Tuesday, 29 November 2011

Review(Innistrad Review) - Green

Hi everyone.

Well, we've finally reached the end of the review of my review of the partial Innistrad spoiler. It's been fun looking back at my thoughts on the cards without having the full context of the set revealed, and I haven't done too badly with it either.

I've been recapping my initial impression of the cards, then looking at how they have actually performed and how I think their role will continue to evolve. You can see the entries for white, blue, black and red here.

Boneyard Wurm
Review: Easily outclassed at all stages of the game and puts too many constraints on deck building.
Reality: It has not seen any play. Largely because (as stated in the review) if you are playing green Primeval Titan is easily as big, has evasion, and provides card advantage. If you are not green there is no reason to splash Boneyard Wurm.
Accuracy: 5
Future: Will continue to be occasionally ridiculous in limited (although I have just as often seen it cast as a 0/0; awkward, etc.), unlikely to even be considered in block constructed.

Garruk Relentless
Review: Very strong, doesn't require much building around. Could see play in Birthing Pod and splashed in blue control decks.
Reality: Where Liliana has so far failed to live up to the hype, Garruk has far outperformed general expectations. He has been spotted winning tournaments in GW Tokens, and fighting with his alternative Primal Hunter incarnation for spots in the various Kessig Wolf Run decks. Birthing Pod is MIA for now, and the blue decks have remained in the Esper shard, so I have been harsh and marked myself down.
Accuracy: 4
Future: As witnessed in the Wolf Run lists, the biggest competition to Garruk is actually Garruk. With enough green the concensus is to go with the Primal Hunter first. I would be surprised if Birthing Pod did not return as more creatures enter the environment, and Garruk remains a great addition for games where the Pod is not drawn.

Gatstaf Shepherd
Review: Solid but unexciting roleplayer.
Reality: The werewolf deck has not happened yet, and no current deck requires the Shepherd's particular stats right now.
Accuracy: 4
Future: Gatstaf Shepherd has more than proved itself in limited, so it will very definitely remain in consideration once there are enough werewolves to build a deck.

Mayor of Avabruck
Review: Mayor of Avabruck is slightly below par, Howlpack Alpha is slightly above.
Reality: No home has been found for the Mayor yet, but a lot of people have tried to make it work.
Accuracy: 5
Future: It seems like a lot of the reviews have been a case of "not yet, but wait for more support". Mayor of Avabruck offers the most promise of any of these cards. There are so many werewolf cards that are "good enough" already that it does seem that it is as much a case of waiting for the meta game to be right as anything else.

Moonmist
Review: Lots of promise in constructed, can lead to exciting aggressive draws.
Reality: This card is entirely linked to the werewolves, and does pretty much nothing in other decks (especially with Fog in Magic 2012). As there is no werewolves deck, there is no use for this card.
Accuracy: 3
Future: Maybe. Maybe not. I am still on board with this card if there is a werewolf deck.

Green was largely good for me. The main source of deviation was the failure of werewolves to emerge as a deck, which is something that could easily have gone either way at that point.

I hope you've enjoyed reading these recaps. It's been interesting to see these cards from two different points of view, so I'll aim to be more thorough in covering the revealed cards during the next spoiler season in case this is a format I revisit.


Steve

Monday, 28 November 2011

Review(Innistrad Review) - Red

Hello again!

This week I'm going to finish up the review of my inital impressions of cards from the midway through the Innistrad spoiler, looking at them again in the context of the full set having been used for the last ever world championships.

I've already looked at white, blue and black. Today I've reached the red cards, which were pretty thin on the ground at this point; just a couple of potential tournament cards and some limited fodder:

Bloodcrazed Neonate
Review: Not what red is looking for. Could have a chance in a slow format with no one mana removal, but still worse than Stormblood Berserker.
Reality: Shock is good enough to see play as a Lightning Bolt replacement (although often in the form of Galvanic Blast). The printing of Geistflame and the emergence of Gut Shot as a playable card ensure that Bloodcrazed Neonate will not be seeing constructed play.
Accuracy: 5
Future: Even a dedicated vampire deck would struggle to want this card. Possibly if there was a three mana lord that gave +1/+1 and flying, and no other two mana vampires are printed.

Devil's Play
Review: On the edge of playability, will hinge on how useful the flashback ability is.
Reality: I'm calling this a hit after seeing Devil's Play performing almost exactly the function predicted in Chapin's Grixis deck from Worlds. Early on it is removal that you don't mind pitching to Desperate Ravings. Late game it is a finisher that the UB control decks might even set up for you if they are trying to win with Nephalia Drownyard.
Accuracy: 5
Future: It will certainly see an increase in play along with Olivia Voldaren and Desperate Ravings from the same Grixis deck. I think that a one-of in a second tier deck will be the extent of it's adoption though.

Kruin Outlaw
Review: A key card if RG Werewolves happens, competing with Chandra's Phoenix in Mono Red.
Reality: I think I got this spot on, even down to the support for the human creature type in white being stronger than the werewolf support. Chandra's Phoenix is indeed keeping it out of the straight red decks.
Accuracy: 5
Future: Watch for this to become a player (in block at least) if the next set delivers more werewolf support.

Village Ironsmith
Review: Unimpressive in each form and quickly outclassed.
Reality: This has seen no play.
Accuracy: 5
Future: This will continue to see zero constructed play (and sees far too much limited play in my experience).

A clean sweep of the red card reviews!

Well, pending the future performance of Kruin Outlaw. That score is more of a 4.8, but I'm not doing decimal places...

Next time I finish up with the green cards, and a healthy five card haul.


Steve

Friday, 25 November 2011

Review(Innistrad Review) - Black

Oh, hi. I'm here again?

This is turning into a habit!

Today I'm going to look back on my spoiler review of black cards. I've already reviewed the white and blue cards, and the format will remain the same. I will recap my first impression review, look at the impact each card has actually had, then rate my prediction and talk about the future performance of the card.

Bloodgift Demon
Review: Solid playable, with few competitors as a black five drop.
Reality: The Demon has not made an impact on constructed so far. The mono black deck is only interested in creatures with infect, and control has so far opted for a pool of six drops and Batterskulls.
Accuracy: 3
Future: With Dismember disappearing from decklists, it could well be time for Bloodgift Demon to shine. Pat Chapin showed at worlds that Olivia Voldaren is a big game, and running the two together in a Rakdos deck could provide enough card advantage to justify ditching blue for the better manabase.

Diregraf Ghoul
Review: Replacement for Vampire Lacerator, depends on support for black/Zombie aggro.
Reality: As mentioned in the white retrospective, the "monster" tribes have so far failed to appear in Standard. This is unlikely to remain the case with two more sets of Zombies, Vampires and Werewolves to come.
Accuracy: 4
Future: There will absolutely be a Zombie deck at some point. I remain confident that Diregraf Ghoul will be part of it, but as this remains to be seen I can't go higher than 4 right now.

