Showing posts with label Commander. Show all posts
Showing posts with label Commander. Show all posts

Thursday, 20 September 2012

Return to Ravnica Spoilers and Review: Tech

Ok this is the second and final part of my review, covering the rest of potential bombs and tech RTR has to offer. Wizards did a pretty good job overall in my opinion, enough to ensure that RTR is definitely an EDH worthy set. So here we go:

Tech:

Most of the time this is just going to target three cards in my graveyard so its not a complete waste when it dies, it can also be used to help abuse ETB effects. Although this should rarely be used as removal, its nice to have that option for desperate times.

Could be broken if you find something to repeatedly blink this card in and out of play. Deadeye Nav... Nevermind nothing to see here! xD

Good card all in all, should definitely see some play

8/10


They knocked the ball outta the park with this one. 10/10. I'm impressed. This is probably the best permanent card that hoses graveyards to date, much better than Leyline of the Void or Grafdigger's Cage though the Cage is useful in other ways.

Needless to say, this should be part of a package rather than standalone GY hate as there is such a thing as removal. =)

Already a staple, and should see tons of play.


Not as widely playable as the former two cards but definitely useful in the decks that can make use of it the most.

I'm going to try to find a slot for this in my Bruna list. It should be right at home there.

Not taking into account its playability, this card is a 7/10. Since even in the decks that can use it, it would be a tad difficult to really make it worthwhile and this makes you want to play all of your enchantments, possibly overextending into a Fracturing Gust or Austere Command. If your general is Bruna and/or you have a Replenish/Faith's Reward handy, it should be ok though.






One-sided board wipe at instant speed? I'd happily pay 7CMC for that. Shut up and take my money wizards!

Doesn't permanently get rid of pesky permanents, but its good enough. 9/10















Interesting tech, I can see that Ghave has been getting a lot of love since Innistrad's release. Playing this will instantly make you the target of the table though since no sensible opponent is going to sit there while you gradually suck up all the creatures on the board.

Nice card, 8/10 for Ghave. 7/10 for everything else.



Fleshbag Marauder had a brother?

This is a must run for Ghave decks. 9/10.


















Basically a Time Stop reprint, though it gets the job done in a different way and is slightly more efficient. 10/10



















Nice tech for any deck using the new Rakdos, however I can see that it can potentially backfire. I can't rate this one until I've played a few games with it but if all goes well it should be really broken.


Staple. Nothing to see here.

Another card I plan on using in Rakdos. Probably should have a nice home in Rafiq as well.

















Thats it for my RTR spoilers and review, next up should be either a Momir Vig or Rakdos, Lord of Riots deck. Whichever I feel more inspired to do. Hope you enjoyed reading as much as I enjoyed writing and if you have any input or differing points of view then please leave a comment!

Thanks for reading, 'till next time.

Wednesday, 19 September 2012

Return to Ravnica Spoilers and Review: Legends

Alright, so here I am after a brief sabbatical to deliver some more MtG goodness. Today we're looking at RTR and what it has to offer, and all in all I think a lot of decks got some interesting new tech as well as some decent new generals entering the fray. So lets get started.

Legends:

Isperia is the name, political control is her game. She probably isn't as good as Edric at politics but she can get the job done while filling the role of a decent beater. I'd definitely play a deck with her at the helm. She could have done with a bit more toughness though since with her current PT total she is a target for Flametongue Kavu and the like.

6/10.

















Hello! I'm lovin' Niv-Mizzle's new look. Same CMC for basically the same effect (arguably better since now he doesn't have to tap and its repeatable) and a slightly larger PT total. Would you like more awesomesauce with your winburger sir?

Sadly, this Niv doesn't combo with Ophidian Eye or Curiosity but I'm going to go ahead and count that as a plus as well.

10/10.










Just in case Animar thought he had the monopoly on creature cost reduction, Rakdos is here to prove him wrong. One could say that Animar is more reliable but Rakdos definitely has the potential to be more... well... explosive than his RUG cousin.

Cards that come to mind with Rakdos at the helm are: Pyrohemia,  Mana Barbs, Shivan Gorge and even Bloodgift Demon can play his part! Curse of Bloodletting would also be a great addition and would ensure that cards like Ulamog or Blightsteel Colossus get to come out and play as well. If thats your cup of tea, that is. =)

Considering the kind of deck Rakdos would pilot, his drawback isn't that bad at all.  

9/10.







Great synergy with cards like Mitotic Slime, Wurmcoil Engine and the new Worldspine Wurm. Not sure what else to say about him except I feel like there is something really great about this card that I'm missing. I'm not enjoying the fact that I have to sac lands so if I ever do play with Jarad I'll have to use Life from the Loam to try to compensate.

He has the potential to get really big but with no evasion he won't be getting very far. Also, he encourages you to fill up the yard but doesn't assist with reanimation. I'm not sure what to make of him.

