Monday, August 30, 2010

Scarred by Awesomeness

I have been home from working at camp for about 5 1/2 days and have been hanging out in magic stores 3 of those days. In those 3 days I was asked by people if they could look at my binder at least a dozen times. Each time I had to say no, but I have a bag of cards I have instead. 11 of those 12 times, they didn't bother. So today I decided to get a binder and a ton of sleeves for my rares and foils. In addition to jazzing up the inside, I printed out some cool arts that have been released as wallpapers on the mothership and put them in the slots on the outside. Here are some pics:




But more important that showing off your rares, theres many things abuzz with the next set, Scars of Mirroden. We are soon closing in on its release and the time tables look a little something like this:

Today's date: August 30th
Release Date: October 1st (32 days away)
Pre-Release Event: September 24th (25 days away)
Previews start on the Mothership: September 6th (7 days away)

So in a week expect a post on september 6th at approximately 1 or 1:30 am as I exclaim in joy like a little girl over its awesomeness. But we don't need to wait 8 days to start squeling, there's already a few cards out with much to talk about!

Before we get to the scant few cards that have been released from Elspeth vs Tezzerett and From the Vault: Relics, I should mention some of the rumors that have been going around. One of the rumors is that there will be 2 factions and there will be separate booster packs for each. The factions are thought to be Phyrexia ("the dark side") and Mirroden ("the light side"). Another rumor that went around was the release of purple mana. White is a major enemy of black, red (fire) is a major enemy of blue (water), and green is left in the lonely position of neutral. No fear, purple mana is here! Purple would be the color of machines so there would be a nature vs machines battle. One train of thought with that is instead of having new basic lands and all for purple mana, it would work like snow mana from ice age block where there were basic snow lands that produced mana of its color, but also made snow mana for when it was relevent.

While I don't know anything more about purple mana, We do know more about the 2 factions theory. First, here is a picture of the booster packs that has been leaked:


There are 5 arts (as normal) but there is also no distinction between dark side and light side, so the separate booster theory is false, however, there is still merit to the theory based on the 3 released cards I mentioned earlier. Take a look at these:


So what's the big deal? We have an uncommon artifact (with an awesome ability I will get to later), A mythic rare equipment everyone has seen by now, and a fairly boring common vanilla flier. Take a look in the text box for the watermark on the back of each card. Contagian Clasp has a watermark that has been in Magic for a very long time, the symbol of Phyrexia. The other 2 cards have a symbol we don't recognize. However it is believed to be the Mirroden Pure symbol. According to MTG Salvation, every single card is supposed to be affiliated with one of these 2 factions.

Something else that has been released is a ton of new arts for SoM. I'm not going to post them all here, so here's the link to view them. Here are the arts to take note of:

Elspeth Tirel: She's back! The epic planeswalker from Shards is rumored to have gone GW (which kinda makes sense. Look at the art for Knight of the Reliquary. Also, Tezzerett is supposed to be in SoM too
 Venser, the Sojouner: Return of the creature/counterspell from Future Sight. He could be a planeswalker, but there is no evidence supporting either way
 Mox Opal: IT'S A MOX!!!!!!! Last time we saw a Mox printed (not in FTV: Relics) was back in Mirroden before it was scarred, and that was the Chrome Mox (which is insanely powerful). I bet this card is both Mythic Rare and completely insanely powerful
 Hoard Smelter-Dragon: This is the foil cover card of the GR starter deck
 Etched Champion: Clearly a reference to Etched Oracle from 5th Dawn and a possible indication of the ruturn of the sunburst mechanic

So anyways, about that new mechanic proliferate... THAT IS ABSOLUTELY NUTS! I can't wait until I get my hands on a bunch of cards with proliferate. That plus the other mechanic announced, Infect (wither + poisonous), is absolutely brutal. Notice how the card says you can also boost the number of counters on a player? Yup, poison counters is looking like a fairly legit way to win all of a sudden. Also, beyond poison counters, or even +1/+1 or -1/-1 counters on creatures, think about quest counters on Zendikar quests, level up counters on levelers, or loyalty counters on planeswalkers! There are almost counters on everything these days, and being able to add to ALL OF THEM at the same time for just 4 mana is insane!

