Tag: noble-hierarch

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Daniel Clayton - January 15, 2015

To Ban or Not to Ban that is the Question

Jeskai Ascendancy - Modern banned list

To Ban or Not to Ban that is the Question

By Daniel Clayton – the Will of the Floral Spuzzem

Shuffling Up

If you look at most of the formats that are currently (except draft, but draft’s special), one thing you might notice is a sizable list of cards that are restricted associated with them. Today, I want to start off with talking about a couple of the cards that are currently banned. Then, we’ll take a look at why Wizards bans cards. Finally, we’ll wrap up withby talking about current events relating to bannings (namely talk of soon to be banned cards and cards that players have been calling for a banning of for a long time).

 

Stricken from History

It’s interesting to go through and look at the various card restriction lists for the various formats, because of how much they change from format to format. There are cards that are eternally restricted in every format such as Black Lotus, some that are restricted in lower formats but open to play in higher formats such as Ancestral Vision, and some that are restricted in higher formats but open in lower formats such as Trinisphere. Let’s just look at some of these cards and try to understand why they were restricted when they were. First, let’s talk about the first restricted cards in Magic’s history, the cards that have stayed in this spot since 1994 are Shahrazad and the Ante cards. The reason for the banning of these cards was that Shahrazad often times made tournaments run way too long causing a series of games within a game. Ante cards made you ante or gamble cards against your opponent meaning that the game could no longer be played by kids and also allowed you to skirt the 60 card minimum to your deck if you ran 1 in your deck without playing ante. The other two cards on the original ban list were Time Vault, a card that has had its rules text changed more times than any other card in the game, and Divine Intervention simply due to it not seeming like a fun card for players (Tying games doesn’t really feel good). I’m sure there are some readers out there pointing out at this point that Standard doesn’t have a banned list, but that’s why I said that all formats, except for draft and sealed, have card restrictions, and this does hold true for Standard. Its card restriction list is all of the cards not currently in Standard. Let’s talk about some of the more modern card restriction lists. In modern, a couple of the cards that you have are Brainstorm and Ponder, Second Sunrise, Jace, the Mind sculptorSkullclamp, and Mental Misstep. The first cards that we’re going to talk about are Brainstorm and Ponder. The banning for these two cards came after a modern season with a showing of Storm that was just too strong and fast for other decks to compete with. The field became almost untenable for other decks in the format and it wasn’t too long before Brainstorm and Ponder were on their way to being banned. The next card on my list is Second Sunrise, and as a player who’s played against the Eggs decklist in tournament, it’s a good fit for the modern banned list. The Eggs deck was just way too oppressive when it had its time in the sun. It was a deck that would take up an entire round worth of time to go off and was very hard for other players to respond to. Jace, the Mind Sculptor is a strong card that finds itself a home in many Legacy, while Skullclamp is a card that was deemed too strong for even Legacy and found itself a banning in the format. These cards are banned for power level reasons; they just make certain decks far too powerful for other decks to compete with them. Understandably, the power level of the two is different, but both have the ability to completely warp the format. Jace, the Mind Sculptor has the ability to maintain a game state extremely efficiently, being able to both control your opponent’s draw, having the ability to remove creatures from the field, a draw engine and even having the ability to act as your win condition if you can maintain the board state well enough. It’s pretty obvious that this card is a great addition to control, but Skullclamp acts as the foil to this card making aggro decks completely warped. The idea behind why it breaks decks is that all deck archetypes are supposed to have some fundamental weakness built into the deck, and for agro decks, the weakness is that they run out of cards pretty frequently. Skullclamp is just too much of a fixer for this problem and breaks Modern aggro too much. It’s in the mindset of Wizards of the Coast that every deck archetype should have a weakness, and for aggro that weakness comes in the form of a very limited draw base, with decks running out of cards a lot to keep the deck balanced against other deck builds. This is exactly the problem Skullclamp fixes for those decks. Finally, there’s Mental Misstep, a card that is almost a hex against faster decks in the format and can be run in any deck for its phyrexian mana allowing decks to do things that they shouldn’t be able to do.