5/10.








I feel tempted to run a similar list to my Treva deck with Trostani except with more tokens, obviously. Though there isn't much more to say, he/she/it/them makes for a very good general for a gain life themed deck. Perhaps even better than Treva but that is debatable.

7/10.

Sunday, 15 July 2012

YotD Theme Decks: Treva, the Renewer


Today's deck is going to be a life gain theme deck revolving around Treva, the Renewer. It should be noted that this deck is far from competitive as life gain strategies in EDH are stifled by the general damage rule, though there are a few notable cards that make decks like these formidable if things go your way.
*cough*Felidar Sovereign*cough*

I should probably also say that I kinda felt like a fish out of water building this deck since this is the first time I've attempted any sort of life gain theme in an EDH setting so I was initially at a loss as to what cards would make good inclusions. Either way, I think it turned out well enough, though you, my readers, can be the judge of that.

Now, on to the deck!






The first thing we'll need is cards that focus on what this deck is supposed to do: gain life. Anything along these lines will do, from creatures with lifelink like Baneslayer Angel to more subtle cards like Lifegift. The inclusion of cards like Lifegift also leads us to include a healthy ramp package for double utility and luckily for us we just got some shiny new toys in M13 so this should be no problem.

Anyway, here's the life gain cards we'll be using:

Batterskull
Behemoth Sledge
Loxodon Warhammer
Sword of Light and Shadow
Sword of War and Peace
Venser's Journal  (Great with Well of Lost Dreams)
Well of Lost Dreams

Baneslayer Angel
Drogskol Reaver
Felidar Sovereign
Rhox Faithmender
Serra Ascendant
Shattered Angel
Wurmcoil Engine (Great beater, and leaves behind little dudes to equip stuff to)

Boon Reflection
Cradle of Vitality
Lifegift
Recumbent Bliss
Words of Worship (Absolutely disgusting with Drogskol Reaver)

Fracturing Gust (We probably won't want to use this most of the time but its a backup plan)
Swords to Plowshares (Technically not a life gain spell for us but it can be in a pinch)

Primal Command (The first ability was the only excuse I needed. ;-) )

I wanted to include Ajani's Mantra at first as I figured it was subtle enough to fly under the radar of removal and if played early it can gain you quite a bit of life over the course of the game, I decided not to include it though due to the fact that its a horrible late game topdeck. I suppose that we all have horrible topdecks sometimes no matter what, but in this case I figured that Recumbent Bliss deserved a spot just a little bit more than the mantra. I also wanted to include cards like Dawnglow Infusion and Heroes Remembered but I figured that cards with repeatable life gain effects would have more value than one shot effects. Not to mention that if you suspend Heroes Remembered on turn 1 (which is the best time to suspend it anyway) you attract too much attention and thats something you try to avoid in multiplayer.

Now, since we have Lifegift, we'll deal with our ramp package next. It looks something like this:

Primeval Titan
Sakura-Tribe Elder
Burgeoning
Boundless Realms
Ranger's Path
Skyshroud Claim

I couldn't resist playing with the shiny new Boundless Realms card, as its probably the best mana-doubling card to see print ever, at least in my opinion. Mirari's Wake and Mana Reflection are cool too, but with Boundless Realms, should it resolve, you have double mana for the rest of the game; whereas Wake and Reflection can be targeted by removal to end the effect. The only drawback is that you need to play with a higher number of basics to get the most out of it but that's no problem for me.

So life gain is the theme, but we need more than a theme. We need a strategy. This is deck isn't aggressive, short of a turn 1 Serra Ascendant, and we don't have too many game ending bombs so we need a way to slow things down to our pace. So I included:

Norn's Annex
Windborn Muse
Dissipation Field  Aurification
Ghostly Prison
Propaganda

Commander Eesha
Silklash Spider

If your sitting behind a Dissipation Field Aurification and a Propaganda your opponents will be heavily encouraged to swing elsewhere while you put together a game plan and Commander Eesha and Silklash Spider are stellar blockers, not to mention that the spider doubles as removal. So the above cards pretty much cover our theme and strategy and now its time for the standard things that every EDH deck should have: removal, tutoring... etc

Removal:
Acidic Slime
Beast Within
Fracturing Gust
Sword to Plowshares
Treva's Charm (Wouldn't be a theme deck without it! xD)
Austere Command
Rout

Recursion:
Sword of Light and Shadow
Eternal Witness
Genesis (I swear, this must be my favorite green card)
Reveillark
Faith's Reward
Creeping Renaissance

Card Draw/Tutoring:
Well of Lost Dreams
Consecrated Sphinx
Drogskol Reaver
Mulldrifter
Treva's Charm (Card draw when we have no better options, but good for discarding Genesis)