Liliana of the Veil
Review: Not a powerhouse that goes into any black deck, but promising in a deck built to take advantage of her.
Reality: One note is that none of the flashback cards that are seeing play (such as Forbidden Alchemy) had been spoiled at this point. She has failed to make that big an impact; consider that Liliana has flitted in and out of various Solar Flare incarnations (the deck that seems best suited to using her), and is yet to win any large events.
Accuracy: 5
Future: Now that the hype has passed it is clear that Liliana of the Veil is a strong planeswalker, but hardly the next coming of the Mind Sculptor. I would guess that her power will increase though, as more flashback cards and graveyard mechanics become available.

Reaper from the Abyss
Review: Good, card advantage generating finisher, but competing against Grave Titan and Wurmcoil Engine.
Reality: There has been no reason to fear the Reaper so far in Standard. As I talked about for Bloodgift Demon, it doesn't fit in with the infect plan of mono black. Control has opted for Grave Titan or Wurmcoil Engine, and Consecrated Sphinx if a card advantage generating flyer is required.
Accuracy: 4
Future: This remains a good option, but it is waiting for a new deck that requires it. Look out for further morbid cards, which combine very well with Birthing Pod. There is already a removal chain of Skinrender, to Morkrut Banshee, to Reaper from the Abyss, to Sheoldred, Whispering One. Reaper remains one of the strongest plays you can make in block constructed.

Screeching Bat
Review: Curves nicely* but too risky. Is not a vampire.
Reality: The obvious problem with my review was forgetting that you can't actually transform it until turn five... The usual notes regarding the tribal "monster" decks apply, but I can't see this making the cut even if a vampire deck does emerge.
Accuracy: 2
Future: Will remain a high limited pick, but that will be the extent of this batting career.

Aside from a miss on the bat (must remember to double check card text!), Bloodgift Demon is the only card to perform dramatically below my expectations. My assessment of Liliana of the Veil looks pretty well spot on. Let's just say I'm not regretting the decision to laugh at the traders attempting to get fifty euros for them at Milan. Good luck with that!


Steve

Thursday, 24 November 2011

Review(Innistrad Review) - Blue

Hi again!

Today I'm looking back at my first impressions of the blue cards from the early Innistrad spoiler. It's interesting to see how much knowledge of the complete set can change card evaluations, and how important it is to think about the context that the cards require to be good.

I looked at white yesterday, and my initial predictions came off pretty well. As before, I'll recap my original review from midway through the spoiler season, how the card has fared since then and give my opinion on the future of the card. There were only three blue cards of interest at that point (no Snapcaster Mage to weigh in on yet); how accurate were my thoughts on them?

Civilized Scholar
Review: Unplayable, too fragile despite a quick clock.
Reality: It has seen play in niche combo decks, using the transform rules to allow a Necrotic Ooze to mill through several creatures with a Scholar in the graveyard.
Accuracy: 3
I missed the combination with Ooze, although the other cards used (Bloodline Keeper and Grimgrin, Corpseborn) had not been spoiled yet.
Future: As more creatures enter the format the Ooze deck may become more viable, but barring this specific interaction I don't think it will see play.

Ludevic's Test Subject
Review: Unexciting, requires a way to cheat the transform.
Reality: There were no more Moonmist style effects to transform cards. This has seen zero play in competitive decks.
Accuracy: 5
Future: As per my spoiler review, with a good enough way to cheat the transform this could be the next Tarmogoyf. Without, this is far worse than other options for decks with this much mana to spend.

Stitcher's Apprentice
Review: Enabler for Morbid. Potential engine card.
Reality: It has seen no play. Morbid has proven more of a limited mechanic so far, excluding Brimstone Volley, and no cards that require such an enabler have emerged yet.
Accuracy: 4
Future: It is not impossible that Stitcher's Apprentice sees some play, in the right circumstances. Certainly there are enough 1/1 and 2/1 creatures in Standard right now that the body is not completely irrelevant, but you would have to really want the ability.

It definitely looks like they saved the sweet blue cards for the final reveals this time. The Test Subject was a fairly obvious hit to make and a clear 5. I think the other two were fairly speculative mentions and subject to other specific cards being printed. As it was, I went the wrong way with the Civilized Scholar by looking at trying to attack with him instead of taking advantage of the looting effect.

Next time I'll recap my black reviews, with a healthier five cards to look at; including my first thoughts on Liliana of the Veil.


Steve

Wednesday, 23 November 2011

Review(Innistrad Review) - White

Hi everyone!

I've not written for a bit, due to holidays/work commitments/travelling to European GPs/general disappointment at the latest poorly handled announcements from Wizard of the Coast, but I felt like getting back on the horse, so to speak.

With the last ever World Championships having just shaken up the various constructed metagames, I wanted to revisit my spoiler review and see how my predictions have fared so far. For each card I'll summarise my review, look at how it has performed (or failed to!) and I'll give an accuracy rating out of five to my review. I'll also give my opinion on the future performance of the card.

Dearly Departed
Review: Potentially playable with enough Humans and a way to tutor it to the graveyard.
Reality: UW Humans is a deck, but Dearly Departed hasn't been seen anywhere near the lists that are topping Standard tournaments. The deck is fast enough to not need to work for the DD counters, and with no way to put a card directly into the graveyard there is little incentive to play this.
Accuracy: 4
Future: Could still have a place in slower decks that are seeking to grind out a long game, but compares badly to Sun Titan while it is still legal.

Elite Inquisitor
Review: Niche card that will be playable if Zombies, Vampires and Werewolves are decks.
Reality: None of the three "monster" decks have materialised yet, so Elite Inquisitor has remained tucked away in the trade binders so far.
Accuracy: 5
Future: There will obviously be more support for the creature types Inquisitor is good against in the next two sets; look for this card to start seeing play if one or more of them become tier one.

Fiend Hunter
Review: A narrow Oblivion Ring that is harder to cast and easier to remove. One to keep an eye on for the right deck/card.
Reality: Fiend Hunter has seen basically no play in successful decks, beyond being a singleton target in some Birthing Pod builds.
Accuracy: 5
Future: Continue to watch out for any sort of engine card that could pair with this. Vedalken Mastermind and Reality Acid saw some fringe play when it was Standard legal.

Mentor of the Meek
Review: Limited bomb, doesn't quite have enough power for constructed.
Reality: It saw a little play at the start of the format, but was quickly passed over by the GW tokens (called it!) deck that would most want the effect.
Accuracy: 5
Future: As long as there are enough "army in a can" cards (Geist-Honored Monk, Elspeth Tirel, Garruks various), it looks like Mentor of the Meek is sitting behind Mirran Crusader and Blade Splicer in the queue of white three drops. It could well have a future in block constructed where the competition is less fierce.

Mikaeus, the Lunarch
Review: Steel Overseer with less efficiency and MOAR POWER! Needs a token theme to be good.
Reality: We well and truly got the required token making cards, although the discussed W/B deck is not quite there yet (although with Bloodline Keeper there is not much more support required to "go there"). Mikaeus has fitted straight into the various W/X token decks and Tempered Steel alike, normally as a three-of in deference to the inefficiency of the card.
Accuracy: 5
Future: Expect Mikaeus to continue to see play at the current levels, barring a better alternative being printed (unlikely).

