Early DGM/GTC/RTR Impressions & Three Colour Drafting Strategy

Ok, I’ll admit it, I’m pretty fascinated about the Dragon’s Maze/Gatecrash/Return to Ravnica draft format. It’s incredibly deep, quite thoughtful, and relatively well balanced.

The pack flow makes perfect sense once you understand it. I’ve put together a little ‘cheat sheet’ to help people figure out what’s happening in the draft, as demonstrated below.

I don’t believe it makes sense to try to force two colours, as it means in one of the packs you’re effectively drafting the mono-coloured cards, and the mono-coloured cards are simply of lesser power than the gold cards. Why would you want to hamstring yourself like that?

In my mind, the best strategy is to either see what three colours are strongest in your first pack and draft along those lines, or to force one of the better three-colour combinations from the start.

Which begs the question, what are the best three-colour combinations to force?

There are 10 three-colour combinations, five of which are drafted in a 3-2-1 sequence (three guilds in the first pack, two in the second, one in the third) and five of which are drafted in a 3-1-2 sequence, as demonstrated above. Each of the three colour combinations lands with a different set of keywords and synergies. I’ve outlined those, and my impression of them, in the graphic below.

From what I can tell so far – and I have not had a great deal of experience beyond anyone else – the three-colour cobminations in the 3-2-1 sequence are stronger than those in the 3-1-2 sequence. In addition, there are two guilds in particular where the reward is higher for forcing those colours early in DGM and GTC, and two more guilds that generally lead to positive results.

Part of the reason I prefer the 3-2-1 sequence to the 3-1-2 sequence is that the mono-coloured cards in RTR are(generally) stronger than those in GTC (though there are exactly the same number). Remember the RTR mono-coloured cards? In black alone you had Stab Wound, Thrill-Kill Assassin, Ultimate Price, Dead Reveler, Desecration Demon and… oh that’s right, Pack Rat.

Importantly, the format will eventually be seen as defined by its two-for-ones, of which there are many (Far/Away, Scab-Clan Giant, Ubul Sar Gatekeepers, etc). This should be brought to mind whenever thinking about the draft format.

Let’s start with the two most highly rewarding guilds to draft in Packs 1 & 2: Orzhov and Boros. These two guilds have access to the most of the premium removal, some of the most absurd bombs, and generally high-quality commons and uncommons.

Drafting Orzhov in the first pack should lead down one of two paths; either supplementing with Boros/Rackos if going aggressive, or Dimir/Azorius if going disruptive/evasive. Both these paths will leade to very good results, as both those three-colour combinations are two of the three that I currently consider ‘the best’. Both these paths give you some draft freedom in the second pack as you are still picking up two different guilds. The third pack you’ll either settle on Rakdos or Azorious. Rakdos and Selesnya were the premium guilds in raw Return to Ravnica, but I think populate suffers with the loss of good token makers in the Gatecrash pack. The power of Unleash, however, isn’t hurt by absence of other Unleash creatures, so Rakdos’ power level is maintained.

Orzhov / Boros / Rakdos is the most aggressive deck in the format. It includes creatures with excellent CMC to Power ratios, the most efficient removal, and the most absurd bombs (a snapshot: Aurelia, the Warleader, Obzedat, Ghost Council, Blood Baron of Vizkopa, Exava, Rakdos Blood Witch, Master of Cruelties, Sire of Insanity, Tajic, Blade of the Legion, Teysa, Envoy of Ghosts, Angel of Serenity, Angelic Skirmisher, Assemble the Legion, Boros Battleshaper, Boros Reckoner, Deathpact Angel, Firemane Avenger, etc etc… I mean it, etc, etc… like Mizzium Mortars, Pack Rat, it just keeps going…). With three packs you get a very real chance of drafting a deck capable of simply burning your opponent out, especially when combined with Extort. Between the early fast rush, the late game bombs, the excellent removal, and the abilty to win any race through Extort, Orzhov / Boros / Rakdos is probably the best deck in the format.

If you’re comfortable in the control space then Orzhov / Dimir / Azorius is for you, being able to pick up some of the best removal/disruption in the format, while building an excellent flash/counterspell/removal shell (think Deputy of Acquittals/Hussar Patrol/Skyline Predator/Counterspells) makes the Esper space very powerful. Cards such as Inspiration help you have something to do while holding up counterspell mana, and once-underpowered utility creatures such as Bane Alley Broker get a lot better in the shell.

