Those who know me, know I love decks that are complex and have lots of interactions. I love a deck that rewards tight play and a solid grasp of its play lines.
In the days or yore, I played a casual Enchantress deck with Bramble Elemental and Aura’s like Rancor, Mark of Fury, Crown of Flame, Fiery Mantle, and Ghitu Firebreathing. When I saw that GW Enchantress was a thing in Legacy I immediately wanted to play it. Granted, it’s not a very popular archetype and the argument against playing the deck is very reasonable. It is, for the most part, a bunch of separate pieces that do nothing alone and eventually coalesce into a win-condition–some would argue too slowly. In other words, Enchantress is a Control deck with a combo finish and in a format where combo also includes Show and Tell, Hypergenesis, and ANT, a turn nine or ten win just isn’t as impressive.
However, what about in standard?
Ever since we were told Theros was going to be an Enchantment block, I was hoping for the pieces to play a Standard-level Enchantress. Well, we got this:
I was skeptical at first when I saw our enchantment Enchantress was 4CMC, but in a world with Aburpt Decay 2GG is actually better than 1GG and besides, the three-drop slot is packed full of other wonderful toys. Cards like Courser, Boon Satyr and Banishing Light, cards that make the deck not just a collection of enchantments that do almost nothing but instead of collection of creatures that can beat down. The list I’m playing right now was inspired by the one Tomohoro Saito posted right when Nyx released.
— TomoharuSaito/トモハル (@TomoharuSaito) May 2, 2014
I’ve since changed the list after a week of general success and then a week of nothing but draws as game one took forever.
|Lands||Creature Spells||Non-Creature Spells|
The core of the deck’s power is Sphere of Safety. Since just about all of your creatures are also enchantments, sphere stacks up rather quickly and most decks can’t even get through an enchantment count of three or four. It’s not like the deck fails to operate without it either. The Caryatids, Rams, and Coursers are massive brick walls for most decks that allow you to get past turns five and six when Elspeth, Karametra, and Thune take over the game. Rays and Light make for an effective removal package, placing a further tax on their earlier threats trying to attack and removing big threats somewhat permanently.
I’ve so far had pretty solid matches against Aggro and most Mid-range decks, but devotion Decks–especially those playing Nykthos–can push through a single Sphere without too much trouble. Gray Merchant and Fanatic of Mogis are both very dangerous cards, since you really only have four spells that remove a permanent from the field.
Which is why my sideboard is as follows:
- 2x Banisher Priest (More real removal)
- 3x Selesnya Charm (Mostly for GR monsters, and Mono-Black)
- 3x Mistcutter Hydra (Can win blue based match-ups all on its own)
- 2x Rest In Peace (Better for this deck than Scavenging Ooze)
- 2x Bramblecrush (My answer to Nykthos)
- 3x Celestial Flare (My only real hope against Hexproof)
I had the Thunes side, but I feel like I need to be able to win/steal Game One so that I’m under less pressure to close out two more games and with the Rams, Coursers, and Primeval Bounty, I do gain a lot of life and my creatures get massive quickly. I’ll have a report from states after this weekend, but until then, if you have any questions leave me a comment or tweet me @darkr3x.
Until next time, my all your top decks be excellent.
Spoiler season for Dragon’s Maze started last night and among the first things WoTC dropped was this baby:
Needless to say, I am stoked. I loved the split cards first reprinting in Dissention and then the craziness that was Planar Chaos and this new iteration feels like an evolution of a Magic mainstay since Invasion. Granted Fire//Ice and Boom//Bust are probably the only two splits that see any regular play at Comp Rel, but there’s plenty of them that have pretty solid uses–and I’m betting this one will be seeing serious play:
See, there was this card in Champions of Kamigawa called Glimpse of Nature. For those not familiar, it was a sorcery for G that had rules text to the effect of whenever you cast a creature for the rest of the turn, you draw a card. Sadly, it was banned almost immediately when Modern was first formed because of decks like this one played by LSV in the community cup just before WoTC replaced Extended with Modern. The the main concept was build into an Elf-powered ball of mana and then hardcast Emrakul. It could do this on turn 2. Turn 2.
Beck is cut from the same cloth. The extra mana cost makes it a bit harder to combo off on turn two with, but it works with ETBs and not on cast. Which makes me wonder if RUG Twin will make a come back over Raka (WUR)–I know I’m certainly going to give it a try–I can definitely see Combo Elves trying to make a come back in Modern with it.