I'm going to call white a success for me, with a full house of pretty much on the ball predictions. They weren't all no-brainers, either; Mentor of the Meek was very hyped before the set released, and general opinion was down on Mikaeus, the Lunarch.

I'll be back soon with a recap on the blue cards.


Steve

Friday, 9 September 2011

Innistrad Partial Spoiler Review - Red and Green

Hi again! I'm back with a first impressions review of the remainder of the cards that leap out from the spoiler so far.

First up is a new addition to the white cards (covered in the previous post).


Fiend Hunter
Cost: 1WW
Creature -- Human Cleric
Text: When Fiend Hunter enters the battlefield, you may exile another target creature.
When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
1/3

The represents the completion of the recent run of cards transitioning the Faceless Butcher ability from black into white, at least as far as permanents are concerned. Oblivion Ring, Journey to Nowhere and Leonin Relicwarder have all demonstrated how this is now a white way of dealing with permanents. Looking back on Tidehollow Sculler it appears that the "exile and return" mechanic was white's contribution to the design, while targeting the card in an opponent's hand was black's.

For standard consideration we need to remember that Oblivion Ring is also available, can hit a wider range of targets, and is considerably easier to cast. So aside from an anti-creature deck wanting five or more copies of Oblivion Ring, we will need to have a reason to want to run Fiend Hunter instead.

To start off with we will want to be interested specifically in removing a creature, Fiend Hunter does nothing against artifacts or enchantments. This is going to be a meta game dependent call most of the time, although it is possible that in an aggro deck you are just interested in removing a blocker. In this case the body from Fiend Hunter would also be relevant.

Of course, the fact that this is a creature is also something of a drawback. Almost every deck should be running some way to remove Fiend Hunter, meaning that it is not a guaranteed answer. Can this be used as an advantage? Well there is always the corner case of removing one of your own creatures to provide some protection against a Day of Judgment. Potentially this could even be our own Day of Judgment. Although this seems a clunky interaction to specifically build into a deck, having the option could be relevant. One possibility is that there is a good hexproof creature to remove that would require a second sweeper to answer.

Being a creature could also benefit us in which spells can target it. Spellskite will almost always be able to redirect any removal aimed at Fiend Hunter, for example. There is also the fact that Unsummon can target Fiend Hunter in response to the enters the battlefield ability, which sort of transforms it into "WWU1: exile target creature" and leaves Fiend Hunter back in your hand to replay. If a permanent is spoiled that has bouncing a creature as an activated ability, this has the potential to turn into an engine.

There is always the advantage that Fiend Hunter can just attack, and if the Human tribal deck does exist it would obviously like to have access to this card. Definitely one to keep an eye on.


Bloodcrazed Neonate
Cost: 1R
Creature -- Vampire
Text: Bloodcrazed Neonate attacks each turn if able.
Whenever Bloodcrazed Neonate deals combat damage to a player, put a +1/+1 counter on it.
2/1

There has been a fair bit of talk concerning Bloodcrazed Neonate, a lot of which centres around the question "is this the return of Slith Firewalker?"

The important word that is missing from Bloodcrazed Neonate is "haste". This, coupled with the fact that the Firewalker often came down on turn one off a Chrome Mox, means that we are not looking at anything like the next coming of the best Slith. But does this make the Neonate unplayable? We have to remember that Slith Firewalker was a particularly strong card in the environment of the time, and there is plenty of scope between "unplayable" and "format defining" that a card can fall into.

Much will depend on the removal present in the meta game. Doom Blade and Go for the Throat obviously don't care what size the Neonate is, but the loss of Lightning Bolt and Disfigure indicate (at the moment, at least) that removal spells aimed at the Neonate will probably be trading at mana parity.

Blockers will also be a factor, and along with the rotation of Squadron Hawk go a lot of the reasons not to play one toughness creatures. Spellskite can block it all day, but may not be as prolific either with no Splinter Twins to redirect. If the format does slow down then Bloodcrazed Neonate could have a chance, but unless the Vampire subtype is pushing her to the top of the queue she is going to have to wait behind Stormblood Berserker at least.


Devil's Play
Cost: XR
Sorcery
Text: Devil's Play deals X damage to target creature or player.
Flashback XRRR

We're definitely skirting the realms of playability here, and Devil's Play at least ticks the box of hitting creatures early and players late. But Fireball has been legal forever without seeing play, so interest in Devil's Play will hinge entirely on whether the flashback option adds enough value.

Right now the answer looks to be "no", but with the right enabler (think something like "spells cast for their flashback cost can't be countered") this could end up as the finisher of choice in a big red control deck.


Kruin Outlaw
Cost: 1RR
Creature -- Human Rogue Werewolf
Text: First strike
At the beginning of each upkeep, if no spells were cast last turn, transform Kruin Outlaw.
2/2
**
Terror of Kruin Pass
Creature -- Werewolf
Text: Double strike
Each Werewolf you control can't be blocked except by two or more creatures.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass.
3/3

Kruin Outlaw has the pleasant feature of being a fine creature to have in her normal state, and a creature that we are really happy to have when transformed. Most playable removal spells will answer either side, but this is true of most creatures in the kind of aggro deck that would want this, and we won't be losing too much mana on the deal.

If the Human/Werewolf transform cards come together into a red-green deck the Outlaw will be an important card. The strikes against this are the double red cost and that the support for the Human tribe from white may well prove more consistent.

In a mono red deck that is heavy on instants this is a fine creature, but it will be competing against pseudo-burn spell Chandra's Phoenix at the three spot. It's possible that one or two copies would be correct for the late game, when it is more likely to transform right away.


Village Ironsmith
Cost: 1R
Creature -- Human Werewolf
Text: First strike
At the beginning of each upkeep, if no spells were cast last turn, transform Village Ironsmith.
1/1
**
Ironfang
Creature -- Werewolf
Text: First strike
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ironfang.
3/1

It seems clear that the longer the game progresses, the more likely cards are to transform and the less likely a player will cast the necessary spells to turn them back. The upshot of this is that these creatures need to be evaluated from the point of view of being the first form when played early, and the second late.

Village Ironsmith fails on both evaluations. First strike is relatively meaningless on a 1/1, and we would be happier with a vanilla 2/2 on most occasions. Then, a 3/1 with first strike will quickly become outclassed; even if it transforms immediately it will have little impact.

I'll jump ahead briefly to compare this to Gatstaf Shepherd:


Gatstaf Shepherd
Cost: 1G
Creature -- Human Werewolf
Cost: At the beginning of each upkeep, if no spells were cast last turn, transform Gatstaf Shepherd.
2/2
**
Gatstaf Howler
Creature -- Werewolf
Text: Intimidate
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Gatstaf Howler.
3/3

The Shepherd begins as a 2/2, which is still fairly unexciting but will at least trade with most two drops. Once transformed it performs slightly worse than Ironfang on defence, but intimidate makes it far more likely to connect when attacking.

