Thursday, September 29, 2011

Gems of Innistrad - Part 2


This is part two of a two part article. For the first part look here.

Moan of the Unhallowed

Two 2/2s for four is respectable, but these aren't just any tokens they're zombie tokens. If you can combo with many of the zombie themes in the set then you start to see a lot of value out of this. Just a Cemetery Reaper in play goes a long way. But it's the flashback that makes me see this as a mini Grave Titan.

Reaper from the Abyss

A 6/6 flier for six can win games, but this guy is crazy good if a variety of conditions are met:
1) You can keep him alive
2) Creatures die (maybe due to your removal?)
3) You opponent has creatures to kill

Typhoid Rats

So I think to myself: Is this really my favorite card in the set? It just may be. Keep in mind this is coming from someone who summoned more than a few Kraken Hatchlings, but this card is so strong. I can think of few things I'd rather do with my first turn. Vs aggro this will probably trade with his one or two drop saving you two, four, or more life. Or maybe your opponent doesn't attack into the rats? Even better - this one drop not only holds off the early the assault, but also trades with a bigger threat later. To make this card even better, unlike other one drops, his value doesn't decrease rapidly after the early turns. I would not feel bad throwing this guy down on turn six. You may hold off an enormous Dungrove Elder. With your one drop. Still want more value? Hook up your diseased rats with an Accorder's Shield or Viridian Claw.

Unbreathing Horde

I'm still trying to figure this out, but I think it's one of the best zombies. It has a few dependencies however. You may find yourself in a very awkward position with three of these in your hand on turn three, but once you get him into play with a few counters on him he should prove very resilient - excellent at attacking, blocking, and soaking up burn. Late game he has the potential to get pretty big (and even more resilient), but the real interesting part is combining this will some aggressive self mill. Flip a huge chunk of your library into you graveyard with a Mirror-Mad Phantasm, then fetch out two of these guys with a Ghoulcaller's Chant, and you may have a pair of 10/10 monsters for three.

Walking Corpse

I've never been more excited about a Grizzly Bear. This is the first 2/2 without a drawback that cost one black and one colorless, and it's a zombie to boot! My Cemetery Reaper smiles, at least as much as possible with those teeth.

Brimstone Volley

Now this card is Red! Send your aggro horde in for one final suicide mission. Punch in some damage then BOOM Lava Axe for three. Unlike Lava Axe you can use it for removal when you have to. After Innistrad releases I plan to end a few games with Goblin Grenade followed by Brimstone Volley. One Goblin, four mana, ten damage to the dome? Priceless.

Infernal Plunge

A darker Dark Ritual. This card offers a potential four drop on turn two, but you have to sac your one drop. T1 Goblin Arsonist, T2 plunge and... Hero of Oxid Ridge. Could be devastating, but you could also run into a Doom Blade and be down two cards for nothing. Risky business. While we're at it would could use Birds of Paradise to drop a turn two Urabrask the Hidden.

Instigator Gang // Wildblood Pack

I don't like the werewolf mechanic. I don't like that I'll probably have to pass a turn to transform them, and worse, my opponent can flip them back without too much trouble. However, this card demonstrates why you still may want to play werewolves despite their unpredictability: they are extremely powerful. If this guy attacks with a few other werewolves your opponent's defending creatures and/or life total will ripped to shreds.

Kruin Outlaw // Terror of Kruin Pass

I like this one because it's playable if it doesn't transform. But if it does... GEEZ!

Reckless Waif // Merciless Predator

Turn one you cast this. Opponent: "Curses! No one drop". Turn two: Skadoosh.

Vampiric Fury

This is an amazingly powerful effect for two mana. It makes we want to throw a bunch of vampires together just to see it in action. If you play this right it should often result in a two for one, maybe more. Additionally, it doubles as finisher. Too bad we can't bring along our old friends Vampire Lacerator and Vampire Nighthawk.

Ambush Viper

Who says green doesn't have removal? This is another one of my favorites in the set. I predict this guy's average lifespan will be about two seconds. Or, maybe he teams up with Typhoid Rats in that Viridan claw deck?