Academy Rector (Will mostly be used to fetch Dissipation Field Aurification or SotF)
Fauna Shaman
Survival of the Fittest
Eladamri's Call
Enlightened Tutor
Mystical Tutor
Worldly Tutor
Idyllic Tutor

These cards are pretty much my concessions to good stuff inclusions in order to maintain a balance between theme and power. We still want to be able to win a few games, after all. ;-)

Now we just put it all together, and throw in a few more useful cards and you get something like this:

Commander: 1
Treva, the Renewer


Artifacts: 14
Azorius Signet
Batterskull
Behemoth Sledge
Loxodon Warhammer
Norn's Annex
Selesnya Signet
Sensei's Divining Top
Simic Signet
Sol Ring
Swiftfoot Boots
Sword of Light and Shadow
Sword of War and Peace
Venser's Journal
Well of Lost Dreams


Creatures: 20
Academy Rector
Acidic Slime
Baneslayer Angel
Commander Eesha
Consecrated Sphinx
Drogskol Reaver
Eternal Witness
Fauna Shaman
Felidar Sovereign
Genesis
Mulldrifter
Primeval Titan
Reveillark
Rhox Faithmender
Sakura-Tribe Elder
Serra Ascendent
Shattered Angel
Silklash Spider
Windborn Muse
Wurmcoil Engine

Enchantments: 10
Boon Reflection
Burgeoning
Cradle of Vitality
Aurification
Ghostly Prison
Lifegift
Propaganda
Recumbent Bliss
Survival of the Fittest
Words of Worship

Instants: 8
Beast Within
Eladamri's Call
Enlightened Tutor
Faith's Reward
Fracturing Gust
Mystical Tutor
Swords to Plowshares
Treva's Charm
Worldly Tutor


Sorceries: 8
Austere Command
Boundless Realms
Creeping Renaissance
Idyllic Tutor
Primal Command
Ranger's Path
Rout
Skyshroud Claim

+ 38 Land


In addition to Treva's Charm I also added Treva's Ruins for the sake of theme, but aside from that, the mana base is pretty standard including High Market, Kor Haven, Reliquary Tower...etc

So move along there's nothing to see here!

Oh, and we have the Karoo lands to help trigger Lifegift. ^.^

Off topic: You guys must be wondering why I post a ton of decklists but no game reports or decklist changes and I'll take the time to explain now that, sadly, I am currently without an EDH playgroup so I haven't had a chance to test any of the decks I've built. My friends and I really only play Type 4 and Modern at the moment but plan to start some EDH sometime soon (hopefully).

I could play on cockatrice but it comes without the social interaction that makes EDH so much fun in the first place so I only really use cockatrice now for deckbuilding purposes.

Anyway, thats it for our look at Treva, the Renewer. Dromar is up next. Stay Tuned!

Thanks for reading, 'till next time! ;-)

Sunday, 1 July 2012

Year of the Dragon Theme Decks: Intro

Seeing as how this year is the year of the dragon according to the Chinese Zodiac, I decided to do a series of posts based on the Invasion and Planar Chaos dragons where I will attempt to make a theme deck based on their abilities.

Starting with the Invasion dragons and with White as the first color then Treva, the Renewer is first up.



Looks like its going to be a gain life deck. Stay tuned!

Thanks for reading, 'till next time. ;-)

Thursday, 28 June 2012

New Toys


Fungal Sprouting meet Thromok; Thromok, Fungal Sprouting. Nuff' Said. xD






Thanks for reading, 'till next time. ;-)

Wednesday, 20 June 2012

M13 Spoilers and Review

I know I haven't posted in a while, and in my defense the interwebs was holding out on the proper pictures for some of the cards for me to do this review. So anyway, here's some of what's in store in
the upcoming M13 core set.

Legends:

Odric is definitely a worthwhile legend in my book, and while he may not be the most stellar commander ever his ability is extremely useful in the right decks. I can see him commanding a deck of his own or as a one-of in Ghave or Rith for example and he pairs really well with Vault of the Archangel.














Talrand is a very "build around me" kind of card. He has great synergy with flashback spells and spells with rebound and the tokens coming with built in evasion is a plus, though I have to say that he doesn't interest me that much. I'm interested to see if he sees any play either in standard or in EDH. As it stands I'm not sure that he packs enough of a punch for either format unless he turns out to be a combo piece or something and even that seems unlikely to me.









Supposedly the replacement for Grave Titan in standard, though as a friend of mine would say, my reaction to this card initially was angry confusion since I was pretty sure that Exalted was a mechanic for Bant yet here we see Nefarox with it. He will probably see some play in standard but I don't expect him to make any big splashes in the EDH scene. He might have a place in a Thaximundar deck though.
















Very reminiscent of Chancellor of the Forge except with a more narrow application in that it requires Goblins rather than just creatures like the chancellor. It should see some play in goblin tribal I suppose but I'm not terribly excited; though I guess I should say that I've not been much of a fan of the goblin tribe anyway.

