Wednesday, September 26, 2018

Guilds of Ravnica EDH Set Review: White, Blue and Black

Welcome back to the Guilds of Ravnica EDH set review, part two. This time we're taking a look at the White, Blue and Black cards of the set. This will be longer than the last one, by quite a wide margin, so let's just jump right in.

This has "token deck staple" written all over it.  Sure, to some folks it is just a five mana do-nothing or win-more, but I think that's a narrow view. There are a lot of decks that are good at cranking one 1/1 tokens, but in EDH, you need a LOT of 1/1's to make a credible threat - but it takes far fewer 4/4 Angels to have a legit impact. For most token decks, this should be up there with Doubling Season and Cathars' Crusade as high-priority enchantments - the only real issue is that the 5-mana slot is become quite crowded with these sorts of effects. Still, if you are playing tokens and finding yourself with an army of 1/1's that just gets outclassed and unable to properly get through, try this out.
Kinda wish this could hit Planeswalkers, but perhaps that is only because the last Commander set had Planeswalker commanders. Anyway, this is a solid bit of removal, but sadly it is a white card, and white has plenty of solid removal already. Where this does possibly shine is in something like Alesha, Who Smiles at Death - but that it only targets legendary permanents will always be a big damper on it's performance. I think this is a highly niche card at best.
Fantastic card! White card draw is a rarity, and we'll take all we can get ,so long as it isn't Armistice levels of terrible. While this can be a tad pricey, I'll still happily run it in any W/x deck with a even moderate lifegain package.
Reverse Retribution of the Meek? Cool. Potentially a three-mana Wrath of God? Very cool. I don't think this is anywhere near as good as actual Retribution of the Meek but it can work in a pinch. R.I.P. Arcades and Doran decks, though. :(

I expect this to get played a LOT in the early days after release, but taper off over time, as people realize it's a lot harder to get that one-sided value that you can often get via Retribution.
Intro deck rare incoming! This is pretty bad, but it's an Angel and has some really sweet art, so it gets played anyway, here and there.
This I actually like. There are for sure decks out there that want all the "put a +1/+1 counter on each creature you control" effects they can get. Historically, those effects have been rather expensive, mana-wise. But lately, WotC seems to be pushing the effect a bit, making them cheaper to cast. Since this one is potentially FREE, it's going to be hard to beat. Plus it's on a body, not a spell, so easier to blink/recur for more value!
Wow, solid uncommon utility spell! Not something we get a ton of these days, so I'm happy to see it. This clearly competes with Return to Dust, which is a bona fide staple. Thing is, I think this is as good or better roughly half the time, and only marginally worse the other half.

One place I think this card actually beats out Return to Dust is in W/U decks that are heavily geared toward playing at Instant speed - you almost always wind up casting Return as a sorcery to get full value, but this you can always cast as an Instant and not lose out.

If you see a lot of decks that are very heavy one of the two permanent types you probably still want Return (or both!), but otherwise, I think this is a tiny bit better.

The thing that's going to kill this is that CMC. Otherwise, there's a lot to love about this Nightmare Sphinx. It doesn't have the best stats, P/T-wise but Flash, Flying and those ETBF triggers are all very sweet.

I think the main factor that will determine how playable this is to you is how much you value the Surveil 4. If that's just incidental value, then this might be just a hair overcosted. But if your deck can make serious use of that Surveil effect, then you can probably justify the expense.

Also, that art... *shudders*
Oh, I get it, it's basically Elvish Piper for spells! Neat. No one plays Piper anymore though. Still, this is probably better, but all anyone is ever going to do with this is cheese shit like Expropriate - and there are better ways to do that already - Jodah, Fist of Suns, Narset.

Still, in this format, if there's a way to get a six-mana discount on your nine-mana spells, someone is going to take that offer. Plus he's a wizard, so tribal synergies likely count for something.
Oh wow, nice. At worst this is just a budget replacement for Snapcaster Mage. But in some decks this could be even better. You're trading in the 2/1 body for Surveil 2. In EDH, I think Surveil 2 is likely to be better than a Savannah Lion more often than not. Still, just having a surprise chump-blocker is sometimes useful, so Snapcaster will still win out in some decks.

Oh, and one other thing - Snapcaster won't let you overload that Cyclonic Rift in your graveyard... this will. 
Well it's a three mana clone, with sorta-flashback, so that's cool. But it restricts targets to creatures you control, so no copying your opponents' stuff. I think more often than not, that restriction is enough to outweigh the things in the Pro column.

Perhaps a more suitable analogue would be Cackling Counterpart. I have absolutely made good use of Cackling Counterpart before, and in the right decks, it's actually pretty great.

