Mystical Teachings. The two compliment each other nicely; both instant, both blue with black flashback, and both very powerful. In a sense, Alchemy is just an undercosted, underpowered Teachings. Getting the Alchemy/Teachings ratio right has been a chore, and I’ve settled on 3/2 at the moment.

In this deck Alchemy actually does more work than Teachings. It allows you to dump cards in the graveyard while abusing Unearth to get creatures back into play with control back-up, either in the form of Capsize, Counterspell or Doom Blade. The deck also has a nasty recursion engine for the singleton Ulamog’s Crusher through Cadaver Imp / Capsize abuse.

The Delver of Secrets are an odd bunch, but perfectly servicable either as a fast-start tempo win, or a long-game finisher. Even as a 1-mana ‘fog’ effect in the early game, they do a lot of work. However, if you have to sideboard, they’re often one of the first to go. Not that I have a sideboard yet. The removal suite could also be diversified, to take advantage of the Mystical Teachings tutor effects. You can also mise a few games with Alchemy into Exhume, having dumped Crusher.

The deck is interesting, but could do with some serious playtesting and tuning. Here’s the list as it stands.

Forbidden Teachings
A Pauper Deck by Neale Talbot

4 Delver of Secrets
1 Sea Gate Oracle
2 Mulldrifter
1 Phyrexian Rager
1 Stinkweed Imp
1 Man-o’-War
1 Liliana’s Specter
1 Cadaver Imp
1 Pestermite
1 Ulamog’s Crusher

1 Brainstorm
3 Forbidden Alchemy
4 Doom Blade
3 Counterspell
1 Capsize
2 Mystical Teachings
1 Gush

3 Preordain
4 Unearth
1 Exhume

4 Dimir Aqueduct
1 Terramorphic Expanse
10 Island
8 Swamp

On Innistrad Limited

On Innistrad Limited

Today’s post is going to be radically quick, but I thought to at least say something, set I forget. Maybe I’ll follow it up with something better, but that’s preeettty unlikely.

There are few archtypes in Innistrad limited. often it will depend upon the Rare that you open. For the most part the Mythics are crazy-good (Past in Flames and Grimoire of the Dead aside) and the rares are solid.

In sealed, Werewolves take a big hit, as, in general, the most you’re getting is 6, and even then you’ve got to get lucky to pull that off. Most pools have 4-5 wolves, which, while good, ain’t great. Sometimes you’ll see a pool of 7-8, where someone got lucky and hit a couple of rare werewolves and every flips’ a wolf as well, but usually it won’t happen.

The werewolf deck, however, defines the format. Being able to hold down a T1 Reckless Waif, T2 Gatstaf Shepherd is critical to your survival. To hold them back you will generally want to be casting spells Turns 1-3 no matter what. You generally can’t hold off the wolves forever – unless you kill them, they will flip – but you can slow them down enough to keep in the game.

This is when you have to ask the question, well does each colour want to slow them down with while still enabling the archtypes? So I thought I’d talk about the commons and uncommons you need to survive the first three turns and enable your decks.

BLUE: Silent Departure, Think Twice, Deranged Assistant, Forbidden Alchemy, Civilized Scholar

Blue truly lacks a ‘great’ one drop, unless you manage to pick up the awe-inspiring 10 x Delver of Secrets, mucho-removal deck. You’ll never see it in Sealed, but you can manage it in Draft, and it is possible to outrace werewolves in it; possible, but still difficult.

As such, the only T1 play that you can gain any tempo advantage with, without losing card advantage, is Silent Departure. Even then, I’m not hot on this card. I’ve used it but not been happy with it, as while it’s slowing my opponent down, it’s not advancing my own agenda. Blue is generally in trouble against the T1 werewolf start.

Deranged Assistant is probably the best T2 play as it starts to immediately enable the bigger, fatter blue creatures, especially those that require a creature in the ‘yard. I’d tapped this guy for colourless mana, just to see what he pops into the graveyard, before determining the best line of play. Blue has a surprising array of fatties, and you really want to get one out in short order to shut down your aggro opponents. This guy is your best chance of doing so.

