Tag: magic

[M14] Shadowborn Demon

By: VibeBox

shadowborn

Shadowborn Demon caught my eye almost immediately when I saw him in the spoiler for M14. It’s an interesting card because it bears some resemblance to many of the black creatures higher on the curve that currently see play. So called “187” creatures have been a staple of black for some time, and rarely do we see them with such loose targeting restrictions as this.

It also fits nicely into the Recursive Black Aggro archetype that has been gaining popularity, which makes it of particular interest. A Pox or Contamination deck may already be playing GravecrawlerBloodghastBitterblossom, or any number of other enablers to negate exactly this kind of drawback. However, we have to consider that sometimes the drawback won’t come into play at all given that these types of decks will often play an Oversold Cemetery based purely off the number of bodies it can flood the graveyard with, given its nature as an aggressive deck.

While not everyone supports these types of recursive themes, other decks like reanimator (which is always filling its yard with Ideas Unbounds and Frantic Searches) may well find him to be a playable body as well. I think he deserves a look, so let’s match him up against some other, more familiar options.

Shriekmaw
This is a card that’s seen play in most Cubes since its printing due in large part to its versatility coupled with a sufficient evasive body. The Demon has a far more threatening body, albeit with a less powerful form of evasion. (Though Fear gets continually worse as the proliferation of hybrid cards continues) That’s not all, though. He also offers 4 (!) extra points of toughness, as well as the ability to actually destroy the types of creatures that could theoretically block him (flyers), an ability Shriekmaw can’t boast.

Bloodgift Demon
Here is a card that was enthusiastically embraced by Cubers recently, and sports a similar body at five mana for five flying power. Here again, though, the new Demon has certain advantages. Two points of toughness may not be a staggering number, but it does put Shadowborn Demon out of Char or Fireblast range, a critical threshold when you’re on the defensive against an aggressive start from your opponent.

The Demon also offers value up front. Everyone loves a Phyrexian Arena, but it’s an up front investment for value down the line, and in a form that can become a liability at that. Often this is simply too little too late on a card that costs five mana. Shadowborn kills their most threatening attacker dead immediately and stares menacingly at their remaining crew with threats of blocking.

Nekrataal
While I don’t want to downplay the significance of an increase from four to five mana, the returns here are undeniable. For one additional mana we’re now looking at not only a drastically bigger body, but real evasion. Our Demon friend plays equally well with Blink Effects, and does’t get blown out by any old Arc Trail from the opponent.

Kokusho
Still played in many cubes, poor Koko has seen better days. Power creep has turned a once formidable body with value into a sketchy proposition. For one less mana we get not only a better body with the same evasive properties, but we get our value up front instead of (like Bloodgift Demon) waiting for it to matter. An opponent with a Swords or similar exile effect will probably take the game from us if our stock is with KoKo, whereas the Demon stands a far better chance to have made the difference for us.

I believe that Shadownborn Demon compares favorable with all of the above, save perhaps Shriekmaw due in large part to his function as a Terror, and fringe value with sacrifice effects. In many modern black sections the drawback is more or less negligible, if not outright planned for. I have high hopes for Shadowborn Demon, and I think he deserves a chance in any black section that focuses on recursion, and many that don’t.

All told, I’d say that Bloodghast just made a new friend.

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[M14] Elvish Mystic

By: Jason Waddell

With Modern Masters already on the shelves, the Magic world’s attention turns to the next big landmark: the new MTGO client Magic 2014. If you’re anything like me, nothing quite tickles your fancy like the prospect of new cards. Now, I’m not personally one to dig through the slop of spoiler pages to find the gems in the rough. I let others do the dirty work for me. For my dollar, there’s no better resource than the MTGS Cube “New Card Discussion” forum. There, users have culled the spoilers down to only those deserving of discussion. And at a quick glance, the ruling is clear. The fans are wild about the upcoming Elvish Mystic. Its thread has two-to-three times the number of posts of most other cards. So let’s check out this hot new commodity!

elvish mystic mtg cube drafting

Hmm… that can’t be right. All I’m finding are old cards.

So I dug a little deeper.

eMystic

Aha! There it is!

Now whenever a new card is printed, a common evaluation tool is to compare the new thing to existing known quantities. Due to its casting cost, activated ability, power, toughness, creature type, and second creature type, I’m sure there are those out there that will draw the inevitable comparisons to mana elves of days past. But there are some real substantive differences that should not be overlooked.

