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!

Wednesday, 26 April 2017

Zombie Hordes Ccross the Ages

Zombie Hordes Across the Ages

by Simon Driel

In my last article I discovered an uncommon gem hidden inside the new Amonkhet set; Wayward Servant, pictured all the way over on the right. This bear has those two phrases I love in triggered abilities, "whenever" and "each opponent" and given that zombies are white, and this isn't a new thing, I thought I'd see exactly what a commander deck featuring black & white zombies would look like. Token decks regularly proliferate across the Commander tables at Rabblemaster Games, but most of them feature green and Craterhoof Behemoth - that colour is off the table here, so as usual we'll set our goals before starting the building process, and see what develops from there!

This isn't a complex deck; Zombies have a limited understanding of strategy, so there aren't too many goals they won't be able to follow

#1: Go wide! Any horror movie buff knows that a single zombie doesn't pose much of a threat; the real problem begins with a ravenous horde of them. We won't be looking at Sutured Ghoul or any of those other oversized monstrosities, but rather attempting to overwhelm our opponents with sheer numbers.

#2 Be relentless! Zombies that die a final death should provide fuel for more zombies. It's an endless cycle of death, life, and hopefully more death. Of the opponents!

#3 Focus on triggered abilities - there's going to be a LOT of zombies hitting the battlefield, many of them not long for this world, as withered remains are usually pretty fragile and vulnerable to a good head-shot. We should be benefiting on arrival and departure!

#4 Use Amonkhet cards; there's a new set out shortly, full of zombies, if you haven't heard! I'd love to find at least ten - I'm not a shill for Wizards, by any means, but...
NEW ZOMBIES!

Let's begin:

"Each upkeep, trigger Suture Priest once
for each creature in each player's
graveyard. At the end of each player's turn,
set off that many Blood Artist triggers" HA!
With Dictate of Erebos out nobody else will
even stand a chance of sticking a creature.
Bring enchantment removal, boys & girls...
Horrible Zombie Hordes

Gravecrawler
Coffin Queen
Carrion Feeder
Corpse Connoisseur
Corpse Harvester
Cryptbreaker
Diregraf Colossus
Filth
Fleshbag Marauder
Graveborn Muse
Grey Merchant of Asphodel
Nantuko Husk
Plague Belcher
Pontiff of Blight
Relentless Dead
Shepherd of Rot
Wayward Servant
Zombie Trailblazer


Nasty Zombie Lords

Buffs zombie hordes? check
Return from graveyard trigger? check again
Actual zombie? Maybe if he's wearing a
Nim Deathmantle...
Cemetery Reaper
Lord of the Undead
Death Baron
Liliana's Mastery
Lord of the Accursed
Mikaeus the Unhallowed
Path of Bravery
Ravos, Soultender
Risen Executioner
Undead Warchief
Zombie Master

Things that make lots of Zombies

From Under the Floorboards
Army of the Damned
Endless Ranks of the Dead
Necromancer's Covenant
Tombstone Stairwell
Grave Titan
Ghoulcaller Gisa
One day I will build a Commander deck
that doesn't include this card.              
Today will not be that day, however!    
 
Overseer of the Damned
Anointed Procession

Necessary in a zombie deck

Zombie Apocalypse
Liliana, Death's Majesty
Rise from the Grave
Call to the Grave

Benefiting when things happen

Suture Priest
Blood Seeker
Blood Artist
Anointer Priest
Zulaport Cutthroat
Cathars' Crusade
Carnival of Souls
Dictate of Erebos
Wingmate Roc
Sanguine Bond
My vote for the best invocation artwork;
the frames for the black invocations seem
to hit just the right note for me
Trespasser's Curse
Throne of the God-Pharaoh
Nim Deathmantle

Finding things

Diabolic Intent (invocation)
Entomb (invocation)
Buried Alive

Mana

Sol Ring
Orzhov Signet
Mind Stone
Charcoal Diamond
Expedition Map
Ashnod's Altar
Caged Sun

Land

Unholy Grotto
Don't make a zombie deck without this one!
Unless it's a Standard or Modern deck...    
 
Urborg, Tomb of Yawgmoth
Cabal Coffers
Crypt of Agadeem
Shambling Vent
Isolated Chapel
Godless Shrine
Marsh Flats
Temple of Silence
Caves of Koilos
Vault of the Archangel
Barren Moor
Secluded Steppe
Ghost Quarter (sold the store's last Strip Mine!)
Tectonic Edge
Lake of the Dead
Deserted Temple
12 Swamp
7 Plains

That'll do it, readers.