Stitcher’s Apprentice is a good man, especially if you have decided to go the Delver of Secrets route. For a small mana sink you can make infinite blockers, although the set-up time is oppresive, but as he also enables so many other things in the format (eg. Murder of Crows, Morbid, Gutter Slime) he’s a great T2 drop.

Slightly worse is Think Twice. This twice is nice as it starts to fill you graveyard up with goodies, but you’re not progressing your board, even as it replaces itself. T2 Think Twice opens yourself up to facing three creatures on your own turn 3, which can be hard to fight back from. I’d much rather get a body on the board.

T3 you get Civilized Scholar. He’s probably the best uncommon T3 play that’s not Claustrophobia and is more than a looter in Innistrad blue. He’s part of the engine you need to get your best creatures online, even if that means that he won’t loot for a turn because he looted away a critter. However, he’s not blocking anything that turn, something you really need to be aware of.

You also get Forbidden Alchemy. It’s a great card, perfect for enabling your Frankensteins, but again not progressing the board. If you go T1 nothing, T2 Think Twice, T3 Forbidden Alchemy, unless you’ve managed to find that Blasphemous Act you need, you’re likely a turn or two away from death. Creatures are super important in this format, and it’s the Deranged Assistants and Civilized Scholars of the world who are more than likely to make that happen.

WHITE: Doomed Traveler, Avacynian Priest, Unruly Mob, Elder Cathar, Fiend Hunter, Voiceless Spirit, Chapel Geist

While Cloistered Youth and Spectral Rider are great cards, you only want to play them in a truly aggressive deck. They are pretty terrible at shutting werewolves down, and not cards you want to trade with a werewolf anyway.

On T1 Doomed Traveler is just about White’s only play. You can ever guarantee getting a Champion of the Parish, and while Selfless Cathar is nice, you’d rather have the Traveler. Firstly, you’re happy to trade him away with just about any one-drop in the game, and secondly you’ll get a 1/1 flying token out of it, either to fog with then next turn, or to get in with when you get the chance. I realise that Marshall and Jon were pretty down on the Doomed Traveler as a card on the LR podcast, but he’s super-critical to keeping the werewolf deck at bay in the early game. Who wants to trade their waif with this guy?

T2 you really want Avacynian Priest. Yes, he’s a bit of a mana sink, but you’re happy to start tapping down your opponent while getting your flying engine online – and lets face it, you’re probably winning in the air, not on the ground. Unruly Mob is a nice follow-up to Doomed Traveler, especially if your opponent declined to trade, and Elder Cathar on T3 after the first two is brilliant. White has a very sacrificial theme to it – dying is just an means to an end – whether that be flipping a Traben Sentry, or getting two 1/1 flying tokens into play.

T3 you really want Fiend Hunter. Voiceless Spirit is okay, as is Chapel Geist, as they can both go on defensive duty, but Fiend Hunter is the nuts at this point. Suddenly you have one less werewolf to worry about and your opponent starts wondering how best to kill the Hunter instead of you. I can see how Voiceless Spirit is attractive, but bear in mind that it dies to giestflame, and if your opponent dinged your T1 play with it, then they will probably be flashing it back on T4 to kill your Spirit. You may prefer to have the Chapel Geist in this case.

BLACK: Dead Weight, Diregraf Ghoul, Typhoid Rats, Walking Corpse, Ghoulraiser, Markov Patrician

Vampire Interloper is nice, but he really can’t race the dedicated Werewolf deck, especially if you’re stuck with a bunch of Victim of Nights in your hand.

The best T1 play is Diregraf Ghoul and you’ll want at least 2 in your deck to make sure it happens. If your opponent doesn’t lead with a Ghoul I’d even consider not playing one until they start laying out Werewolves. Then, at least, you can stop flipping. If you find yourself with a super-aggressive start, these guys can make the switch and play out early, just be aware that if you dump your hand, you’re leaving yourself open to flipapalooza.