Quest Counters - There are 7 rare quests, and only Quest for Nihil Stone has absolutely no problem gettign juiced alone (Mind Rot/Blightning = job done). Archmage Ascension is easily the best once it's activated, but it requires too many counters to work. Use Howling Mine and proliferate and you have an active quest in 3 turns. For Beastmaster and Bloodchief Ascension, proliferate will help you keep your counters racking up when your opponent has put up too strong defenses. On the contrary, if you're getting bashed, manually putting counters on Luminarch Ascension can soon relieve you of your pain with a legion of angels. One more copied spell from Pyromancer Ascension is nothing to scoff at, and manually putting counters on Quest for Ula's Temple may be necessary when you're drawing all your counterspells and contol magic. The 2 blue rare quests are the only 2 I haven't worked with yet, but thanks to proliferate, expect some sort of blue control dropping boom-booms from the sky deck in the near future

Level up counters - I already talked about the mana advantage provided by Venerated Teacher in a previous post, but this has the same merit. While it costs 1 more to have half the effect, it's still great mana advantage. Remember, you're not required to use it, so if your level up costs for the turn are less than 4 for a single level up across the board, then there's no need to use it. But when you have Zulaport Enforcer + any other leveler, you get some solid mana advantage.

Loyalty counters - Holy cow! I shouldn't have to explain to you why this is awesome. Of the 16 planeswalkers printed, using proliferate once would get them to their ultimate ability a full turn faster on 6 of them (Ajani Goldmane, both Chandra, Nicol Bolas, Sarkhan Vol, Sorin Markov). Also, Tezzeret and Garruk could already use their ultimate on their second turn of existence, except with proliferate, they will survive using it. 5 planeswalkers (Ajani Vengeant, Elspeth, Jace TMS, Liliana, Nissa) have ultimate abilities that put you in a position where it is almost impossible to lose, but they need many counters to reach that point. Proliferate can accelerate them to those insane abilities and help ensure your victory. And for the planeswalkers I didn't mention (Jace Beleran, Gideon, Sarkhan the Mad) more loyalty counters is never a bad thing. For Jace, you can use his -1 ability non stop and ensure you have huge card advantage over your opponent. For Gideon, you can either give him more life to absorb a big attack, or you could help him use his -2 ability more and completely dominate the board. And for Sarkhan, it's finally a way to give him back loyalty counters. If you play Sarkhan and don't proliferate that turn you could use his -2 ability 6 times instead of 3 or 3 times followed by the -4 instead of only once then the -4. If he is almost $20 for having no + ability and only having epic - abilities, how much better is he when you can bring him back up in loyalty?

Basically proliferate is absolutely nuts. I did a getherer search for the keyword "counter" in standard and got 175 results. I quickly skimmed through and took note of things about countering spells, so after removing those, there are 141 cards that deal with counters on permanents of some kind, which shows how simply insane proliferate can really be. And because I know paul is going to mention it, proliferate is completely broken when combined with Doubling Season.

So before I close what I'm pretty sure is my longest post of all time, I want to mention 2 cards that cou can expect to see in a future random deck idea post. The 2 cards are Juniper Order Ranger and Heartmender. In addition to being really cool, they also work great with persist creatures by making them able to persist forever. Consider those combined with Glen Elendra Archmage! I didn't play during the reign of wither and persist, so I never got to mess the abilities, but I won't go down that road right now, it's already 1am... Until next time, stay classy