Drafting Boros either leads to the Orzhov/Rakdos path I’ve already covered, or the powerful Boros / Gruul / Selesnya trio, the third of the what I currently consider the best three-colour combinations. Again, this is a 3-2-1 path where, knowing you’ll end up in Selesnya, cards such as Bronzebeak Moa and Trostani’s Summoner gain in value (noting that the Summoner is a powerful Battalion enabler). The downside of throwing away creatures on Bloodrush is negated by the fact you’re gaining extra tokens over time through populate, and your generally-bigger creatures helps turn on Battalion. The ability to also protect your Battalion through Bloodrush, or have creatures to trigger Battalion through Populate is also highly synergistic.

However, both Orzhov and Boros can lead down uncomfortable paths. For Orzhov this is Junk, where you end up with Orzhov / Golgari / Selesnya, which is relively anti-syneristic. You have a lot of mana sinks, none of which work terribly well together. Extort wants spells, and spending mana to Populate or Scavenge doesn’t help the trigger. There is some synergy between having getting creatures to Scavange onto with Populate, but the mana costs involved are rather exhorbitant, and you’d probably rather just have another creature anyway.

Meanwhile Boros can lead to Boros / Azorius / Izzet, which is an Aggro Control deck that ends up highly reliant on instants and sorciers, as place that Boros doesn’t want to be, as it relies heavily on creatures. Izzet creatures don’t generally both attack and play creatures at the same time (see Frostburn Weird, Nivix Cyclops, Aetherling, Fluxcharger, etc). Battalion is happy to work with Azorious’s evasive flyers, but overall the trio feel like they are pulling against each other. I’ll note here that both Orzhov / Golgari / Selesnya and Boros / Azorius / Izzet are 3-1-2 decks.

An alternate strategy is to cast your lot with Simic. Each of the three Simic strategies are relatively solid affairs. My prefer choice would be Simic / Gruul / Izzet rooted firmly in Ramp. Both the Gruul and Izzet creatures are fairly reliable at triggering Evolve, and the ability to ramp helps to find the mana for maximising Overload effects. With an early rush, and some of the biggest creatures on the board, it doesn’t matter whether your finisher is a Mizzium Mortars, Teleportal, Blusterquall or Dragonshift, the effect is the same: your opponent loses. This is another 3-2-1 path.

Simic can also head down the Simic / Selesnya / Azorious path. Although it’s a 3-1-2 path, it can work as the Simic cards in Gatecrash are generally strong enough to support it. The advantages are you have access to populate in order to regularly trigger Evolve, especially in battle. However you need the right Populate cards to do it – Seller of Songbirds isn’t going to cut it. Nor, generally, will the Azorius cards, though there is some utility in being able to Evolve with a flash creature (one imagines flashing in and out a Deputy of Acquittals to keep the Evolve triggers coming).

The third Simic path is Simic / Dimir / Golgari, which opens the path to decent removal and a solid ‘+1/+1 counters matter’ theme. The addition of Dimir’s evasive creatures means you have the opportunity to draft an entirely unblockable deck, including Sewer Shambler, Woodlot Crawler, AEtherling, Elusive Krasis, Soulsworn Spirit, Deathcult Rogue, Spire Tracer, which frankly sounds like an utter nightmare to play against. Combine that with some advantage from the +1/+1 counters floating around and you end up with a deck with a lot of inevitability.

That leaves two other decks. The penultimate deck is Gruul / Rakdos / Golgari, which I will dub “Team Never-Block”. You get some excellent aggressive starts that are backed up by Bloodrush and late-game Scavenge. You are really of a one-track mind with this deck, “attack”. Should you ever have to slow down, you can’t expect to have that many evasive creatures to push through. This is tempered a little by the best access to deathtouch to push through damage, or falling back on trading/scavenge. You also have some premium removal with Putrefy, red’s multitude of burn spells, and the black standards such as Grisly Spectacle and Ultimate Price. It’s a little hard to draft, being a 3-1-2 path, but probably worth attempting.

The last deck is a hot mess, Dimir / Izzet / Rakdos. It’s a deck that doesn’t know what it wants to be doing. You’d think that cipher would have a lot of synergy with Izzet, but the timing of the triggers is all wrong. Izzet wants to trigger before you hit your opponent, not after, which ends up with disappointing results. Meanwhile Rakdos, which has been desperate to just attack attack attack isn’t getting much support other than some good removal – the best being Far/Away and Turn/Burn. Maybe – just maybe – those two cards alone are enough to save the combination, but don’t think anyone’s going to be passing them to you that often. This is the worst of the worst path, a 3-1-2 that ends up with a real dog’s breakfast.

