Wednesday, 24 May 2017

Drafting control in Amonkhet: is it possible?


In many formats, the answer is a resounding no. Triple Zendikar or Tempest draft, for example, due to the landfall mechanic favouring the attacking player and the shadow mechanic opening two battle fronts, are two formats where you want to ABC (always be closing) but in this one it's a yes - provided the pieces fall correctly.

Yes, we saw a lot of aggressive drafting on the pro tour, with many of the competitors favouring R/W aggro or quad-Slither-Blade decks, but the tools are certainly there for control players - there's abundant removal, both cheap/restrictive (e.g. Magma Spray) and expensive/versatile (Cast Out, Final Reward) plus embalm creatures with inbuilt card advantage, some of which make great finishers - Glyph Keeper is one of the harder things to deal with in the format and Angel of Sanctions is nuts in a different way - and three different sweepers available in the rare slot between Sweltering Suns, Rags//Riches, and Dusk//Dawn. Aftermath cards are sometimes like drawing an extra card, and most of the end-game cards can be cycled early while they are uncastable

A lot of the things you'd really like in your control deck, however, share the problem of the last five cards mentioned - they are all rare or mythic rare! Draft decks, unlike "constructed.chaserare.dec" are reliant on commons to do a lot of the heavy lifting; as a general rule cards in control decks play specific roles (e.g. removal, card draw and/or incremental advantage, finisher) and if all the necessary parts of the deck don't come together, it's not going to be quite what you're looking for.

Here's the deck drafted by Victor Swarze at Wednesday night's (June 24th) Amonkhet draft - it's close to being a thing of beauty, but not quite there, because there's plenty of that heavy lifting, but precious little to lift

The card I'd like to highlight in the deck is the normally under-drafted Trespasser's Curse, which he managed to collect three of. While being a weak card on its own against many strategies (but great against Oketra's Monument) I saw several games where he had two or three deployed, and his opponent's offense ground to a near-halt as they realised that playing another creature would be near-lethal to them.

When your last onboard attacker meets a Gale Strike and you're on three life (mostly just from playing your creatures - how else are you supposed to win?) and facing down a triple curse, I promise you that cursing is precisely what you'll feel like doing as your hand clogs up with junk and the control player effectively takes four turns in a row while you can't actually DO anything, despite getting to untap and draw...yep, it's another creature. And another!

I'm not going to pretend that Tresspasser's Curse is actually a good card, but you aren't just drafting cards, you're drafting a deck, and they did an awful lot of work for Victor in this deck, buying him a lot of life and many additional turns.


The deck has plenty of removal, including a copy of one of the rare sweepers in Rags//Riches, some of those creatures with embalm that block and trade multiple times, plus counterspells, which combined with As Foretold could allow Victor to tap out almost without fear, knowing he could cast a free Cancel or Essence Scatter during his opponent's turn.

The deck is unfortunately missing a few things that made it difficult for him to close out games. Firstly, it has a bit of trouble in permanently dealing with a large indestructible creature, such as one of the gods or a Seraph of the Suns, with the Trial of Ambition or a counterspell being the only real answer. Picking up a Final Reward somewhere along the line would have been great. It could also use a large finisher; Lay Claim or Angler Drake could suffice in absence of any other broken rares, and perhaps a Trial of Knowledge would help with fuelling As Foretold, which has an unfortunate tendency - common to many decks that play free spells - to churn through cards at a remarkable pace.

Unlike many of the generic aggro piles I've seen drafted from Amonkhet, this is a deck with a solid plan. It's just a pity Victor couldn't pick up those last couple of cards that would have brought his deck from "not quite there" to great.

The draft ended up being taken out by Nathan, who drafted a blue & white embalm deck featuring multiple Oketra's Attendants and Anointer Priests, and was rewarded in pack three with two Aven Wind Guides and an Anointed Procession! The deck handily defeated my deck of hyper-aggressive black and red cows in round one, who beat him within an inch of his life multiple times, but yes, a pair of Anointer Priest tokens is great at stabilising a board.

