Wednesday, 24 January 2018

Cube drafting and two-headed giant - a match made in the very depths of hell itself - comes to Rabblemaster Games

I've written before about the joys of cube drafting; how pure a format it is thanks to freedom from monetary concerns, allowing you to take the best card for your deck instead of that foil Tarmogoyf; the pleasure of finding cards suited to your archetype eight cards deep in packs; hate-drafting cards that counter your specific strategy rather than cutting your opponents directly. All these things are fun and more. But regular cube drafting is still for 1v1 play, and regular customers know how much I enjoy alternative formats, especially multiplayer ones.

Two-headed Giant is an interesting multiplayer format, because the consultation between players is something avoided in normal team play. Decks can synergise, producing a horror story for the opponents when one player is running self-mill/delve and one is running Survival of the Fittest and Living Death, or have completely opposing strategies, where the aggro player dumps their hand in three turns and goes for the throat of both opponents - while the control player defends their horde of creatures from opposing removal.

Combining the two is going to create some very interesting board states!

Here's a link to the cube we'll be using. We've made some notes about the different draft archetypes available in the cube to assist teams with drafting


Blue & White is traditionally the control colour combination in Magic. There are no shortage of other traditional control cards, like Wrath of God and Jace, the Mind Sculptor, in the cube, but the supported archetype is UW blink. Many of the anchor cards in this archetype, such as Mulldrifter, Vendilion Clique and Snapcaster Mage have been regular features in control decks across the span of Magic history.

UWx Blink anchor cards:
                        

UW Blink utilizes creatures with enter-the-battlefield triggers (ETB or 187 creatures) and abuses them repeatedly through cards such as Momentary Blink. Because such creatures proliferate across all colours in Magic, UW is great to splash a third colour for; Thragtusk, Ravenous Chupacabra and Flametongue Kavu are all great creatures to blink and/or flicker for extra value. In colour value cards to watch out for in the packs are Frost Titan, Torrential Gearhulk, Sun Titan, Karmic Guide and Reveillark – giving the strategy a fair overlap with BW Reanimator. It’s a versatile archetype that can easily surprise opponents.
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Blue & Black, while also traditionally a control colour pairing, has a history in Magic of psychic attacks and removing cards from the opponents’ hands and libraries. Cards like Lobotomy and Haunted Echoes have no use in a singleton format like cube draft, however, so the supported archetype is UB mill/control.

UB Mill//Control anchor cards:





The UB Mill strategy is brutal in the 40-card format. It utilizes counterspells and removal to stay in the game to preserve your life total whilst you whittle your opponent’s cards and options remaining, rather than their life total. Splashing colours in cube draft is commonplace, often off only a singleton fetch-able land, so milling your opponent’s library can also have the benefit of stranding cards in their hand.
In colour value cards to keep an eye our for as you draft are: Snapcaster Mage, and importantly, cards that buy time for the strategy to take effect, such as Propaganda, The Abyss, Evacuation, and as many removal and mass removal spells as you can get your hands on.

UB Mill cross polinates well with UR Spell Slinger, with Fork, Reiterate, Increasing Vengance and Mystic Retrieval all being great ways to double down on those mind-erasing  attacks.
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Black & Red has had various identities across Magic history; early cards like Soul Burn had interesting crossover, but both colours have long been concerned with resource denial – sometimes, consistent with the Red strategy, at a high cost to the player’s own resources. In this cube, the BR Pox/Stax strategy is all about denying your opponent the resources to effectively play the game

BR Pox/Stax anchor cards:




BR Pox is a low to the ground deck that limits the resources and board-state of the game. Cheap, Recurring creatures such as Reassembling Skeleton, Gravecrawler and Bitterblossom make the deck work. Land Destuction with Stone Rain, Sinkhole, Molten Rain and Strip Mine are useful to gain board advantage – you want to cast Pox when your opponent has four lands for maximum effect.
Cards to keep an eye out for are Geralf’s Messenger, Lavaclaw Reaches - avoids a beginning of turn The Abyss trigger and can still swing - Gurmag Angler, and threaten effects like Act of Treason and Captivating Crew, which are particularly dirty if you have a sacrifice outlet handy such as Carrion Feeder, Greater Gargadon or Goblin Bombardment. The deck requires patience and rewards tight play.
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The RG Fires deck is a simple, yet highly effective stragtegy. Ramp and/or cheat your fatties in. Swing and trample through for the win with Nylea, God of the Hunt and Fatal Frenzy. The cube is filled with fatties to Sneak Attack out, or to ramp into, including ThragtuskTerastodonIt That Betrays, Kozilek Butcher of Truth, Ghalta, Primal Hunger...and the list goes on.