 

Breaking Banned Cards

Now that we’ve talked about some of the more restricted cards in the game and why they’re restricted, we begin to see a few trends emerging from the whys of the various cards that are restricted. Magic is a game and the first reason that cards tend to get banned is for making the game un-fun for players, an excellent example of this is the card Second Sunrise. We mentioned the Eggs deck before, but just mentioning it doesn’t do just to the shear amount of pain that opponents would feel while playing against the deck. It was a combo that would take almost a whole round of time to go off and had your opponent just sitting there for a long period of time. The second reason that cards get banned is for the health of a particular format. Wizards of the Coast has long maintained that to keep the game fun there should be a variety of decks in a format, so that players may while still being competitive be able to use various decks. This can be seen through the cards Brainstorm and Ponder, cards that made one deck archetype far too powerful in the format, or through Jace, the Mind Sculptor, a card that made playlists that weren’t Blue control a hard deck to succeed with. The third major reason that cards get banned is if a card is so good that it can be run in any deck and does something that the deck shouldn’t be able to do. This principle can be seen though Mental Misstep, a card that found a home in almost the entire format before its banning. There is one more suspected principle, but we’ll examine its validity in the next section.

 

Scrying the Modern banned list

The last principle and one that I want to talk about before we talk about our first suspected future banned card. The principle of price is one that people always hint at when people guess at what are going to be banned next. The justification for this believed principle is that high price is something that bars individuals from entry into a format and this may in some way be hurting the health of a format. I personally disagree with this idea, because there will always be replacements for the “most expensive” cards, and banning these cards could cause general mistrust from the secondary market in Wizards of the Coast’s ability to maintain the prices of their products. Additionally, Wizards of the Coast (or more importantly in this case, Hasbro) is still a business and the ability to pump up their sales exponentially is to include 1 or 2 of these expensive cards in their set. Nonetheless, the first cards that everyone always tries to shove onto this list are the fetch lands. I doubt that this will happen as Wizards just released a set chock full of these cards, and players have the ability to pick up any number of them at less than $20 a card, and I feel that this is the best way to deal with cards that are “too expensive”. As a player, I feel that banning these cards would be inherently bad for the game and hurt it in ways that many of us may never understand. The cards changed the game forever when they were printed, allowing 3 to 5 color decks to be run in multiple formats (even if they’re still rarer), and allowing 2 color decks to become far more consistent than they would be otherwise. On top of the various consistent decks that these cards bring to the table, they also bring advantages to mono-colored decks and have hidden cards that they combo with that just add to the complexities of the card. All of this basically means is that while these cards are very powerful cards that have far-reaching effects on the game, and a price tag to match, they also contribute much to the health of the game and as such I hope that they do not earn themselves a banning or restriction at any point in the near future. It looks like Wizards of the Coast is going to answer my hopes with exactly what I want also, as a reboot of Zendikar is right around the corner (supposedly with a reprint of the enemy fetches) and with the ally fetch lands just being printed in Khans of Tarkir. Tarmogoyf is a card that falls perfectly in line with the fetch lands; it works well in combination with them and falls into an even higher price gap than the fetch lands. Same as the fetches though, it looks like Wizards Is more than happy to reprint this card and I’m even looking forward to seeing another iteration of it in Modern Masters II that is supposed to be happening at some point in the near future. The other 3 cards that are supposedly on the chopping block are Jeskai Ascendancy, Treasure Cruise, and Dig Through Time. Dig Through Time has been making a powerful showing and has made appearances in decks throughout the Modern format. It does help control and combo decks quite a bit, but having played against it, I like the fact that its ability can’t be played too early and acts as a foil to cards like Snapcaster Mage, and Past in Flames that typically want to keep cards in the yard. The card is a strong contender for sure, but I feel that it hasn’t quite earned itself a banning even with it being so good. Treasure Cruise is in a different boat, while Dig Through Time has made a strong showing in Modern, Treasure Cruise has made a strong showing in all formats. If we look at history, Wizards doesn’t like players drawing 3 cards off of 1 card and for good reason, just look at Brainstorm. The card is powerful, and while like its counterpart Dig Through Time, I’m not sure letting this card run free is such a good idea. Still, whether it gets banned or not a year or two from now, I don’t see it getting banned in the immediate future. The last card we have to talk about is Jeskai Ascendancy, this is a card that I absolutely loved when I first saw it, thought that if someone figured it out it would be broken and it is.