The key difference here is, Counterpart is an Instant; this ain't. So, once again, this seems good but falls short of existing options.
I don't get why this is rare - these effects are pretty much always common or uncommon. And it's not even the most powerful version of this effect. But if you have a deck with Sphinx's Tutelage and Jace's Erasure... here's one more for ya!
Seems playable in like a hypothetical rogue tribal (we'll get there eventually, if they keep printing the odd one here and there). Maybe non-cutthroat Edric decks too.
And to wrap up the Blue cards, a laughably bad Talrand impersonator... that will still get played in Izzet decks that already run Talrand and Young Pyro.

Okay, yeah so that's a mythic. 6/6 Flying and Trample for 5 mana is already a solid threat. The activated ability is the real goods, though. There are a lot of graveyard oriented decks in EDH and this is powerful fuel for many of them.
Even if you're not getting back the most exciting things, this is still pretty good value. But on the other hand, Living Death exists.

The dream of course is to use Buried Alive to set up some ideal trio of creatures that for a combo or at least a powerful synergy but I'm still having a hard time coming up with scenarios where Living Death doesn't just do the same thing, but better.
Possible budget tutor option for graveyard decks? It's not great but it's definitely playable.
Ouch, this is strictly worse than Grim Haruspex by a pretty wide margin. I guess you might still pick this for a zombie tribal deck, but you wouldn't be happy about it.

Hell it's also pretty much objectively worse than Dark Prophecy; as an enchantment, Dark Prophecy is less vulnerable to removal, and it doesn't have the "nontoken" restriction.


Another weird sweeper. Huh. Pretty bad for EDH as the vast majority of creatures with a CMC of three or less tend to be relatively non-threatening utility dorks. It's certainly meta-dependent though. If you see a lot of low-to-the-ground aggro decks like Alesha or whatnot, you will definitely want to give this a shot.
Cool name, but not a great card. The primary issue is, of course, there not being nearly enough cards with Surveil to make this viable in a 100-card singleton format. Plus, a 3/1 lifelinker isn't all that exciting or relevant once you do buy him back. Hard pass, even in a vampire tribal deck.
Possible finisher for Dredge decks, or just a worse Gray Merchant for Meren? You decide.
OH HOLY SHIT, YES!!!

Fleshbag Marauder just got a serious upgrade and I cannot be more happy! My only hope is that the do for this guy what they did for Fleshbag - i.e., make functional reprints with different names and, sometimes, slightly different stats, so we can effectively run 3 or 4 of these.

This is easily the best uncommon in the set, and puts a number of rares to shame.
And here we have one of the only commons in the set worth mentioning. This probably isn't even that good, but I'm still quite excited by this. In 60-card, 1v1 Magic, I have, over many years, gotten a TON of mileage out of Ravenous Rats - in fact, Ravenous Rats was easily my favorite common creature of all time, until they printed Mulldrifter.

I've always been a little sad that Ravenous Rats is just straight garbage in EDH, especially multiplayer FFA games. This... well.. this probably isn't very good either, really. But if you are looking for more discard effects that say "each opponent..." rather than "target opponent...", well, here ya go.








And that about does it for this one, folks. I'm digging this set quite a bit, but at the same time I can't help but feel like they're pulling their punches just a bit. Dominaria was always going to be a very tough act to follow for our crowd, but I figured if any plane could deliver a set to rival it, it would be Ravnica. But we haven't gotten to the multicolor stuff yet - hopefully that's where we'll see this set really shine.

Tuesday, September 25, 2018

Guilds of Ravnica EDH Set Review: Legends and Planeswalkers!

Kicking off a new set review! Haven't done a proper one of these in forever. So I'm going to ease into it with a shorter one today. We'll see how it goes from here.

This first part, we're just going to cover the new Legendary Creatures and a couple of Planeswalkers. Legends are always of particular interest to us Commander players, for obvious reasons, so it makes sense to start with some of the cards we might be most excited about.

But just to be a bit of a stinker, I'm going to do the Planeswalkers first. LOL.



 Bleh. The first Ral card wasn't even that great, this one seems about on par. Maybe better in some cases, worse in others, but it's never going to be a high performer. You're basically only including this for flavor/theme or if you're just jamming some janky Superfriends and need all the 'Walkers you can get.

Also it's kinda odd that his +1 is more or less Surveil, the Dimir keyword. Random. Anyway, Ral is bad and the art is awful.
Well, okay, better. Art-wise, at least, this puts that Ral card to shame. Ability-wise it's still only so-so, but it at least seems like this Vraska will be good in the right types of decks. The main issue I have is that her -3 is so restrictive and aside from killing Sol Rings and Signets, there isn't a TON of stuff you'd want to put your 'Walker to 1 loyalty to kill.

But, I can never outright dismiss any Planeswalker that has a card draw ability, and especially one tied to a + ability. The sacrifice can be quite a steep cost, but in a lot of Golgari decks, it can actually be more valuable than the draw!
This might actually be the best iteration of Niv-Mizzet we've seen yet. In fact I'm almost certain it is. Sure, that mana cost is crazy restrictive, I'll grant you. Don't see this guy showing up in decks with three or more colors, but whatever.  This guy's got a lot going for him otherwise, and I'm pretty sure he'll see plenty of action.