This isn't to say that Gatstaf Shepherd will ever be anything more than a roleplayer, but it does illustrate how we can begin to compare the strength of these new card types even before playing any games with them.


Boneyard Wurm
Cost: 1G
Creature -- Wurm
Text: Boneyard Wurm's power and toughness are each equal to the number of creature cards in your graveyard.
*/*

From a new Slith Firewalker, Boneyard Wurm is the faux Tarmogoyf of this set. Maybe this is an "Invasion of the Body Snatchers" riff, except the body snatchers are all slightly worse than the people they're replacing...

The first thing to notice is that Boneyard Wurm shares Tarmogoyf's weakness in the early game, before you've had a chance to put any cards into your graveyard. From there, the comparisons just get worse; only counting creatures means that there is no upper limit to the Wurm's size, but it also means that you need to be far more selective in the cards going to the graveyard for the Wurm to benefit.

Only counting your graveyard is another massive count against the Wurm. One of the main functions of Tarmogoyf was to be a cheap threat that could be deployed alongside counterspells and other disruption in the same turn. Requiring that your deck be full of creature spells, and also that these creatures be going to your graveyard is not something that a traditional control deck supports.

On the other hand, if your deck is full of creatures, you're going to want your two-drop to be good on turn two. When you get to the stage that Boneyard Wurm will be big enough to impact the board, it is unlikely that the two mana cost will make up for the lack of trample or any way to protect itself. When the Wurm is the only card in your hand, spending two of your five or six mana to make a 6/6 is essentially the same as spending all five or six that you have available. At that point wouldn't you rather just have the benefits that come from costing more, like being a Titan?


Garruk Relentless
Cost: 3G
Planeswalker -- Garruk
Text: When Garruk Relentless has two or fewer loyalty counter on him, transform him.
0: Garruk Relentless deals 3 damage to target creature. That creature deals damage equal to its power to him.
0: Put a 2/2 green Wolf creature token onto the battlefield.
Loyalty: 3
**
Garruk, the Veil-Cursed
Planeswalker -- Garruk
Text: +1: Put a 1/1 black Wolf creature token with deathtouch onto the battlefield.
-1: Sacrifice a creature. If you do, search your library for a creature card, reveal it, put it into your hand, then shuffle your library.
-3: Creatures you control gain trample and get +X/+X until end of turn, where X is the number of creature cards in your graveyard.

The second planeswalker of the set seems to take a lot less building around to be good at doing a job, besides putting some creatures in your deck, but that shouldn't be a chore if we're in green already. In fact, the easy mana requirements mean that we aren't necessarily that heavily in green, but we'll come back to that point in a moment.

The basic plan of action seems to fit in quite well with how a green deck would want to proceed. We'll play some early creatures, maybe a Llanowar Elf turn one and a three on turn two, then play Garruk on turn three. Depending on the board situation, Garruk can produce a Wolf to press a control deck that has no board presence. If there is a suitable target on the other side of the board Garruk can kill it and transform, or he can even beat up our own Elf if there are no better targets.

Once transformed, Garruk can become a Wolf creating machine. Against decks that are relying on ground combat, gaining a 1/1 deathtouch each turn is going to be difficult to break through. But the real strength is in the tutor ability, which can find the right answer from your deck every other turn. Maximising this part of the card offers the most power, and what we really want is a way to make the creature sacrifice work for us.

Having creatures that benefit from going to the graveyard is an obvious step, particularly cheap options like Viridian Emissary or Perilous Myr. Recursive creatures like Bloodghast or Vengevine also play into this, so we'll want to watch out for new creatures like this as they'll rotate out with Zendikar block.

All this talk of sacrificing creatures and tutoring up others brings Birthing Pod to mind, a card which looks like it will continue to be good post rotation. In this kind of deck Garruk can act almost like additional copies of the Pod. In one respect he is not as efficient as you will have to pay mana for the creature you fetch, but at the same time he is more flexible in what he can find making him better with that top-decked Birds of Paradise later in the game.

Another card that bears consideration with Garruk is Solemn Simulacrum, particularly in a deck where green is just a splash colour. On the way down the Sim finds the Forest to cast Garruk next turn. Once Garruk is in play, Solemn Simulacrum is both the right size to use to transform Garruk if required and the perfect creature to sacrifice if you can transform him another way. This seems like a potential inclusion in a blue control deck that is interested in a removal spell, a way to generate creatures and a card that can search out the Grave Titan, Wurmcoil Engine or Consecrated Sphinx they need to gain control of the game.

Garruk strikes me as a very strong planeswalker for the mana cost. The new Chandra hasn't really caught on just yet, but Garruk Relentless could well be the first planeswalker that appears as a splash card in another colour deck.


Mayor of Avabruck
Cost: 1G
Creature -- Human Advisor Werewolf
Text: Other Human creatures you control get +1/+1.
At the beginning of each upkeep, if no spells were cast last turn, transform Mayor of Avabruck.
1/1
**
Howlpack Alpha
Creature -- Werewolf
Text: Other Werewolf and Wolf creatures you control get +1/+1.
At the beginning of your end step, put a 2/2 green Wolf creature token onto the battlefield.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Howlpack Alpha.
3/3

Using a similar method of evaluation for Mayor of Avabruck as the transform cards above is difficult, because how good the first form is will be directly affected by the state of the battlefield. It is unlikely that the Mayor will be a good play on turn two, as unlike most lords in the game he is not himself a 2/2. When flipped we have a 3/3 lord, which is again slightly unusual, and we'll also get a 3/3 each turn. To complicate things slightly further the Mayor costs only two mana, which is cheaper than normal for this effect.

My gut feeling is that Mayor of Avabruck is slightly below par and Howlpack Alpha is well above. This says to me that the deck that plays this card will be hoping to have the transformed version in play the majority of the time. Planning on not casting any spells on a turn is difficult, but there are a few strategies that suggest themselves.

Interacting at instant speed would let us use our mana on the opponent's turn instead, leaving the onus on them to play a spell on our turn to stop our creatures transforming. Since we know how much mana they'll have on our turn before we plan what to do, this is actually quite easy to take advantage of; wait for them to tap out on their own turn, then pass ours to let the creatures transform in their upkeep and sit back on instant speed spells.

Another option will be to attack their hand or mana sources, making it more likely that they will be unable to play a spell on their own turn.

Finally, we could ignore the transform ability on the card and aim to flip our creatures using some other method, such as the next card...


Moonmist
Cost: 1G
Instant
Text: Transform all Humans. Prevent all combat damage that would be dealt this turn by creatures other than Werewolves and Wolves.