Fun tidbit: Krenko is apparently from Ravnica.













Another inhabitant of Ravnica, Yeva is pretty useful in my book though you might have to build around her if you use her in a multicolored deck. She's no powerhouse like Zur but she interests me enough to build a deck at least. Flash >>> No Flash. ;-)

I suppose some people might prefer to just use Alchemists Refuge should they be in the right colors to do so. Though what Yeva has over Alchemist's Refuge and Winding Canyons is that her ability is static and free once she's on the board.






Other Stuff:





Pretty much a staple for my Rafiq deck and I think this should see tons of play in any deck that looks to abuse the Exalted mechanic.


















Another great card that is definitely finding a slot in Rafiq. Sakura-Tribe Elder now has Exalted too? Yes please! xD















Featured here because I felt like I had to say that this is most likely going to be banned in EDH. Its reminiscent of Sway of the Stars which is also banned so...















Interesting card which could be best friends with Swiftfoot Boots and Darksteel Plate for example. I think its a great addition to any of the fortress decks out there.





















That's it for today, and I think that M13 is turning out to be one of the best core sets in the history of core sets though time will tell I guess. Hope you guys and gals out there are enjoying this spoiler season.

Thank you for reading, 'till next time.

Tuesday, 5 June 2012

New Pet Card

My little brother recently got a box of some old magic cards that a friend of mine had to help start him and his friends at school off on their journey into the world of MtG. My brother is currently doing internal exams at his school now though, so needless to say, they were confiscated until his exams are finished. At which point he and his friends can then start going through the cards and building their decks.

Anyway on to the point. Today I figured I would rummage through the cards so that I could perhaps give my little bro some advice on what would be a good direction to go in based on the cards available. (After his exams of course.) There were some decent cards in each color here and there so each color is likely an equal candidate for whatever deck he chooses to build. Though I have to say that after stumbling across a couple of Phyrexian Reclamations I would strongly advise him to go black! xD

There were quite a few cards in the box so I would occasionally stumble across some old nostalgic cards from Onslaught as well as some other old favorites but nothing amused me more than Goblin War Buggy. I mean, look at it! How can you not love this card?

I decided that I would include one of these in any EDH deck I build that splashes red. Though I won't dip in to the box, those are strictly for the kids. I figure I'll pick one up on the interwebs or proxy one up if I have to.

Now for those of you who know me, you would know that Thalakos Deceiver is another pet card of mine so I'll let you know that this instantly trumps the Deceiver out of sheer hilarity. Though as funny as this card is, it doesn't trump Darksteel Colossus. Nothing does. Ever. ;-)

One last note is that I will now be looking for more artwork by DiTerlizzi because this one is a gem.


Anyways, thats all for today and I hope I was successful in educating you as to why you should be playing with Goblin War Buggy. =)

Thank you for reading, 'till next time.

Friday, 25 May 2012

Thromok: The Vanilla Thrilla


Okay, so out of all the Planechase commanders that have been spoiled, Thromok interested me the most. Krond is cool too, as is Vela and I'll probably build decks around them eventually, but the thought of casting a massive creature, attacking with it, and then flinging it at my opponents for lethal damage was too enticing to pass up. So here we are.















The first cards that I wanted to make the cut no matter what was anything that allowed me to deal damage equal to any particular creature's power directly to a player, as well as anything that granted trample or some other form of evasion. Luckily, in R/G there is a rich bounty of cards that have these kinds of effects; so, with a token strategy in mind, I included:

Akroma's Memorial
Eldrazi Monument
Mage Slayer
Bloodshot Cyclops
Brawn
Champion of Lambholt
Craterhoof Behemoth
Kessig Wolf Run
Skarrg, the Rage Pits
Stalking Vengeance
Warstorm Surge
Fling
Grab the Reins
Overwhelming Stampede (Sweet Jesus!)

These cards should be more than enough to ensure that at some point of the game some massive damage will be dealt to someone. I wanted to include Pandemonium as well, but in the end I didn't have enough room with all the other cards I wanted to run, so Warstorm Surge by itself would have to do. So now that we have our Thromok synergy down, next up is the core of what this deck wants and needs to do: make tokens. So the following cards got invited to the party:

Druidic Satchel
Ant Queen
Avenger of Zendikar
Dragon Broodmother
Kazuul, Tyrant of the Cliffs
Master of the Wild Hunt
Mitotic Slime
Mycoloth
Rampaging Baloths
Ulasht, the Hate Seed
Awakening Zone
Doubling Season
Parallel Lives
Artifact Mutation
Sprout Swarm
Khalni Garden
Kher Keep
Garruk Wildspeaker (Also untaps Gaea's Cradle and gives Thromok trample. Perfect 3/3)

Next up we need to make sure we have our basic functions down: removal, card draw, tutoring and ramp, and maybe a little graveyard hate too.