I hope we can see a greater crowd down at Rabblemaster Games for next Wednesday's draft; you can experience decks like these and more, on both the giving and receiving end! Until then, may his return come quickly, and may we be found worthy

Thursday, 18 May 2017

Pro Tour Coverage and brews for Standard


Pro Tour Coverage and brews for Standard 


Hey Rabblemaster readers! Simon's been up late, watching the Pro Tour. Who else has been, and what's your favourite part of the coverage? 

Mine has got to be the draft, where they follow a player and each of their individual picks. Martin Juza drafted a particularly sweet deck on day 1 of Pro Tour Nashville; red/blue spells, with two Enigma Drake, and I watched him kill opposing players in a single hit, twice, through the use of Insult to Injury, Enigma Drake, and a graveyard full of spells. I've also seen a few players around the store testing blue/red "spells matter" decks for Standard - and this has been a viable strategy in pauper for a little while now, with decks featuring Kiln Fiend, Nivix Cyclops and similar cards. 

In the last few Standard-legal sets, this "spells matter" theme has been very much the default strategy for the blue/red colour pairing, and it's a very card-rich Standard environment, covering seven sets. With these things fresh in mind, I'm wondering what a competitive "spells matter" Standard deck looks like.

Wednesday, 17 May 2017

The Legends of Amonkhet


The Legends of Amonkhet

Tom is back, and following on from the last article he's taking a step down from deity status to check out what the regular old Legendary Creatures of the plane are up to in the Command Zone.

Of course the Gods get all the attention as far as commanders in the set go. They're big, flashy, and all around pretty cool looking, and are a very easy choice in the 99. But there's almost as many legendary creatures that aren't gods, and each of them take on multiple colours and provide us some unique options for the leader of your deck.


In alphabetical order, let's check out the newest additions to the commander retinue!


Cleopatra... er, Hapatra, Vizier of Poisons


Thursday, 4 May 2017

Shadowy Perspectives on Standard


Shadowy Perspectives on Standard

By Simon Driel

Hey Rabblemaster Readers; what's new?

Felidar Guardian may be banned, but that doesn't mean combo is dead. Far from it - I had a customer come in today building a disgusting brew he called "Bant alternate win conditions" which included Approach of the Second Sun, Mechanized Production and Felidar Sovereign - fortunately, not Hedron Alignment. There's certainly no shortage of alternate win conditions available - but they aren't the only possibility for combo decks.

Today we're looking at a remake, albeit a fairly loose one, of what was one of the most dominant standard decks in its time. Does anyone remember the old Sabre Bargain deck from Urza/Masques block Standard? It's a 'resource conversion' or 'one-big-turn' style of combo deck - like the Mirage block "prosbloom" decks, featuring Squandered Resources, Natural Balance, Prosperity and Cadaverous Bloom where one advantage is turned into another until you've got enough resources available to bluff the opponent into thinking you have the kill card in hand and they concede...

Here's Johnny Magic's maindeck Sabre Bargain from the 2000 invitational for your reference:
Yep - even more broken than Necropotence


The deck wins by getting the now-banned-in-most-formats Yawgmoth's Bargain into play as early as possible, thanks to the ridiculously crap Mercadian Masques minor storage lands Peat Bog and Remote Farm and the mana acceleration of Dark Ritual, Grim Monolith and Voltaic Key. These cards can cast Academy Rector as early as turn two, which is fine most of the time - nobody in their right mind actually kills Academy Rector - but just like now, you had to watch out for any spells that exiled it. The deck was perfectly capable, however, of simply hard-casting Bargain on turn three, and sometimes turn two; turn one Peat Bog, turn two untapped land (1BB) then Dark Ritual (1BBBB) Grim Monolith (1BB) then tap (4BB) and cast Bargain is one possible line that doesn't involve turn two double Dark Ritual. Ugh. Vampiric Tutor is used to take care of any missing pieces. If you had to cast Academy Rector, Phyrexian Tower was then used to sacrifice it to find Bargain.