So that’s my early-impression breakdown of the 10 three-colour guild combinations. I don’t think it’s advisable to push a two-colour combination across all three packs, as you’re ultimately missing out on high-value cards for the sake of mana consistency, and I don’t think the packs are deep enough to support having a strong enough curve to make that worthwile.

My last note is on one of the first things I mentioned, about the format being defined by its two-for-ones. I think that when drafting you should take not of you ability to maximise your two-for-ones. Orzhov / Dimir / Azorius, for instance, has access to Deputy of Acquittals, which can help you gain extra value from your Sin Collectors & Ubul Sar Gatekeepers, while also blanking your opponents’ removal. At common and uncommon, Boros / Gruul / Selesnya has access Blaze Commando, Rootborn Defenses and populate cards such as Scab-Clan Giant, Sunhome Guildmage & Vitu-Ghazi Guildmage to generate incremental advantage over time. When you can’t just draft Orzhov / Boros / Rakdos and run your opponent over, the ability to survive the early game and then build advantage over time is critical. In many ways, DGM/GTC/RTR is going to a battle of attrition and the deck that knows how it’s going to build an advantage will have various benefits over one that doesn’t.

I’ll come back to visit all this as the format becomes more clearly defined, if nothing else than to figure out where I went wrong. For instance, I probably underestimate Grixis’ ability to thrive in a format insisting on value plays. The fun will be finding out just how wrong I got it. Good luck out there!

Gatecrash Draft Best Cards

Based on my experience (basically drafting this non-stop for a week, so your mileage may vary), here’s my opinion on the best cards in GTC Limited.

Common

Mono-White: Court Street Denizen (runners up – Syndic of Tithes, Smite)
Mono-Blue: Frilled Oculus (runners up – Hands of Binding, Keymaster Rogue)
Mono-Black: Basilica Screecher (runners up – Grisly Spectacle, Balustrade Spy)
Mono-Red: Mugging (runners up – Madcap Skills, Warmind Infantary)
Mono-Green: Slaughterhorn (runners up – Disciple of the Old Ways, Ivy Lane Denizen)

Boros: Skynight Legionaire (runners up – Martial Glory, Wojek Halberdiers)
Orzhov: Kingpin’s Pet
Dimir: Deathcult Rogue
Simic: Drakewing Krasis (runners up – Shambleshark)
Gruul: Zhur-Taa Swine (runners up – Pit Fight)

Best: Zhur-Taa Swine, Court Street Denizen, Mugging, Kingpin’s Pet.

Uncommon

Mono-White: Guardian of the Gateless (runners up – Righteous Charge, Urbis Protector)
Mono-Blue: Sapphire Drake (runners up – Aetherize, Rapid Hybridisation)
Mono-Black: Killing Glare (runners up – Thrull Parasite, Wight of Precinct Six)
Mono-Red: Firefist Striker (runners up – Homing Lightning, Hellraiser Goblin)
Mono-Green: Crowned Ceratok (runners up – Experiment One)

Boros: Sunhome Guildmage (runners up – Boros Charm, Truefire Paladin)
Orzhov: One Thousand Lashes (runners up – Orzhov Charm, Gift of Orzhova)
Dimir: Dimir Charm (runners up – Dinrova Horror)
Simic: Zameck Guildmage (runners up – Simic Charm, Nimbus Swimmer)
Gruul: Ghor-Clan Rampager (runners up – Ground Assult, Gruul Charm. Special mention to Burning-Tree Emissary, who becomes very good with three or more.)

Best: Sunhome Guildmage, Ghor-Clan Rampager, Killing Glare

Rare

Mono-White: Angelic Skirmisher (runners up – Frontline Medic, Blind Obedience)
Mono-Blue: Simic Manipulator (runners up – Stolen Identity)
Mono-Black: Ogre Slumlord
Mono-Red: Five-Alarm Fire (runners up – Legion Loyalist, Molten Primordial)
Mono-Green: Ooze Flux (runners up – Gyre Sage)

Boros: Boros Reckoner (runners up – Firemane Avenger, Assemble The Legion)
Orzhov: Merciless Eviction (runners up – High Priest of Penance, Treasury Thrull)
Dimir: Soul Ransom (runners up – Nightveil Specter, Consuming Aberration)
Simic: Biomass Mutation (runners up – Fathom Mage)
Gruul: Clan Defiance (runners up – Rubblebelt Raiders, Rubblehulk)

Best: Clan Defiance, Ooze Flux, Boros Reckoner

Mythic

Note: Most of these are the only card in their category.