Essence of the Wild

A 6/6 for six is just OK for green these days, but I've never seen anything like his ability. It goes without saying it starts a chain which could quickly win you the game. Six mana is not out of reach, especially for green. Birds of Paradise and Llanowar elves ramp to this guy early then hit the battlefield as one mana 6/6's afterwards. The really cool thing is it doesn't all fall apart afer the original has been killed since the copies gain the copy ability. I would strongly consider waiting until I had enough mana to cast a one drop duplicate along with the original. Don't forget tokens of course. Throne of Empires may work well here. I see the throne being used more after Innistrad.

Full Moon's Rise

Very strong. The extra copies can be sacked to save your werewolves. Trample with all those 5/5s will end the game quick. Of course the problem is everything falls apart if your wolves transform back to chumps.
EDIT: Just played against this online. I didn't realize when I wrote this that all werewolves are human werewolves (meaning this card provides benefits no matter which side is up). So this is pretty good. Actually got me thinking about a werewolf deck? Maybe?

Moonmist

The answer to the werewolf riddle. This puts control back into your own hands, but adds a layer of dependencies to make your own cards work. We'll have to wait and see if werewolves prove so powerful that they are worth this drawback. Just the fact that this card exists makes each of the "werewolf humans" much scarier. You never know when they're going to turn into a pack of huge, invincible, trampling, double-striking monsters.

Parallel Lives

How cool. I think I like this better than Doubling Season. I can focus on tokens and that one mana savings is important. How good could this be? Golems are insane with this. Blade Splicer, Master Splicer, etc get ridiculous with Lives in play. Fresh Meat could get crazy. Zombie Infestation, Moan of the Unhallowed, and Endless Ranks of the Dead. Don't forget the Planeswalkers. Doubling either version of Garruk's tokens would be nice too.

Prey Upon

More quality removal for green. My Dungrove Elder needs a few words with you.



That's it! One interesting omission is Garruk Relentless. He just doesn't seem all that great to me, at least as far as planeswalkers go. But we'll see.

It looks like I'll be playing some tribal. Humans, zombies, and werewolves! Oh my!

Tuesday, September 27, 2011

Better Decks by metamorph

Here's an excellent article about building better decks:
http://forums.mtgsalvation.com/showthread.php?t=346315

He talks about a lot of things I had swirling around in my head, but it's really good to see these concepts organized and made explicit. I look forward to using what I've learned in future deck designs.

Sunday, September 25, 2011

Innistrad Pre-Release



I played Magic all day today at an Innistrad Pre-Release. Got my non-mythic promo (what's up with that?), and cracked my six packs which would dictate how the rest of my day went. First pack had two mythics: Grimgrin, Corpse-Born, and a foil Angelic Overseer! It was downhill from there of course, but I ended up with a pretty good black and white deck featuring the Overseer, a Bloodgift Demon, Mentor of the Meek, a bit of removal, a few pieces of equipment, two Altar's Reaps, and various unremarkable creatures.

I started out 3-0 but then lost my last two to end around 7th place earning three prize packs. I traded the shiny angel for a Birthing Pod which I'll probably try to sell.

A good day. Just feels like tomorrow should be Sunday instead of Monday.

Thursday, September 22, 2011

Gems of Innistrad - Part 1


The Innistrad prerelease is this weekend. The online release is October 17, but I wanted to look ahead and start thinking about which cards I'll be most interested in picking up come launch day.

Champion of the Parish

Champion of Human White Weenie. Truly aggressive decks need good one drops and as long as he's got human backup this guy is boss. Which of other aggressive humans can we pair him with? Another one of the best aggressive one drops also happens to be a human, Elite Vanguard. Accorder Paladin and Mirran Crusader also work well. Not to mention the new little humans: Elite Inquisitor and Mentor of the Meek.