Besides being potentially one of the best common combat tricks ever in draft, this is a card that has a lot of promise in constructed. There isn't a one casting cost transform card on the spoiler yet, but even so, turn two Gatstaf Shepherd, turn three Daybreak Ranger gives us a turn four of Mayor of Avabruck, Moonmist. We're attacking with a 4/4 and a 5/5, and will get a 3/3 at the end of turn, leading to a turn five kill without disruption. That's without considering other options like Kruin Outlaw in the mix.

That's all the time I have for this update. Enjoy the rest of the preview weeks!


Steve

Thursday, 1 September 2011

Innistrad Partial Spoiler Review - White, Blue and Black

Hello there!

You've probably noticed that there's a spoiler season in full swing, so let's take a stroll through the card image gallery and see what we can see. These comments are just on the officially spoiled cards as they occur to me looking through them alphabetically. I'll supply the card text so you don't have to go flicking between pages.


Dearly Departed
Cost: 4WW
Creature -- Spirit
Text: Flying
As long as Dearly Departed is in your graveyard, each Human creature you control enters the battlefield with an additional +1/+1 counter on it.
5/5

The first card of some interest is Dearly Departed, although the creature itself is not that notable as just a 5/5 flyer. The interesting part of the card is the static graveyard ability, which is a new take on the lord/anthem pump effect theme. But what would we need to have to make this card worth considering?

First, there needs to be enough playable Human creatures that would want the counters. This could be because you are playing an aggro deck and increased damage will accelerate your clock, or maybe the toughness increase will take them out of range of a key removal spell. Alternatively, there may be a number of Humans that interact with the counters (such as the already spoiled Mikaeus, the Lunarch). There are certainly plenty of good Humans in white, with Mirran Crusader, Hero of Bladehold and Blade Splicer already seeing play.

The second part of the puzzle would be having some way to get the Dearly Departed into the graveyard. This could take the form of playing a lot of looting or self-milling effects and hoping to hit them, but I think it will really need some way to directly pull the cards from the library to push this over the top. Perhaps there will be an exorcist that can search your library for a spirit and put it into graveyard?


Elite Inquisitor
Cost: WW
Creature -- Human Soldier
Text: First strike, vigilance
Protection from Vampires, from Werewolves, and from Zombies
2/2

Now here's a card where it is important not to be blinded by the flavour and to consider how it will actually function in play. In the same way that the protection abilities on Baneslayer Angel did not come up that frequently, they will never be preventing removal spells from dealing with Elite Inquisitor (as there has been no indication of a return to the world of Tribal spells). They are only relevant in combat against those specific creature types, so what we're generally looking at here is a 2/2 with first strike and vigilance.

Similar creatures have been playable in the past, but at first glance the Inquisitor does not quite live up to the lifelink of Knight of Meadowgrain, or the plains searching ability of Knight of the White Orchid.

Vigilance may be important if the format is largely about ground combat, and having an attacker and blocker is valuable. It also seems that the Human subtype could be important (see Dearly Departed for example). The combination of the two may make the Inquisitor a good creature to equip, but my gut feeling is that this will be a niche card whose value will be dependent on the number of Vampire, Werewolf or Zombie decks in the meta game.


Mentor of the Meek
Cost: 2W
Creature -- Human Soldier
Text: Whenever another creature with power 2 or less enters the battlefield under your control, you may pay 1. If you do, draw a card.
2/2

Mentor of the Meek has the key phrase "draw a card" which alone makes it worth evaluating. What we're getting for our three mana investment is a 2/2 with no abilities that effect the battlefield, that wants to be played in a deck that is planning on making more creatures of power two or less, and is interested in having additional mana left to take advantage of this ability.

If you can get an extra card for each creature you are fairly well covered against over-extending into Day of Judgment, which is one of the main problems with these kinds of strategy normally. Even better value would be to have a reliable source of creatures, such as a Selesnya Evangel or Imperious Perfect.

Sadly the rotation will take all of the Eldrazi Spawn producers out of standard, which would otherwise complement Mentor of the Meek perfectly. Awakening Zone is a straight "at the beginning of your upkeep, draw a card" with both of these in play. Jade Mage is less interesting, costing 3G to produce a 1/1 Saproling and a card.

Which brings us to drawback number one; as a 2/2 there is no real guarantee that Mentor of the Meek will survive to draw you cards. It is very likely that the Mentor is killed and you are left with a deck that can only make small creatures with no benefit. Against a deck that is incapable of removing a 2/2, how much help do you really need to win?

Secondly, weenie decks will often look to effects like Honor of the Pure, or the previously discussed Dearly Departed, to make the cheaper creatures they play more of a threat. This plays directly against Mentor of the Meek, who will stop helping out once your men stop being meek and start having a little self respect.

It is possible that there is a GW Ramp deck that can power out enough mana and tokens to make this worthwhile, but I think this card will be a limited bomb that doesn't quite have the impact to make it in constructed.


Mikaeus, the Lunarch
Cost: XW
Legendary Creature -- Human Cleric
Text: Mikaeus, the Lunarch enters the battlefield with X +1/+1 counters on it.
T: Put a +1/+1 counter on Mikaeus.
T, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.
0/0

As previously spoiled in the roundly disappointing From the Vault: Legends, Mikaeus is a kind of Steel Overseer that swaps efficiency for MOAR POWER! This is the kind of creature that begs to be played with Swiftfoot Boots, just waiting for the opponent to tap out before slamming 5 or 6 mana into him and hexproofing him up.

The second ability is reminscent of Ajani Goldmane, and the immediate thought is to look for a BW tokens style deck that can take maximum value from it. Of course, the key to that deck was that Bitterblossom, Spectral Procession and Cloadgoat Ranger let you do this without expending so many cards that Day of Judgment would be crippling. In fact it would often come powering right back and deploy another three or four creatures the following turn. Right now we have Blade Splicer and Grave Titan, and possibly Kuldotha Rebirth, but not so many other powerful token makers. From the new cards we know of, Moan of the Unhallowed is a possibility, and Dearly Departed, Mentor of the Meek and Mikaeus could well point to a token making subtheme that is yet to be revealed in the set. Perhaps there will be a supply of screaming villagers to be sacrificed to the horrors that we can work with.


Civilized Scholar
Cost: 2U
Creature -- Human Advisor
Text: T: Draw a card, then discard a card. If a creature card is discarded this way, untap Civilized Scholar, then transform it.
0/1
**
Homicidal Brute
Creature -- Human Mutant
Text: At the beginning of your end step, if Homicidal Brute didn't attack this turn, tap Homicidal Brute, then transform it.
5/1

This probably won't see any play, but it's worth at least thinking about the potential for cards like this. What we have is a guy that dies to almost everything (even Twisted Image!), but on the other hand if we can discard a creature to his ability he can be attacking for five damage on turn four. With counters, Unsummon and similar effects to clear the way that's a four turn clock.

As I said; this probably comes to nothing. The key is in being open enough to consider the "bad" ideas to be able to spot which are actually "good" ones that could easily be skipped over.