Mono-White: Gideon, Champion of Justice
Mono-Blue: None
Mono-Black: None
Mono-Red: Hellkite Tyrant
Mono-Green: Giant Adephage

Boros: Aurelia’s Fury
Orzhov: Obzedat, Ghost Council (runners up – Deathpact Angel)
Dimir: Duskmantle Seer (runners up – Lazav, Dimir Mastermind)
Simic: Master Biomancer (runners up – Prime Speaker Zegana)
Gruul: Domri Rade

Best: Duskmantle Seer, Aurelia’s Fury, Domri Rade

Early RTR Limited Thoughts

By popular request, as summary of my RTR tweets today.

SRTRLCYSNFA (Sweet Return to Ravnica Limited Cards You Should Not Forget About)

1. Faerie Imposter: Gives pseudo-vigilance. Buys back Azorius Arresters & Voidwielders. Few common flyers to get in the way. (edit: Also resets unleash)

2. Speaking of which Azorius Arresters is great. The question is whether or not to play on T2. Usually not. Save that detain for later.

3. Thrill-Kill Assassin, Deadly Recluse’s best friend. Stops so many things, is an admirable beater. Can reset with Faerie Imposters.

4. Blustersquall is the blowoustests with the mostest. Ok, that didn’t work but the card does. Ends stalls, buys tempo gains.

5. Gatecreeper Vine + Axebane Guardian as a combo is a real Groan-Test passer. You can play virtually any spell you like T4. Real deal.

6. & speaking of defenders Hover Barrier has the fattest ass you’ve seen in a long time. Stops so much. Not pro-active but decent ‘removal’.

7. Stab Wound: Tricksiest removal in a long time. Best used on 3/3 Scavangers (Korozda Monitor/Zanikev Locust). Pumps Sphere of Safety.

8. Downsize: Sounds terrible, but -4/0 is a lot and overload is v. good. Sets up alphas, breaks stalemate breakers, allows double blocks.

9. Slum Reaper is great with tokens/populate or scavenge. After attrition war is over, may be only thing to deal w/ a bomb.

10. Axebane Stag. It’s vanilla, but the 7 butt is crazy. No other common/uncommon can profitably block it and neither can most rares.

CTACBYAKTBYASP (Cards That Aren’t Cards But You Already Knew That Because You Are Smart People)

1. You do not have the deck to make Urban Burgeoning work. Even if you think you do, you probably don’t.

2. Destroy the Evidence is a nightmare. Don’t give your opponent all those Scavenge cards, please.

3. Tavern Swindler’s ability. It’s a great 2/2 for 2. If you ever tap it to gain six life I will disown you and kick you out of the house.

4. Racecourse Fury is a Fervor that uses up more and more mana. And you ran Fervor how often? Never? Right.

5. Tablet of the Guilds. C’mon, you’re not five anymore. Grow up.

Some Other Thoughts

For Sealed, Azorious is likely best, followed by Golgari, Izzet. Rakdos is hard to get critical mass, Selesnya harder.

Selesnya needs two halves to work; the token makers, and the populate cards. If you just get (a), its ok. If you just get (b) it’s miserable.

Rakdos unleash IS powerful and fast in draft, but sealed tends to be slower. Rakdos Sealed is more likely to kill u with a fatty than a 3/2.

Izzet cards seem to be straight two-for-ones and value. Nothing super powerful, rewards grindier value mages and tempo players.

Golgari has plenty of mid-range beats suited to sealed, and long term scavenge inevitability & value. Can trade early then hit hard later on.

Azorius has the best long-game and finishers and the support cards to get to that point. Detain is a monster that youll either love or hate.

I’ll be listening to @Marshall_LR & @JonLoucks in the car on the way home tonight, will tweet tomorrow what I thought.

A (Failed) New Phyrexia Novel Proposal

I once pitched a New Phyrexia novel to WotC. I never heard back from them, which I took to mean “we’re not interested”. Here was the story outline, for posterity’s sake.