 

Jeskai Ascendancy Combo by Sam Pardee [Modern]

 

 

 

This deck has been boasting an impressive, consistent turn 2 or 3 win rate. The basic idea of the deck is to get Jeskai Ascendancy and a mana producer such as Birds of Paradise, Noble Hierarch, or Sylvan Carytid online, and then just win. The mana producers not only play well into the combo, but can also act as an accelerant for your deck. The land-base needs to be straight-forward for the deck, either being fetches, lands that tap for any colors, lands that count as green (for the mana-producers) and one of the colors for Jeskai Ascendancy. Most of the sorceries and instants in the deck are just draw for your deck, with the instants pulling double duties for cool creature effects like haste or untap and also mana acceleration with the Ascendancy and some creatures. The Ascendancy also acts as a filtering engine on top of its untap ability, allowing you more filtering power. The biggest piece of secret tech for this deck is the Glittering Wish, it can count as an answer to a question you didn’t even know you had to answer, counts as 4 extra Jeskai Ascendancy’s in your deck, and in this decklist is also your only way to access your win condition. In the board are mostly targets for Glittering Wish, the only other 2 cards in the board besides these solutions are Leyline of Sanctity, a solution to a lot of decks including the deck I currently use in Modern, and Swan Song, because it’s a pretty good solution to control. The question is, is this deck too good for Modern? My answer is yes, probably. Combos like this are of the speed and consistency of Affinity, and unless we are about to enjoy a season that will see a ton of unbannings, we are about to see a Modern season that will see at least a banning. So that brings the next question, will Jeskai Ascendancy see banning? My answer to this question is almost an affirmative no. We can look at the history of the ban list for proof. When Wizards thought Jund was too powerful for Modern did they ban Tarmogoyf? No, they banned Bloodbraid Elf. What about when they thought Affinity too powerful, a banning of Cranial Plating or even Arcbound Ravager? Nope, let’s ban artifact lands and Disciple of the Vault… to be fair banning Disciple of the Vault is probably more relevant to the deck than the rest of the cards, but still. It can be shown that pretty consistently if Wizards thinks that a deck is too powerful, they will ban a card that is typically used as a major piece of the deck without getting rid of the engine that allows the deck to function. Another quality that these cards should possess is the fact that the card is run almost exclusively in the deck and a banning won’t affect other decks too much. There is a card in the deck that fits the bill on all of these and that is Glittering Wish. Through the banning of this card the consistency of win for the deck would drop and even the deck’s ability to find its combo would be hampered. Additionally, this card is one that doesn’t see that much play in the format besides this deck.

 

Wrapping Up

In today’s article, we took a look at the modern banned list. What it takes to get on it, some of the cards that are on it and why they’re there, and some potential future additions to the list. In our next article we’ll aim to look at what makes a good card store, a good card store.

 

By Daniel Clayton – the Will of the Floral Spuzzem

@DC4VP on Twitter

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Daniel Clayton - August 22, 2014

The Pinnacle: Designing Monstrosities (Part 1)

Arcbound Ravager - Top creatures in magic the gathering

The Pinnacle: Designing Monstrosities (Part 1)

Top creatures in magic the gathering

By Daniel Clayton – The Will of the Floral Spuzzem

 

Today I want to talk about some of the top creatures in magic the gathering as a whole, the most utilized and what makes them good; I’ll also try to pull some decks in and show just how good they are by their performance throughout the time since their printing. Some of the cards on this list are some of the most expensive cards in the game, while others are not quite as flashy. My requirement is that they are creatures and they have had some type of impact on the game at some point; while I will try my best to put the best creatures in the game on my list I am only human and as such make mistakes and I apologize if your favorite doesn’t make my list. As this is a type of card versus a specific card I figured I would drop them out in a top 6 list going from number 6 to number 1; I’ll also be pulling in some honorable mentions from throughout the years.

 

 

Honorable Mention

Noble Hierarch

This card’s price correlates directly with the popularity of the Zoo deck archetype. This card costs only 1 to play, when it swings it gets 1/2 through its ability Exalted; this ability also makes anything else that swings alone grow bigger when it swings. The card is just an efficient mana producer that does a little bit more than just produce mana. This card acts as an outstanding piece of acceleration in general, accelerating both the amount of damage you’re able to get in and the amount of damage that you’re dealing each turn. While there are tons of decks that run this card, we’ll be looking into them a little bit later with a card later on our list. If you consider vanilla 1/1 elves that cost 1 and tap for 1 to be playable in any deck, you can see why this card just barely missed our list of most playable, but let’s keep the idea of mana producers going with the first cards on our list.