Let’s start (and end) with the names. Now, Elvish Mystic is the latest in a long line of cards in Wizards quest to strip the flavor from preexisting cards. Why use evocative names like Kodama, Llanowar and Fyndhorn when we can just slot in words from the English vocabulary? But don’t take that as a dig. While Elvish Mystic’s name may be instantly forgettable, it does evoke a strong pedigree:

mtg mystic cube cards

Cards with the word “Mystic” in them have been restricted and banned from Magic’s most powerful formats! How can the other mana dorks possibly hope to match?

llanowar cube drafting

They can’t. But Rofellos is a pretty cool chap to be waving the banner for your clan. But I have to say, if that’s Llanowar “Reborn”, I’d hate to see how shabby it was in its original state.

mtg fyndhorn

Alas, House Fyndhorn. The above image actually captures all six cards ever printed with the word “Fyndhorn” in their title. Quite a ragtag crew, the Fyndhorns. Their bows are among the most inefficient in the land, and their elders look like Elvish incarnations of Steve Buscemi. Tack on the fact that “Fyndhorn Brownie” sounds like a Dominarian sex act (Fyndhorn Pollen lady knows what I’m talking about), and I think we’ve found our winner.

If you only run one functional reprint this summer, run Fyndhorn Elves.

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ChannelFireball: Declassified Information

By: Jason Waddell

Today my latest ChannelFireball Cube Design article went online, covering a subject that is neither near or dear to my heart: card classification. Far too much ink has been spilled on this topic already, along with other perennial favorites like “why a draft environment should have aggressive cards”. Classification discussions have never been of great interest to me. In the early days of our now decrepit Google Groups page, Eric Chan started a thread on multicolor card classification that I didn’t have a whole lot to contribute to.

Ultimately my ideas on card classification are simply an extension of the Poison Principle. Drafting at its core is a competitive resource acquisition exercise, and to tune this dynamic you need to be acutely aware of the degree of competition that exists for various cards and effects in your environment. Sometimes the right card for the job is a narrower card that is sure to reach the drafter who needs it most. But by and large the bulk of any draft should be filled with cards that are useful to more than one drafter.

The task of tuning the demand for cards in your draft set is of course nuanced with no single right answer. When evaluating my own cube, I look for moments when I intentionally let the card I want most wheel over the cards I think other drafters will want. Am I consistently picking monocolored cards and letting gold cards wheel? Are there cards supporting a certain archetype that nobody else actually wants? If so, how many? Is the entire archetype mechanically isolated from the rest of my set?

This method of evaluation is a useful diagnostic for figuring out where the proportions or dynamics aren’t working as intended. Why is it important? Simple. If your packs are filled with cards that only you want, that means your packs are loaded with “dead cards” for the other drafters. I touched on this briefly in the article, but the corollary to ensuring that there are enough drafters competing for a given card is ensuring that there are enough cards for you the drafter to choose from. Drafting isn’t much fun when you have so few choices that the deck can be built on autopilot.

It’s for this reason that I railed against strongly promoting monocolor strategies in an environment filled with such a high density of multicolor support. To take some numbers, if we had a “core set” style draft with almost all monocolor cards, we would have about 70 cards from each color in a 360 card draft, and even then the standard is for players to build two-color decks. Cubes run in the ballpark of 50 monocolor cards per color. A monored aggro player, for example, has a few artifacts like Tangel Wire and Bonesplitter that they might be interested in, but also have no use for red control cards like Pyroclasm and Slagstorm. The pickings are pretty slim for such a drafter, not to mention the fact that their deck completely falls apart if other players are strongly in their colors.

Why would we promote monored aggro as a Tier 1 strategy in a set with the full ten guilds worth of gold cards. Imagine if one of full-block Ravnica’s top draft strategies was monored aggro. This would be an utter failure in design. As we’ve come to expect, these design flaws are at their most potent in various iterations of the MODO cube. All of which is a source of great frustration, considering how solidly Wizards’ retail draft sets are built. Normally I’d be content to take the easy-going approach and say “it’s fine, I don’t really play much online anyways”, but comically enough the MODO cube has had measurable impact on my paper cube. I’ve asked various local players to join in on the cubing action, only to be categorically denied, with players citing “horrible experiences with the Wizards’ cube” as reason not to join in on the festivities.

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Rethinking Red

By: Dom Harvey

Recently I’ve been exploring various ideas for new Cubes, and as part of that I wanted to rethink the assumptions we often make about each colour to see what interesting options are available. In a lot of Cubes, Red is probably the colour with the least variety: you can make a R/X aggro deck, you can sprinkle a few burn spells in your control deck, and – if your Cube supports it (and not many do) – you can once in a while draft the Wildfire ramp deck. Meanwhile, every other colour has both more things and more interesting things going on; only white really has the same problem, but it still manages to exhibit greater diversity. I wanted to try revamping red by pushing a bunch of themes and staying true to the design philosophy of prioritizing interesting cards/game states over cards which are powerful in a vacuum, without crippling the red aggro decks that help maintain that end of the spectrum in Cube. I don’t expect all of these changes to hold up, but hopefully some of these ideas will be useful.