A New Phyrexia Novel Proposal

Mirrodin is no more. New Phyrexia is compleated. The legacy of Yawgmoth lives on in the corrupted shells of Karn’s creations. The Mirran rebellion is decimated, the last vestiges of resistance mercilessly and methodically absorbed into the Phyrexian engine. Without Yawgmoth, however, the single-mindedness of the great synthesis is as shattered as Karn’s mind. The five praetors all vie to usurp Karn and ascend to the title of Father of Machines. But the conflict the praetors create as they betray each other is nothing compared to that brewing within the vats of the glistening oil, oil that has been infected by the clouded, confused and courageous emotions of the Mirrans.

“I hear murmurs of dissension in the dross. Tell me, exarch, how that is even possible?” – Sheoldred, Whispering One

Sheoldred, right hand of Karn, holds tenuous sway over the Mephidross, competing with her fellow thanes for the title of Praetor. Although Karn is pretender to the throne, Sheoldred believes herself to be the puppet-master, influencing the mad planeswalker with advice and misinformation designed to pave the way for her ascension. However her rival thanes, Azax-Azog and Kranox have already reached out to the other Praetors to find a way to undermine the Whispering One. But in New Phyrexia, the enemy of my enemy is merely another useful tool to be discarded once its usefulness has been outlived.

“If we are different then one of us has yet to attain perfection.” – Jin-Gitaxias, Core Augur

The heir to the legacy of Gix, Jin-Gitaxias pretends to be above the squabbles of his fellow Praetors. His work in the Progress Engine to create the supreme synthesis must not be interrupted by the factionalism that is erupting around him. Drawing power from Sheoldred’s interpretation of the Phyrexian Scriptures and Elesh Norn’s Argent Etchings, Jin has plans to open a portal to a new plane and lead New Phyrexia through it and thus claim his right to the throne. Using the Panopitcon, Jin keeps an eye on the spymaster herself, Sheoldred, through her puppet Karn. Soon he will unleash his secret weapon against her; the resurrected, synthesized husk of the planeswalker, Venser.

“I care not who turns the wheel, just that the wheel turns.” – Ubarask the Hidden

Quiet in the furnace layer lies chaos itself. The refugees of the war, Auriok and Vulshok, hide amongst the Furnace machinery, taking advantage of the indifference of Ubarask. In some ways Ubarask is their only hope; as long as he turns a blind eye to their operations, as long as the Furnace keeps producing the metal need for phyrisis, they may yet live. But Ubarask has other plans for the fleshlings. And he is patient.

“Emotion has no place in the orthodoxy, only faith.” – Elesh Norn

Elesh Norn has noticed a change in her minions. An unpalatable question of doubt has arisen amongst the Machine Orthodoxy. Even amongst the Apostles there seems to be growing reservation about his divine right to rule. Thus Elesh has initiated the seraphs and cenobites to begin the Grand Examination to uncover what lies at the bottom of this betrayal of faith. As her minions take Nim, Moriok, Dregs and Stokes come under the knife of celestial questioning and each confession is borne out, Elesh creeps closer to the most unsettling realization of all; that the uncertainty may be coming from within the oil itself.

“Nature finds away, Glissa. Rebirth cannot be denied forever.” – Vorinclex, Voice of Hunger

Perhaps the one most aware of the oncoming evolution of New Phyrexia is Vorinclex. Hidden within the remnants of Tel-Jilad, he confers with Glissa, the true leader of the Tangle. Once the savior of Mirrodin, Glissa’s betrayal stabbed through to the core of the metal plane. Now her plans lie with the throne itself and she will use Vorinclex, or any other Phyrexian, to achieve her ends. For now she is distracted by the hunt for Melira. If the Troll’s last prophecies are true, if another evolution is to occur, then surely the twice-cursed Sylvok is at the heart of ultimate, grand, perfection.

Thatcher Revolt Synergy in AVR Limited

In the next 24/48 hours, one of the most frequent questions people will ask themselves is “should I run this Thatcher Revolt?”.

To help those questions be answered, here’s a comprehensive list of Thatcher Revolt synergy in AVR.

Cards with Great Thatcher Revolt Synergy – Play it!

Cathar’s Crusade: TR produces 4/4s and adds 3 counters to every other creature you control.

Goldnight Commander: TR produces 4/4s and gives your other creatures +3/+3.

Champion of Lambholt: TR turns your Champion into a near-unblockable 4/4, and likely makes your tokens near unblockable as well.