Ludevic's Test Subject
Cost: 1U
Creature -- Lizard
Text: Defender
1U: Put a hatchling counter on Ludevic's Test Subject. Then if there are five or more hatchling counters on it, remove all of them and transform it.
0/3
**
Ludevic's Abomination
Creature -- Lizard Horror
Trample
13/13

This is level up by another name, although with the added bonus that enough mana can save it from instant speed damage-based removal. The first form is pretty unexciting, so what we're looking at is really a 13/13 with trample for 6UUUUUU that can be paid in installments. This isn't a great deal (compare to Ulamog at a similar price point), so there needs to be a blue deck that wants to devote time to conducting the tests or some way to circumvent the transform cost for us to be interested. At the moment we have seen Moonmist that will auto-transform Humans, so it is quite possible that there is some sort of enabler in the set.


Stitcher's Apprentice
Cost: 1U
Creature -- Homunculus
1U, T: Put a 2/2 blue Homunculus creature token onto the battlefield, then sacrifice a creature.
1/2

Here we have a pretty unusual effect that does nothing much by itself, but should be remembered when looking at cards that care about a creature either entering or leaving play. I don't think we want to be concerned with keeping the Homunculus creature in play; two mana is a lot to be "upgrading" another creature into a 2/2, but it is kind of a sacrifice outlet if required.

It could play well with Mentor of the Meek (2U, T: Draw a card), although this seems more of a limited interaction than something to construct a deck around. The main thing to look out for are the Morbid cards, as this serves as a regular enabler for them.


Bloodgift Demon
Cost: 3BB
Creature -- Demon
Text: Flying
At the beginning of your upkeep, target player draws a card and loses 1 life.
5/4

The price is certainly right with this card, and a four toughness black creature is going to be resilient enough on the battlefield. Being realistic, the ability is always going to target us unless the opponent is on one life, but simply surviving one turn replaces the card investment. Multiple turns of extra cards should put us far in front, and the life loss doesn't carry much risk if we're attacking for five each turn.

Bloodgift Demon joins a solid selection of options for a black deck right now, but there isn't a whole lot to recommend it above the others. The main advantage is that most of the action is at the four and six mana spot on the curve, so this nicely avoids a lot of direct comparisons to Grave Titan or Phyrexian Obliterator.


Diregraf Ghoul
Cost: B
Creature -- Zombie
Text: Diregraf Ghoul enters the battlefield tapped.
2/2

This is a nice evocative card - the zombie is slowly rising from the ground before trying to get us. Entering the battlefield tapped isn't really a drawback in constructed where blocking is a secondary consideration, but it will inevitably come up at some point. This is the replacement for the leaving Vampire Lacerator, and will depend on the support for black and/or Zombie cards as to how much play it sees. If there is a deck for it, this will be a very strong first turn play.


Liliana of the Veil
Cost: 1BB
Planeswalker -- Liliana
Text: +1: Each player discards a card.
-2: Target player sacrifices a creature.
-6: Separate all permanents target player controls into two piles. That player sacrifices all permanents in the pile of his or her choice.
Loyalty: 3

Now here we have a card that is interesting to try and work out. This is the first black planeswalker to cost less than five mana, and only the second ever three mana planeswalker following the venerable Jace Beleren.

Planeswalkers have traditionally been most at home in control decks, where they can be protected while slowly grinding out card advantage. A lot of the time this has been because they are somewhat overpowered, such as the much debated Mind Sculptor or the original Elspeth, and just provided a better threat than any creature could for the control deck's aims.

Liliana does not fall into this pattern so obviously, and in fact takes at least three turns before putting you up even one card using standard metrics. Observe:

Turn one:Play Liliana (-1 card total)
Use the -2 ability (+1 card, +0 cards total)
Turn two:Use the +1 ability (+0 cards, +0 cards total)
Turn three:Use the -2 ability (+1 card, +1 cards total)

But with this play sequence Liliana is now in the graveyard (note that this does not count as -1 card as we already counted the loss of a card when playing her). To continue generating an advantage the pattern has to be changed to -2, +1, +1, and even then that assumes that the opponent is unable to attack her loyalty in some way.

So from the first look it seems that Liliana is an unexciting card. To really get value from her we need to change the impact of the +1 ability to benefit us more than the opponent. How can we do this?

One way is to be drawing multiple cards a turn, say through a Bloodgift Demon or Consecrated Sphinx. This only helps when we have unwanted lands or other cards to throw away, or we would be happy just to have the extra cards in the first place. Liliana does not interact well with wanting to keep open counters or removal on the opponent's turn then.

What if the cards we're discarding still remain valuable in the graveyard? Then we can remain at parity while denying the opponent a card. Something like Bloodghast or Vengeful Pharoah would certainly qualify - in fact Liliana would be a complete boss in the current standard Vampire decks. Flashback cards may also come into play here, especially if any are printed with cheap flashback costs.

The third way is to have an empty hand at the time the ability is activated, making it fully one-sided. This seems more suited to an aggro approach where we can play out our hand before dropping Liliana. It is also interesting how her abilities line up quite closely with Smallpox, which suggests that a strategy of using cheap black creatures backed up by disruption could be viable. Just as Bloodghast and Abyssal Persecutor leave the scene; isn't it always the way?

So what can we conclude? Liliana is not a powerhouse that slots into any deck that could cast her, but she does have a lot of promise in a strategy that can fully take advantage of her abilities. Keep an eye out for the right pieces being revealed as the spoiler season continues.


Reaper from the Abyss
Cost: 3BBB
Creature -- Demon
Text: Flying
Morbid -- At the beginning of each end step, if a creature died this turn, destroy target non-Demon creature.
6/6

This seems to be one of the flagship cards from the set so far, and it certainly looks the part. The main limitation on the Reaper is how much play Go for the Throat is seeing at the time, as one of the only widely played spells that deals with it. There are a couple of ways to build around the ability that suggest themselves.

The first is to play the Reaper as the top end of a mid-range aggro deck, using early aggression to get the opponent low on life before dropping the Reaper to deal with the final few blockers. Note that it triggers at the beginning of each end step, so having one creature die in combat on the turn you play it gets one kill, and having another with a sacrifice effect (such as Fume Spitter) to use during the opponent's turn will net a second.

Another way to go is as the finisher in a control deck, using it to double up each removal spell. In either case, it will quickly generate a large advantage if the opponent is unable to deal with it.

In each case the key question is whether it does the job better than the existing six drop options of Grave Titan and Wurmcoil Engine. For the answer to be yes, it may come down to the flying ability being the trump, or the Demon creature type providing added value.


Screeching Bat
Cost: 2B
Creature -- Bat
Text: Flying
At the beginning of your upkeep, you may pay 2BB. If you do, transform Screeching Bat.
2/2
**
Stalking Vampire
Creature -- Vampire
Text: At the beginning of your upkeep, you may pay 2BB. If you do, transform Stalking Vampire.
5/5

The vampire-turning-into-bat-turning-into-vampire trope, smashed out of the park. This is a transform version of Sengir Nosferatu from Time Spiral. The card curves nicely from turn three into turn four transform and attack for five. Why would you ever want to transform it back?

