Tag: magic

Karn Advantage (Playsession Report)

By: Jason Waddell

Some days you’re just not in the mood to play Magic. Cube owners don’t really have the luxury of backing out at the last minute, especially after the weekly ritual of sorting out the attendee list. This week’s ritual was par the course, with several players bailing on the day of the draft, and a couple unannounced regulars joining at the door.

“In terms of like, instant relief, canceling plans is like heroin.”
– John Mulaney

In the end we found ourselves with 7, which as far as odd numbers of players go isn’t the worst. At 9 players I have to turn someone away or sit out. At 5 we struggle to find a format worth playing, and a three-player Magic gathering makes each participant wish they were doing something else. With 7 we simply pretend it’s an 8-man and deal with it and watch the byes get passed on down the bracket.

On days when I’m not in the mood to draft adventurously, I have the habit of preordaining a pair of archetypes I’m in the mood to play and forcing one of them based on the first pack’s contents. I’ve been nursing a theory that one of the stronger decks in the format is a GB Primeval Titan and Volrath’s Stronghold inevitability engine. I’ve 3 – 0’d with the archetype once before with a supporting cast that included Green Sun’s Zenith, Demonic TutorThragtusk and Vorapede.

The other deck I had in mind is my all-time favorite UWR American Tempo (or Russian Tempo, if Yevgeny is around). Red-White-Blue tempo decks are my Magic equivalent of comfort food, and are my go-to when I don’t feel like thinking about the nuances of other archetypes. My first pack gave me a strong push in that direction with a P1P1 Ral Zarek. After four picks I had grabbed the following:

Ral ZarekGeist of Saint TraftPolluted DeltaLightning Helix

The deck came together quite well, and I sleeved up this concoction:
cube draft deck UWR blue white red
(click to enlarge)

It’s perhaps the most beautiful curve I’ve ever presented, with a rather pristine mana base to boot, including:
Hallowed Fountain
Steam Vents
Sacred Foundry
Scalding Tarn
Scalding Tarn
Polluted Delta

I’d also add that Moorland Haunt and Umezawa’s Jitte are a ridiculously strong pairing. Overpowered equipment and small evasive bodies have long been a winning formula, and I think the entire Magic community should be thankful that Stoneforge Mystic and Moorland Haunt never occupied the same standard environment.

Halimar Depths into Fetchland is the undisputed best durdle opening.

To the matches!

Round 1, Hannes, Naya Aggro Pod (?)

Hannes sleeved a three-color aggro deck with six colorless lands.

1 – 0 (2 – 0)

Round 2, Tom, GW Landfall

Tom mulliganned to 5 and kept a 1-lander with Undiscovered Paradise as his only land. He hit a Turn 2 Lotus Cobra and nearly won the game. Nearly.

2 – 0 (4 – 0)

Finals, Tobi, Jund Karn Advantage

My games against Tobi were some of the most fun and intricate I have played in a while. I watched parts of Tobi’s earlier matches and his deck was capable of some really strong lines, despite looking like a turd pile.

cube draft deck karn jund
(click to enlarge)

Observed highlights of Tobi’s deck:
– Winning after cascading Bloodbraid Elf into Green Sun’s Zenith for 0, fetching Dryad Arbor.

– Playing a pre-combat Zealous Conscripts to steal his opponents Vendilion Clique. His opponent let it resolve then tapped down the army with Cryptic Command. Post combat Tobi sacrificed two Eldrazi spawn tokens and tapped his remaining 5 lands for Karn.

Phyrexian Arena in play. Draw Karn and Zealous Conscripts. Play Conscripts stealing Sword of Feast and Famine. Equip. Swing. Untap all lands. Karn advantage.

Game 1

On the draw I open with a Turn 2 Augur of Bolas. Tobi plays a Turn 3 Call of the Herd. I rip a Stonecloaker off the top to exile Call of the Herd and return Augur of Bolas to my hand.

Tobi plays a Falkenrath Aristocrat and swing. I block.

“Is elephant a human?”

This may or may not have been a jab at another player asking for the Oracle creature-types of Nekrataal during the previous round, hoping against hope that it might be a Wizard for Riptide Laboratory (hey, that’s the name of the show).

Falkenrath survives. I announce “play of the day”, and call the table’s attention to my impending Thundermaw Hellkite. Oops, only one red mana. I suppose Gideon will do.

Tobi starts to mount a comeback, and I am still sitting on a single red source. I defend my Gideon with a Moorland Haunt token, and before damage cast Path to Exile on the spirit token to fetch up a mountain.