Let's chuck Ravos, Soultender in charge, since he's the only black & white legendary in the entire list, and it doesn't demand a specific commander.

Visceral horror, to be sure, but is thirteen drain triggers off an Army of the Damned the most broken thing you can do in Commander? Not by a long shot, but I've already made a Teysa, Orzhov Scion deck that went infinite in nine different ways. No need for that kind of nonsense today - she's off the list, despite an absolutely brutal interaction with Tombstone Stairwell.


Seriously, generals, if you see me play this card, just kill it. Don't let it see an upkeep!


We'll see you round the tables at Rabblemaster Games

The Gods of Amonkhet


The Gods of Amonkhet

Tom is back, and with the release of Amonkhet close at hand he's going to be looking and all the neat new legendary creatures that you're bound to see in the command zone in the next few weeks.

I love release season. Aside from the new exciting cards and mechanics being displayed, it's also great for the commander players. Even if your Legendary Creature pick for the set is no more than Trash in Standard and Modern, they can easily find a home in Commander. And that's exactly why it's my favourite format. It's a home for those wayward cards that can't find a home anywhere else. But you're not here to hear about my adoration for a Magic format, you're here to see me break down the legendary creatures, so in no particular order, let's kick this off!

The Pantheon of Gods


God of Weenies
Oketra the True is probably my pick for Commander of all the Gods. 

A 3/6 body with Double Strike and Indestructible is huge for four mana, and getting her online isn't a hard call, as a white deck should have plenty of ways to do this. And besides, her activated ability helps her become a creature (As with all the gods) and is surprisingly good at it, since the tokens also have Vigilance, making them really good for buffing up and swinging in.

With keywords like this, she proves resilient to removal, and Double strike effectively doubles any buffs she gets. For this reason, I'd like to think she fits well as an equipment voltron commander, which a token subtheme.

If you were to build an Voltron deck with Oketra the Fair, the following list will provide a basic framework to build from and some example of cards to play.

Kemba, Kha Regent It's exactly the kind of card this deck wants.
Sram, Senior Edificer Never run out of cards in White again.
Loxodon Warhammer Any equipment will work here, but Warhammer is my favourite.
Skullclamp Oketra basically reads "4W: Draw two cards."
Cathar's Crusade Pumps the team at will thanks to Oketra's ability.
Hour of Reckoning Kill every creature but tokens and Oketra.
Odric, Master Tactician Since you'll have more than three creatures, this is perfect.

All in all she isn't breaking new ground as a white commander but gives some great new angles to attack from compared to her close cousin Kemba, and makes a truly unique choice for a voltron style deck.

God of Bin Chickens
Speaking of unique, lets take a look at the Kefnet the Mindful. Don't let his likeness to the common Trash Turkey fool you. Even though he shares a little too much text with Soramaro, First to Dream, he's much harder to remove, and much more aggressively costed. But like Soramaro, he lends himself to a very specific strategy. 

The two things to take away from the card are the the lines "Kefnet the Mindful can't attack or block unless you have seven or more cards in hand," and "Draw a card, then you may return a land you control to it's owner's hand." 

The big take away is that you want a stacked hand, but if it's full of lands thanks to Kefnet, how can you make use of them?

Luckily for us, the Kamigawa block has us covered. Blue, and in particular the Moonfolk tribe had a lot of "lands matter" strategies. While we certainly don't have the amount of synergy with lands like green and red do, blue gets a lot of off-the-beaten-path choices.

If you're looking to build a blue deck to make the most of our lord and saviour Tip Chook, consider the following cards that make the humble Ibis a valued part of your team.

Trade Routes This fills up your hand and cycles lands you don't need away.
Uyo, Silent Prophet There's plenty of other good Moonfolk, this one is just an example.
Roil Elemental If it lives long enough, this guy will take over the game.
Flooded Shoreline Control the board AND gets that hand filled up with lands.
Patron of the MoonGood with Moonfolk and very powerful ramp in blue.
Sunder You can easily play this if you can deal with the retaliation
from the other players at the table.

Is Kefnet a powerful commander to build around? It's certainly unique and offers an interesting strategy to play with, but in the end it's a much easier to cast Soramaro. If you like playing with lands in all the wrong colours though, I can't recommend Kefnet enough, and I'm all about the silly plays.

God of Aristocrats
After that little stint with a less than conventional commander, Bontu the Glorified brings us back to basics. Black is a colour all about creatures dying, and Bontu is MADE for this.

As with most of the gods, the spicy bit is the last ability.