Saturday, August 28, 2010

Spiraling through time and rotations

Oh hey there, how you been? At last night's FNM, DJ and I decided it would be really cool to split a Time Spiral box, so we did, and today we opened 18 packs each and made 60 card decks out of them. I have been looking forward to opening Time Spiral block packs for a very long time, so I was thoroughly excited when the time came. I opened some really cool cards including:

Lotus Bloom (foil!)
Chronosavant
Curse of the Cabal
Endrek Sahr, Master Breeder
Evangelize
Fungus Sliver
Gauntlet of Power
Gemstone Cavern
Ith, High Arcanist
Moonlance
Norin the Wary
Nether Traitor
Restore Balance
Sarpadian Empires, Vol. VII
Stuffy Doll
Sudden Spoiling
Swarmyard
Thelon of Havenwood
Walk the Aeons

While I don't remember all of them, DJ also opened some really cool cards, including:
Deep-Sea Kraken
Hypergenesis
Magus of the Scroll
Opal Guardian
Scion of the Ur-Dragon
Sedge Sliver
Spectral Force
Wheel of Fate

I wound up making 2 decks. The first I made was a BG fungus token deck. The second was a UW deck with a small flanking sub-theme. DJ made a 5 color sliver deck. After a couple plays of each, we discovered there wasn't enough mana consistancy despite many storage lands to make it work, and my decks wound up winning. DJ then switched to his Veggie Zoo deck and proceded to crush me twice.

After that I went back home and started organizing and fixing my cards and decks. I have ultimately decided I am going to get a binder for my cards... tomorrow. As I was finishing up touching up my decks, I put them in 2 groups depending on whether they were standard legal or not. All of a sudden it hit me; Scars of Mirroden is being released in a month and 3 days, so there will be a lot of cards rotating out of standard. One of the most important things that is rotating out is the triple option lands. Without thee it is much harder to play 3 color decks. A 3 color deck of mine is Bant Allies. I decided to work on making it a 2 color deck, but the question is do I want WG or UW? White is simply required for an allies deck because it has the only 1 mana ally, the only instant speed spell specially for allies, and aruably the best ally for its mana cost in Kazandu Blademaster.

Green has 7 allies:
Graypelt Hunter - a good creature, trample is very helpful
Harabaz Druid - a solid enabler and mana fixer
Joraga Bard - frankly useless
Oran-Rief Survivalist - a simple efficient creature
Tajaru Archer - Doesn't do too much
Turntimber Ranger - Obviously the best of the green allies, it provides an instant army
Vastwood Animist - Don't be fooled, this guy isn't as good as you initially think

Blue has 5 allies:
Halimar Excavator - This guy is actually incredibly powerful, acts as a wall and another way to win
Jwari Shapeshifter - Another copy of any of my best allies? Thanks
Sea Gate Loremaster - Nothing like a free Ancestral Recall or more every turn
Seascape Aerialist - Too weak and overcosted
Umara Raptor - Suprisingly powerful, most aggresive blue ally

Both blue and green have 4 good allies, but I feel the blue ones are better than the green ones. The card of advantage provided by Sea Gate Loremaster can win you the game all by itself. Also with blue, we gain access to control magic that can enable our allies aggressiveness. With that in mind, here is my initial UW decklist:

4x Hada Freeblade
4x Halimar Excavator
3x Jwari Shapeshifter
4x Kabira Evangel
4x Kazandu Blademaster
4x Ondu Cleric
3x Sea Gate Loremaster
4x Talus Paladin
4x Umara Raptor
4x Mana Leak

2x Evolving Wilds
4x Glacial Fortress
9x Plains
7x Island

This is an incredibly inexpensive deck that comes out to just over $50, $30 after removing the 4x Glacial Fortress

I guess I was in the UW mode because I made another UW deck with only cards that won't rotate out of standard. This was more of a control deck starting with abusing the combination of Sun Titan and Jace Beleran. Here's the decklist:

3x Sun Titan
2x Frost Titan
4x Jace Beleran
4x Wall of Omens
4x Everflowing Chalice
4x Mana Leak
3x Cancel
3x Jace's Inginuity
2x Sphinx of Jwar Isle
1x Iona, Shield of Emeria
2x Baneslayer Angel
2x Negate

4x Celestial Connelade
4x Glacial Fortress
4x Sejiri Refuge
8x Island
6x Plains

Obviously Baneslayer Angel isn't a budget card, but I recently acquired 2, so I figured why not add them? The list I adopted this from didn't play Baneslayer because it costs too much, so it works fine to go without.