Tutoring/Draw Power:
Expedition Map
Skullclamp
Fauna Shaman
Skullmulcher
Greater Good (I know the answer to this... its Reliquary Tower... right?)
Survival of the Fittest
Chord of Calling
Momentous Fall (I'll go with D, Reliquary Tower. Final answer Regis.)
Worldly Tutor
Mikokoro, Center of the Sea (Not to be used when we're winning.)
Harmonize
Natural Order
Primal Command (Doubles as graveyard hate if need be)
Reforge the Soul
Wheel of Fortune

Ramp:
Ashnod's Altar
Gruul Signet
Sol Ring
Primeval Titan
Sakura-Tribe Elder
Seedborn Muse (Awesome with Sprout Swarm!)
Yavimaya Elder
Gaea's Cradle
Cultivate
Kodama's Reach

Removal:
Master of the Wild Hunt
Artifact Mutation
Beast Within
Krosan Grip
Blasphemous Act (Hilariously enough, most of the time this will kill everything except Thromok)

Our removal section is a tad thin, and I'd like to add two more spells at least. I'm thinking of Rain of Thorns and maybe Shattering Pulse. I'd also like to add Tormod's Crypt for some more 'yard hate. So after I give this deck a test drive I'll see what can be rearranged.

Now we've got most everything the deck should need and we'll just throw in a couple more relevant and fun cards and we've got something that looks like this:

Artifact: 10
Akroma's Memorial
Ashnod's Altar
Druidic Satchel
Eldrazi Monument
Expedition Map
Gruul Signet
Mage Slayer
Sensei's Diving Top
Skullclamp
Sol Ring

Creature: 23
Anger
Ant Queen
Avenger of Zendikar
Bloodshot Cyclops
Brawn
Champion of Lambholt
Craterhoof Behemoth
Dragon Broodmother
Eternal Witness
Fauna Shaman
Genesis
Kazuul, Tyrant of the Cliffs
Master of the Wild Hunt
Mitotic Slime
Mycoloth
Primeval Titan
Rampaging Baloths
Sakura-Tribe Elder
Seedborn Muse
Skullmulcher
Stalking Vengeance
Ulasht, the Hate Seed
Yavimaya Elder

Enchantment: 8
Awakening Zone
Beastmaster Ascension
Doubling Season
Fires of Yavimaya
Greater Good
Parallel Lives
Survival of the Fittest
Warstorm Surge

Instant: 10
Artifact Mutation
Beast Within
Chord of Calling
Fling
Fresh Meat
Grab the Reigns
Krosan Grip
Momentous Fall
Sprout Swarm
Worldly Tutor

Planeswalker: 2
Garruk Wildspeaker
Sarkhan Vol

Sorcery: 9
Blasphemous Act
Cultivate
Harmonize
Kodama's Reach
Natural Order
Overwhelming Stampede
Primal Command
Reforge the Soul
Wheel of Fortune

+37 Land

In this deck alone I decided to run Diamond Valley over High Market since the potential with Thromok was too good to pass up. I have all the manlands that I could find to provide more fodder for Thromok should I really need it, and I tried to squeeze in as many fetches as I could to help trigger Avenger and Rampaging Baloths. Spinerock Knoll and Mosswort Bridge also make an appearance since, in this deck, both conditions are very doable.

I'm still awaiting the Planechase 2012 decklists to be spoiled on the 28th before I make this list final. Dragonlair Spider for instance looks great and might get a slot, though I can see that with Thromok ready to go and a Warstorm Surge on the field for example, the first spell cast is more than likely going to be removal. So at best it just stalls the game for awhile rather than making tokens like I'd want.

Thats it for today's look at Thromok, if you have any suggestions or secret tech then please leave a comment! =)

Thank you for reading, 'till next time.

Monday, 21 May 2012

Planechase Commanders!: Part 2

Welcome to part 2 of my planechase spoilers review. I decided to only review the legendary creatures as I'm mainly interested in their use as commanders and not so much the rest of the planechase product. I mean, I do play planechase with my friends on occasion, even with some custom planes we found on the internet and some I made myself. So it should be said that I will probably end up including the new planes and phenomena into our planar stack when they are all spoiled but I'm not terribly excited about it.

Anyway, what appears to be the last of the new legends offered in Planechase 2012 is Thromok the Insatiable.


5 CMC for what is potentially the biggest commander out there, Thromok is (potentially) a force to be reckoned with. I suppose Wizards caught wind that aggro decks don't fare so well in EDH and decided to up the ante a bit. Now, if only he weren't so vanilla.

He makes me think of cards like Berserk, and Fatal Frenzy, where, if combined with them for much needed evasion, you are almost guaranteed a one shot kill (and I'm talking in terms of reducing a player to 0 not just dealing sufficient general damage.). You can also use cards like Fling and Grab the Reins if you're lacking in cards that grant evasion.