My main objectives:

  • Move away from ‘mindless’ aggro decks by including cards that enable aggro-control or aggro-combo.
  • Let red play a bigger role in control and combo decks.
  • Find – and if needed/possible, double up on – cards that bridge multiple archetypes and/or colours.

So:
Burning-Tree EmissaryPriest of Urabrask

My first move was to triple up on a card that I’ve been drawn to ever since I first entertained the idea of duplication: Burning-Tree Emissary. It does everything I want to do with this project: it works in multiple archetypes (Storm, aggro) and colours (fits perfectly well in G/X aggro or midrange) while being a good card in its own right, and creates interesting decisions in design, draft, and gameplay. If you draft two of these, for instance, weaker cards that can be played off RG start to become more appealing than objectively stronger cards; and in-game, there’s often a tension between deploying your board as fast as possible as Emissary wants you to do and playing around sweepers/reserving spells for storm cards; and Emissary by itself is very weak, so there’s a trade-off between the fast starts it enables and its weakness later in the game. In design, you have to balance the distribution of 2-drops between those that can be cast of RG, those that can’t, and the Emissaries themselves. For a card that has such a damaging effect on Standard, it’s surprisingly interesting in Cube.

Storm EntityGrapeshotHaze of RagePast in FlamesReforge the SoulMana Flare

Storm is a controversial subtheme; even some of the people most open-minded about experimenting in Cube are reluctant to try Storm, on the grounds that it’s unreliable, doesn’t lead to interactive games, and requires loading up on cards that have no use outside of that one archetype (thereby also letting people go on auto-pilot in the draft). I think some of those concerns are unfounded, and in any case they can be addressed by approaching the topic carefully. Burning-Tree Emissary, for instance, is fantastic with both Storm Entity and Grapeshot, and there’s an interesting tension between it and Haze of Rage – do I play out all my guys to maximize the power spread, or do I hold some back to boost storm? The fact that these cards can be played in aggro decks stops them being narrow and makes those decks more complex. The best Storm card, however, is undoubtedly:

Empty the Warrens

Empty the Warrens is good enough that I want multiple copies. Not only is it a good Storm finishes that nonetheless encourages interaction (a small or medium-sized Empty can be fended off by blockers, and there are enough sweepers to make it risky), but it’s also a nice curve-topper in an aggro-combo R/X deck. It also has a lot of incidental synergies and crossover with other archetypes. Consider a turn 4 of unsuspend Rift Bolt, Emissary, Empty; now consider it with a Carrion Feeder/Goblin Bombardment, cards that boost power (battle cry, Anthems) or anything that cares about having multiple creatures (battalion, Hellrider). It’s also rather nice with:

Greater Gargadon

Greater Gargadon is another card that does a ton of things well without getting boring. It’s a 1-drop for the red aggro decks that isn’t a dumb animal like Jackal Pup or Goblin Patrol (the dynamic a Gargadon ticking down introduces to a game is fascinating, and from both sides no less), it’s a sac outlet for various shenanigans, it’s the perfect finisher for the Wildfire ramp decks and in concert with sweepers in general (to say nothing of Upheaval and Balance), it can get people out of nowhere, and the 10 CMC can be surprisingly relevant.

Heretic's PunishmentBlazing ShoalBlast of GeniusRiddle of LightningErratic Explosion

This is one of the more outlandish twists I want to try. It’s more shallow than some of the other subthemes I’m trying, but it slots nicely into place alongside them: the miracle/library manipulation subtheme (giving targets for these cards – e.g. Thunderous Wrath – and setting them up respectively), the Sneak Attack/Through the Breach/Show and Tell/Eureka/Flash/reanimator package that wants high-CMC fatties, cycling/evoke cards, Blasphemous Act (more on that soon) and so on. It creates some awesome games at little cost: even Blazing Shoal, the card with most blowout potential, forces decisions: showing it once puts the fear of God into the opponent in future games, making combat a nightmare, and the investment required to ‘go for it’ is substantial enough that it requires setup and good timing.