RG Super Ramp/Fires key cards include:





The seemingly rather shallow archetype is quite heavily supported with dirty combos like See the Unwritten (on the stack, Worldly Tutor in response) or Sneak Attack a Pathrazer of Ulamog, with super menace and haste, into Fling post-combat, all for 1RR!

RG Fires cross-pollinates well with RW Tokens, with many Devour Creatures like Mycoloth and Predator Dragon being able to gobble up your whole army and win in swift order. BG graveyard also works well with these same fatties; if you can fill your graveyard using Survival of the Fittest or Fauna Shaman and fire off a Living Death, you’re in for a great time.
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GW Auravoltron - well known in Modern circles is the "bogles" deck - playing hexproof creatures, loading them up with auras, and going to town. This cube supports a similar strategy, with card advantage provided through "enchantress" effects and plenty of powerful auras to suit your creatures up with. 
But hexproof creatures are difficult to interact with, so this cube's GW Voltron relies instead on creatures that wear auras well like heroic creatures or creatures with solid abilities like Aerial Responder and Knight of Meadowgrain. Combos with Auratog and Femeref Enchangress draw you into more gas if your threats are taken down, and those heroic creatures get even better with Hardened Scales on the battlefield. GW Voltron gets big quick and can get out of hand with the right draws; creatures growing well out of the range of red removal spells and protected by totem armour enchantments against black ones are damn hard to kill, but not impossible to get through.



Key archetype staples:




In colour value cards to watch out for: Cultivator of Blades enchanted is great when you swing with the team. Evasive creatures like Aerial Responder or Akroan Skyguard wear all enchantments well, so you want a fair helping of those, and as many “enchantress” effects like Kor Spiritdancer and Sram, Senior Edificer as possible to keep the cards flowing.
Selesnya Voltron requires the drafter to commit and go deep in the strategy, although there is a bit of overlap with UG counters and heroic creatures, plus, blue creatures tend to be naturally evasive; they wear auras just as well as they handle those +1/+1 counters
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BW Reanimator is a dominant cube archetype; with the plethora of big threats in the cube, cheating them in early can be back breaking for your opponent. There are many discard outlets like Undead Gladiator, Putrid Imp, Oona’s Prowler and Collective Brutality. The deck can go fast with T1 Putrid Imp, T2 discard Wurmcoil Engine, Reanimate and win, but also has a very good long game.

BW Reanimator key and priority cards when drafting:



In color value cards: Grave Titan - because who doen’t want an early game 6/6 deathtouch zombie spawner - Pathrazer Ulamog, Elesh Norn, Grand Cenobite and Inquisition of Kozilek and Thoughtseize to protect your combo pieces – which you’ll want to draft a lot of. Bridge from Below is easily discarded and can add a lot of 2/2 zombie value when you cast Recurring Nightmare and Victimize. It’s a deck that requires a lot of separate pieces – discard outlets, fat creatures, and reanimation spells – and it is sometimes hard to know which option to pick from the pack; let too many reanimation spells pass and someone else jumps in on the strategy, but if you don’t grab enough discard outlets and fat creatures, you won’t have anything to reanimate!
The deck cross pollinates well with BG Graveyard decks to fill your graveyard with threats that can be reanimated. Cards like Survival of the Fittest are exceptional for the archetype allowing you to tutor and reanimate your big threats. UB mill can also work well with this deck, enchanting yourself with Curse of the Bloody Tome rather than the opponent and running Snapcaster Mage to hit your payoff cards more than once is disturbing.
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BG Graveyard decks are a great mid-range decks and have made use of the dead for many years now. Fill up your yard at the start by using your removal on early game threats, or through self-immolating creatures like Fleshbag Marauder and Sakura-Tribe Elder; get value from Iskanah, Grafwidow and your Spider Spawning from all those things you’ve dumped in the graveyard with Wild Mongrel, which is an all-star in this deck. Drop a Tarmogoyf early and watch it grow when you crack Verdant Catacombs, play Grisly Salvage or Commune with the Gods. Next thing you know, you’ve got Survival of the Fittest in hand and you have a massive Tarmogoyf to fend off any attackers - or to go for the throat.