How good a commander he'll make remains to be seen, but he's definitely going to be in the 99 of a lot of Spellslinger decks. 
I still can't quite figure out how this is Mythic. I guess it's the Homeward Path-esque rider that they clearly tacked on because, as a Mythic, it needed some more text to jazz it up.

As cool as it is to have an Anthem in the command zone, I think Ravos Soultender has shown that an understated 5-drop isn't especially compelling, and his other ability is way better than her extra text.

Being a (small) army-in-a-can is also a plus, but not enough of one, in my estimation. She'll get plenty of play in the 99 of some GW token decks but is not the best option to lead those decks. 
Jeez that text box is just nutso. There's so much to process there! But the takeaway is that she first assassinates three of your guys, then she kills you. In between all that you have to draw and recast her. In Commander, of course, her self-tuck can be somewhat remedied by sending her back to the command zone. Or even better bounce her to your hand to dodge that pesky commander tax.

In short, you have a LOT of hoops to jump through just to kill someone with an alt-win condition. But EDH players tend to like jumping through hoops and the ones that play alt-win cards are even more prone to it.

Don't know if she's GOOD, but she's certainly UNIQUE. 
For the most part, I feel like a lot of GRN's Legends are better used in the 99 of other decks, rather than leading their own. Izoni is no exception to that. She definitely feels very Golgari and does a lot of things Golgari decks like to do. But I'd rather play her in a Savra or Meren deck than build around her as a commander.

Additionally, Izoni doesn't really open up any new deckbuilding space for the Golgari - an Izoni deck will have some differences, of course, but should largely play around in many of the same mechanical areas as her guildmates.
This dude seems to have a ton of potential for shenanigans. Everyone is already talking about Phyrexian Dreadnought, naturally. Phage also comes up a lot.

The thing is, I'm not sure he's better than the original Lazav outside of a few cute interactions like that. I kinda hope I'm wrong, but I'm skeptical this guy is really going to take off. He'll certainly appeal to a certain type of player, for sure, but don't think he'll break out beyond that.
 This is more like it, Selesnya. Seems WotC took to heart players' reaction to the Dragon's Maze iteration of Emmara and really went out of their way to make good on that flub.

Sure, if you get right down to it, Rhys is still the better GW Tokens commander, but I don't think Emmara is out of the running. She has some more interesting synergies as well - Convoke, obviously, but also: Vehicles, Glare or Subdual, and... well that's all I've got off the top of my head.

Anyway, seems good.
Ah, Boros, you magnificent, one-trick pony! Firesong and Sunspeaker were such a revelation simply for being different (but not actually good, sadly). But this IS a Ravnica set, after all, and on this plane it actually is pretty hard to envision an actual Boros card that isn't about beating down. Hopefully they'll go back to exploring new ground when we move away from Ravnica.

As for this particular case, the new Aurelia is alright. She's relatively undercosted and comes down early enough to make a quick dent in some life totals, then provides some small buffs to your other dudes later. She's good at doing what Boros is already good at doing, is the takeway. I prefer the other Aurelia, personally, but this one is acceptable.
And Tajic is still around as well. Neat. Ooh, this one's got Haste!



















And that's that. For the most part this was a solid but unexciting crop of Legends and Planeswalkers. The Dimir fared a bit better than they usually do, while the Boros fared exactly as well as they usually do. Most of the new potential commanders fail to break new ground, though the couple that do are so odd that they are likely not to find widespread appeal.

But, while opening up new avenues of deck-building is always something we desire, simply getting playable new cards for our existing deck is worth celebrating as well, and almost all of these cards have the potential to be role-players in their respective niches. And a few of you mad scientist types will have fun trying to slay people with Etrata or one-shot them with Lazav.

So far Guilds of Ravnica is no Dominaria, but it's got it's own charms nonetheless.

Monday, September 24, 2018

C18 Deck Upgrade: Adaptive Enchantment

Since it will probably be next weekend before I get to play another league game and make more updates to the Lands deck, I want to take a break from all that and focus on making some upgrades to another of the C18 precons that I'm not using in the league. Since this is just for fun, I can make all the changes I want and really go all out.

The deck I'm working on today is Adaptive Enchantment, the Bant colored deck focused on enchantments and auras. I've built Bant enchantments in the past, using Jenara, Asura of War as the commander. I had mixed results with that deck, but one of the things I always wished for when playing it was for an "Enchantress" in my command zone. A source of card draw would have made a huge impact on that deck's viability.

Well, luckily, Adaptive Enchantment comes with just such a card: Tuvasa the Sunlit. That's right, for this one, we're ditching the Planeswalker in favor of an alternate. True, Tuvasa is somewhat limited as an enchantress, since she only draws you a maximum of one card per turn - but if we can find a way to cast some enchantments on our opponents' turns as well, we can maximize our draws that way.