 

 

Number 6

Rofellos, Llanowar Emissary; and Metalworker

These two cards are some of the most powerful mana-producing creatures in the game, and they came out at about the same time as one another. The block that they came out in is called the Urza’s saga. It’s a saga about a war between 2 brothers and is filled with some of the most powerful mana producers in the entire game, it’s out of this set that you get such cards as Tolarian Academy, the Tron lands (Urza’s Mine, Tower, and Power Plant), and the two cards that we have here are the two best mana-producing creatures in the game. While Metalworker is a staple in Legacy and has seen some limited play in Vintage as well, with Rofellos being banned and restricted it does not have a deck it’s run in very heavily. As for why Rofellos is so good, it’s because the card essentially doubles your mana as soon as it comes down and it essentially doubles all the mana you play for the rest of the game. The card is so powerful that it almost warrants a kill spell the minute it hits play or the game quickly swings in the controller’s favor. The other card at number 6 is Metalworker and this card is so good that an entire deck archetype in legacy is based off of this card. The card is a powerful card coming out turn 2 in most cases and tapping for 6 to 8 mana if it survives to get to tap once. The card is run in Vintage stacks decks once in a while for its powerful mana acceleration turning the deck from a very gradual combo to set up into a much quicker set up for the lock. It’s run predominantly in the deck that carries its namesake, but it’s a powerful addition to any artifact deck. The style of this deck is as follows, this was a Metalworker that took 13th place in a Star City Games Invitational back in 2013.

MUD (Metalworker deck) Legacy decklist

 

The Metalworker deck is one of the most powerful decks in the entire game of Magic: The Gathering being able to stand on its own two feet in Legacy as well as Vintage and crushing decks in others formats easily. The deck works on the premise of getting expensive stuff out quickly and then cheating what’s too expensive to actually play. You typically want to get Metalworker out as quickly as possible with as many cards in hand as possible and then pump out a Lightning Greaves and a Kuldotha Forgemaster to try to get Blightsteel Colossus. You also try to pump up the cost for opponents to play spells through Lodestone Golem and Trinisphere. Additionally, cards like Steel Hellkite, Chalice of the Void, and Sundering Titan help to rip apart your opponents’ decks. Metalworker, Grim Monolith and Mox Diamond are your way to quickly pump up the Mana you need to wreck your opponents quickly. There are two combos that exist in the deck, the first is Staff of Domination, a card which can combo with Metalworker to give you an unlimited supply of card draw, mana, tapping, untapping and life; the second is Kuldotha Forgemaster, which lets you get out the most powerful cards in your deck in exchange for 3 artifacts. The card Lightning Greaves is a card which allows you to use creatures the first turn you play them both for using abilities and for attacking. The Goblin Welder is in your deck to deal with the mirror match and to also act as recursion for the deck. The Blightsteel Colossus acts as the win condition for the deck most of the time swinging in and winning the game usually at most by the second turn he comes out, but he is also the major beater for the deck. All of the lands in the deck serve as either a great mana producer or serve in a dual role doing something else on top of their original function. The Cavern of Souls acts not only as mana, but also to prevent your creatures from being countered. Ancient Tomb and City of Traitors strictly as a mana body, but in doing this they act as some of the best mana producers in the game. Darksteel Citadel and Great Furnace act not only as mana producers, but they are also artifacts meaning that they will add to Metalworker’s count and can be sacrificed for Kuldotha Forgemaster’s ability. Finally, I won’t get into Wasteland just yet (I have another article planned for that). The rest of the creatures, Myr Battlesphere and Wurmcoil Engine, are used as beaters with an edge. The edge for Myr Battlesphere is that he creates fodder for Kuldotha Forgemaster and both of the creatures help you to stabilize against typical agro strategies.