BG Graveyard key cards




The deck benefits a lot from picking up a Recurring Nightmare, as do most decks, and other recursive spells such as Living Death. When drafting the deck, make sure to keep delirium in mind. You wouldn’t want to draft a deck with just creatures lands and sorceries. Solemn Simulacrum is a great addition (like it is with any deck) along with Moldervine Cloak to stretch your delirium count and feed your goyf; I've seen it as a 5/6 and even a 6/7 in this cube before. Stabilise the board early and build up to a midrange win.

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Anyone who has played against the ridiculously popular Atraxa, Praetor's Voice in a commander game will recognise the UG Proliferate archetype. Similar to the GW Auravoltron strategy, this one relies on the pumping up of creatures, but is much more of a go-wide strategy. Swinging with the team with Curse of Predation in play (bonus points for Hardened Scales and Doubling Season) can be a massive headache for any opponent. With plenty removal present in the cube, if possible spread your counters from cards such as Verdurous Gearhulk or Vastwood Hydra. Or you can simply grow your Scute Mob beyond reason and Bioshift to the elusive Looter il-Kor!



Cards to keep an eye out for:




In colour value cards: Hornet Queen with some counter nonsense just got a whole lot worse. Avenger of Zendikar plant tokens can flourish with proliferate effects. Chasm Skulker is an absolute stud in this deck, throw a Sylvan Library into the mix and you will have a giant squid horror, followed by a lot of smaller ones. River Kelpie and Kitchen Finks can be of great value with their persist abilities to draw you into gas or give you much needed life; drop those +1/+1 counters on either of them after the fact, and they're set to go on another death & rebirth cycle. But what you really want to draft is the engine cards; Thrummingbird, Contagion Engine, Master Biomancer and Kalonian Hydra - these are what takes it over the top, turning a few counters into a ton of'em.

UG Proliferate cross-pollinates well with UW Blink to get extra value off those ETB triggers from Prime Speaker Zegana and Deepglow Skate, or makes a good pairing with GW Auravoltron's heroic and evasive creatures.

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UR Spell Slinger



Think about how many times you see the words "whenever you cast an instant or sorcery spell" on red and blue permanents in Magic. This archetype is all about benefitting when you do that; burn, counter, bounce - whatever effect you need - is always better when you can tack two damage, a scry, or an extra card onto the effect!



Key cards for the archetype include:




There is no shortage of red and blue instants and sorceries in the cube; counterspells, burn, card draw and everything in between. Your spells matter a lot to the archetype, but you'll need to ensure you draft enough payoff cards; Guttersnipe, Thermo-Alchemist, or creatures with prowess. It’s very easy to flip Delver of Secrets if you’re running the deck right, and it's one of the few archetypes than can run as few as 14-15 lands. An early Delver flip will give you an indication if you have drafted and or constructed your deck well enough.



There is so much value in this deep archetype.  Bounce things, burn the face and then flood the board with Crow Storm tokens. Feed your Academy Elite and Enigma Drake whilst you draw into more gas with Trail of Evidence. Return your spells for another go with Mnemonic Wall and Archaeomancer. When you draft the deck, you may end up with enough playables to head down the mono-blue control path with Counterspell and the gang. Or alternatively, you may wind up in the old faithful mono-red burn with extra points for including goblin tribal for Goblin Grenade.