I randomly looked at how many non basic lands there are in standard right now, and it is a staggering 59! They break out a little something like this:

Shards of Alara: 10 (Panorama Cycle, Shard Option Cycle)
Conflux: 5 (Various)
Alara Reborn: 0
Zendikar: 20 (Common ETB Lands, Refuge Cycle, Rare Cycle, Fetch Lands)
Worldwake: 14 (Common ETB Lands, Man Lands, Various)
Rise of the Eldrazi: 2 (Evolving Wilds, Eldrazi Temple)
M10/M11: 6 (Option Land Cycle, Terramorphic Expanse)
M10: 1 (Gargoyle Castle)
M11: 1 (Mystifying Maze)

Anyways, I am going to post this before it hits midnight for once, so have a good night

FNM at TJ's

11 hours ago, I was leaving for WPI to hang out with some people and play in the FNM there. The nearest store was having a draft, and we all wanted to play constructed, so we went to a slightly further, but completely insanely awesome, store: TJ's Collectables in Milford. 5 of us (Me, Defo, DJ, Mark, and a new member to the team Adam) went there for the FNM. I was playing my new Primeval Ramp deck, Defo had mono-green elves, DJ had Veggie Zoo, Mark had UW control, and Adam had Simic Polymorph. By the end, our results were:

Mark 3-1
Adam 2-2 or 1-3 (I forget)
DJ 1-2-1
Me 1-3
Defo 1-3

My games went as the following:

Match 1 vs Mark (UW Control)
How lucky? I get paired up against my arch enemy in round one. I believe he took game one, then I took game 2, and in a close game Mark took game 3. I thought it was a fine matchup for me, but when I got 12 plants with Avenger of Zendikar followed by 2 lands, making them all 2/3s, getting hit by Day of Judgement really hurts...

Match 2 vs Mono-Green
I don't think this guy I played against was very serious at magic at all. I basically walked right over him in 2 very quick games. No real threats came both games, and I essentially auto-piloted the whole thing. After nearly getting timed out against Mark, having 35 minutes left in a 50 minute round was very weird. I wound up just watching everyone else play their games for a little bit.

Match 3 vs Mythic Conscription
This was a tough game. First, the guy I was playing was a stickler for the rules and everything had to be done right and in proper order (Played a land, then cultivate. When I went to put 2 counters on Khalni Heart Expedition, he said I only get one because I forgot for my land drop. I said I was aware of the trigger and was just making my plays first. He still said no. Thankfully I didn't lose tempo thanks to a top-decked Harrow). Second, Mythic Concription is a scary deck! Out of nowhere, I would get hit by a 12/13 trampling flying Birds of Paradise. Due to that I was a little more edgy than I should have. I made one bad play mistake game 2 when I had 8 lands, and he had 2 lands untapped. I paid 6 for Primeval Titan, and he simply Mana Leaked it. I could have easily avoided that and won game 2, which would have made me win 2-0, but instead I had nothing else and lost 1-2.

Match 4 vs Mono Green
More Mono Green? Unfortunately this guy didn't suck and instead he had a very fast very aggressive mono green deck. He said he doesn't even run Beastmaster Ascension because he wins before it's enabled. With many Garruks and Overwhelming Stampedes, he very quickly got the job done. I didn't even win a single game because both times he got a ton of mana fast and killed me before I could get stuff activated.
After that game, we switched decks and kept on playing. It was evidant that the matchup was clearly in the Mono Green favor because it still kept on winning.