Typhoid Rats is the best defensive play. The only early werewolves to get past are Village Ironsmith and Gustaf Shepherd, so you’ll prefer a Dead Weight for those. But playing Typhoid Rats stops the switch, so Shepherd has to at least wait another round while the Ironsmith pings you for 1. Bump in the Night is bearable – just – but so much better at flipping your opponent’s werewolves back, if you can support the flashback cost.

Walking Corpse is an excellent T2 play, sad to say. Black’s commons and uncommons don’t support the bombs that well (to the point that I’ll happily take the Sever the Bloodline and splash it, rather than try to go into Black), so these little guys do a lot of work. Of course, backing up your Diregraf Ghoul and Walking Corpse with a Ghoulraiser is best, so you can trade your guy away for value. Markov Patrician is another option as it can radically stem the bleeding, allowing you to get your Bloodline Keeper online, but again it dies to just about everything (especially Geistflame) so beware. Screeching Bat is fine, but you have to consider flipping it and trading it off against a werewolf, which is the equivalent of time-walking yourself.

GREEN: Avacyn’s Pilgrim, Ambush Viper, Mulch, Darkthicket Wolf, Hamlet Captain

If you haven’t drafted Werewolves and you’re in Green you may be shit out of luck. That said, there are a few options open to you.

Firstly you really want to get down an early Avacyn’s Pilgrim. It stops wolves from flipping and allows you to ramp to the 3-4 drops that will stop the werewolf onslaught. Plus it splashes a colour, which is great because you clearly already have green, thereby allowing you to turn on White’s removal (pro tip – Bonds of Faith is a terrible play against most flip cards. Learn from experience, kids!).

Ambush Viper is a little trickier. To play him best you’ll need to let your opponent’s critter flip, and if they have two wolves on the board, that’s far worse than letting just the one your want to flip turn over. You may want to consider just playing him out if your opponent isn’t playing Black, as if they have the Giestflame you’ll be blown out anyway.

Mulch is one of Green/Blue’s better engines, in that it both fixes mana (sporadically) and fills the graveyard. However, like Think Twice, you’re not advancing your board, but you may be able to make those blue zombies, Boneyard Wurms and Splinterfights playable. UG is a deck, but you really need to get as many of the engine parts as possible to make it playable.

Darkthicket Wolf and Hamlet Captain are options, the only problem is they are far better on the offensive than the defensive. Darkthicket Wolf is actually my favourite offensive 2 drop in the game, and if you know how much I like Green in limited, you’ll understand how hard that is for me to admit. But there it is, a great card on the offensive. On the defense, however, you really need to recognise that for it to play best, you need to let your opponents flip, and you probably don’t want to be doing that. Keep in mind that you can always pump him then play Prey Upon, if you have the mana.

RED: Geistflame, Ashmouth Hound, Curse of the Nightly Hunt, Riot Devils, Rolling Temblor

If you’re in Red and you’re not playing aggro Werewolves, you better be in Aggro Vampires. Otherwise you’re in the much more tenuous Red Control deck and you need to recognise that immediately.

T1 you should be burning that Geistflame on their T1 werewolf. Don’t even think about it, just do it. You’ll get the ‘flame back later, and you won’t regret the massive amounts of damage you’ll save.

T2 on the defensive is pretty much Ashmouth Hound. He can kill a Village Ironsmith, as silly at that seems, or any 3-toughness werewolf (though there aren’t that many who’ll attack into him like that). If you can slow the board down just enough to start dropping 4-5 drops that matter, then he’s been worth it.

T3 you have a number of options. Curse of the Nightly Hunt is super interesting in both control and aggro decks, as you can suddenly clear a path that wasn’t, or you can force your opponent into some super-unfavourable attacks. I’ve won with this card before, cheerfully taking 18 damage when I knew I could race it out.

Riot Devils is a nice choice on the defensive, but usually underwhelming, Your best bet is Rolling Temblor, which has a terrible name but a great effect, taking out most Werewolves and other super-aggressive creatures with it (but not those dumb Spirit tokens. Another lessons learnt the hard way, kids!). The ability to flash it back is just gravy.