Control the opponent's bombs, burn what you don’t like on the field, then swing with a flying 15/4 Enigma Drake.
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White and Red are the premier aggro colours in Magic, having been at the heart of successful aggressive decks since time immemorial (1996 or so) and are paired together here in the W/R Token Aggro archetype



Going wide with WR tokens is fast. Very very fast. T1 Legion Loyalist T2 Raise the Alarm into T3 Spear of Heliod or Intangible Virtue gets very messy. When you can spit out Goblins with Dragon Fodder and Krenko’s Command with assistance from a Hammer of Purphoros, Krenko, Mob Boss goes nuts. A flooded board like this turns on the City's Blessing for Tilonalli's Summoner to go to town - and stay there. Hero of Bladehold and Brimaz, King of Oreskos are menacing enough on their own, Anointed Procession just makes matters worse.
WR Aggro Tokens anchor cards:


In Colour Value Cards: Voracious Dragon can often devour for the win as you run out goblin tokens, not to mention Goblin Grenade. Extra points for Cathar’s Crusade paired with an 'on attack' token generator like Brimaz or Kari Zev. Goblin Bombardment is a great way to get those last points of damage by sacrificing the team, or said team can be fed to our hasty friend Predator Dragon.

WR Cross pollinates well with Pox/Stacks Decks with Assemble the Legion + Smokestack to wipe an opposing board state. When The Abyss is wiping out a token a turn on your side and a real creature on the opposing side, you're laughing. Maniacally.
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Now, just because the cube supports ten two-colour archetypes, that doesn't mean that you're forced to go into one of these strategies. There's plenty of alternatives, including the old cube stand-by, mono-red aggro; mono-blue artifacts with Tinker and Memnarch; zombie aggro with Gravecrawler, Dark Salvation and Relentless Dead. Cards can be combined into dirty decks like Bant stax with Stoic Angel and Brago, King Eternal to keep your permanents untapped. With enough mana fixing (and this cube has it in spades) very little is impossible.

We hope you all have fun drafting this cube!

Saturday, 23 September 2017

Cube drafting, why it's great, and an event report


So, this Wednesday at Rabblemaster Games we came close to running out of stock, so our regular draft event was replaced with a cube draft. We had eight people turn out for the event, so here's a little report on what was drafted and what kind of decks people made up from the collection of high-powered uncommon and common cards in David Chapman's cube. It's one of the regular ones we break out here every now and then, filled with oceans of mana fixing (lifegain duals, signets, tri-lands and green land search) and heaps of support for popular archetypes including ramp, spells matter, tokens, blink, and reanimator, balls-to-the-wall aggro, control, tempo or anywhere in-between. It's also filled with some sweet altered-art cards that he's painted up himself; some of which are outstanding, others that are merely great.

But why do I enjoy cube drafting so much?

Cube drafting is great, firstly, because you don't keep the cards you drafted!
This might seem odd at first glance, since obtaining new cards is the usual reason to draft, but since you're now free from secondary market concerns, you can take the best card in the pack for your deck, without worrying about whether some foil rare is more worth your time picking. No "foil goyf at the pro tour" issues or any other silly picks - like taking the full-art foil basic over the bulk rare, as we've seen around here with Amonkhet & Hour of Devastation drafting. Simply choose the best card for your draft deck, place it in your pile, and you're done.

Second, cube drafting is great because the 'dregs' of the packs are full of playable cards.
They might not suit your archetype - but they are always good, and someone will usually want them as an option in their deck. If you're the only one drafting a given strategy, you'll find it very easy to "wheel" cards suitable for it.

Third, colour balance is a thing in the overall cube, but not necessarily in the individual packs. Because the entire cube is shuffled prior to drafting, packs can contain ten out of fifteen cards in one colour very easily. When cube drafting, you don't draft a colour - you draft a deck - and determine what deck is open by which archetype-specific cards are going around the table late. A late Kiln Fiend signals that "spells matter" is open - not red - while a late Path to Exile (a non-archetype-specific card) simply means that the drafters have no idea what they are doing! There's a lot more thinking involved, and players who have drafted the cube before, or any cube before, have a slight advantage over new players.

So here's the report on who drafted what. Seating arrangements began with David, moving left to Antoni, Isshan, Michael D, Nathan, Michael W, Glenn, and Liam.