Tuvasa gently pushes us toward a Voltron strategy, which I am fine with, but as she triggers on any enchantment, not just auras, we aren't completely obligated to go that way. We can also go wide with things like Sigil of the Empty Throne. And we can probably get up to some shenanigans with Enchanted Evening as well. Lots of options, and I want to explore as many as possible - why limit ourselves to one mode of play when multiple modes of attack are open to us?

Enchantress decks are a heavily- and long-supported archetype so the card pool for us to draw from is very deep. I have a LOT of ideas for this deck but we're not going to be able to fit anywhere near all of them into it. I could probably, actually make three separate decks - one for each of the three commanders, and while they would all still be considered "enchantress" decks, they would all feel and play quite differently.

In fact, if I had the lands to make three Bant decks at once without shafting one of the mana bases, I might actually do that! But alas, as good as my land collection is, I am pretty sure even I could only support two Bant decks at once, and even then it might get spotty. So, for now, we're just going to cram as much as we can into this one deck.

I've already figured out my changes and will break them down by sections. Afterward I'll talk a bit about things that didn't make the cut as well.

Silent Sentinel ---> Sun Titan
Loyal Guardian ---> Celestial Ancient

This first batch is just a couple of cards that I feel had almost strictly better options out there. The vast majority of our key cards are going to be cheap enough that Sun Titan is likely to outperform his jank cousin. And while Loyal Guardian provides an effect I'm just flat-out skeptical that this deck even wants at all, if we do end up wanting a 5-drop that puts counters on our team, Celestial Ancient is more on-theme and has a much higher power level (potentially), so we'll at least give the Ancient a shot.

Dictate of Kruphix ---> Satyr Enchanter
Ever-Watching Threshold ---> Femeref Enchantress
Loyal Drake ---> Kor Spiritdancer

Yavimaya Enchantress ---> Argothian Enchantress

Next up, we want to supplement out card draw with more Enchantresses. I think I'm basically running them all, save the O.G. Verduran Enchantress and her color-shifted counterpart, Mesa Enchantress. I'm just not a big fan of the three-mana 0/2's these days. And we probably don't need to overdo it in this category - after all, our we're hoping our commander will fulfill that role most of the time. To make room, I just cut three worse card-draw effects and the one Enchantress that isn't really and Enchantress (you have to draw cards to get that title!).

Ravenous Slime ---> Faith Healer
Arixmethes ---> Auratog
Daxos of Meletis ---> Hanna, Ship’s Navigator
Phyrexian Rebirth ---> Starfield of Nyx
Empyrial Storm ---> Replenish

Here we have some sac outlets and recursion pieces. Replenish replaces Empyrial Storm as a much more reliable and synergistic win condition. Hanna and Starfield are slow recursion/value cards. Phyrexian Rebirth was an awkward cut, and I am worried about cutting sweepers but, oh well. Daxos was just clunky and when I played this deck before, he never managed to connect even once. Meanwhile Arixmethes and Ravenous Slime are too very cool new cards I'm excited to use... in other decks. They nobly sacrifice their slots so we can get our sac outlets into the deck.

Myth Unbound ---> Karmic Justice
Vow of Wildness ---> Grasp of Fate
Spawning Grounds ----> Faith’s Fetters
Soul Snare ---> Darksteel Mutation
Bant Charm ---> Song of the Dryads
Vow of Flight ---> Cage of Hands

Obviously we need removal and so that brings us to this batch of enchantment-based removal. This is a category that has a ton of room for selective choices, as the few I've picked out are just the tip of the iceberg. There are a ton of Oblivion Ring variants, but I like Grasp for it's card advantage potential. Faith's Fetters and Song of the Dryads are great because they can shut down more than just creatures - I've even put Fetters on annoying lands like Maze of Ith or Volrath's Stronghold before. Song of the Dryads and Darksteel Mutation are particularly good at neutering enemy commanders without allowing the option of just recasting them. Karmic Justice is one of the all-time great Rattlesnake cards.  And Cage of Hands is a Pacifism variant that let's us rebuy and reuse it. 

Ground Seal ---> Sterling Grove
Loyal Unicorn ---> Shalai, Voice of Plenty
Whitewater Nyads ---> Treachery
Martial Coup ---> Cyclonic Rift
Archetype of Imagination ---> Sphere of Safety 

Removal isn't the only form of protection we can use, of course. I like Sterling Grove over Ground Seal here because I'd rather broadly protect my own game plan than narrowly screw over someone else's deck. Plus, Ground Seal doesn't do anything to stop mass-reanimation effects, which are the more scary ones anyway. Shalai provides a much more comprehensive and robust form of protection for our army than the Unicorn does. Spot removal is the bane of decks that want to pile on Auras, so mass-Hexproof is huge. I probably want some redundancy here, actually, but couldn't find room. Cyclonic Rift is powerful, duh. And Sphere of Safety you often see played along side all the other pillow-fort enchantments (Ghostly Prison, Propaganda, etc.) but with all the other Enchantments in the deck, it seems like it can be quite effective on it's own.