Obviously, you need to be running a token strategy for him to really shine and luckily, R/G is a great color combination to do it. (Yadda yadda... Doubling Season... yadda yadda)

Also, Thromok just might be the first commander that is able to deal 21 or more general damage in one shot without help. Well, now that I think about it, Kresh can too, though not as easily/quickly.


That's it for the legends of planechase from what I understand, though if any other legends pop up then I suppose that a part 3 would be in order and you know where to find me! =)

The next set where we might have some goodies is M13 in July, maybe not any commanders but perhaps some useable spells at least.

Thank you for reading, 'till next time.

Sunday, 20 May 2012

Planechase Commanders!: Part 1

 Well, spoiler season for Planechase 2012 has begun and I'm kinda late to the party as far as posting spoilers goes but as the old adage says, better late than never. Now, I'll just say that I'm pretty excited for it overall, though, its mainly for the prospect of some potentially good commanders rather than the Planechase product itself. So far we've had some pretty acceptable commanders, I mean, just give me something better than Boris Devilboon and I'll play with it. Anyway though, on to the spoilers!



Well, this one isn't anything especially new as its been spoiled for awhile and we all should be aware of the Avenger of Zendikar/Prime Time sillyness that it is capable of. Though it should be said that this card has a lot more potential for shenanigans than just Avenger/Prime Time. It should make for a decent commander or maybe even as a one of in the right decks. I'm thinking that he fits right in with Animar and Riku. Cascade two free spells and copy each one? Yes please!












Supposedly difficult to cast but with green being a popular color in a lot of multicolor EDH decks these days, and color fixing getting easier, its really not out of the realm of possibility to run this guy outside of just G/W. At least, in my opinion. Anyway, I'm a sad panda that this guy isn't part blue since I would've loved to do some shenanigans with Sovereigns of Lost Alara. (Though I feel I should point out that if you have an unenchanted Krond and a Sovereigns on the field and you attack with Krond then the enchantment from Sovereigns doesn't hit the field in time for Krond's ability to trigger. So maybe its just as well that he isn't blue.) Having said that, I'm still interested to see how a deck with this guy at the helm would do. He's a StP on a stick (even better actually...), which is pretty good, though he dies to pretty much any removal, but thats where the enchantments come in I suppose. He is also a pretty hilarious target for Take Possession and the like.






Neat synergy with pretty much any blink tech out there. I can see a kind of token strategy going for her and I would definitely play her with PortcullisDeadeye Navigator, and maybe even Pentavus, and abuse the shit out of her LtB ability. Speaking of Portcullis, combine with Bloodline Keeper and Intruder Alarm while Vela is on the field and hilarity ensues!

Oh, and Intimidate gravy is gravy. ;-)











That's all the spoilers for now, there are a couple other creatures spoiled but the images are horrible so I'm going to wait until better images surface before I get to reviewing them.

Hope all you guys are enjoying this spoiler season! Stay tuned for Part 2!

Thank you for reading, 'till next time.

Friday, 18 May 2012

Introducing a New Format: R&D Commander

Now this post is kind of a continuation of my last post and a topic of its own in the same breath. Last time, I put forth my point that in today's meta game across casual and competitive formats monocolor decks are pretty much dying out or at least thats how it seems to me. Color fixing is getting easier and easier and multicolor spells are ubiquitous and usually more powerful than their monocolored counterparts, but before I go and regurgitate what I've already said, I'll get to the point.

For some examples of some card design options that would give monocolored decks access to some powerful cards that multicolor decks wouldn't have access to, I designed a cycle of Legendary Creatures that are strictly for mono decks.

They are as follows:


 Abilities are mostly flavorful, Angels are usually attributed with flying and vigilance and planeswalkers and magical beings draw mana from the land around them for power. Hence the concentration of white mana makes Darius more powerful. The abilities are also inline with what White is good at: granting protection, and Double Strike is mainly a White ability (Shared with Red).

The basic plains clause restricts it to monocolor as one of the main feature of mono decks is a higher number of basics.














Again the abilities and keywords here are not alien to Blue and the activated ability is again very flavorful. She's an Illusionist so when you think you're casting a spell targeting an opposing creature, she puts you under an illusion and the spell targets one of your creatures instead (or whichever creature she sees fit.).

Note that I'm taking whatever a particular color is good at and pushing it over the top in terms of power. This is to reflect my view that monocolor should have the raw power while multicolor would have versatility.

Again the basic clause restricts this card to mono blue.








 Demon with wings and no flying? Thats not very flavorful. Well if you notice, his wings have a ton of holes so he's not going to be doing much flying. He does look hella scary though so Intimidate fits.