Thundermaw finally hits the board. Tobi then steals it with Zealous Conscripts, and kills my Gideon. After combat Tobi taps Gaea’s Cradle for three mana and casts Consuming Vapors targeting himself, with two untapped lands left. Evasive Action provides the blowout with a timely Mana Leak impression. Thundermaw swings for exactly lethal the next turn.

Game 2

Tobi has a decent draw, but after some dancing I eventually get there with Geist of Saint Traft, Eiganjo Castle and Umezawa’s Jitte.

3 – 0 (6 – 0)

UWR delivers again. Old faithful.

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Channel Waddell: Cube Draft #2

By: Jason Waddell

My article recording a second draft of my paper cube went online today. This was a draft I had quite a bit of trouble with. I mentioned in the article the difficulty of recording games as a control player and still finding the best lines, but I think that was only part of the issue.

UWcontrol
(click to enlarge)

The deck felt very outdated. This sort of control deck would have easily run the cube tables a couple years ago, but times have gotten faster. I’ve given the aggro decks the power boost that they so desperately needed, and slow control decks are naturally one of the casualties. That said, I wasn’t even facing aggressive decks in this draft.

Let’s compare to another cube deck of mine that did go undefeated.

tenchesterDeck
(click to enlarge)

These two decks have a lot of cards in common, but the Bant deck is much punchier. Deathrite Shaman and Lotus Cobra gave the deck some explosive openings, and our early game threat density is much higher. This Bant deck was loaded with 3-drops that could take over the game, and its 4- and 5-drops hit the table earlier due to acceleration.

I’m still trying to diagnose exactly what went wrong with the draft. Simple play errors? Did I get unlucky? Did failing to secure mana for the green splash cripple the deck? Are there cards missing from my environment that slower control decks need for a bit of a boost?

How would the UW control deck perform in your cubes?

Thanks for reading, and help me solve this mystery in our forums.

[M14] Dark Prophecy Preview

By: VibeBox

dark prophecy mtg

Sometimes a mana cost alone is enough to pique interest among Magic players. The recently spoiled Dark Prophecy is a card seemingly designed to draw just such attention. Its triple black symbols splashed across the top, boldly vault it into the venerated company of such iconic cards as PoxDoomsdayBridge From Below, but especially Necropotence. However for Cube purposes this newcomer is more accurately comparable to a the likes of SkullclampPhyrexian Arena, and the scarcely played Greater Good.

On the surface Prophecy offers a tantalizing prospect, the opportunity to get value (and even gas in the tank) off of the commonplace occurrence of the death of our own creatures. In a color that’s focus is increasingly on recursion and value in its creatures already, this seems like a safe bet to find its way into many Black sections. However there are serious issues plaguing this seemingly promising prospect. The biggest among these is that of control, as we do not have the ability to activate this effect at will unless we’ve specifically set up board states to be able to do so with things like Carrion FeederAttrition, or Spawning Pit.

While this may not seem such a steep cost to entry, we must also consider that we are not able to end the effect strictly at will either. As long as Prophecy is in play every creature we control now represents a potential point of damage to us for our opponent that otherwise wouldn’t have been available. (Like Martial Coup wasn’t devastating enough) Trading Life for Cards is always a draw, but this is no Yawgmoth’s Bargain, and Black aggro decks already sometimes find themselves desperate to recoup some of their dwindling Life points lost to its own Dark Confidants and Carnophages.

The other major hurdle here is the issue of board impact. The triple black cost may be an eye catcher, but it’s also a burden. Prohibitive color costs are quick to draw the ire of Cube designers, and for good reason. No one wants to get stuck with one of their key cards in hand at the critical moment, so any card that demands such a strict cost must offer significant rewards the likes of Geralf’s Messenger. For our three Black mana Prophecy certainly offers a change in dynamics of the game, but in terms of concrete effects on the board promises very little. Anyone who’s been Pox‘d or beaten down with a Messenger will certainly attest to their immediate effectiveness, but even in some better scenarios for Prophecy the best we can hope for is to draw a few cards in a highly synergistic manner.

While it may pair well with the Blood Artists and Pawn of Ulamogs of the world, ultimately I fear Prophecy is a card that will too often fall flat and simply fail to have the impact necessary to cement its place among the staples of a modern Cube’s Black section. The allure of garnering game breaking card advantage will certainly earn Prophecy a Testing Slot at least, and while I sincerely hope I’m wrong, I portend a dim future for Dark Prophecy.