 

Number 5

Arcbound Ravager; True-Name Nemesis

If I were to give these 2 creatures a specific type, it would probably be unique; these are creatures that while they lend themselves to 1 strategy or another, they do not commit themselves fully to a strategy and it’s not the strategy that they lend themselves to that allows them to make this list.  For True-Name Nemesis’s part, this is a true beater card, and through its ability to gain protection from target player this means that not only will the card gain evasion from that player’s creatures but also gains protection from that player’s spells making the creature very hard to kill. With a creature that is exceedingly hard to kill and has exceptional evasion, making it a 3/1 on top of everything else makes the card cream of the crop. It puts your opponent on a long but realistic clock of 7 turns that he can’t block; additionally, when you equip him with a sword or jitte the card’s clock count becomes ridiculously low for such a hard to kill card and you can count on the abilities to activate each turn making it even better. There are tons of True-Name Nemesis decklist on Three Kings Loot. Another of these unique cards is Arcbound Ravager, another of those cards that has a whole deck built around them. This card is again another beater, but it’s so much more than that and while it doesn’t win the game by itself it can be extremely hard to deal with. Its power however comes from its 2 abilities and this is what makes the card unique as well. The abilities that the creature has are the abilities to sacrifice an artifact to put a +1/+1 counter on Arcbound Ravager allowing him to protect himself from dying to spells or in combat. Additionally, if he manages to make it through without any blockers, being able to cash out all of your artifacts for +1/+1 counters can win you the game. On top of everything else, his second Ability, Modular means that you can also trade him to pass all of his +1/+1 counters to a creature that got through and potentially win you the game.

 

Affinity Modern Decklist

Some more Affinity decklists here.

If you are a player who plays in competitive Modern Tournaments at all, then you’ve probably played against this deck before and know that if you don’t have a way to counter it, it will probably cost you the tournament. This is a fast deck that has survived the bannings of 7 cards that I can think of off the top of my head (5 Colored Artifact Lands, Skullclamp, and Disciple of the Vault); even with all of these bannings the deck still remains a serious contender in almost all of the tournaments it makes a splash in. Most of your lands serve a double function whether that be getting blue (Island), Tapping for any color (Glimmervoid), acting as both an artifact and a mana source (Darksteel Citadel, Blinkmoth Nexus, Inkmoth Nexus), or serving as an alternate or additional win condition (Blinkmoth Nexus, and Inkmoth Nexus).  Almost all of your creatures exist to pump up your artifact count and get in for some damage; the exceptions are Etched Champion (Yes, its primary idea is to get in for damage, but it does so reliably and has protection), Signal Pest (Pumping up all of the other cards swinging in), Steel Overseer (Making all of your guys larger), Vault Skirge (Its lifelink makes you able to compete extremely well against most other aggro strategies), and of course Arcbound Ravager himself (see above description). The Cranial Plating in the deck is your primary win condition, as it pumps up whatever it’s equipped to up to epic levels, and with the ability to re-equip at instant speed, the card can almost consistently guarantee that the damage is going to get in. The Mox Opal and Springleaf Drum act as some pretty impressive mana acceleration and can win you a whole game almost without having to worry about drawing lands. The Thoughtcasts typically come down for 1 mana meaning that you get to draw two cards for next to nothing. This deck leads me up to our next honorable mention, however, and that is:

 

Honorable Mention

Disciple of the Vault

A completely broken card when it first came out; it earned itself a banning in both Standard and Modern for a time for its power. This is a 1/1 creature for 1 Black mana that makes an opponent lose life each time an artifact is put into the graveyard, when this card first came out in Mirrodin (a largely artifact block, it warped the game in Standard so heavily that everyone was playing a variant of this deck leading to this card’s banning). This card is still chosen as the card of choice in some Vintage Brews that brag about turn 0 victories (That is to say, winning the game before you take your first turn). While I would post some of these decks up here, they’re not exactly what I would call competitive deck lists and as such I’ll just run through the major strategy of the deck and you can build your own or look it up if you feel so inclined. The deck runs cards such as, Gemstone Caverns; this is a card that allows you to put it directly into play with a luck counter on it if it’s in your opening hand. On top of this it runs Protean Hulks and Flashes (Protean Hulk is a creature that says that when it is put into a graveyard from play you may search through your library for creatures with total converted mana cost 6 or less and put them into play). Finally, the deck runs Disciple of the Vaults and any number of Artifact creatures that enter play with a number of +1/+1 counters equal to the X that you spent to cast them (At least 5 of these). Now the strategy typically works like this, on your opponent’s upkeep, you get out Gemstone Caverns and 1 more mana in some way to cast flash on your opponent’s first turn, you cast flash putting out protean hulk and you let it die, allowing you to search through your deck for your 4 Disciple of the Vaults and all of your 0/0 artifact creatures (they become 0/0’s since they have no +1/+1 counters); all of these cards hit the field at the same time, then all of the 0/0’s die and are put into the graveyard resulting in your opponent losing 4 life for each one that does (because of the Disciple of the Vaults). The deck achieves what is considered impossible for most decks, but with the combo being very hard to establish and easily pulled apart by counters the deck is not very playable; still Disciple of the Vault plays into its spot as one of the most powerful combo creatures of all time.