Oh, right... the vampire doesn't have flying.

This might not be a deal breaker, and a 5/5 attacking on turn four is preferable to a 5/1 (see Civilised Scholar). I think sinking two turns of mana into this only to see it's throat gone for would set us too far back (even given the irony of that play).

The main strike against this card could well turn out to be that it is not a Vampire when cast, so Bloodlord of Vaasgoth will not affect it.

That's covered the white, blue and black cards now, the next update will look at the remaining cards of interest so far.


Steve

Friday, 12 August 2011

Stream of Consciousness Deck Building

1.

This is something a bit different.

I usually post up decklists that I've played a lot, thought about a lot, and would be happy to play in a tournament tomorrow. This post is not about one of those decklists.

Wizards have just announced that Modern is officially a thing. It also looks like Extended is biting the dust. Hard.

beeeep

"Hi Extended, it's Pro Tour Philly here. Look, I know we said we'd get together, but I just don't see it working out. It's this new guy I met..."

click

beeeep

"Uh, hi. This is 2011 World Champs, calling for Extended? Um, this is pretty difficult to say, and I don't like doing it by machine, but..."

So I'm not expecting too many grieving notices on the Internet. The largely unplayed and ignored Extended format has been unplayed and ignored long enough for Wizards to realise that people are not playing it. In fact, they have been largely ignoring it.

Enter Modern. There is an air of exoticism surrounding non-rotating formats for me. Something to do with the bulk of the cards being unfamiliar because I wasn't playing Standard when they were printed. Or Type 2, or whatever. I can understand why people are excited to play with the old cards, and to know that they aren't ever going away short of a ban. I even started to get in on that feeling as the cards I grew into this game with started becoming staples in LEGACY. Imagine it. The format for old cards, and Dark Confidant was good. I owned the Tarmogoyfs that some Legacy players complained about being unable to get. And they have dual lands!

I started playing, technically, with Portal. But it was Eighth Edition that I really began collecting cards. My first tournament outside of the house was the Darksteel pre-release. I opened Spellbinder, but left Terror in the sideboard because it was bad against artifact creatures. I played Battlegrowth because it was good with all of my creatures. I maybe won a game. (I could go and check on DCI, but why spoil the expected narrative - let's just assume I got the kicking I deserved for daring to venture into a tournament with actual players).

Modern represents my whole experience in Magic. I can now understand how people who've been playing Forever feel about Legacy, and I am finally enfranchised in a non-rotating format. It is good.

All of which overly long introduction brings me finally to the point.

Aside.

Okay, there is no aside, but it's fun to drag this out, no? No. Onwards.

End aside.

So I don't have a deck to write about. I may not end up with a decka the end of this. But I do have a wish, and that is to play with River Kelpie again. This is my speed of thought attempt to bring that wish into being, with no guarantees of success, and no editing beyond the basic use of grammar. Hopefully what it will be is an interesting exploration of a small corner of this new format.

2.

For one period, back in Alara, I had the solution. I had the under-the-radar deck that was ripe to take out the main contenders in Standard. This was a Standard that relied on Vivid lands to fuel 4- and 5-coloured monstrosities, that tried to combo one spell that cost UU with another that cost RRR in a deck with thirty something lands. And Faeries. I had the deck that could take them apart, that would foul up their early game, stifle their attempts at coming back in the mid turns and then win with the best Cruel Ultimatum in the format. I have sadly lost the list.

I missed Nationals that year due to the wedding of two people I hate with every fibre of my being. I won't mention them by name, we are still good friends.

The plan back then involved Boomerang to take out their first land, Fulminator Mage to get another, then Makeshift Mannequinning it back for a third. From that point Mulldrifters and Kelpies would help refuel LD and counters, Sedraxis Specter could be a supercharged card advantage machine, and Cruel would eventually put the nail in the coffin. It was brutal to play against and it contained some of my favourite cards of all time.

Please let it be good again.

Here's that list of key cards:

Immediate thoughts:

Specter was, and is, a metagame card, so I can see that hitting the bench.

Avalanch Riders immediately stands out from the expanded card pool.

With a mana-denial/delaying plan, both Remand and Delay look like feasible spells. Mental Misstep is banned, but Spell Snare is available and looks important to have available. Mana Leak should be a hard counter if all is going to plan.

I've just checked through my emails and found an early draft of the original deck. I won't post it here, but to hint at how rough it is Cruel Ultimatum is still Sedris the Traitor King...

It did remind me that Cryptic Command is all that and was the alternative turn four play to take out another land.

Damnation is the ultimate in board clearance if something should slip through. Shriekmaw cleans up Goyfs and such and works with Mannequin and Kelpie. Murderous Redcap was in some drafts, but probably doesn't fit the picture.

Retrace! What better way to run the rub-ins than discarding lands to play spells?

"Oh, you look land light. I STILL HAD ALL THESE SWAMPS!"

We're three colours, using fetches and Ravnica lands. Ponder should be great at lacing the plays together. We can aim for turn one Ponder to set up Boomerang into Mage into Riders or Mannequin, shuffling when required with a fetch.

As always there are far too many cards to fit in, but we can work to maximise that core plan and fit in answers around it. I played 24 lands before, and Ponder should make that fine to do again. It looks like we're very heavy on the blue so the duals should reflect that.

Boom // Bust is the other two mana land destruction spell. Is that playable? With a fetch it is one sided, but on turn two we both get hit. What about Crack the Earth? Akki Blizzard-Herder?

3.

Attempt One:

Steve Deck Wins
4 Reflecting Pool 1 Raven's Crime Thoughtseize
4 Scalding Tarn 4 Boomerang Spell Snare
4 Misty Rainforest 4 Mana Leak Flashfreeze
4 Watery Grave 4 Ponder Remand
4 Steam Vents 3 Cryptic Command Mindbreak Trap
2 Island 2 Damnation Damnation
1 Swamp 3 Makeshift Mannequin Pyroclasm
1 Mountain 2 Cruel Ultimatum Shatterstorm
24 Lands 23 Other Spells Shriekmaw
    Sedraxis Specter
4 Fulminator Mage   Leyline of the Void
2 Avalanch Riders   Vampire Nighthawk
4 Mulldrifter    
1 Shriekmaw    
2 River Kelpie    
13 Creatures    

---

I have a little program that generates sample hands and lets you goldfish them. It's pretty basic, but it is obvious that there is too much damage from the lands in that version. Might be a little too light on plays in the early game, but difficult to tell so far. Let's try with more basics and some filter lands.

---

We're one land short. I also think that Preordain is preferable to Ponder here and we need another cheap disruption spell.

Magnivore used to do a similar thing, I wonder do I have any of those lists?

...

Eye of Nowhere! Perfect. They only had access to Eye and Stone Rain, but I think Fulminator Mage serves our interests better than too many sorceries.