Kessig Malcontents: For 2R + 2R you get 3 1/1s, a 3/1, and deal 4 damage to your opponent, which is fine.

Angel of Jubilation: TR produces 2/2s.

Riot Ringleader: Your TR makes 2/1s.

Kruin Striker: Becomes a 5/1 trampler when you play TR.

Blood Artist: You get 3 1/1s, EOT opponent loses 3 life and you gain 3 life.

Bone Splinters: A 1/1 token you’ll sacrifice anyway is a fine Bone Splinters outlet.

Vigilante Justice: 3 damage spead out over creatures & players is a very powerful effect to add to TR.

Good Thatcher Revolt Synergy – Consider it!

Emancipation Angel: Playing the Angel post-Revolt means not having to return a ‘permanent’ permanent.

Angel’s Tomb: They work well together in an aggressive deck, giving you 6/6 of power across 4 bodies that avoid enchantment and sorcery speed removal.

Mass Appeal: For 2U + 2R you get 3 1/1s and draw three cards.

Peel from Reality: As your token is going to disappear anyway it can make an excellent Peel target.

Druid’s Repository: Effectively makes Thatcher’s Revolt free. If you want to be very aggressive while still ramping, well worth it.

Banners Raised: Your tokens are 2/1s for a turn. You have to be hyper-aggressive to run this, however.

Mediocre / Overcosted Synergy – Value Edges Only

Devout Chaplain: More an emergency play than anything else, the two cards do work together to exile artifacts and enchantments.

Dual Casting: Ok, you get 6 1/1s for 2RR and tapping another creature. Is that really whant you to be doing?

Burn at the Stake: If you think you’ll find the time to have 2RRR + 2R in your mana pool then go for it.

Demonlord of Ashmouth: Technically it works, but only if you have 2BB + 2R to throw around.

Barter in Blood: Can save you having to sacrifice your larger creatures, though the synergy isn’t great and you’re paying 2BB + 2R for the effect.

Corpse Traders: Somewhat costly for the effect at 2B + 2R, it still works.

Goldnight Redeemer: If you can wear the mana cost of 4WW + 2R then you’ll gain 8 life.

Captain of the Mists: If you have 3R + 1U + 1U + 1U you can tap three of your opponents creatures (or untap three of your own)

Rite of Ruin: For 7RR + 2R you… oh jeez, please, don’t do this.

Soulbond Creatures (eg. Nearhearth Pilgrim, Tandem Lookout, etc: You can bond a creature for a turn with a token, though you should be aware the bonding will be removed when the token disappears end of turn.

Rush of Blood: 2R and a card to give one of your tokens +1/0 is not worth it.

Sheltering Word: Nor is 1G and a card to give one of your tokens hexproof at to gain a life.

Battle Hymn: Tap two lands, get 3 mana. They have synergy, but its not synergy worth having.

Poor Synergy – Forget it

Arcane Melee: Technically your TR can now be played for R – how you make this work for you is unknown.

Ulvenwald Tracker: If your 1/1s are killing your opponent’s creatures on T5 when you can activate this and play TR at the same, you’re probably winning anyway.

Wild Defiance: Only if you’re pushing synergy with Ulvenwald Tracker, but that’s a whole ‘nother deck.

Gallows at Willow Hill: Turns TR into 2R + 3 – Exile target creature and give your opponent a 1/1. Not worth it.

Equipment (Bladed Bracers, Tormentor’s Trident, Vanguard’s Shield, Moonsilver Spear): Generally not worth the excessive cost 2R + Equip cost on the same turn, though Moonsliver Spear may just be worth it as it leaves a 4/4 flying angel behind.

No Synergy – What the Hell are you Thinking??

Avacyn, Angel of Hope / Sigarda, Host of Herons: You still have to sacrifice your TR tokens.

Builder’s Blessing: Your TR tokens will never get to block.

Cloudshift / Ghostly Flicker / Restoration Angel / Nephalia Smuggler / Deadeye Navigator / Conjurer’s Closet: That TR token is never coming back from exile.

Herald of War: TR is not a human spell.

Lair Delve / Somberwald Sage: TR is not a creature spell.

Primal Surge: TR is not a permanent card.

Harvester of Souls / Soul of the Harvest: Doesn’t trigger from tokens.

Havengul Skaab: Makes your TR only produce 2 1/1s.

Dark Imposter: 4BB to exile a do-nothing 1/1 is not a combo.