Yawgmoth's Bargain promptly draws a fair portion of the deck, usually to about seven life, which leaves room to Vampiric Tutor twice and draw twice without killing yourself. More fast mana is used to accelerate Skirge Familiar onto the battlefield, excess cards are then discarded for black mana to cast Soul Feast, draining the opponent for 4. The life gained is turned into more cards with Yawgmoth's Bargain.

Rinse, lather, and repeat for as long as you can - you'd like to see two Soul Feasts, at least. This part of the combo isn't infinite, however; eventually you'll run out of life and have a couple of useless tapped permanents like Voltaic Key, Grim Monolith, and lands. Use the last of your black mana to cast Tooth of Ramos, tap and sacrifice for WW, then play Renounce and sacrifice all that junk for two life apiece to feed back into Bargain.

When you've gone as far as you can, sometimes including multiple Renounces, play Yawgmoth's Will. If the opponent hasn't conceded yet, smash out all the Dark Rituals, Grim Monoliths and Voltaic Keys that you sacrificed earlier, re-cast the two Soul Feast from the graveyard, re-cast Vampiric Tutor to find a final Soul Feast and, you should have enough mana for the win.

Let's compare the roles of the newly printed cards in Shadowy Perspectives to their Bargain analogues.

Six mana engine...


Mana engines...


Buying the resources back...


Fast mana...?


Win condition



Fast mana isn't what it used to be, readers, so we can't win on turn two anymore, which (let's be fair here) is probably a good thing for the Standard environment. This deck also differs in that the win condition, Faith of the Devoted, doesn't help stoke the engine the way that Soul Feast does in Sabre Bargain. It's a little more likely to fizzle, but the deck is consistent in the way that Living End decks are - each piece replaces itself, and the deck has a total of twenty six cycling cards.

Now, set honesty to on here: New Perspectives is NOT Yawgmoth's Bargain, and it's a little more difficult to convert resources with it. The rules text does still read "discard a card with cycling from your hand: draw a card" however, and if any of the discarded cards has a "whenever you cycle" trigger, you get that as well at zero cost.
The two keys to the deck are Vizier of Tumbling Sands and Shefet Monitor; whenever you cycle either of these cards, you gain a mana, and if you have a permanent that can tap for two mana, going off is even easier because you gain two mana when you cycle the Vizier.

Here's the list:

Shadowy Perspectives

Creatures

Spells
4 Censor *

Lands

With New Perspectives in play, you can tap the enchanted land for BB, cycle Vizier of Tumbling Sands to untap it, then tap again (BBBB) followed by cycling Shefet Monitor, searching out a swamp which enters untapped; tap it for a total of BBBBB. If you didn't have either of these two cards available, cycle the rest of the cards from your hand for free, hopefully drawing into them. Each Vizier of Tumbling Sands or Shefet Monitor you find during the process puts you up by a mana (sometimes two) when you cycle it. Cast your kill card, Faith of the Devoted, if you've drawn it, but it doesn't matter if you haven't - it can be done at any point mid-combo. Leave up at least 1B to reload with a Shadow of the Grave, which returns all your cycling cards to your hand. Do it again until you can play Faith of the Devoted with 1. the ability to make ten mana by cycling, and 2. with ten cyclers (or the equivalent in Shadows of the Grave) in hand.

Censor and Haze of Pollen are great at buying the time required to go off; any extras just get cycled away once New Perspectives is down

My original list had Weaver of Currents, which allows you to go off a turn faster, but it is much harder on the mana base while comboing off - it can't tap for BB, so you're reliant on finding a Shefet Monitor - and there are definite advantages to playing a technically creatureless deck; being only vulnerable to enchantment removal and turning off your opponents' creature removal is great.

Anyone interested in running this baby for Game Day? Let me know, and we'll sort you out with some discount cards!