hi y'all! I've been mostly lurking n' working the past half year... but also have managed myself a pretty regular grid partner and a lot of development has occurred of late! The big 3 grids have matured from their early incarnations and new creations are on the horizon (including a 3-color grid)!
(My current work project has me up in Seattle land, but I haven't yet stopped by WotC HQ to protest the state of 1v1 MTGO commander... or at least leave a bunch of banned standard cards taped on the doors with "you deprived me of my full life, why?!" written on them.)
M-Origins
This core-Magic-experience-based grid has been emulating traditional play quite nicely. I've only updated 10 cards since last Christmas (after changing maybe 50 percent of it since its conception)! Beatdown, control. Card advantage, tempo. Auras (go tall), tokens (go wide). There isn't too much esoteric excitement, but the interactions lead to fairly long games with a lot of counterplay between players.
The big takeaways from this grid were:
- Conditional, expensive and or duplicated removal gives quite a lot of breathing room for synergy building.
- Multiple inclusions of a single card is great for cards that are role players but are not too powerful.
- Ravnica bounce lands and Theros scry lands are great in decks that only need one of the colors they produce.
- Custom limited format can be fun and very affordable. This project was meant to be cheap enough to play with anyone as an 'out-of-the-box' game and not fear theft. The total cost was under 40USD on TcGPlayer tonight- the cost of many of popular board games or cheaper!
An Ode to Odyssey & Onslaught (version ...6?)
Surprisingly, the addition of a tribe and the retooling of the cycling deck (along with numerous ways to answer enchantments) brought this grid from the awkward stage of maybe 60 percent of cards seeing play to all color pairs being viable. Games typically last 8 to 12 turns with key threats answered frequently. In the latest update, I tried to really push the color pair synergies and recognition (by bringing back in multicolored cards). To say that I'm excited to sit at Mox Boarding House and attempt to lock "villian"'s combat step out with Glare is an understatement.
The themes, with some examples of applicable cards, are as follows:
Selesnya Bodies
This color pair's aim is to use forgettable creatures to get the job done (or to make them remarkable). I'm marginally confident that Glare can be contained by the removal/counterspells/discard that have policed Astral Slide.
Dimir Madness Control
Blue and black are the hardest control colors in the grid, using madness to discount some spells. The return of Doctor Teeth (Psychatog) is a call-back to OO Standard that was sorely missed.
Azorius Cycling Control
The addition of Drake Haven and tutoring (Drift of Phantasms) has moved Astral Slide to Blue-White (while also giving it some defense against disenchant effects). The other large upgrade for cycling was the increase in lands with the mechanic included.
Orzhov Vampires
As stated above, the tribal addition was unexpectedly decent in-game. Vampires play nicely with other color-pair themes and have a lot of "oopmh" when going for the jugular combined with discard and removal.
Golgari Sacrifice
This deck has been a bit of an underperformer, so another Mongrel Hound and Evolutionary Leap are joining Catacomb Sifters to bolster the strategy. Vampire Aristocrats offer midgame pressure with emerge Eldrazi offering a top-end punch.
Simic Madness Tempo
The foil to Astral Slide over 15 years ago, blue-green aims to play an aggressive game with just a few wrenches to disrupt the opponent. Noose Constrictor sadly is replacing
Wild Mongrel of yesteryear.
Brick
Key effects are tripled (or quadrupled) to give players many chances at picking them up as well as defining the environment's interaction. Four copies of a single card was a step not taken lightly, but one that has felt extremely comfortable so far!
Mortar
And finally, over 1/6th of the grid has been converted to cycling lands! Beyond fueling Astral Slide-dot-deck, these lands give all decks more cohesive gameplay. Based on my experience with this grid, I could see including a LOT of cycling lands instead(!) of dual lands in traditional, lower-powered cubes looking for most decks to be only two colors.
Magic Invitational Limelight (version 4 or so)
Somehow, I've only included 4 of the 11 total invitational cards, but I'd like to pretend
Ranger of Eos is fetching Welders and Inspectors while
Sin Prodder is essentially
Dark Confidant...
Around the third large rebuild, I stopped worrying about card cost and went wild added three Vampiric Tutors, paving the way for Snapcaster to make it in. Perhaps sadly for some, this trend pushed out Avalanche Riders as a viable inclusion. with all of the changes, the format does feel a lot more like extended before the rotation of dual lands and inclusion of Onslaught fetch lands.
To highlight overly on the thematic synergies, only four color pairs are represented in this grid. Removal and utility is in greater proportions than typical limited to ensure interactivity.
Rakdos Welder Combo
Settling on Rakdos as the color combo was an Eureka moment. Red reanimation and looting combines with black tutoring and discard to recur gearhulks (and larger). These decks have been the hardest to build of all four color pairs.
Dimir Forbiddian Control
Jon Finkel's invitational card paves the way to be boring and say, 'no,' a lot over the course of a game. Blue and black pair to play a slower-to-win game that starts with one-for-one responses and builds to an explosive late game.
Azorius Wheel of Fish Tempo
Why say, "no," when you can yell, "never!"? Chris Pikula's card is the crux of blue-white, providing disruption and a body to start attacking the opponent from 20 to 0. Equipment and evasion provide a steady, fast clock while actual countermagic adds to the disruption.
Boros Equipment Aggro
Red-white pairs the artifact synergies of red with white's aggression. Removal and the red zone combine to provide the fastest clock of all of the color pairs, but not before sacrificing a clue or two to keep the engine running.
Some take-aways:
- Playing is better than theorycrafting to finalize a pool. (Duh, but I had gotten away from it.)
- The more, the merrier! Multiples for lesser-powered cards and removal have played pivotal roles in solidifying the card pools and (more importantly) game play of more complex grids.
- Any given grid's strategies should survive a hefty dose of hate drafting. As I draft more with the same individuals, hate drafting has become a staple move. It's important to have enough copies of cards (or effects) so that all strategies are competitive into deck building. Finding the balance of multiples versus power is an ongoing quest.
P.S. The masterpiece frames are hideous.