Also you get your choice of a drain life effect or tutoring, basic swamp mana only though so no Coffers shenanigans for you! ;-)















I have to say, I'm not necessarily fond of Red, but this is my favorite. Anyway, only basic mountains can be used to cast this card, again, limiting it to mono red and the abilities are very flavorful. Notice how it says damage equal to its power so perhaps voltron would be a good strategy?




















This one I'm the most worried that it would be overpowered. Basically a 4/4 for 2 CMC and by fifth turn or sooner since we're in green you get a 7/7 with Trample and Hexproof. But green is good at fat and ramp so this shows the raw power that green is capable of.

The abilities were again flavorfully inspired. Five or more forests means dense foliage, which means it'll be hard to target anything when visibility is low, hence hexproof, and home-turf advantage in a large forest means +1/+1 and Trample.

Basic forests sold separately, playtesting not included. ;-)









So what am I getting at? Well after designing these creatures I realized they would make great Commanders and the sheer power would actually make people want to play mono. So after discussing it with a friend we decided to create the R&D Commander format.

Tired of Wizards not printing your dream commander? Do you want a legendary zombie that actually cares about other zombies? Then R&D Commander is the format for you.

Now, won't people go overboard and design crazily overpowered commanders? Probably. Though, this is where playgroup policing and house rules come into play. Obviously if your playgroup votes that a Commander you have created is too strong, then you should probably scale it back a little. Though, if you like, then here are the official rules unique to this format.

Card Design:
1- Cards you design must follow the restrictions of the color pie. In other words, don't design a mono black card that destroys enchantments and so on and so forth.

2-  If your Commander (or a another card you design) is an unblockable 7/7 for 1 CMC, that is obviously not going to work out for everyone at the table. Either create another commander or come up with a suitable drawback. Balance is what we're after here.

3- Use your common sense and try to come up with cards that are interactive and fun for everyone. Please do not purposely create degenerate combos. It is not advisable.

Play:
1- There are no altered play rules for this format of Commander. See here for standard Commander play rules.

Deck Construction:
1- You may create an original Commander for your deck as well as up to ten (10) original cards to be included in your deck in order to support any original mechanics your commander may have. As laid out in card design rules, please avoid purposely creating degenerate combos and look to create interactive and fun gameplay situations.

2- There are no other altered deck construction rules for this format of Commander. See here for standard Commander deck construction rules.


And that is pretty much it. Go crazy and create a commander that you always dreamed of. Your imagination is the limit. Well... and the color pie. ;-)

But before I forget:

What You Need to Play:
1- Magic Set Editor

2- A printer

3- Card to print on

4- Your imagination (Mandatory)

5- Card Sleeves (Optional)

Now for:

Legal Stuff:
1- It is not even nearly illegal to create proxies. However, creating custom cards and selling them as real is very illegal so I take no responsibility for your actions if you choose to do so.

2- I take no credit for any of the artwork in the above cards. Credit goes to the respective owners/creators of those images.

3- I do, however, take credit for the card design of the above cards
 though if you wish to use them then feel free. Just give me credit where it is due =)



Thats all for today, and remember the point of this is not to create unstoppable cards/combos and laugh maniacally while you trounce your friends but to have fun and encourage creativity. One of the high points of this format is the fun and thrill of designing your own cards and if you decide to give this format a go then I hope that it goes well and you have fun. Remember that balancing a card can be tricky and it may take a couple games of playtesting before you find the cost for effect sweet spot. My personal advice is to look to cards that already exist for inspiration and guidance. This format was created by me (Daniel Layson), and Corey Padmore.

Please leave a comment if you have any suggestions for the format or the cards that I posted, or just to let me know what you think.

Thank you for reading, 'till next time.

Monday, 14 May 2012

Griselbrand in Command!


We should all be acquainted with Griselbrand by now, big, scary, soul-sucking demon that he is. Well today we're going to build a deck around him.

There are more than a few directions you could take Griselbrand, I decided on combo since Griselbrand himself would allow us to draw into our combos and tutoring spells rather quickly, and black, as we know, pretty much has the best tutoring spells. Now I'm not usually a combo player but I figured that there is a first time for everything. So I'm gonna give it a shot!

But before we go loading up on combos, we're going to need the essential elements that every EDH deck should have in order for it to function. First up, and probably the most important (especially since we're playing combo) is tutoring/draw power:

Expedition Map
Mind's Eye
Sensei's Divining Top
Skullclamp (Combo Piece!)
Dimir House Guard
Rune-Scarred Demon
Necropotence
Vampiric Tutor
Liliana Vess
Beseech the Queen
Demonic Tutor
Imperial Seal
Increasing Ambition
Promise of Power
(+ G-Bizzle himself!)