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[M14] Garruk, Caller of Beasts

By: CML

Beast Mode

Green, being the coolest color in M:tG, was long overdue for a planeswalker with this kind of flavor. Lorwyn’s Garruk Wildspeaker is one of the most elegant and manly designs in all of MagicInnistrad’s Garruk Relentless (in spite of his fittingly relentless 0-loyalty abilities) was all too easy to interact with, and you could see Magic 2012’s Garruk, Primal Hunter, musclebound and color-intensive, literally bursting against the constraints of his art frame and casting cost, trying to pack enough into a planeswalker to out-value Sphinx’s Revelation and opposing Thragtusk decks for the low, low cost of five mana.

In Magic 2014, Garruk has kicked it up a notch:

garruk, caller of beasts

The two previous planeswalkers that cost six —  Chandra Ablaze and Sorin Markov — were limited bombs that had basically no impact in Constructed (unless you count Sorin lopping thirty life off an EDH / Commander player’s life total to be Constructed, and I don’t). Wizards of the Coast has been trying to get away from these kinds of designs lately — think of how Liliana of the Veil is the nuts in Legacy and Modern, but sparsely played in Standard and very beatable in ISD-block limited, or how Liliana of the Dark Realms or Tibalt, the Fiend-Blooded are stone-unplayable — so maybe Garruk will be, like those cards, a more tasteful design. Where will he fit in?

Standard

Probably not in Standard, where the mana is good enough to cast the much more powerful Primal Hunter. Let’s break down the abilities:

+1: pretty similar to the −3 mode on Primal Hunter, drawing a ton of cards in the greenest of ways.
-3: pretty similar to the +1 mode on Primal Hunter, protecting your Garruk with a guy.
-7: pretty similar to Primal Hunter’s ultimate, winning the game outside of a few corner cases.

You could also compare Garruk, Caller of Beasts to cards like Garruk Wildspeaker and Tezzeret, Agent of Bolas, which both had to use their ‘minus’ in order to affect the board. The differences, I hope, are clear enough: Wildspeaker (“O.G.”) and Tezz AoB cost four and only need a single turn to go ultimate, which is so, so powerful. It’s not likely that you’ll lose after untapping with the Caller of Beasts, but this is true for almost every planeswalker, a number of planeswalkers better protect themselves, and almost all other planeswalkers cost less than six mana.

Modern

Nah.

Cube

So if Garruk, Caller of Beasts is totally unplayable in Standard and kind of a bomb in Limited, that makes him boring for those two formats, but puts him in an interesting spot for Cube. The “mythic that costs exactly four colorless and two green” slot has been good to Cubists, producing the interesting Primeval Titan and the underappreciated Rampaging Baloths. Green doesn’t have a lot of other options at six (at least without another color; Dragon’s Maze gave us the excellent Ruric Thar, the Unbowed, for example) — and, with many Cubists on this site and elsewhere opting these days for a light touch when it comes to ‘walkers, new Garruk’s power level might be right what a Cube with a flat power curve is looking for.

Sadly, I don’t think this is the case. Six mana is still a lot, even for a slower format. The corner cases of being able to drop in a Woodfall Primus or Terastodon are not worth the trouble, and Progenitus isn’t in most Cubes. Beyond that use, Garruk will either be a stone-cold blank that you’re ashamed to play, or something that completely takes over the game — with an emphasis on the former case. I’ve tried to cut most of those kinds of cards from my Cube — Blue Sun’s ZenithTinkerProgenitus himself, themes like Mill and Tribal, and the entire idea of ‘combo’ come to mind — and I’m wary of even trying Garruk. But, who knows — I’ve been wrong before!

M14 Previews:
Archangel of Thune
Shadowborn Demon
– Elvish Mystic
Young Pyromancer

[Top 8] Missed Design Opportunities: Multicolor Edition

By: Vibebox

With Gatecrash come and gone and another trip to the plane of Ravnica wrapped up, multicolor cards are prevalent in the Cube discussions of late. Serious card evaluation and play/cut recommendations are all well and good, but today I’d like to take a moment to look at some of the more disappointing products to come out of WotC. These are cards that could have been printed in a form that would see them becoming Cube staples and fell short, or perhaps took up the slot in the set that could have produced such a card. I’ve tried to avoid a whole class of cards that are interesting or powerful and would be playable save for that one extra mana tacked on, as this category’s denizens are numerous.

First up we have an Invitational card (r.i.p.). Augermage made brief waves when he was first revealed, but mostly by nature of being one of the long awaited player submitted cards. However, the end result was a far cry from the card Terry Soh had envisioned.

[IMG]

Oh, what could have been! This guy could be sitting pretty in most Black sections as an Aggro gem second only to Dark Confidant, but instead we have another middling contender in the deep pool of Rakdos cards.