Overall, I had a great time! Here's some notes I have on the deck and hot it played:
-I never boarded in Ulamog, I couldn't think of a deck that I would want him in against
-I really wish I had Pyroclasm in my sideboard and not Lightning Bolt. I get enough Lightning Bolt action from my Valakuts going crazy, and the actual Lightning Bolts have very narrow uses. Pyroclasm would have strait out won me the game during Match 4 when I was facing down a huge army of small 1/2 toughness creatures. Instead I was forced to play Destructive Force, but he played a land and recouperated with mana-making elves
-Mold Shambler is amazing! I think I may move it main deck because it is very versitile. Aside from Vengivine Naya, all decks play with intense enchantments or planeswalkers (and some Naya play Garruk)
-Destructive Force is insane, but I may cut it. It really hurts my dekc in addition to theirs. Removing that will clear up space to put in the Mold Shamblers, and a 28th land
-Fog could have saved my life many times when the alpha strike came barreling my way, so maybe by removing Destrucive Force and Ulamog, I can sideboard in Fog
-Another card for sideboard is Summoning Trap, getting Primeval Titan countered is really painful!

Anyways, it's closing in on 2am, so I need to get some rest. Maybe I will post an update later today on how the decks are, and I will give a report on the Time Spiral box DJ and I are splitting :) Time Spiral is a sick set, and I am pumped to crack some packs!

Friday, August 27, 2010

Bold Predictions Gone Right

After coming back from the summer, I heard about 3 decks that have become very powerful pro-level decks. All 3 I had thought about and conceptualized before they exploded in popularity. The 3 decks? Life Gain (called Soul Sisters by Conley Woods), Pyromancer Ascension, and Primeval Pinnacle.

The life gain I was originally working on was WB to utilize lifelinking vampires and Sanguine Bond. In addition to Sanguine Bond, I used Felidar Sovereign as a win condition. The Soul Sisters list is fairly similar, but Serra Ascendant is a simply amazing addition from M11. Here's My decklist

The pyromancer ascension deck I have is different from the pro-tour list because I run Kiln Fiend and Surrakur Spellblade. Here is my decklist

The Primeval Pinnacle deck was one I first found on Channel Fireball back when Worldwake was just released. Obviously Primeval Titan wasn't released yet,but the deck was still very powerful. That later became the RUG deck that did insanely well on the pro tour that was Zendikar Block constructed. I don't play RUG because I don't want to buy 4x Jace TMS. The deck hasn't changed much, just became more popular. Here is my decklist

I have had the pyromancer ascension deck for a while, and have already written about it in this blog. I just finished putting together the other 2 decks recently, so I recorded a game of Lifegain vs Primeval Pinnacle.

Lifegain won the roll and kept an opening hand of 7 consisting of:
Kabira Crossroads
2x Plains
Soul's Attendant
Soul Warden
Ajani Goldmane
Baneslayer Angel

Titan also kept an opening hand of 7 consisting of:
Valakut, the Molten Pinnicle
Terramorphic Expanse
Mountain
Harrow
Cultivate
Primeval Titan
Comet Storm

Turn 1:
Life went first playing a Plains followed by Soul's Attendant.
Titan (D - Mountain) played a Terramorphic Expanse that fetched a forest.
20 - 20

Turn 2:
Life (D - Serra Ascendant) played Kabira Crossroads and then Soul Warden, and attacked with the Soul's Attendant [Looking back, the better play was plains, Soul Warden, Serra Ascendant, then attack]
Titan (D - Valakut) played Valakut and then passed
23 - 19

Turn 3:
Life (D - Survival Cache) played a plains, then the Survival Cache, which drew another Survival Cache, and then attacked for 2.
Titan (D - Explore) played a Mountain followed by Harrow, sacrificing a forest to find a forest and a mountain. Then, with those 2 lands I played Explore (D - Mountain) and played a second Valakut
25 - 17