Beyond that, the rest of last night’s spoilers were pretty much around were I expected. Ral’s a solid walker with some neat abilities that are 110% Izzet. Malek is going to be one heck of an EDH general. I am surprised Resto’s ability is staying in standard, albeit at a lower power level.
Can’t wait for tonight to see what new goodies get spoiled. We have 8 guild champions left and who knows what else waiting to see the light of day.
’til next time!~
Well, I say scrubbing out, but I was statistically in contention for money pretty much the whole day until I lost in round 7. Honestly, this is the best I’ve ever done at a large event and, in the abstract, I’m overall pleased with 3-5. Really though, I’m still quite sad. Looking back on my play, there are numerous places where I could have done better. Deck wise, the Spicy Raka build was right on for most of its matches, but not having Boros Reckoners to side in against aggro was a pretty big issue. Had I the four of, two of my losses to aggro could very well have been wins. I also missed a Pillar of Flame interaction with Doomed Traveler that likely cost me Round 1 game 1 against Esper Spirits.
But that’s last week. Let’s talk this week.
First off, this deck happened and as a wedge player I can only say it’s about time.
|4 Blood Crypt
3 Clifftop Retreat
4 Dragonskull Summit
4 Godless Shrine
4 Isolated Chapel
3 Sacred Foundry
2 Vault of the Archangel
2 Aurelia, the Warleader
|1 Blasphemous Act
4 Faithless Looting
4 Lingering Souls
3 Mizzium Mortars
1 Rakdos’s Return
3 Tragic Slip
2 Unburial Rites
2 Liliana of the Veil
|1 Blasphemous Act
2 Gloom Surgeon
2 Liliana of the Veil
1 Mizzium Mortars
2 Purify the Grave
3 Rakdos’s Return
1 Rolling Temblor
1 Tormod’s Crypt
1 Unburial Rites
I’m not 100% on the Sideboard, I feel like 4/75 cards being Rakdos’s Return is a bit much, esp. with 4 Liliana of the Veil as well. I’m probably going to run a package that’s more like the following to be better matched up against things like Reanimator, PSZ Bant, or Flash, where I’m just dead if the resolve an Angel of Serenity for value.
3 Ultimate Price
2 High Priest of Penance
2 Liliana of the Veil
1 Mizzium Mortars
2 Purify the Grave
1 Rakdos’s Return
2 Rakdos Charm
1 Unburial Rites
Ultimate Price, Purify the Grave, and Rakdos Charm each allow me to respond at instant speed to either their reanimation or Zanganna and Angel of Serenity’s ETB triggers. I won’t catch everyone, but there are definitely times where I’ll get things exiled permanently off an Angel or make them draw one card off Zaganna.
Going to be playing the above build this weekend and will report back on how it does. Not sure If I’m playing over at the Pillage or down at Kaboom in Va Beach, but I’m sure to be having a blast either way with my second favorite color combo behind RUG.
Speaking of RUG, RUG Flash finally put up some tournament results with a top 16 finish at SCGKC. The build is pretty much what I was running pre-GTC with Yeva and Huntmaster doing most of the heavy lifting. Should this Dega build not work out, it’s likely I’ll go back to that. Aggro-Control is my main skillset and these two builds are right in that wheelhouse.
Anyway, ’til next week!
Oh mine guttes! GP Charlotte…
Friday – Getting there
Leading up to the weekend I was suffering from one heck of a head cold, but I’d lived through worse and, as always, paid the illness no mind. Left on Friday around noon after picking up a couple of other players from The Pillage. The route we drove took us down 81, through the mountains. Had I know what I do know, I would have suggested 95 a bit more strongly. Thirty minutes into the drive, just past Front Royal, I felt like my head was being stuffed with cotton while also being clamped down on. Right after, my hearing went all wonky and I developed quite the headache. This is the state I played in all weekend–and that very well might be a major contributing factor to my subpar GP experience.
We got to Charlotte just after six, just enough time to check in to the hotel and get to the hall for Foiled Again.
Friday – Foiled Again
In my mind a super-sized FNM , there were about 250 people playing Standard, where playing got you an FNM promo and each round you won garnered another. Played Life Bomb after managing to find the last two Sorin’s I needed for the deck. Match One, I drew with UWr Tempo after assembling the combo game one and losing game two. That put my win by combo count to two out of nearly 20 games at that point. Not a good sign, but I’ll get to that later.