Feeling of Dread

I like this little card. Two taps for two mana is good, but the flashback makes up for the loss in card advantage. In a blue white control deck this will buy you a lot of time vs something that is trying to smash your face in before you stabilize. It will likely amount to double Fog. Drawing it late will also be useful to tap down problematic blockers or punch through damage.

Intangible Virtue

What an interesting card! Two mana for +1/+1 and vigilance? Compare to Honor of the Pure (which I like). What's interesting about this card is sure it only boosts tokens, but tokens are exactly what you need to maximize the benefit of the card. This isn't the only card in the set to specifically help tokens either...

Mentor of the Meek

For some odd reason I wasn't immediately impressed with this card. Of course the more I thought about it more I realized the huge potential. First let's get the bad out of the way: He will be a lightning rod. A two toughness creature is a fragile form for your build-around-me card. On the other hand, "it dies to Shock isn't a reason to ignore it. You can imagine on turn four casting any one, two, or three drop with two or less power and cantripping. That's huge. Even if it's Runeclaw Bear (and odds are you'll do better than this) you get Phyrexian Rager without the drawback. Or, how about two one drops on turn four both replacing themselves? Things really get interesting with tokens. Turn a Jade Mage into an Azure Mage except you get a token. Throne of Empires: 2 tap: draw a card (and get a token). Timely Reinforcements for six: gain six life, get three creatures, draw three cards. Thopter Assembly.

Stony Silence

Shuts down the swords.
EDIT: And Birthing Pod O.o

Dream Twist

I like this. It looks like one of the best ways to mill yourself. Fast and efficent with the added bonus of milling this from your library to graveyard lets you mill for more.

Invisible Stalker

Better than Silhana Ledgewalker and that's saying something. Hook him up with Curiosity, Dark favor the swords, Batterskull, etc.

Ludevic's Test Subject // Ludevic's Abomination

First I'll say a two drop 0/3 wall can actually be useful vs those aggro maniacs. Also, this is much better than level up because you can activate the charge at instant speed. Save some mana for some countermagic. Don't need it? Fund your experiment. Is it worth it? Are you serious? This is truly one of the biggest creatures in the history of Magic. And it has trample. Too bad the artist didn't realize how big this thing was supposed to be...

Mirror-Mad Phantasm

This is one of the weirdest cards I've ever seen. At first I didn't realize you can use the ability over and over again in the same turn. 1u: mill yourself for random, but probably very large amount, potentially your entire deck. I want to build a deck around him, but on the other hand he's an extremely fragile creature who costs five and including multiple copies reduces his effectiveness. Birthing Pod up the single copy? This dodges paying the five too so you can start milling immediately. Why? I'm sure somebody will find a reason.

Snapcaster Mage

I smiled when I saw this one. Excellent Magic card. My mind instantly starts whirring with the possibilities. I don't think you're looking to flashback a specific card with this guy, you're just gaining value and options. Some interesting possibilities: Doom Blade, Mind Rot, Ponder, Divination, Smallpox, Day of Judgment, Visions of Beyond.

Altar's Reap

I really like this one. Respond to removal for a 2 mana +1 (+1 card advantage). Or use it when you chump block. Use it to trigger Morbid. Or force death triggers: Solemn Simulacrum, Roc Egg, Doomed Traveler, etc. Combine with gravedigging themes.

Army of the Damned

I love this card but it's too expensive.

Bloodgift Demon

Phyrexian Arena attached to a 5/4 flier for five. That's pretty serious.

Bloodline Keeper // Lord of Lineage

Wow. Kill this guy or lose (eventually). Doesn't require a deck full of vampires to win either. A deck full of control would work quite nicely.

Diregraf Ghoul

I wanted a one drop zombie in this set, but this exceeds expectations. You drop this guy/gal turn one turn and on turn two you'll be swinging Hound of Konda style. The drawback amounts to not being a very good blocker. At least not a first. A "slow" blocker if you will, but summoning sickness makes the drawback irrelevant for attacking. Playing a bit of legacy merfolk I realized how important your one drops are in tribal. You want your lord to come in on turn three (two in legacy) and immediately have an impact.