Eel Umbra ---> Rancor
Sage’s Reverie ---> Ethereal Armor
Genesis Storm ---> Spirit Mantle
Epic Proportions ---> Angelic Destiny
Celestial Archon ---> Eidolon of Countless Battles
Righteous Authority ---> Steel of the Godhead
Snake Umbra ---> Shield of the Oversoul 

This batch contains our buffs. Like the removal suite mentioned above, this portion has an enormous card pool to choose from. I could easily triple the number above and still not cover all the playable ones. But I think, I hope, I have chosen a good cross section of the best of the bunch. Rancor is essential for Trample, reusability and it forms a powerful draw engine when combined with any Enchantress and Auratog or Faith Healer - basically you can pay G to draw a card as many times as you can afford to. The rest of them all provide some combination of evasion and stat boosts. Pretty basic stuff, really.

Forge of Heroes ---> Noble Hierarch
Sol Ring ---> Bloom Tender
Mosswort Bridge ---> Serra’s Sanctum
Meandering River ---> Tundra
Tranquil Expanse ---> Savannah
Woodland Stream ---> Tropical Island
Tranquil Cove ---> Hallowed Fountain
Blossoming Sands ---> Temple Garden
Thornwood Falls ---> Breeding Pool
Terramorphic Expanse ---> Flooded Strand
Krosan Verge ---> Windswept Heath
Evolving Wilds ---> Misty Rainforest
Plains ---> Glacial Fortress
Plains ---> Sunpetal Grove
Forest ---> Hinterland Harbor
Plains ---> Mystic Gate
Forest ---> Wooded Bastion
Island ---> Flooded Grove

And finally we come to the mana base! We really want to reliably hit Tuvasa on turn three as often as possible, so we're going all out to beef up the land package. I feel like we can easily shed a land or two, given that we have greatly reduced the average CMC of the deck and have a commander with built-in card draw. So, I'm cutting one land in favor of Noble Hierarch, which is kind of like a land but can wear auras and attack, in a pinch. Sol Ring felt weirdly out of place being the only Artifact in the entire list; plus, we need colored mana to hit our commander on time, so this is one of the rare times you'll see me cut Sol Ring. Instead, we're going with Bloom Tender which I always like to play with three-color, three-CMC commanders; it let's us do stupid things like casting Tuvasa AND another three-drop on Turn 3. And since I have a couple of Serra's Sanctums but never get to use 'em... here's my chance. Sanctum comes in for the Hideaway land because I just don't like those much.

After that, it's all just cutting mediocre lands for really, really good ones. ABUR Duals, Fetches, Shocks, etc. You know the drill by now. Just run the best duals you have access to and the fewer ETBF-tapped ones the better. 

Well, those are all the changes I have made thus far. I could certainly see going even futher, and a lot of cards I wanted to run wound up on the cutting room floor. I'm also giving the benefit of the doubt to a handful of cards I could see myself cutting later - Estrid and Kestia, the two other new commander options, don't seem super great, but probably are fine cards in their own right, so I'll try them out for a while. Kruphix's Insight should probably just be Plea for Guidance or Three Dreams, but I like that it's so cheap and has a lot of potential for massive card advantage. 

Hydra Omnivore has no particular synergies but with all the various buffs to give it evasive abilities, it could be a very potent finisher. Boon Satyr is flexible thanks to having Bestow and Flash - I especially like Flash because our commander only draws cards for our first Enchantment spell each turn, so casting enchantments on our opponents's turns is a good way to get around that little restriction. And finally, Aura Gnarlid dodged getting cut simply because it has that evasion ability in addition to just getting bigger. 

The rest of the deck seems, on paper, very solid and I wouldn't cut anything else until actual gameplay experience tells me otherwise. 

As for what didn't make it... well, there's a ton! Let's see... first of all, I was initially going to run a nasty little "combo" in Enchanted Evening plus Cleansing Meditation or Calming Verse. This is the Enchantment-based version of the old classic Mycosynth Lattice into Vandalblast - i.e. together those cards read, essentially, "destroy all permanents you don't control". That tends to end games pretty decisively. But it is also something some might consider "unfun" - and I might tend to agree with them.

For similar reasons I didn't resort to using the old Standard trick of using Sovereigns of Lost Alara to cheat out Eldrazi Conscription. Instead I was going to use Sovereigns to cheat out more fair and fun things like Epic Proportion but eventually I realized I just didn't want those big, clunky auras in the deck at all. Without big, expensive things to cheat out, Sovereigns themselves no longer had much use. But it's definitely something I would consider if you find the deck needs a bit more help closing out games.

For similar reasons, Academy Rector didn't make the cut - there just aren't enough high-value targets for her to cheat out. Cutting almost all of the high-CMC Enchantments really lowers her impact. 