Even so, my other two matches were pretty solid outings with Obzedat/Sorin wins. I lost to RDW in the final round to end 2-1-1 after running over to register for the next day. I couldn’t hear shit with the noise from the grinders going on by the main event stage, but eventually the judge and I synced up and I got signed up.
Though I was a bit sad that my 2-1-1 finish meant I only got three foils, I finally have a playset of FNM Gitaxian Probes now and the pack I got for being top 64 had a Domri in it. This was the high point of the weekend, if I’m honest.
I know, I know, I was just praising the format last week, but I had one hell of a week. Between deck testing at lunch and at my store’s Monday Night Standard, I’ve pretty much given up on making RUG work for the forseeable future. RDW/BDW and Gruul are more effective aggro plans, Jund is better at grinding and taking control of a game, and xUW Flash is better at well…Flash.
So I’ve got one deck brewing, the one I ended up playing last Friday: Supreme Ooze. It definitely needs some tweaks, but I think the Predator Ooze + Supreme Verdict synergy is worth looking into. Was using Zameck Guildmage and Ooze Flux to turn Undying back on for Young Wolf and Strangleroot Geist, but my 2 drop spot is really croweded so I may drop the guild mage in favor of another undying creature, possibly Stormbound Geist. Cathar’s crusade is definitely out though. I liked the improvised evolve mechanic, but it’s ultimately not worth it since I can’t fake people out into wasting removal on what seems to be an undying creature with a +1/+1 counter on it since the Remove a counter for ooze flux to make an ooze will resolve before the burn does meaning the +1/+1 counter goes right back. Maybe just run a couple more unsummons and simic charms and bounce the guildmage on their turn end and then verdict?
Anyway, I have another deck idea I want to play with RWB control. Why those colors and control? Well, I want to play Aurelia and she’s RW. Now, for six mana there’s three places she goes. In a midrange deck, in a reanimator deck, and in a control deck. Now, as a midrange threat, she’s kind of weak in comparison to Huntmaster, Thragtusk, and Restoration Angel and she’s probably too much for RUW flash to pay for. So that leaves reanimator and control. With Angel of Glory’s Rise and Humanimator being thing, maybe Aurelia is a worthwhile include, but honestly the deck doesn’t have much space that it isn’t using for the combo. In a more conventional reanimator, there are better fatties to grab between Craterhoof and Griselbrand. Which leaves control as the last place she can feasibly be played.
So what combinations can we play?
- Boros Control — with Blind Obedience this seems like it could be a possibility, but there’s not really a method of gaining card advantage
- RWU — Just no, Flash is a better build
- RWG (Naya) — Again, no. Aggro and Midrange is where Naya is king
- Which leaves RWB. So what’ve we got?
- Well…how about some super effective flyers to attack with?
- Desecration Demon
- Olivia Voldaren
- Vampire Nighthawk
- Thundermaw Hellkite
- Restoration Angel
- And some solid sweepers
- Rolling Temblor
- Bonfire of the Damned
- Mizzium Mortars
- Merciless Eviction
- Divine Reckoning
- Killing Wave
- Great Burn
- Boros Charm
- Searing Spear
- And all the removal, ever
- Pillar of Flame
- Searing Spear
- Mizzium Mortars
- Tragic Slip
- Devour Flesh
- Ulitmate Price
- Human Frailty
- Victim of the Night
- Angelic Edict
- Tribute to Hunger
- Barter in Blood
- Killing Glare
- Death Wind
- Orzhov Charm
“So why not play Jund then? This seems like you’re just trying to do something different for the sake of difference. In fact, this is worse than Jund or Naya because no Farseek, Huntmaster, or Thragtusk.”
Because while those lists above are available to each they’re tied to Green and thus Thrag and Huntmaster, they can not get away from them lest they be overrun by the Aggro decks. With Extort and Nighthawk we’ve got most of the lifegain we need and Tribute to hunger isn’t a bad backup tune–and we can always side in Faithmender.
Spent nearly twenty four hours at the store over the weekend for the Gatecrash Prerelease. Really, there isn’t much to say in terms of meta, but I do have a better impression of the set as a whole and what it’s going to bring to standard.