"1B, Sacrifice another creature: Scry 1. Each opponent loses 1 life and you gain 1 life."

I am a man with a very long history with sacrifice outlets. And even though Bontu isn't game breaking on his own, the big thing is that he's a sacrifice outlet in the command zone. That's indestructible. And is a crocodile. I mean the last point isn't relevant, but it's still a cool point.

He's not meant to lead the deck, and a commander deck with Bontu at the helm is not meant to be built around him. He's a working part of the deck, and he enables some very powerful plays with some already good black cards, and even some lesser thought about ones. Let's get into some of those choices.

Corpse Dance Sacrifice the reanimated creature to get around the exile clause.
Grave Pact I don't even need to explain why this card and it's ilk goes in the deck.
Blood Artist Along with Zulaport Cutthroat you can easily bleed the table.
Black Market Black combos are very mana heavy, and a little help is appreciated.
Grim Haruspex Even though the scry happens before the draw, it's still incredibly good.
Pawn of Ulamog Get double duty from all your creatures, and watch your opponents cry.

But is Bontu really worth it in a deck? I'd personally love to see him at the helm of a commander deck but he faces some very stiff competition from Ayli, Eternal Pilgrim and to a lesser extent, Ghost Council of Orzhova, and they grant an extra colour which is known to provide very nice fodder for sacrificing. But whatever, neither of them are crocodiles. Bontu - 1, everything else - 0.

God of Madness
Wizards seem to have a very long standing love/hate relationship with red cards, especially those of the Mythic rarity. Occasionally you'll get format defining staples, but, more often then not, you'll get pure, unadulterated garbage. Given we were bound to get a red mythic God early in the set, I was very concerned, since the God will be a legal commander. So how does Hazoret stack up?

We can't decide on that until we break her down, but she has a few things going for her. The 5/4 hasty indestructible body goes at good rate mana-wise, but that's not what we're here for.

One ability wants us to have a very small hand, and the other ability gives us a way to discard cards for profit. I hope you like discarding cards.

Now, before you say it; yes, there are other cards that could pilot a deck like this better, including but not limited to Malfegor and another legendary creature card from Amonkhet that I'll be breaking down soon. This isn't an article for them though, we're playing mono-red madness, son! Now let's find some cards that make the jackal-deity "tick".


Ignorant Bliss Surprise your friends and family with a 5/4, any time!
Sneak Attack Empty your hand and keep the pressure on your opponent.
Seismic Assault Sneak Attack for land cards.
Ghirapur Orrery Drawing four cards a turn is too good.
Avaricious Dragon See above. Worse for drawing but empties your hand easily.
Feldon of the Third Path You wont find reanimation anywhere else in red.

All the cards above you can play in any old madness deck, preferably with black, but I would argue that mono-colour gives you some big ramp options you can't explore with another colour. Combine Snow Covered Mountains, Scrying Sheets, Extraplanar Lens and even Mouth of Ronom for some extreme mana. 

All in all, it's rare to have a on-demand discard outlet in this style of deck, which is almost reason enough to put her at the head of your deck.

God of dumb things and Snakes
And now we make it to the final God of Amonkhet, Rhonas the Indomitable. Where as all the other gods have generally unique abilities and neat interactions, Rhonas is as stereotypically green as they come.

He's a big dumb creature that cares about big dumb creatures, but also makes you big dumb creatures even bigger and dumber.

But, at the very least, there is a theme here. Unless you've been living in a mountain range for the past decade, you should know that Wizards like to print green cards that care about creatures with power greater than or equal to X. It's not the most interesting theme, but there is enough synergy in green to really make the most of playing as many big creatures as possible.

This deck is going to take a lot of inspiration from Mayael the Anima, but mono-green, since our deck needs to be as straightforward and stompy as possible. The list below, therefore, is as linear as you can get in the format. You have been warned.


Sacellum Godspeaker Make mana from big dumb creatures, for big dumb creatures.
Spearbreaker Behemoth They're big, but now your opponent can't get rid of them.
Archetype of Endurance And now they can't even target them.
Paeleoloth But if they do get rid of them, you'll just get them back again.
Elemental Bond See also: Drumhunter, Garruk's Packleader
Selvala, Heart of the Wilds Sacellum Godspeaker and Garruk's Packleader rolled into one.

Also a big shout out to Illusionist's Bracers. +4/+0 and trample for three mana is exceedingly good. 

For the most part, I'm happy to see some new Gods in Commander. Even though a lot of them can be outdone by other non-God legendary creatures, they provide just enough to distinguish themselves from their counterparts in Theros. And besides, they're still great additions to the 99 in a lot of decks, even if you can't justify giving them the responsibility of leading your deck.