There are five or six cards in both the buff and removal categories that I couldn't squeeze in as well. Stasis Snare, for example, is one removal piece I'd like to have, given that whole Flash synergy I mentioned above. And Daybreak Coronet was one of a few buff auras that I thought were shoe-ins but somehow didn't make the cut after all. Ancestral Mask is very powerful but I skipped in in the end because it always make doing the math to figure out how big your guy is annoyingly difficult, and it doesn't grant any form of evasion or protection. 

I mentioned how good mass-Hexproof would be earlier, and so I gave consideration to Privileged Position but never quite figured out how to fit it in. Greater Auramancy would 100% for sure have made the cut, however, if it only said "hexproof" instead of "shroud" - Shroud is terrible if you want to target your own guys with more than one Aura! Rhystic Study made the shortlist of card draw effects until I realized we probably just don't need it, with all of the Enchantresses running around.

Finally, there are a few Theros gods we could use, but after looking over the rest of the deck, Heliod is the only one that seems particularly useful or relevant. We don't have a high enough creature count or a strong enough need for ramp to make Karametra work. Kruphix does virtually nothing at all for us. And Ephara has a similar need to be running out creatures to get value, but we're hoping that this deck is most often going to be functional with only a few creatures on the table at once. We aren't looking to go wide in most cases (though a few cards like Ajani's Chosen and Sigil of the Empty Throne afford us that option for when going tall doesn't pan out). 

But, while I can imagine a scenario where Heliod + Serra's Sanctum just goes fucking ape all over the table, I don't think Heliod would be all that great without that absurd source of white mana. Still, of all the cards I didn't manage to include in this first iteration, he's near the top of the list of things I'd like to find room for later on, just to see if I can pull that off. 

Well, folks, I think that about wraps it up for this one. I could go one for another couple hundred words about this deck, but that'd probably be overkill at this point. I'm just glad a deck I'd been trying to make for years finally has not just one but three possible commanders to properly support it. Kudos to WotC for, just this once, getting it right!

Sunday, September 23, 2018

EDH League: Game 2 Aftermath

The Bant-chantments deck swept game two. After a long and grueling battle, it looked like Lord Windgrace was going to take it home for a second time, but a timely Bruna after everyone had pretty much used up most of their removal turned things around.

I threw everything I had at the Bruna, as did the other two opponents, but since they'd spent most of the game fighting me, they didn't have much to throw. So, news flash: Bruna is ridiculous! If she lives, at least.

Point standings are pretty damn close, though, with the Bant player being in the lead, but Aminatou in last place is only 2 points behind her! There's a lot of room to make up ground as no one has run away with things as of yet. This is all very good, so far.

Anyway, another game is over, so that means more cuts. We're doing another round of 5 swaps this time, but it will be 3 at a time from here on out.

Here are my swaps, one by one:

Charnelhoard Wurm ---> Omnath, Locus of Rage - Okay this one should seem pretty obvious. We all new Omnath was 100% going to make an appearance, and if it weren't for my love of Gitrog and my recognition of a need to draw more cards, Omnath would've probably made the first batch. As for the cut, I felt like Charnelhoard Wurm was a dud, and didn't really serve any purpose in this deck. It's an okay card, but we aren't looking for a seven-mana, just-okay utility creature. We want a bomb, and Omnath is definitely that.

Jund Panorama ---> Crucible of Worlds - I'm still trying to figure out how the hell I did this, but after last week's swaps after round one, I somehow miscalculated, ending up with 43 lands instead of the intended 41! If you remember, my ultimate goal was to get to 42, but the plan was to do so incrementally. Anyway, after realizing the error (though not how it happened!) I obviously now get to cut 1 land to get back down to 42, our target. I still want to improve the quality of our lands by adding in some actually good one, but I will save that for next round. Crucible, like Omnath, is one of the most obvious cards to add, but it really is quite necessary. I've spent two games now badly wishing I had a Crucible, and having it will make Windgrace's +2 oh so much better.

Reality Scramble ---> Hour of Devastation - I kept going back and forth on Reality Scramble. I initially wanted to cut it, but then realized I'd overlooked that it had Retrace which makes it make more sense in the deck. But then, I also realized that the only thing I ever really have a surplus of is lands (and even then, lands are often much less expendable than you'd expect), but targeting a land with this only ever gets you another land. Yuck. Anyway, after two games I just realized I really wanted Hour of Devastation quite badly. Didn't want to cut a creature for a creature sweeper, as the deck already kinda needs more creatures, not less. So, looking for an expendable, non-creature, with a similar CMC so as not to fuck up the curve too much leads me to Reality Scramble, and out it goes.