As is typical, it’s on a card by card basis that anything will cross over into standard. On a few choice cards Bloodrush is going to be one heck of a tool. In xRG decks that focus on aggro, one opening is all a good deck will need to half your life total with one swing. Granted, it’s not much of a boost for Jund, but Naya and RUG both look like they’re in good places to start making waves in the format with the addition of Zhur-taa Swine and Ghor-Clan Rampager.
As for the other mechanics, I’m not too sure. Extort will see play on Blind Obedience because the enchantment is great at shutting down aggression early. Dimir’s secondary mechanic “Grind” or “mill until you hit a land” is already being speculated about in Legacy and I think it’s got a place as part of a mill win-con, but the Cipher spells are all either over costed or highly situational. That isn’t to say I don’t want to build decks around them, but I feel like the probable combinations already have excellent options that aren’t as clunky. Though who knows? BUG and Esper could find a use for them. It’s very likely that Zameck Guildmage will see play in decks that have abusable +1/+1 counter interactions, either resets for Undying or as part of a token control scheme. I wouldn’t be surprised if Fathom Mage didn’t find herself a place in some xUG control list.
But we all know the Standard Bearer for GTC is Boros Charm. This 2CMC spell is likely to see play for the forseeable future in any deck that can spare the room for it.
As far as limited goes though, the set is much more balanced feeling than RTR was. The control route feels like it’s a valid path to victory and isn’t totally outclassed by aggro and midrange plans. Having reliable removal back in the set makes landing bombs less of a instant win and more of a classic threat moment. I can’t wait to get in a couple of drafts before returning to Standard.
All in all, Gatecrash is looking like one heck of a good time and I can’t wait to see what happens this weekend.
|4 Legion Loyalist
4 Goblin Arsonist
4 Ash Zealot
4 Rakdos Shred-Freak
3 Falkenrath Aristocrat
3 Spark Trooper
|2 Rolling Temblor
2 Aurelia’s Fury
2 Rakdos’s Return
4 Bump in the Night
4 Boros Charm
4 Searing Spear
4 Blood Crypt
4 Sacred Foundry
2 Clifftop Retreat
2 Dragonskull Summit
2 Godless Shrine
Oh yeah! RWB beatdown. I don’t know why I can’t quit this wedge, maybe its because the color trio doesn’t really have an identity like some of the other wedges, but I really want to make it work. The format is full of spells and creatures that are part red, part black/white, and all beat to the face. I wonder where I would have been at the open had I not given up on my original build that nearly won me a couple GPTs and gone with Dega Humans which lacked any real bite. So I’m going back to Rakdos Wins with a splash of Boros to see if Dega can’t win a couple games.
As with my Dirty Red build before it, this deck finishes with Falkenrath Aristocrat; however, the Vampire is bringing a friend this time in the form of the newly printed Spark Trooper. He may just be a Ball Lighting Helix, but a 12 point swing on turn 4 or 5 is massive for this deck.
Even if they’ve dropped Huntmaster or Thragtusk, they won’t widen the gap, I’m still right there in their face. While not the massive threat that is Thundermaw Hellkite, both of these hasty front loaded beaters can’t be killed by Ultimate Price and as always Aristocrat dodges everything that isn’t Tragic Slip. The mirror will be very tough on Spark Trooper, so I’ll need to figure out what to do about that.“But Trevor! There’s all this first strike in the format right now! Between Thalia, Silverblade, and Pike, you’ll be lucky to ever hit with Spark Trooper!”
Yup, that’s why we’re running the Legion Loyalist. On top of being a straight upgrade to Raging Goblin (one of my favorite cards) he’s a massive enabler that the deck was missing pre-Gatecrash. My biggest problem at the Baltimore Open (aside from trying to run a wedge in a format that hated it out) was that Kruin striker was my only trample source, which meant I needed to spend critical burn to clear the way instead of going for the dome. Now though, I just need to swing three hasty guys and they’ll crash over the opposition like a tide.
I do think that I might be going a bit heavy with both Rakdos’ Return and Aurelia’s Fury, but each have their purpose as reach and disable. I’ll likely pick one and run three of in the near future, but for now a 2:2 split isn’t bad. I’m not unhappy to draw either in most cases. I do wonder how the deck will run without Silverblade, but I feel like only having RR as my main commitment to hit and not both RR and WW, that the deck will run much smoother in just about every case. I really want to run Five Alarm Fire, but agian, not sure if I can mana base for it. If I’m going to tap out on turn three, I better have dropped three guys already.
Really this is all spit balling and I won’t know how the deck works until I get a few rounds in with it.