Boros ReckonerBlasphemous Act

Boros Reckoner is exactly the type of card I’m looking for. It’s an excellent card in its own right, and it’s best against the type of decks that would want a Boros Reckoner, meaning that doubling or tripling up on it doesn’t make red aggro decks much more powerful at the expense of other strategies. In addition, the combos with the card are all nice against control decks as well, meaning that there are multiple dimensions to the card depending on how you want to use it. Its mana cost is one of the subtle things that makes the card so interesting: it rewards people for committing to red or white (or both) while being flexible enough to see play in other decks (in particular, the fact that it’s good at most stages of the game, especially if you’re using it to do silly things, means that it isn’t as much of a hindrance). The card is also just a ton of fun – it’s inexplicably satisfying to One-Hit KO your opponent by loading damage onto a Boros Reckoner.

Cards that combine well with Boros Reckoner include include Devastating Dreams, Sickening Dreams, Firestorm, Kindle the Carnage, Blasphemous Act, Chandra Nalaar, Spitebellows andRolling Earthquake.

Faithless Looting

The final red card I want in multiples is Faithless Looting. This is what ties all of these loose ends together. It’s unremarkable in the sense that everyone knows how good it is, but it performs a much-needed function and does it as efficiently as you could ask for. Having Looting gives you the freedom to take chances with some of the niche cards listed here, as you can dig for them when they’re wanted and cash them in when they aren’t.

Seismic Assault

Lastly, Seismic Assault. I don’t need to go into how good it is with Life from the Loam, but it’s easy to overlook its interactions with cards like Land Tax, Meloku, the Clouded Mirror, UpheavalSunder and Memory Jar. By itself, it’s a recurring source of uncounterable, instant-speed damage that allows you to get value out of dead lands. Flame Jab  is a neat card in the same vein that also helps build up a storm count.

Assorted Cards:
Flamekin Harbinger sets up Changeling Berserker/Titan, Vengevine, Avenger of Zendikar, Wolfbriar Elemental, Mulldrifter, Shriekmaw, Spitebellows, Mirror Entity, Reveillark and more.

Changeling Berserker fits into any tribal sub-theme you’re pushing, is great with 187 creatures, lets you tuck things away to insure against sweepers.

Devastating Summons  is a cool top-end card that’s cheap enough to be incorporated into a storm chain and to set up a Summons-sweeper turn. The fact that it scales at will makes it very skill-intensive.

Chandra, the Firebrand gets a bad rap, but can be used to set up some truly sick plays.

This is just the tip of the iceberg. There’s an obvious tribal theme waiting to be explored in the form of Goblins, and less obvious ones like Elementals or Giants, and I’m sure there are many ideas I haven’t even considered yet. As I started tinkering with my Cube’s red section, one obvious problem arose: how can I properly support these themes without diluting the pool of cards necessary for red aggro or swelling the size of the Cube? To a degree this can be done by cutting some ‘redundant’ burn spells or some of the weaker creatures, but this will only go so far. There is a solution, however: give those cards to other colours!

Figure of DestinyRakdos CacklerFigure of Destiny

By doing this you improve not only aggressive decks in those other colours, but red aggro as well! The downsides of this approach also don’t apply as much to aggro: the problem, if you want to call it that, is that duplicating cards decreases variety, but aggressive creatures in Cube are largely interchangeable. Sure, you don’t want to switch out Grim Lavamancer for another vanilla 1-drop, but is your play experience really enhanced by having a Rakdos Cackler and a Jackal Pup instead of two Cacklers? The other worry is that the red section becomes bloated, taking up a disproportionate amount of space in the Cube. This is a legitimate concern, but it’s just as relevant for ordinary colour organization: we should adhere to colour balance in Cube construction not for its own sake, but because we think that it’s likely to ensure that all colours are draftable and no one colour dominates.

This may be an intuitive method of grouping cards, but it doesn’t acknowledge basic principles of deck construction. Are Carnophage and Griselbrand ever likely to be in your deck together? Not if your deck has a prayer of winning a match. A Swamp that just cast a Carnophage is about as likely to cast Griselbrand as it is to cast the 12th-pick Qasali Pridemage in your sideboard. How does it make sense to treat the two as the same in an important way when building your Cube? If very different red cards are each being put to their own ends in a wide range of decks, the fact that they have the same mana symbol in the corner is irrelevant. This is a larger topic best saved for another time, but I think it’s worth mentioning now so that we can consider these ideas free from ingrained prejudices.

I hope some of these ideas prove useful for you; even if you don’t end up adopting any of them for your own Cubes, the main take-away from this is that there is a lot of largely unexplored design space to play around in, both for red and in general. Thanks for reading!

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Channel Waddell: Cube Draft #1

By: Jason Waddell

My latest ChannelFireball article launched this morning, and this one is a change of pace from previous installments. Here I record one of my own paper drafts, and share my picks and matches. I’m eager to hear feedback on the format, as I could certainly produce more of these if readers are interested.

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