I can certainly understand trepidation in the printing of such an efficient disruptor with a decent body, and it’s no surprise to anyone to see Wizards lean on tapping as a cost or adding mana. These tendencies are particularly grating in this case, though, because they go directly against the wishes of Soh himself, who specifically wanted an aggro two drop that had a shot at seeing Constructed play. The addition of an extra mana could have been overcome if the rewards were right, the addition of another color certainly could have still produced a playable card, and even the tapping activation could have been worked around.

So instead of paying two life to activate its ability (giving us Putrid Leech-like decisions to make), or costing a Red and a Black but having Haste to offset the need to tap for activations, we got the version with all three elements clumsily tossed on.

Supreme Verdict

I remember waiting for Dissension spoilers to roll in, and thinking “oh boy, I hope Azorius has an instant speed Wrath!”. I was prepared to pay five – perhaps even six – mana for an effect firmly affixed at four, purely because I thought it was a simple elegant design that could create interactive game decisions. Instead, we got Swift Silence.

Supreme Verdict is certainly a step up from Swift Silence, but again, we missed out. We got a halfhearted check on Snapcaster Mage, while Detention Sphere got the push in terms of power and flexibility. I may have been overly optimistic to hope for the instant wrath back in the days of old Ravnica, but it’s sad to see WotC continue to let the power of creatures outpace that of spells year after year.

Warleader's Helix

Lightning Helix quickly came to be a defining card of Boros, and I think expectations were high for the return to Ravnica to deliver more iconic cards like Helix and Electrolyze. Instead, we got the laziest possible option; a virtually identical function on a much worse card. They were apparently so desperate to capture the essence of what people expect from Boros that this isn’t even the only time in the set they blatantly go back to the well.

Lord of Extinction

Here’s a card with several factors working for it. It’s got a badass name, good art, and great flavor. This was a mythic that had people excited at first to see what this thing could do. But there’s something missing from this card and it’s glaringly obvious. Any number of options could have turned this guy into the spiritual successor to the rules nerfed Grave-Shell Scarab, but instead he’s just a turd out there.

Perhaps some sort of Necrotic Ooze or Death-Mask Duplicant effect could have made this guy a star, but now he’s just a faded memory, never to be seen outside EDH again.

Vanish into Memory

WotC said they wanted to do a “Top Down Design” card this time around for You Make the Card, and had the community first vote on a piece of art to use, then create a card around it. The art chosen is fine, and the Blink theme was certainly fertile ground to work with. However, at four mana and with such an awkward and disjoint function attached, this card was doomed from the start. Had this card been done right, we may not even be calling them Blink effects to this day, as Vanish would have predated Blink and perhaps established a precedent of “Vanish” effects.

Sire of Insanity

Stripping the hand outright while presenting a threat is certainly an intriguing prospect to a Blightning type of aggro deck. The effect can even be strong enough that Mindslicer saw play for a time. Even pitching your own hand is an interesting drawback to be worked around in its own right. If this guy had been anywhere near a playable mana cost he might be competing for space with things like Olivia Voldaren, perhaps even tearing it up with Blood Scrivener, but we got the version that costs six mana and still dies to a Char.

Cloven Casting

R&D talks a big game about color alignment and balance, but when you look at the color pie territory as it is functionally printed some Colors and Guilds are clearly missing out. (AHEMREDCARDSCAUGH)

Blue and Red technically love to get in on spell copying action, and it’s a shared point of interest between the two. The history of cards that actually accomplish this with any reasonable efficiency is painfully slim, though, and hasn’t been cheap or relevant since perhaps as far back as the first printing of Twincast. Cloven casting was a chance to use multicolor requirements to try to push this aspect of the colors’ identities into respectability. Sadly for Izzet fans everywhere, three extra mana seems to have inexplicably been tacked onto a card that already had a restriction and multiple color requirements. In a world where the relative power of spells is staggeringly low, this excessive cost is baffling.

Gruul Ragebeast

I hate to bring up another card that suffers mostly from mana cost, but this card could have been a dead ringer for both flavor and function in Gruul. At four or perhaps even five mana there may have been significant interest in this card, and it may have pushed for playtime the like of which Huntmaster of the Fells is seeing. Fight is a reasonable mechanic, and an increasingly relevant one in the new creature-centric dynamics of the game, and this could have been the card to personify it. Unfortunately, Ulvenwald Tracker will have to hold that distinction a while longer.

I hope you’ve enjoyed our look at what could have been, and I hope you enjoy our other [Top 8] Articles to come, as well as plenty of other great Cube content right here on riptidelab.com.

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