These cards should allow us to get our combos in a quick and orderly fashion, and with Griselbrand providing so much draw power all by his lonesome we'll throw in:

Library of Leng
Venser's Journal
Reliquary Tower
Psychosis Crawler

Next up is mana ramp, we're going to need it if we plan to get Griselbrand on the field anytime soon:

Armillary Sphere
Basalt Monolith
Grim Monolith
Sol Ring
Magus of the Coffers (Doubles as a Combo Piece!)
Nirkana Revenant
Solemn Simulacrum
Black Market (Combo Piece)
Cabal Coffers + Urborg, Tomb of Yawgmoth

One last thing the deck needs before we start adding in our combos is some removal:

Oblivion Stone
Spine of Ish Sah (Much appreciated versatility to cover for our inability to deal with artifacts or enchantments)
Kagemaro, First to Suffer
Shriekmaw
Steel Hellkite (See Da Spine)
Attrition
Grave Pact
Karn Liberated (See Steel Hellkite & Da Spine!)
All is Dust (You get the point by now)
Damnation
Profane Command

Okay, now we're to the fun part, the combos:

Ankh of Mishra + Bloodchief Ascension + Mindcrank (Clunky Wincon)
Reassembling Skeleton + Skullclamp (Draw Engine... Combine with Gravepact and/or Black Market for more fun!)
Leyline of the Void + Helm of Obedience (Wincon)
Leyline of the Void + Oath of Ghouls (Recursion? Don't mind if I do!)
Emissary of Despair + Mycosynth Lattice + Whispersilk Cloak (Not an instant Wincon but I like it)
Magus of the Coffers + Umbral Mantle + Exsanguinate (Wincon)
Grave Pact + Sengir Nosferatu (Board Control)
Grave Pact + Skeletal Vampire (Board Control... Combine with Skullclamp and/or Black Market for even more fun!)
Grave Pact + Pentavus (Board Control... Between the two vampires and Pentavus I gotta find one of 'em, right?)
Bottled Cloister + Ensnaring Bridge + Maddening Imp (Moar Board Control!!)
Caltrops + Death Pits of Rath (Board Control yet again...Combine with Maddening Imp if you wish to force the issue)
Lich + Repay in Kind (Awesome Wincon)
Words of Waste + Geth's Grimoire (Full hand for me, empty hand for everyone else)
Words of Waste + Griselbrand (See Above)
Cabal Coffers + Urborg, Tomb of Yawgmoth + Deserted Temple + Exsanguinate (Not a guaranteed wincon but it should work often enough)
Claws of Gix + Spine of Ish Sah (Did I say it enough times? Board Control! xD)

It should be noted that Claws of Gix is also great for theft prevention. =)

Now we just throw in our manabase and we're done:

Commander:
Griselbrand

Artifact: 23
Ankh of Mishra
Armillary Sphere
Basalt Monolith
Bottled Cloister
Caltrops
Claws of Gix
Ensnaring Bridge
Expedition Map
Geth's Grimoire
Grim Monolith
Helm of Obedience
Library of Leng
Mind's Eye
Mindcrank
Mycosynth Lattice
Oblivion Stone
Sensei's Divining Top
Skullclamp
Sol Ring
Spine of Ish Sah
Umbral Mantle
Venser's Journal
Whispersilk Cloak

Creature: 15
Dimir House Guard
Emissary of Despair
Kagemaro, First to Suffer
Maddening Imp
Magus of the Coffers
Nirkana Revenant
Pentavus
Psychosis Crawler
Reassembling Skeleton
Rune-Scarred Demon
Sengir Nosferatu
Shriekmaw
Skeletal Vampire
Solemn Simulacrum
Steel Hellkite


Enchantment: 10
Attrition
Black Market
Bloodchief Ascension
Death Pits of Rath
Grave Pact
Leyline of the Void
Lich
Necropotence
Oath of Ghouls
Words of Waste


Instant: 1
Vampiric Tutor


Planeswalker: 2
Karn Liberated
Liliana Vess

Sorcery: 10
All is Dust
Beseech the Queen
Damnation
Demonic Tutor
Exsanguinate
Imperial Seal
Increasing Ambition
Profane Command
Promise of Power
Repay in Kind


+ 38 Land



In our manabase we have the dynamic duo of Coffers and Urborg as listed previously as well as High Market (More theft prevention), Volrath's Stronghold, and since we have so many artifacts, Buried Ruin. Plus a few more staple-y lands.

I'd like to add in a Filth if possible to give creatures like Psychosis Crawler, Kagemaro, and Nirkana Revenant some evasion. I'll probably end up taking out the Ankh of Mishra combo as its the clunkiest of the wincons but we'll see how it goes I guess.

One last thing I'll say is, the reason that I'm not usually a combo player is because I find that combos can easily be denied/disrupted but in this case Griselbrand is his own backup plan. If all else fails, three swings to the face should take care of any opponent.

Thats it for my take on Griselbrand, if you have any suggestions or cool combos that I may have overlooked then please leave a comment! =)

Thank you for reading, 'till next time.