Turn 4:
Life had Survival Cache rebound (D - Plains, War Priest of Thune), then played a plains followed by Serra Ascendant and another Survival Cache (D - Plains), and attacked for another 2.
Titan (D - Khalni Heart Expedition) played a mountain followed by Cultivate, which put a Forest into play and a Mountain in hand.
31 - 15

Turn 5:
Life had Survival Cache rebound (D - Baneslayer Angel, Plains) and played a plains and Baneslayer, then attacked for 8, gaining 6 off lifelink
Titan (D - Harrow) started the turn by playing Khalni Heart Expedition and then a mountain. Harrow, sacrificing a forest, fetched 2 mountains which started the insane activations of Valakut. Each Mountain played because 2 free lightning bolts. The 12 damage was split 6&6 to kill the Baneslayer and the Serra Ascendant. Then the Khalni Heard Expedition was sacrificed for a forest and a mountain. The mountain created 2 lightning bolts killing the Soul Sisters.
41 - 7

Turn 6:
Life (D - Plains) played the plains, and then played Soul Warden followed by Baneslayer.
Titan (D - Oracle of Mul Daya) played a Mountain, which killed the Baneslayer, and then Primeval Titan, fetching the last 2 copies of Valakut, the Molten Pinnicle. [There are only 4 more mountains in the deck, and with the opponent at 43 life, we need to make sure each mountain does as much damage as possible. The current board position is stable enough at the moment to allow for preparation]
43 - 7

Turn 7:
Life (D - Sunspring Expedition) played War Priest of Thune and Ajani Goldmane, and then used Ajani's +1 ability.
Titan (D - Destructive Force) tapped out for Comet Storm, dealing 9 damage each to both enemy creatures, Ajani, and the opponent's life total. Then, I attacked with the Primeval Titan, fetching a pair of Mountains, each of them doing 12 damage to the face.
7-7

Turn 8:
Life drew a Soul Warden and conceded.

I think this was a really cool game that exemplified the power of both of these decks. I think if I didn't make the play mistake for the Life deck on turn 2, things could have ended very differently , because there would have been more pressure on the Primeval player. I look forward to playing Primeval Force at tonight's (TONIGHT!!) fnm.

Wednesday, August 25, 2010

Hello Again World

Wow, it has been a while since I have updated this blog due to my working at Boy Scout Summer Camp, but fear not for I am back!

Up in the land I love so well there was a ton of Magic to be had. In fact, it was because of working there last year that I even got back into Magic because a dozen or so people played. However, I became a million times better over the course of this last school year and it reflected in the games all summer.

Sometimes it's easy to get caught up in winning your game of Magic instead of simply having fun. At camp, Magic is all about having a good time and relieving stress/pent up rage in a can. Decks weren't made of 4x Baneslayer and other $50 cards, instead it was whatever you opened up in your booster packs. The only valuable cards I saw there were 1x Gideon Jura (opened by a guy just getting into it from the ROE pack in a Deckbuilder's Toolkit) and 2x Kozelik, Butcher of Truth (1 I traded for, the other was owned by a guy who almost didn't play all summer). That being said, the games were all alot cooler because there were less blowouts.

Now that I am back though, I look at the 3 decks I wasn't finished building when I left: Titan Force, Lifegain, and Mill Kill. I am leaving one of my bragging points for a short time *gasp*, and I intent to get some more expensive cards in the form of Primeval Titan ($50), Baneslayer Angel ($30), and Elspeth, Knight Errant ($40).

Well actually I'm not buying the Titan. I backdrafted one after a draft with the local friends, and then in another draft I backdrafted some Fauna Shamans. The fauna shamans got traded with a little cash for a pair of Primeval Titans, and now my friend Mark has the 4th one on hand for trading when we get together again.

Anyways, I don't have much more to talk about except to say, "Hey I'm back!"