 

 

Number 4

Kiki-Jiki, Mirror Breaker; Stoneforge Mystic

These 2 cards come off as incredibly powerful combo creatures… well at least one of them does and depending on your point of view so does the other. Stoneforge Mystic is the card that is left in question when it comes to combo creatures sitting at this number, and while it does indeed contribute itself to other things I like to think of it as a combo card in itself as much as Tooth and Nail could be considered a combo card. Just like the card Tooth and Nail, Stoneforge Mystic will search through your library for you and pull potentially one of the best cards in the entire game from it and add it to your hand, then for an additional cost it offers to put that card onto the field; the kicker to the whole thing is that the card lets you keep effectively “cheating” an equipment into play meaning that the card combos nicely with Batterskull. This card has been a true contender ever since its first appearance earning it a banning in both Modern and at its time Standard. Stoneforge Mystic stills rules the tournament scene however making a powerful appearance in Legacy tournaments. Check out Three Kings Loot for some of the latest Stoneforge Mystic decklist. The other side of this creature combo type is Kiki-Jiki, Mirror Breaker, who sits atop every Timmy’s dream of infinite creatures. This card or its mirror in Splinter Twin coupled with enter the battlefield abilities makes this card one of the most combo-able and powerful creatures ever created. The card just screams win and has proved this point through the many prestigious tournaments it has under its belt. Recently there has been a decklist based around this card that has caught my eye, Kiki Angel:

 

Kiki Angel Modern decklist (UWR control)

More kiki-jiki decklists here.

This deck looks really cool and powerful and feels a little bit different from your usual Splinter Twin deck (More powerful? Probably not, but it’s fun to get out there and try new things every once in a while). There are a whole bunch of variations out there and if you’ve got a little bit of extra time and cash you could try putting one together and see how it feels. The lands in this deck pretty much do what there suppose to do, generating mana or searching for other lands. This deck has two combos centered around Kiki-Jiki, the first involves putting him into play then getting Restoration Angel online and using each new copy to blink Kiki-Jiki allowing him to create infinite copies of Restoration Angel. The second involves playing Kiki-Jiki, then Deceiver Exarch and using Kiki-Jiki to create infinite copies of Deceiver Exarch through his enter the battlefield ability. Snapcaster Mage allows you to gain extra resources by giving an instant or sorcery in your graveyard flashback. Finally, Geist of Saint Traft (Actually the weakest card in the deck, it just doesn’t work well with the strategy) just basically acts as a distraction and a beater running in and trying to deal some damage each turn. The instants in the deck fall into 1 of 2 categories, you have the first half which deal with creature destruction giving you more time against more aggro decks and mirror or similar decks (Path to Exile, Izzet Charm, Lightning Bolt, and Lightning Helix), and you have the counter spells to give your combo some protection (Mana Leak, Izzet Charm, and Remand).

In this Article we’ve gone and talked about creatures numbers 6 through 4 and some decks that they exist in that done fairly well in over the years. To give a little review, at number 6 we had our super mana-producing creatures (Rofellos, Llanowar Emissary and Metalworker) and the deck was a powerful and fast deck, Metalworker (MUD). Sitting at number 5 we went over our unique creatures (Arcbound Ravager and True-Name Nemesis) and the uniquely difficult decks that they exist in. Finally, sitting at number 4 is our combo creatures (Kiki-Jiki, Mirror Breaker and Stoneforge Mystic) and the powerful creation in Kiki Angel (My name for it… I think) also known as Kiki Control a variation of UWR control in Modern. In the next article, we’ll hit numbers 3 through 1 and try to find out what the best creature in the game is… well the best one in my opinion anyway.