Demonic Taskmaster / Descent into Madness: These make you sacrifice at the beginning of your upkeep, not at the end of your turn.

Homicidal Seclusion: 3 is more than 1.

Killing Wave: Why you’d cast this after casting Thatcher’s Revolt I will never know.

Necrobite: You still have to sacrifice the token you give Regeneration.

Unhallowed Pact: That token can’t return from the graveyard.

Blessings of Nature / Revenge of the Hunter: Those counters will disappear when your tokens do and Miracle is terrible with TR.

Aura Enchanments (eg Call to Serve, Commander’s Authority, Ghostly Touch, Infinite Reflection, Spirit Away, etc ): These will all fall of a token at end of turn.

Lands: Just no.

Five Minutes of Magic: Episode 1: What’s in the Helvault?

Here’s a the first episode of Five Minutes of Magic, “What’s in the Helvault?”

Podcasters: Neale Talbot, Bryan Prillaman, Chewie, Chris Lansdell.

This podcast is not safe for work.

Two Great Tastes That Taste Great Together

I’ve wanted to build a pauper deck around Midnight Guard / Presence of Gond since Dark Ascension was spoiled. Finally I found enough time to put a little list together.

Here it is.

Two Great Tastes That Taste Great Together
A Pauper Deck By Neale Talbot

Two Great Tastes That Taste Great Together

Creatures (20)
Avacyn’s Pilgrim
Pili-Pala
Midnight Guard
Auramancer
Totem-Guide Hartebeest

Instants (4)
Apostle’s Blessing

Sorceries (4)
Commune with Nature

Enchantments (8)
Presence of Gond
Journey to Nowhere

Lands (24)
10 Plains
14 Forest

That’s the core of the deck and it’s pretty simple; find your combo piece and play it out. If you get disrupted, either return your win conditions or find it again.

Clearly, putting Presence of Gond on a Pili-Pala instead of a Midnight Guard is not nearly as good (especially if you’re holding up Apostle’s Blessing mana), but it can still close out a game pretty quickly.

I’m sure this deck can be tuned, but it’s a pretty good starting point.

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.

 

99 Problems (But A Commander Ain’t One)

99 Problems (But A Commander Ain’t One)

If you’re havin’ deck problems i feel bad for you son
I got 99 problems but a Commander ain’t one

They got the ban hammer on the fast mana
Foes that wanna send my deck to the slammer
Forum critics they say he’s “Only Combos”
I’m wanna win, stupid, think I should lose I suppose?
If you ever played a couple mox then a Black Lotus
You wouldn’t give a crap about my foil ‘Storm Crows’
Fuck the power haters, kiss my Fellwar Stones
If you don’t like my decklist you can always fold
Concession on the stack while you’re Mind Controlled
They don’t play my lists so I take the piss out of
Crap players who try and use pet-card shit
Who hafta win with league points coz they can’t take my list,
I don’t know what you take me as
Countering your spells until you pass
I go for turn two kills if I cant do turn one
I got 99 problems but a Commander ain’t one

99 problems but a Commander aint one
If you’re havin’ deck problems I feel bad for you son
I got 99 problems but a Commander ain’t one

I’m into game two, Zur of course
Playing Diplomatic Immunity into mother fuckin’ Force
I got two choices, let it resolve or pause
The game with Hinder but I’ve no mana source
Now I’m trying to see how I can make the play
Brainstorm into Mindbreak and take the day
So I pull the trigger and see the cards
A Stasis, a Strip Mine, Immunity hits the yard.
Opponent plays Azami, Archivist, go.
Shoulda kept up the mana, next turn will blow
Gotta try to play out a Ring of O
He Drains, I Hinder, he Spell Snares, d’oh
He stick Mind Over Matter and a Candelabra
But I’m sandbagging a topdecked Auramancer
I got a turn or two to get back innit
Before my library’s gone as my deck is finished
Play out the ‘Mancer to get my O-Ring back
Want to Capsize that shit with trigger on the stack
“Aren’t you smart as a tack, you Chapin or something?”
“Or somebody actually important or something’?”
Nah, I ain’t hit the pro tour but I know a little bit
Enough that the triggers won’t return that shit.
“Well see how well that works when this Timestop come”
I got 99 problems but a Commander ain’t one

99 problems but a Commander aint one
If you’re havin’ deck problems i feel bad for you son
I got 99 problems but a Commander ain’t one