Here's David's deck, leaning towards the aggressive after his first two picks of altered-art Guttersnipe and Seeker of the Way, with powerful and efficient removal like Lightning Bolt and Helix and Young Pyromancer to benefit from those spells. His creatures are even made by spells, like Dance of Devils, so they can work as combat tricks, and the altered-art Flametongue Kavu should put some work in for him too.

Antoni's deck - a classic reanimator, featuring Diabolic Servitude and Animate Dead, with Bane of Bala Ged and Pelakka Wurm to reanimate, Grisly Salvage to fill the bin up, and Pestilence for clearing out the weenies. All reanimator decks are vulnerable to drawing the wrong half of their deck, but I've drafted this deck in this cube before, and it's powerful enough to take it.

Isshan's deck - a disciplined red green aggro deck, with hard-hitting early drops like Experiment One, Strangleroot Geist and the Standard-legal duo of Ahn-Crop Crasher and Bloodrage Brawler. It also contains a few big Eldrazi, which are awkward draws early, but he doesn't have an Overrun or a similar throughput effect - those Eldrazi are the late game he is missing.

Michael D's deck - this one is value city; almost every card is a two-for-one or better, including Phyrexian Ingester - one of the cube's best cards if you can blink it, and he's got a few tools to do that -plus Baleful Strix, Cloudgoat Ranger and Modern staple Lingering Souls. Recoil can be devastating against a token-filled deck, and he's also got enough mana-fixing here to sink a large treasure-laden galleon from Ixalan. I'd anticipate a good result.


Nathan's deck - he's going wide here, with a couple of token generators, Goldnight Commander, Zealous Persecution, and plenty of reach with Falkenrath Noble, Goblin Bombardment and my personal favourite creature, altered-art Suture Priest. His removal suite includes Dismember, plus Mortify and Pillory of the Sleepless to deal with indestructible creatures. He should have no trouble clawing his way back from a low life total, and all that chip damage will soon add up.

Michael W's deck: blue/red "spells matter" with Kiln Fiend, Thermo-Alchemist and Goblin Electromancer, the archetype should be familiar to those who have drafted anything recently. Potentially weak if most of the spells aren't cantrips - and they aren't here - but there's a minor blink element involved with Crystal Shard and MulldrifterAvalanche Riders or Clone to make up any lost card advantage.

Glenn's deck - he's drafted my favourite archetype in this cube, blink, picking up Wispweaver Angel, Cloudblazer, Stonecloaker, Fiend Hunter, and a pair of golem splicers. Deadeye Harpooner is great in this archetype - simply flicker it with Wispweaver Angel and the revolt ability is triggered...kind of like your opponent!
Unfortunately three of the key cards for this archetype, Mulldrifter, Phyrexian Ingester and Crystal Shard, were taken early on in the draft by other players, so it's not the best version of the deck I've seen drafted from this cube in the past.

Liam's deck here - this is the only one I'm not quite sure about. It looks like his draft didn't quite come together - a ramp deck without many ramp targets - but the high power of spells like Control Magic, Overrun and Eternal Witness should be able to carry him through more than a couple of games, and Bellowing Tanglewurm may as well read "creatures you control are unblockable" in this format. Aetherize is also a nasty surprise - nobody ever sees it coming, and it's nearly always utterly devastating!


David had to do a runner as the night drew to a close, so I picked up his deck for the last round against Liam. He got all my Young Pyromancer tokens with Aetherize, which I didn't see coming (of course) and I only managed to take him down as far as one life, before he clawed back a victory and Arborback Stomped my face into the ground.

Devastated!

We all had a great time smashing through this cube last night; plenty of compliments were thrown David's way, both on the construction and the alters, and we hope to see a little more of the creator in-store once his wedding preparations are done with.
Thanks, Chappo, for the loan of your cube.

Top four finishers were Nathan, Michael D, Liam and Isshan, in that order.
Plenty of prizes and hefty helpings of store credit were awarded to these players.

We'll see all you cube-drafters next time down at Rabblemaster Games!

Monday, 11 September 2017

Claim to Fame in Standard

When we discuss drafting at a high level, usually part of the conversation involves how important the two-drop slot is, and how essential it is to ensure a reasonable curve when building a limited deck.