 

Tip of the Spuzzem: Casual Encounters

I do apologize to my fellow and senior writer on this site for borrowing the name of his column (Bruce Gray), but it was just such a brilliant name that I couldn’t pass it up for this sub-article. A lot of times I have ideas for articles that are definitely on the shorter side so I’ve decided to write these articles in a sub-article of my articles called Tip of the Spuzzem. In this article I just want to talk about a problem I see with a lot of players and sort of give my perspective on how to fix the problem. The problem I’m talking about is how a lot of players put the game on a pedestal especially in the lower upper echelon of play and treat it as something more than what it is; that is to say more than a game. Once you reach a certain level of play (or your cards reach a certain value, I should say) it stops becoming a game to some player and becomes something else entirely, I’m not sure quite what… but not a game that’s for sure. This is a bad trend that players need to avoid for a lot of reasons, but the most prominent is the fact that most of these players become really unaccepting of newer players and shun them from real play for one reason or another. You see this all the time, players rushing new players in play or groaning when they make a mistake. You see it when a player loses and blames their loss on luck or bad draws versus throwing up their hands and saying, you know what maybe I screwed up on that last play I should do it this way instead next time, or refusing to look or talk to you after you beat them. Well it comes out as a bit more rambling than I had intended, but yeah it’s a serious problem and it can have a serious impact on driving new players from the game.

The solution to this problem is a really easy one; simply turn the game into a game again, and this isn’t an especially hard feat. It comes with taking the game a little less seriously, playing some tabletop games with your friends every once in a while, but most importantly, designing and playing with a casual deck. Now casual doesn’t mean bad, you can design a pretty powerful casual deck, just make the deck do wacky things that you think are fun (but not necessarily good); for me, my casual deck is a Green Defender deck that gets insane amounts of mana and then goes off and puts most of the cards in my deck into play through Genesis Wave. The deck is powerful, but the choice of cards in the deck makes it illegal for tournament play without a lot of changes and honestly I don’t want to make those changes, I like the deck the way it is. Another solution is avoiding other players/friends with “toxic” personalities; these are the players that get easily fed up when someone doesn’t understand the rules when playing for fun. This also refers to players that would much rather sulk following a loss in a match versus picking back up and shuffling up. To make a long story short, just remember Magic is a game and if you’re using it for any other reason than to have fun, you’re probably doing it wrong, and when you stop doing Magic right typically it’s not too long before you get out of the game altogether.

 
By Daniel Clayton – the Will of the Floral Spuzzem
@Dc4Vp On twitter
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Eric Jeffrey Seltzer - May 8, 2014

GW Hatebears by Serafin Wellinger (1st at Bazaar of Moxen Modern Main ...

Champion’s Deck

Thalia, Guardian of Thraben - GW Hate Bears

GW Hatebears by Serafin Wellinger

Bazaar of Moxen – 1ST Place Main Event Modern

It seems like the GW Hatebears motif was out in full effect this past weekend. In addition to the winner of the SCG Cincinnati we also saw this port over to Modern at the Bazaar of Moxen. And with good reason as the overall theme of the deck is a very strong disruption with aggro beats. While there are differences of course since the Modern card pool and metagame is not the same as Legacy it continues to show dominance across formats due to its incredible power.

The Modern version also utilizes Æther Vial as a very key component to the deck and while countermagic is not nearly as prevalent as it is in Legacy gaining advantage by dropping basically free creature and doing so at instant speed provides a huge disruption element which is the focal point of the deck. The other first turn play in the deck is Noble Hierarch which serves the deck well as a mana dork providing both White and Green for the deck as well as a bonus power boost if you are sending in a lone attacker for the beatdown. Moving up the curve to the two drop spot there is the all-star of the deck Thalia, Guardian of Thraben which does as much in Modern as in Legacy to slow down all non-creature based strategies, pesky Leonin Arbiter which shuts down searching the library unless you pay the price, and Scavenging Ooze to nullify the popular graveyard based strategies most especially the rampant Birthing Pod decks. We then go to our three drop slot where we have disruptive Aven Mindcensor to effectively shut down any deck looking to search the library for tools, we can Vial in a Flickerwisp as a way to protect our important pieces which may get targeted by removal, and even Blade Splicer can be a shocking surprise as the Golem Token it brings along to fight can First Strike an attacker to death which had expected a free and clear passage. And finally we get to the angels of the deck at the four cost with added protective redundancy from Restoration Angel and the unique disruptive ability from Linvala, Keeper of Silence which will shut down manadorks along with any other activated abilities from opponents creatures. The deck also runs a full set of Path to Exile to have some pinpoint removal to take out those most important threats. To assist in the beatdown plan the manabase includes Gavony Townships for additional creature pump and for disruption there is a full set of Ghost Quarter which combine with Arbiter and Mindcensor to effectively become Strip Mine.