Attempt two:

Steve Deck Wins
4 Reflecting Pool 4 Fulminator Mage 1 Raven's Crime
4 Scalding Tarn 2 Avalanch Riders 4 Preordain
2 Misty Rainforest 3 Mulldrifter 4 Boomerang
4 Watery Grave 1 Shriekmaw 2 Eye of Nowhere
2 Steam Vents 2 River Kelpie 4 Mana Leak
3 Island 12 Creatures 2 Cryptic Command
1 Swamp   2 Damnation
1 Mountain   2 Makeshift Mannequin
2 Sunken Ruins   2 Cruel Ultimatum
2 Cascade Bluffs   23 Other Spells
25 Lands    

Plugging this one into the goldfishinator.

---

Test hand number one:

We'll keep this.

1. Play Watery Grave (tapped)
2. Draw Mana Leak, play Sunken Ruins, (Leak their play)
3. Draw Boomerang, play Reflecting Pool, Fulminator Mage and sac to kill a land
4. Draw Watery Grave, play Watery Grave (tapped), Boomerang a land
5. Draw Makeshift Mannequin, play Reflecting Pool, Makeshift Mannequin on Fulminator Mage, kill a land
6. Draw Scalding Tarn, play Scalding Tarn, sac to Fetch Mountain, play Avalanch Riders, attack
7. Pay update on Avalanch Riders, draw Swamp, play Swamp

Shriekmaw in hand, set them back four lands, but failed to draw a Mulldrifter, Preordain or Ultimatum to get out of reach.

Test hand number two:

This is a similar hand, it has our opening plan but we'll need to draw into gas...

1. Play Watery Grave (tapped)
2. Draw Steam Vents, play Reflecting Pool, Boomerang
3. Draw Cruel Ultimatum, play Island, Fulminator Mage, sac
4. Draw Cascade Bluffs, play Steam Vents (tapped), (Mana Leak up for their turn)
5. Draw Watery Grave, play Watery Grave (tapped)
6. Draw Island, play Watery Grave (tapped), make sad face
7. Draw Boomerang, play Cascade Bluffs, Cruel Ultimatum

If Ultimatum resolves we would be fine, but there definitely seems to be an issue of stalling out from these two hands. Lets try one more.

Test hand number three:

This looks like is has what we need. Go!

1. Play Steam Vents (tapped)
2. Draw Damnation, play Sunken Ruins, Boomerang
3. Draw Raven's Crime, play Island, Boomerang, Raven's Crime
4. Draw Cascade Bluffs, evoke Mulldrifter, draw Island and Steam Vents, play Steam Vents (tapped)
5. Draw Eye of Nowhere, play Cascade Bluffs, Eye of Nowhere, (Mana Leak up for their turn)
6. Draw Mana Leak, play Island, Damnation, (Mana Leak up)
7. Draw Watery Grave, play Watery Grave (tapped)

Again we run out of steam.

---

What can we do about this?

These were very low velocity hands; that is, we saw very few cards each game. Partly this was because we never drew Preordain, which might have dramatically improved things. It looks like we need to improve the number of cantrip effects to provide maximum momentum, which will probably let us go back down a land.

Attempt three:

Steve Deck Wins
4 Reflecting Pool 4 Fulminator Mage 1 Raven's Crime
4 Scalding Tarn 4 Mulldrifter 4 Preordain
2 Misty Rainforest 1 Shriekmaw 4 Boomerang
4 Watery Grave 2 River Kelpie 2 Eye of Nowhere
2 Steam Vents 11 Creatures 1 Oona's Blessing
2 Island   4 Remand
1 Swamp   4 Cryptic Command
1 Mountain   1 Damnation
2 Sunken Ruins   2 Makeshift Mannequin
2 Cascade Bluffs   2 Cruel Ultimatum
24 Lands   25 Other Spells

Up goes Fish1000 for a final attempt.

---

Test hand number one:

This looks pretty much ideal, keep.

1. Play Watery Grave (untapped), Preordain, put Cryptic Command then Preordain on top, draw Preordain
2. Draw Cyptic Command, play Cascade Bluffs, (Remand their play, draw Sclading Tarn)
3. Draw Eye of Nowhere, play Preordain, put Preordain then Reflecting Pool on top, draw Relfecting Pool, play Reflecting Pool, Eye of Nowhere
4. Draw Preordain, play Scalding Tarn, sac and fetch Island, play Cryptic Command to bounce a land and draw a card, draw Reflecting Pool
5. Draw Reflecting Pool, play Preordain, put Scalding Tarn and Misty Rainforest on the bottom, draw Cruel Ultimatum, play Steam Vents (tapped), (Remand their play, draw Cascade Bluffs)
6. Draw Sunken Ruins, play Reflecting Pool, evoke Mulldrifter, draw Watery Grave and Fulminator Mage, play Fulminator Mage and kill a land
7. Draw Boomerang, play Reflecting Pool, Cruel Ultimatum

Much better. It certainly took longer to type out, anyway.

Test hand number two:

No reason not to keep this one.

1. Play Watery Grave (tapped)
2. Draw Remand, play Scalding Tarn, sac and fetch Island, play Boomerang
3. Draw Mulldrifter, play Reflecting Pool, evoke Mulldrifter, draw Watery Grave, Oona's Blessing
4. Draw Fulminator Mage, play Watery Grave (tapped), Fulminator Mage and kill a land
5. Draw Steam Vents, play Steam Vents (tapped), Cryptic Command (bounce and draw), draw Boomerang
6. Draw Watery Grave, play Watery Grave (tapped), Boomerang (Remand their spell, draw Boomerang)
7. Draw Fulminator Mage, play Scalding Tarn, Oona's Blessing, draw Cruel Ultimatum, play Fulminator Mage and kill a land (fetch Steam Vents (tapped) at their EOT)

That leaves us with Shriekmaw, Boomerang and Cruel Ultimatum in hand plus whatever we draw, having played six disruption spells. One last go.

Test hand number three:

Double Kelpie is not what we want in a starting hand, we definitely want more action against an unknown opponent. Mulligan into:

We're looking for lands with the Preordain, but I think this is an okay hand to keep. Let's see.

1. Watery Grave (untapped), play Preordain, put Watery Grave on top and Cryptic Command on the bottom, draw Watery Grave
2. Draw Damnation, play Watery Grave (tapped)
3. Draw Makeshift Mannequin, play Cascade Bluffs, evoke Mulldrifter, draw Remand and Remand
4. Draw Fulminator Mage, (Remand their play, draw Steam Vents)
5. Draw Eye of Nowhere, play Steam Vents (untapped), Eye of Nowhere, (Remand their play, draw Cryptic Command)
6. Draw Boomerang, play Cryptic Command (bounce and draw), draw Misty Rainforest, play Misty Rainforest (EOT fetch Steam Vents (tapped)
7. Draw Cryptic Command, play Boomerang, Fulminator Mage

That wasn't so impressive, but even while land light there was a fair bit of disruption to play.

I think we've reached a good starting point to try smashing the deck into some other contenders for this format and see if we have something.

I hope we do.


Steve