COLOURLESS: Blazing Torch, Traveler’s Amulet, One-Eyed Trouser Snake

Blazing Torch is an excellent card in the format and in a weak pack first-pickable. I’ll generally take up to three, as you still need a critter around to throw it, but it still works wonders. Traveler’s Amulet is not great, but the fact that it will generally push you to three mana and allow you to keep casting spells against werewolves makes it more than playable. Also helps with the splashes you’ll need if you’re playing Black. Oh Black.

One-Eyed Scarecrow is more a corner case. If your opponent is really fast it’s a do-nothing, so you may want to skip it, but it’ll happily trade off against various creatures and can really nuke a Spirit Token deck. If it’s in your board, bring it in if you need more 3 drops.

–//–

That’s a lot of words, more than I intended. But I will add this.

I’ve spoken a lot about engines above. There are key cards for the engines, most notably Deranged Assistant, Forbidden Alchemy and Mulch. These cards turn on a graveyard like nothing else, and it really does matter. Werewolves are very fast – probably faster than T1 Stormkirk Noble in Limited – and can pounce at a moment’s notice with Moonmist. So you need to get your engines online as quickly as possible if you want to race them.

Deranged Assistant and Forbidden Alchemy work wonders with the Blue Zombies, and Mulch is perfect for setting up Boneyard Wurms and Splinterfrights. Drafting a bunch of flashback cards with these is just gravy, as every flashback card milled into the graveyard is just like drawing another card to your hand.

Removal is really sparse in the format, no doubt this will improve as the block is released, but right now anything with 4 toughness or more is very, very hard to kill with removal. White has the most options (Rebuke, Smite the Wicked, Bonds of Faith), Red has the biggest and best effects (Brimstone Volley, Into the Maw of Hell, Geistflame, Blasphemous Act, Black’s removal is rather tempremental (Dead Weight, Corpse Lunge, Victim of Night), and Green is once again rather screwed, though Prey Upon is generally excellent (remember it doesn’t even tap your guy). Blue gets Claustrophobia, which the best removal forshutting down the bombs.

So rather than risk finding the removal you need, you really want to consistently get your engines online to allow for your late-game plays, regardless of what they are (flipping a Test Subject, creating an Army of the Damned, smashing with a thousand Essences). To do that you need to be aware of what will get you there and draft accordingly.

You won’t die in your first three turns of Innistrad Limited. But what you do during that time will dicate whether you die in the next three.

Aristotle In Flames

Aristotle In Flames

With a little help from friends (thanks Ben!) I’ve been testing Desperate Shot online and have arrived at the following decklist.

Desperate Shot
A Modern Deck by Neale Talbot

4 Gitaxian Probe
4 Grapeshot
1 Ignite Memories
4 Past in Flames
2 Serum Visions

4 Manamorphose
4 Seething Song
4 Desperate Ritual
4 Peer Through Depths
4 Desperate Ravings
3 Pyretic Ritual
1 Forbidden Alchemy
2 Muddle the Mixture
2 Remand

2 Mountain
1 Island
4 Cascade Bluffs
4 Scalding Tarn
2 Sulfur Falls
4 Steam Vents

Sideboard:

4 Pact of Negation
2 Remand
2 Into the Roil
3 Pyromancer’s Swath
2 Slaughter Pact

The deck is super cool. I’ve done crazy things with it, including using Grapeshot to wipe out my opponent’s board just to buy myself time to re-buy everything and kill my opponent with the same Grapshot.

The key is learning when to get to 8 mana and go Grapeshot -> Past in Flames – > Grapeshot or when to get to 6 mana, play Past in Flames -> re-Ritual -> Grapeshot.

I thought this was close to the optimal version until I realised I was missing a all-star player: Infernal Tutor.

Infernal Tutor + Past in Flames seems like a no-brainer now that I’ve put the two together. It means I can run less Win conditions and make the deck a little more consistent. However, it does muck up the mana somewhat, but that’s nothing we can’t handle.