Grapple with the Past ---> Splendid Reclamation - Again, more relatively obvious stuff. Splendid Reclamation is just a huge effect we clearly want to have access to. Yes, we are also adding Crucible, so it may seem redundant but a) it's an effect we want badly enough to allow some redundancy, and b) a big one-shot effect like this has different applications from a slow, incremental effect. Just like how sometimes Phyrexian Arena is better than Stroke of Genius, but other times, the Stroke is the better card. And, Grapple is a  truly terrible card, honestly. Milling three is just to small of an effect. At least with Grisly Salvage you mill five, and even that isn't a card I'm over the moon about.

Zendikar Incarnate ---> Oracle of Mul Daya - Oh boy another obvious card to add. Where's the creativity? Where's the spice? All I can tell you is, I actually was no where near sure I'd even add Oracle, as I generally just hate revealing all my draws! But in the end I decided it was worth trying out. I mean she seems clearly to belong in the deck and 99% of you would probably add her to yours. But, again, that downside of revealing what should be hidden information to my opponents is very significant, IMO. There's a non-zero chance she actually gets replaced later on, if I turn out to be right about that. But for now, she is being given a chance.

Well, those are my five swaps for week two. I'm happy with how the deck is taking shape so far, but going back to the topic of creative/spicy card choices for a minute... well, I wish I could do more on that front but there are a few factors that make it difficult. First is the league system that restricts the total number of swaps we can make. I do have some ideas that I have yet to see represented on EDHREC, but achieving those ideas within the confines of these restrictions is difficult. Plus, it just so happens I really, really like a lot of the obvious auto-include cards. Gitrog and Omnath are cards I dearly loved even before this deck existed so of course I'm going to jump at the chance to play them together. Finally, what few flex slots I have to play with I am probably going to want to use on some niche metagame stuff - due to the nature of the league, I always play this deck against the same three other decks, which means I have the opportunity to tune my deck for a very narrow and specific metagame. I don't want to go too far with this and run things that just shut someone's whole deck down, but I have a few fair but powerful cards in mind...

I think that about covers it for this week. Enjoy!

Saturday, September 8, 2018

EDH League: Game 1 Aftermath

Game one of our EDH League has happened and this thing is now officially underway.

The first thing I will say is, we all agree there need to be some tweaks to the point system, but so far we have not come to a consensus on what exactly needs to change. One glaring oversight is that it is possible, with the list published previously, not to earn any points at all in a game. That's not cool.

Other things to consider are adding more achievements, so we will be more likely to get them - only one achievement other than killing players was earned in our first game - First Blood. I don't think the achievements are too hard as written. I came very close to getting Spellbook, and the Oberyn/Mountain situation almost happened TWICE. And of course with Planeswalkers as commanders the Real Ultimate Power point should be doable as well. Every one of us was basically one turn away from getting our ultimate at some point.

As an aside, I want to also talk about one of the more interesting ramifications of Planeswalkers-as-Commanders that I have noticed. Having 'Walkers in the command zone tends, in my experience so far, to slow the game down. Not because 'Walkers add a lot of complexity and decision-making - they kind of do but that doesn't add as much time as you'd think.

No, oddly enough, the main issue is that you spend a lot of the early games just trying to keep their loyalty in check. Those early creatures, the little 1/1 and 2/2 dorks you usually wind up just pinging whoever is open with? Yeah now those almost always wind up hitting a Planeswalker in the early-to-mid turns.That small, insignificant amount of damage actually adds up. When you have 4 players all running 'Walkers, it isn't uncommon to look around the table around turn 8 or so and see everyone still at 40 or very close to it. Because the game, up to that point, has very likely been all about attacking into and defending Planeswalkers.

Another factor is, if you are running a Walker as your commander, you are pretty well priced into running more defensive cards, or at least playing your creatures more defensively. Simply put, Planeswalkers have a LOT fewer life points than you do, and you'll often defend them more aggressively than you would your own life total. You'll be more likely to use removal on a creature attacking your 'Walker than you would if it were attacking you. You'll use sweepers more judiciously if the opposing armies threaten to overwhelm your other defenses. Your creatures will be more likely to hang back on blocking duty than they might otherwise be.

Yes, it seems very clear and indisputable to me that, at least in a casual setting such as this one, Planeswalker commanders lead to longer games. Whether you see that as a problem or not is up to you, of course. I'm just pointing out the effects, not making a value judgement. I will say, at least, that my back is not a fan of the longer games. I could barely walk after last night's game. But on the other hand, longer games lead to more opportunities for epic plays and achievement hunting.

Anyway, moving on, I will address whatever changes we make to our point structure later, once we hammer it all out together. For now, I'll let you all know that I took an early lead of 3 points, as I managed to kill everyone - and luckily did so while avoiding The Cersei penalty! We also kind of created a new acheivment on the spot, as my victory came on the heels of the Animatou player's very epic turn wherein they miracle'd a Terminus to wipe the board of creatures, then cast a Skullstorm with two copies! This reduced all our life totals to the single digits (save the Animatou player, though they were already pretty low regardless). I almost inadvertently killed two opponents with Retreat to Hagra and three Landfall triggers. This left only the Animatou player. For him, I had an Avenger of Zendikar and, if I recall, 16 plant tokens, each with three +1/+1 counters (courtesy of those landfalls I mentioned). He had an answer for the tokens, as it turned out, but the Avenger itself plus the Moldgraf Monstrosity I also dropped that turn, plus the Retreat to Hagra triggers was still enough to get the job done, and that was that.