What do you think of them? Love them? Hate them? Think I missed something? Sound off in the comments below!

I'll be back with another article soon dealing with the rest of the commanders in Amonkhet, and boy are some of them hit and miss.


Until next time, 
May his return come quickly, and may we be found worthy.

Wednesday, 19 April 2017

Some Amonkhet cards that I'm a little fond of


Some Amonkhet cards that I'm a little fond of

by Simon Driel

Anyone who knows me knows that I enjoy the sacrifice of creatures for fun and/or profit (refer previous article where I discuss a Commander deck that does a bit of this) and cards that affect each player, or preferably, each opponent (yep, wrote about a deck that does a LOT of that) so I'm quite pleased that Amonkhet has a couple of new toys for me to play with in my Olivia Voldaren Commander deck:


I'm a fan of most of the "whenever you cycle or discard a card" effects from this block, but Faith of the Devoted seems to be the most EDH-playable to me. Picture it in play when a Wheel of Fate comes off suspend!

The one that makes drakes is pretty good but they can only hit one player at a time.

Faith of the Devoted is strong enough to include cycling lands, which were removed earlier, back into the deck. I look forward to including the new dual type one.
Heart-Piercer Manticore reminds me a little of Flayer of the Hatebound; it loses the ability to one-shot kill with two in the graveyard (Patriarch's Bidding naming the Devil, Rise of the Dark Realms, or a similar effect is 28 damage) in exchange for actually being a good card; it's almost good enough on vanilla stats alone, the ability is a "may" ability, the card is even potentially playable in Standard with an energy engine, Fling and Electrostatic Pummeler - which may see a new lease of life shortly - but I plan to play it with Urborg, Tomb of Yawgmoth and Lashwrithe to get the maximum damage out of every "crunch & fling" I can set off with the thing!
Mmmmmm....value...

A sorely needed reprint for Modern, being an uncommon in the $12-15 range, I expect a resurgence of hate bears decks around the tables in the coming months. Between this and Harsh Mentor, fetch lands are looking like a bit more of a liability, and the Commander tables might even see a reduction in the amount of tutors played; although that's probably not very likely, and I'm certainly guilty myself; this deck has fifteen search spells and effects plus four fetch lands, and is disgustingly consistent for a Commander deck.
One of our "tempting offers" in our EDH league last week was to receive an emblem with "whenever you search your library, you lose 5 life" and while I may have struggled with that, I've seen plenty of decks that don't worry about searching at all and just play what comes off the top. Embrace the chaos, or be restricted to searching just the top four cards of your library!

Another card designed for limited play and the environment's interaction with the Embalm mechanic, Anointer Priest and Anointed Procession, I see these cards and think about their potential for massive life drain in a Commander deck with older cards like Army of the Damned, Necromancer's Covenant, Endless Ranks of the Dead, Tombstone Stairwell (utterly disgusting) plus Grave TitanGhoulcaller Gisa and underused Standard rares Cryptbreaker, Diregraf Colossus, From Under the Floorboards and Relentless Dead. Add the reusability of Unholy Grotto, Nim Deathmantle and Lord of the Undead, infinite combo potential with Gravecrawler and Carnival of Souls, and please just excuse me for a few minutes while I go and brew something up for later...
It's yet another card that has my two favourite phrases on it, "whenever" and "each opponent" so of course this one has grabbed me and swung me around in a dance!

...

Come on, Wizards of the Coast.
"Discard a card" isn't a drawback - it's a bonus.
Surely you realise this by now, right?


*Golgari Grave-Troll is unbanned!
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*Golgari Grave-Troll is banned again!


Well, maybe you don't realise this. This would be a good card even if it were it printed as a sorcery; as an instant, it's even better. It may even help enable reanimator strategies in Standard, or give modern dredge decks another kick in the pants - although Faithless Looting and Cathartic Reunion are likely too good to want to change colours.

Other cards have me excited as well, and I have no doubt the Standard format is due for a shake-up, in particular, creatures with four or less toughness will have to pass the Glorybringer test to see any serious play, and there's plenty of new artifact hate that can be cycled away cheap if the time isn't right - we'll be seeing some of that played in the main decks rather than the sideboard as a result of that flexibility.

Very soon it will be time to get your hands on some of these and other exciting cards! If you haven't booked in for one of our pre-release events, there's only a couple of days to go, and limited spaces remaining (we only get 36 packs; new store syndrome) so get in touch now to secure your place!