Another fine deck makes its way to the forefront of the Modern meta showing how truly wide open the format really is. It will be very interesting to see how this deck fares this weekend at the Grand Prix in Minneapolis. Will it show that it was not just a one trick pony or is the meta going to react to this result by overcompensating. We will see.
Eric J Seltzer
@ejseltzer
ejseltzer@hotmail.com
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Eric Jeffrey Seltzer - March 10, 2014

Champion’s Deck – Kiki Pod by Brian Liu (1st at Grand Prix...

Birthing Pod
Kiki Pod
Brian Liu
1st Place at Grand Prix on 3/9/2014
One of the marquee cards in Modern has been Birthing Pod and it’s unique ability to upgrade creatures into new creatures from your library. There is an entirely different Pod deck which centers around Melira, Sylvok Outcast but this version uses a different legendary creature Kiki-Jiki, Mirror Breaker to steal the ‘Twin’ win engine and combo kill your opponent with infinite creatures.

The engine of the deck runs primarily around the interaction of Birthing Pod with its ‘pod chain’ which is basically a set of creatures at each converted mana cost which you chain together to move up progressively. There is also a second way to ‘tutor’ your creatures with Chord of Calling which is why the deck is so heavily focused on creatures and has a toolbox which can find answers in the maindeck to many of the problems the deck may face from the different decks in the format.

We then get to the creatures in the deck which comprise an entire half of the deck. Starting at the bottom we have the one drop creature with four Birds of Paradise and three Noble Hierarch which serve as the primary acceleration of deck to power out you Pods as quickly as possible. Then moving to the two drops there is three Wall of Roots which complete the mana dork suite and have a favorable interaction with Convoke from Chord of Calling to provide two mana towards the casting cost. There is also two Voice of Resurgence which will leave behind its token when podded, two Scavenging Ooze for incidental lifegain and graveyard control, one Spellskite which can be used either to protect key creatures or disrupt opponents such as Splinter Twin, and one Qasali Pridemage that can destroy a pesky enchantment or artifact especially after sideboard. From the three drops there are two Kitchen Finks which helps to regain life lost from spending Phyrexian mana as well as basically two creatures each for Birthing Pod because of Persist, one Eternal Witness which can rebuy anything lost to the graveyard back to your hand, and one Deceiver Exarch which is a key piece in comboing off for the kill using its ability to untap your Pod or combined with Kiki create infinite creatures. At the next level the four drop are comprised of four Restoration Angel which is another integral cog in the combo by blinking a Pod or Exarch to continue chaining or as a Kiki target to create an infinite army of flying angels. There is also utility from one Murderous Redcap which can be used to kill off low toughness creatures or go to the dome to finish the last points of life, one Glen Elendra Archmage which is the decks only permission, and one Linvala, Keeper of Silence which shuts down many creature abilities to either stiffle the opponents chance to win or at least severily delay it. Finally we have the five drops where we find the namesake of the deck with two Kiki-Jiki, Mirror Breaker the way this deck combo kills for an instant win and also one Zealous Conscript which can be used in the chain to continue by untapping a Pod to be used again.
This deck also has in its manabase two Gavony Township which allow it to switch to the beatdown plan if necessary and also remove -1/-1 tokens from the Persist creature to get additional use from them.
This deck is truly a work of art and only continues to improve with each new creature that is printed being another possible option to add to your pod chain. You should definitely expect this deck to be around for a long time in Modern and must either prepare to face it or learn to master it.
Eric J Seltzer
@ejseltzer on Twitter
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Gregoire Thibault - November 19, 2013