Here’s an Infernal Tutor list:

Aristotle In Flames
A Modern Deck by Neale Talbot

4 Gitaxian Probe
3 Grapeshot
3 Past in Flames
3 Infernal Tutor
1 Empty the Warrens
3 Serum Visions

1 Muddle the Mixture

4 Manamorphose
4 Seething Song
4 Desperate Ritual
4 Peer Through Depths
4 Pyretic Ritual
4 Remand

1 Mountain
1 Island
4 Scalding Tarn
4 Steam Vents
2 Blood Crypt
4 Cascade Bluffs
1 Graven Cairns

This list makes me wonder if there’s room for Ad Nauseam, but we’re already losing so much life I have to stop and think about it.

I need to tune the Past in Flames / Grapeshot / Serum Visions / Infernal Tutor numbers, but someone smarter than me can probably figure that out.

The deck is rock solid. Try it out.

Desperate Shot

Desperate Shot

This Modern still needs tuning but it’s turning out pretty insane, really.

Desperate Shot
A Modern Deck by Neale Talbot

4 Gitaxian Probe
4 Grapeshot
1 Ignite Memories
1 Merchant Scroll
4 Past in Flames
2 Serum Visions

4 Manamorphose
4 Seething Song
4 Desperate Ritual
4 Peer Through Depths
4 Desperate Ravings
4 Pyretic Ritual
3 Muddle the Mixture

2 Mountain
2 Island
1 Cascade Bluffs
4 Scalding Tarn
4 Sulfur Falls
4 Steam Vents

I’m not sure the deck needs Pyromancer’s Swath, there are too many +20 storm counts to care about it.

Basically you want to enough Rituals to be able to Past In Flames with two mana open. The key is to get as many spells as possible into the graveyard before you cast Past In Flames as cards that enter the graveyard after it’s cast do not get flashback (unless you re-cast Cast In Flames).

Some tricks:

* You can flashback Gitaxian Probe usign Phyrexian mana. This turns the card into “Pay four life, draw 2 cards”, which is pretty sexy in this deck.
* Manamorphose is even sexier, as it’s just “Fix Your Mana, Draw 2 Cards”, which is my kind of broken.
* Muddle is there both for protection and to search our Grapeshot, but remember transmuting does not add to the storm count.
* The random Ignite Memories is there to guard against Cranial Extraction-type effects, but is capable of winning the game by itself. It could be a Pyromancer’s Swath or an Empty the Warrens.
* I’m using 17 lands, but was happily going of Turn 2 with 2 lands.

The deck is pretty fun, but feels a little slow. Not sure what would improve that. I’d also consider adding Pact of Negation to the deck to help protect the combo, so long as you plan on winning with burn, you’ll never have to pay the upkeep.

I’d be interested in any tuning for this. Lemme know if you run it.

The Mechanics Of Love

The Mechanics Of Love

I’ve been slowly piecing together a “twitter” magic set based on submission from various twitter denzins inspired by the slim amounts of information I give them, usually a card with artwork, colour, and not much else.

Two weeks ago (jeez, really?) I asked for people to come up with a Mechanic, rather than a card. The mechanic I requested was supposed to represent “love”.

Various people submitted responses in twitter, and me, being a smart person, thought, “I’ll just let then sit in twitter and collect them all at the end of the week.”. Then, when I went to collect them, twitter wouldn’t let me go that far back into my @ archive.

Faaaaark.

Anyhoo, I re-asked, and various people were kind enough to re-tweet their efforts. Lets take a look at them.

@Fox_Murdoch: Lovelust X: if an opponent gained life this turn this enters the battlefield with X +1/+1 counters.

Lovelust is a clear play on bloodthirst, in which a creature enter the battlfiefield with X +1/+1 counters if an opponent took damage that turn. The difficulty with this conceptualisation is that while you can generally rely on dealing damage to your opponent and thereby ‘turning on’ bloodthirst, it is far more difficult to reliably give your opponent life. WotC don’t often print cards like Phelddagrif or Armistice, and are more likely to print cards like Punishing Fire, which is not a very “loving card”. The card might work better if it triggered on your own lifegain, but that would amount to self-love.

@wobbles: Embrace

Ok, so what we have here is a psuedo licid/equipment/aura/creature thing. I can understand the concept – rather than give add a new creature to the ‘field, it “embraces” a creature already on the ‘field, adding new abilities/power to it.