Endless Ranks of the Dead

Now after you cast your t3 Cemetery Reaper you want to follow up with this. Two zombies in play gets you one, four in play gets you two. Then it gets silly. I think this card suggests zombie control. Zombie Infestation can be used to get the extra body you need which will pay for your loss of cards. You break even on cards, but you have more zombies in play and the more you have the more you get. Multiple copies of this enchant would be a bit hilarious.

Ghoulcaller's Chant

All I see is return two zombies to your hand for one. This allows you to get recur key zombies while providing card advantage. All on the cheap.

Liliana of the Veil

A little card advantage machine. Advantage through you opponent's disadvantage. Combine with other discard to destroy your opponent's hand. Get ahead and force your opponent to sac each creature that hits the battlefield. If you have Liliana in play you're probably happy to have everyone keep discarding because she'll have a better chance to be left alone, her loyalty building over time. We haven't even mentioned ways to abuse the discard which I'm sure won't be hard in a graveyard themed set. For three mana.



Well there were more interesting cards than I expected. Join me next week (before the Sept. 30 release) when I share the rest of my list. You'll see a terrifying one drop, musings on the werewolf riddle, and some not terrible green removal!

EDIT: see part two here.

Saturday, September 17, 2011

Some Good Pauper Cards



Agony Warp
Akrasan Squire
Armadillo Cloak
Aurochs Herd
Augury Owl
Aven Riftwatcher
Ballynock Cohort
Basking Rootwalla
Benalish Cavalry
Blastoderm
Blightning
Bonesplitter
Burst Lightning
Cloudpost
Corrupt
Counterspell
Distress
Doom Blade
Duress
Esper Stormblade
Flame Slash
Foresee
Goblin Bushwhacker

Grasp Of Darkness
Guardian Of The Guildpact
Guardians' Pledge
Journey To Nowhere
Kor Skyfisher
Last Gasp
Lightning Bolt
Mana Leak
Mulldrifter
Ninja Of The Deep Hours
Nest Invader
Okiba-gang Shinobi
Oblivion Ring
Pestilence
Phyrexian Rager
Ponder
Porcelain Legionnaire
Preordain
Putrid Leech
Qasali Pridemage
Rancor
Razor Golem
Rolling Thunder

Sakura-tribe Elder
Sea Gate Oracle
Searing Blaze
Sign In Blood
Spire Golem
Squadron Hawk
Standard Bearer
Staggershock
Sylvan Ranger
Tangle Golem
Terminate
Tendrils Of Corruption
Terramorphic Expanse
Tidehollow Strix
Trinket Mage
Twisted Abomination
Tumble Magnet
Unearth
Ulamog's Crusher
Unmake
Vault Skirge
Vines Of Vastwood
Wild Mongrel
Wild Nacatl

Wednesday, September 14, 2011

An Ode to Rogue

Last week I calculated averages of the top decks in Classic Pauper according to the daily event results. This week I'm going to be looking at those brave souls who not only showed up with something different, but did so and won. All the decks I look at today went 3-1 or better in at least one daily event in the last six weeks.

There were actually a lot of "rogue decks" to look through. Most of them were variations of the top decks. A few were even merges of two different top decks. Some known but out of style decks also showed up: Mystical Teachings, Slivers, Elves, Boros, and white/blue bounce. There was a white/blue aggro deck, a Kiln Fiend/Wee Dragonaut burn deck, and a few blue/red control/burn types.

I selected five of my favorite decks. I have a lot of respect for all the people who brought one of these decks whether I included it in my top five or not (you know who you are). I've taken the liberty of naming these. I've listed them in no particular order.