Two drops, of course, are equally important in Standard - and particularly in an aggressive metagame. With the recent popularity of Ramunap Red, Zombies, B/G counter decks and the like, missing a two-drop - whether removal spell or threat - can spell the end of the game.

Here's a Standard deck I've been having a lot of fun and success with lately, taking out last week's Standard Showdown. I've taken much of the base engine of Ramunap Red, because I adore the way the deck doesn't have dead draws late in the game, and grafted black spells and creatures onto it, because of the lack of staying power and sometimes soft-hitting nature of some of Ramunap Red's threats. Here's the list; I'll then outline the changes Ixalan will bring to the deck and examine whether it remains viable, becomes better, or worse. It is very heavy on two-drops!

Four power, two mana!
Other abilities: irrelevant
B/R Claim//Fame aggro

Creatures

Spells

Mana
4 Swamp
7 Mountain

The deck is built for hard-hitting aggro plays, e.g. T2 Bloodrage Brawler, discard Scrapheap Scrounger, followed by T3 Claim//Fame (both halves) targeting Scrapheap Scrounger, attack for nine. None of the two-drops have less than three power. Emptying out the hand quickly is not difficult - Asylum Visitor, believe it or not, actually draws cards in this deck - and many of the spells can be cast from the graveyard, or via Madness, to mitigate the disadvantage of Bloodrage Brawler.
It retains a good control matchup, due to the haste creatures and frequent presence of the back half of Claim//Fame in the graveyard, making any creature into an instant threat, which usually hits for 5-6; there's no Bomat Courier or similar 1/1 creatures that your opponent can ignore for a turn or two - every creature is a very real threat.
The stack of cheap removal spells likewise ensures the deck has no issues dealing with an aggressive metagame, and should your opponent be reluctant to present targets, most of the burn spells go directly to the face.
Ammit Eternal is a fantastic closer in the endgame - you never want to let it through, but blocking is likewise an unattractive choice when you have a low life total

When it hits


With the release of Ixalan, four sets rotate from the Standard format; however, note that this deck does not lose very much in the rotation. The biggest loss is of course Fiery Temper, but we also lose Asylum Visitor and Smoldering Marsh.
Dragonskull Summit is an instant replacement for Smoldering Marsh, and we can easily increase the quantity to four, since we only need a single Mountain or Swamp to ensure two colours untapped. Wanted Scoundrels replaces Asylum Visitor as a two-drop threat, and it hits harder to boot. The free tokens for your opponent are essentially meaningless - the deck's plan is to win before they matter. Losing Asylum Visitor's few free cards isn't massive, but we will notice it; Ruin Raider takes a couple of slots to help make this up, at the expense of Abrade (relegated to sideboard, with U/R control down in numbers and God-Pharoah's Gift losing a heap in the rotation) and Lightning Strike takes the place of Fiery Temper as our three-to-the-face burn option.
It's not "no changes" but it's pretty close - we simply lose 6/14 of our options for making an advantageous discard, and will just have to think a little harder about it. Or maybe just chuck out Scrapheap Scrounger every time?

Four power, two mana!
Other abilities: irrelevant.
B/R Claim//Fame Aggro, post-Ixalan

3 Wanted Scoundrels
2 Ruin Raider



Testing reveals that it still hits like a freaking truck if you're not prepared.

New cards may change our perspective on the format; Black & Red aggro may be better off run as a pirate-oriented deck with Kari Zev, Ruin Raider, Wanted Scoundrels and Fathom-Fleet Captain - or with an artifact bent, featuring Captain Lannery Storm, Pia Nalaar, Unlicensed Disintegration and retaining Scrapheap Scrounger. That card is great and isn't going anywhere. Who blocks in constructed anyway? Aggressive red decks with Earthshaker Khenra and Ahn-Crop Crasher don't let you block in any case, so as long as you keep him away from the Magma Spray he'll be around to hit for three all day. 

What are you looking forward to running during the Ixalan Standard season?
Pirate aggro? Dinosaur ramp? 5-colour treasure control?

Or one of the old stand-bys; New Perspectives, U/W approach, Temur Energy, Mardu vehicles?

Either way, it looks wide open, so it should continue being fun!