Now, regardless of how broken I find a first-striking, hasty, mountainwalking 1/1 creature for R, this card has all sorts of problems. Firstly, you’d have to add all sorts of “loses creature and gains Aura” to the text. Secondly it represents a conflict of super/sub type of Creature and Aura, and I am pretty confident WotC do not want to return to printing Licids. But most of all, it’s incredibly confusing for new players. The repetition of the text, the positioning of one card-box above the other, it’s all pretty complicated, including on how to get it to work. The first time I read it I though it targeted itself. Overall it feels unnecessarily complicated – although, I guess love is pretty complicated.

@ChahMTG2: Befriend, Bond

Chah writes up a lot of his work here and here.

Chah’s put a lot of work into the keyword. Essentially, has creatures put +1/+1 counters on another creature to “befriend” it, and when then allows “befriended” creatures to gain benefits. Eventually all befriended creatures share the common benefits. This is relatively neat, except that it may become difficult to remember which cards are “befriended” and which ones are not. +1/+1 counters are pretty common. In the comments the mysterious “Bass” notes that a “Befriended” counter might be a better idea.

Chah’s other keyword is Bond, which again uses +1/+1 counters, and then gain benefits as a result (such as his example, Bloodbond Warrior: When ~ enters the Battlefield, put a +1/+1 counter on it and target creature. When either of those creatures dies, the other gains double strike.

The only real problem with Chah’s execution are the memory requirements involved. I can imagine playing with half-a-dozen Chah cards and not knowing which ones were bonded with which, or befriended whom, and when one dies, what happens to what else? I certainly like where he took the idea with good/bad relationships on the second page of working, but the memory issues have me struggling with how the execution will work in-game, especially when other people are using +1/+1 counters but not the Befriend/Bond mechanic.

I will note, however, Mechanics such as Haunt were printed without any visual reminder.

@juzumjedi: Goblin Wife (Love): at beginning of your upkeep, if you have another goblin in play, create a 1/1 goblin.

It’s Uktabi Kong all over again! JJ keeps it pretty simple; love leads to sex, sex leads to babies (practice safe or gay sex kids!), so lets start spitting out tokens! As someone with four kids myself, I can appreciate this. I guess it is a mechanic, but not a keyword, per se.

@JulesRobins: Shelter: When ~ etb you may shelter target creature. Sacrifice ~: Regenerate sheltered creature.

This was a mechanic that Chah looked at, the idea of one lover sacrificing itself for another, but Jules plays it pretty straight here. It’s a relatively need execution, albiet one again that has no visual reminder for the long run. However you could more neatly do this with just dropping the whole “shelter” keyword and having the creature regenerate any creature on the board, similar to Saffi Eriksdotter. This doesn’t have the one-to-one feel of “love”, but we could call the card Regeneration Slut.

@thatdamnaussie: Blessed: Creature gets +1/+1 and is blessed until end of turn (with other abilities triggering off “blessed”)

Baz’s ability is much like the others, but as it reads his love is so short. Perhaps if the “blessing” lasted more than a turn that would be something else, but then it would resemble much of what everyone else has submitted. However WotC haven’t allowed buffs to go more than a turn since Riding the Dilu Horse, which is my new favourite euphamism. Love, with any luck, lasts longer than a turn.

A confession.

A while ago I tried to play with a Love mechanic myself and came up with “Glamour”, based on the Terry Pratchett book “Lords and Ladies” (his best Discworld novel), as shown below.

As you can see it echoes much of what my fellow twitters represented. After testing it a little bit it became clear it didn’t represent a 1-to-1 relationship, as once there were many glamour tokens on the field it became pretty messy, but it didn’t matter, as Glamour avoided the needed to remember individual relationships between cards, such as with Haunt.

However, I wasn’t entirely happy with Glamour and thought it might be fun to do a trial ballon via twitter.

Ok, so I’m still don’t think the best solution has been found. Maybe cards with a one-to-one relationship are impossible in Magic, but I’d like to think not. I’m going to award this round to Chah, due to the amount of work he put in, and I’ll be gifting him a little prize on MtGO. But I think the search for the perfect “love” mechanic goes on.