Jace's Erasure

LennonMarx - Pauper Daily #2628549 on 07/31/2011 - 4-0



Main

Sideboard



2 Azorius Chancery
3 Evolving Wilds
3 Forest
5 Island
3 Lonely Sandbar
2 Plains
1 Secluded Steppe
1 Simic Growth Chamber
2 Terramorphic Expanse
4 Arcane Denial
4 Brainstorm
4 Dawn Charm
4 Ethereal Haze
4 Jace's Erasure
4 Moment's Peace
2 Muddle the Mixture
1 Oona's Grace
4 See Beyond
3 Vision Skeins
4 Words of Wisdom

3 Counterspell
3 Hydroblast
2 Oblivion Ring
3 Relic of Progenitus
4 Rest for the Weary

Artifact Boros

Check_Raise33 - Pauper Daily #2653733 on 08/08/2011 - 4-0



Main

Sideboard



4 Ancient Den
4 Great Furnace
6 Mountain
6 Plains
4 Court Homunculus
4 Glint Hawk
4 Goblin Legionnaire
4 Kor Skyfisher
4 Squadron Hawk
4 Bonesplitter
4 Chain Lightning
4 Incinerate
4 Lightning Bolt
2 Searing Blaze
2 Volcanic Hammer

1 Circle of Protection: Black
2 Crimson Acolyte
2 Dust to Dust
2 Gorilla Shaman
4 Pyroblast
4 Standard Bearer

Four Color Control

lazzanja - Pauper Daily #2653724 on 08/06/2011 - 4-0



Main

Sideboard



1 Azorius Chancery
1 Dimir Aqueduct
2 Evolving Wilds
3 Island
1 Mountain
3 Plains
4 Rupture Spire
3 Swamp
2 Terramorphic Expanse
3 Aven Riftwatcher
3 Blind Hunter
3 Faceless Butcher
4 Mulldrifter
3 Sea Gate Oracle
1 Azorius Signet
1 Dimir Signet
1 Disturbed Burial
2 Evincar's Justice
3 Fieldmist Borderpost
3 Journey to Nowhere
3 Momentary Blink
2 Oblivion Ring
1 Orzhov Signet
4 Terminate
3 Veinfire Borderpost

3 Castigate
1 Echoing Decay
1 Evincar's Justice
3 Faultgrinder
3 Ingot Chewer
3 Mournwhelk
1 Vendetta

Four Color Creatures

daxerz - Pauper Daily #2586663 on 07/14/2011 - 3-1



Main

Sideboard



4 Evolving Wilds
4 Forest
3 Island
2 Khalni Garden
6 Plains
4 Terramorphic Expanse
4 Kor Skyfisher
4 Kozilek's Predator
2 Mulldrifter
4 Nest Invader
4 Sea Gate Oracle
4 Squadron Hawk
4 Suture Priest
3 Foresee
4 Inspired Charge
4 Journey to Nowhere

4 Hindering Touch
4 Swamp
4 Warren Pilferers
1 Whitesun's Passage
2 Yavimaya Wurm

30 Snow-Covered Swamps!

Tocawe - Pauper Daily #2536975 on 07/14/2011 - 3-1



Main

Sideboard



30 Snow-Covered Swamp
4 Drift of the Dead
4 Fog of Gnats
4 Bubbling Muck
4 Consume Spirit
4 Corrupt
4 Drain Life
2 Grasp of Darkness
4 Pestilence

4 Disciple of the Vault
3 Dross Golem
3 Festercreep
1 Grasp of Darkness
4 Nausea

Building your own deck to win at the kitchen table or in the casual room is one thing, but building a deck that can win at a high level is another. I know daily events aren't the Pro Tour, but these are tournaments with prize packs and entry fees on the line. Congrats to these brewmasters. Note Jace's Erasure was played by multiple people; I just choose the first in my list.

For some players their goal is simple: win. Whether they use a rogue deck or Public Enemy No. 1 is irrelevant. I respect this, but to me, deck building is the most enjoyable part of Magic, and building a tournament level deck is more impressive than winning with an existing one. Not to mention sometimes these rogue decks become not-so-rogue and win consistently at the top tables. Somebody put together each tier one deck for the first time.

Winning three matches in a Daily Event with your own deck is an accomplishment. Fancy yourself a deck builder? Can one of your creations hang with the big dogs?