So I got three points for killing everyone, but we all kind of felt like that Skullstorm play by the Animatou player was a huge factor in my being able to do that. So we awarded that player an assist point, and will be adding some sort of formalized achievement for that later.

But, now that the first game is over, that means we get to start making some edits to the decks! This is my favorite part, as you know. I've been thinking about this part a LOT. In fact I have made spreadsheets on Google Drive to try and map out my (theoretical) changes. "Nerd!"

Despite getting slightly flooded with lands last night I still think bumping the lands to 42 is worth doing, but I'm only going to 41 on the first round of swaps. I'm cutting 3 non-lands and 2 lands, to add in 3 lands and 2 non-lands. My intial plan was to just use the first batch of swaps to add in all 5 lands, but A) that's kinda boring and I can't wait to get some FUN cards in there, and B) I'm actually a bit worried about card-draw and flood-mitigation. Lord Windgrace is pretty damn close to being my only way to turn excess lands into other cards, and that could be a problem. So as I am increasing the land count, I also need to prioritize ways to draw and/or filter cards.

Before I get further into what I'm changing I want to talk about how I am reasoning through all my changes. To start with, I view the Nature's Vengeance deck as a midrange value deck. And to me, a midrange value deck has three fundamental parts to it - set up, engine, and pay off. In this particular case the "engine" is just lands. Lands in play, lands in hand, lands in the graveyard, and importantly, lands moving from one zone to the other. The set up is, mostly ramp. However, cards like Grisly Salvage are also set up. Any card that gets lands from our library into any other zone - hand, graveyard, battlefield - is set up. Payoff is all about turning that engine into a value generator and, later, a victory generator. In short payoff cards are those that reward us for doing whatever our engine wants us to do. Anything with Landfall or a similar effect would count, whether it just draws us cards or makes large beasts.

There are of course cards in the deck that don't fit into one of those three categories. In my view, any such cards that fall outside the setup/engine/payoff trifecta should be of the "utility" class. I.E. removal/ramp/draw, traditionally. However in this case ramp is part of our "setup" roster. And some draw effects may be part of the engine - Lord Windgrace for example. This means for our purposes here, utility probably just means draw and removal. So, anything that isn't utility but also doesn't fit somewhere in the land-driven engine almost certainly gets replaced.

But where do we focus our immediate attention? Well, you gotta eat your veggies, so we need to get the boring ol' lands in as soon as we can, of course. But my early impressions of the deck so far tell me that the deck is mostly okay at set up, HIGHLY reliant on Windgrace for the engine, and mediocre to okay at payoff. Let's break them down one by one.

Setup - deck has plenty of ramp. Not all of it is top-tier ramp, but whatever. We can manage. Also has ways to get lands into the 'yard via Windgrace and stuff like Grisly Salvage. One area it's weaker in is land-recursion - getting them out of the graveyard and into our hand or onto the battlefield. This is something we will need to address for sure but isn't urgent.

Engine - as I said, you've got Windgrace's +2 and not a whole lot else, really. He's great and all, but you can't rely on your commander alone. He will get removed, and the better the deck gets at doing it's other things, the more likely people will be to kill him. This makes adding some more engine cards the highest priority, in my estimation. 

Payoff - This deck has a few stellar payoff cards - Avenger of Zendikar, Rampaging Baloths, Lavalanche. And it has some mediocre ones - Flameblast Dragon, Centaur Vinecrasher, Scute Mob. Probably some outright bad ones as well. However, for now, I am less worried about quality than quantity. I think Scute Mob and Flameblast Dragon are resonable cards if you have sufficient threat density overall.

So, my approach will be to start by cutting anything that isn't in either utility or one of the three categories outlined above - the "do nothings" as I like to call them. To replace them I will be adding cards from these categories, with the "engine" cards being my first priority. Until I'm able to really up the threat density and power level of the deck, I need to be able to reliably DIG through my library for what I need. I need to be able to find lands reliably but have ways to convert excess lands drawn into other resources.

However, there is another factor at play that may influence how we build this deck - the achievements/penalties system! The thing we have to consider here is: do we want to just build this deck to focus primarily on winning and just take potshots at achievements as opportunity presents, or do we want to try to build around some of the achievements to make racking up points easier? We also have to consider penalties and avoid building our deck in such a way that we'll lose points just for doing what it wants to do.

The first and most prominent example to highlight what I mean is this - you'll notice there is an achievment for getting all three of the deck's possible commanders into play at once. But in my deck, my two alternate commanders are, as far as I'm concerned, in that "do-nothing" category and I really want to cut them. But I have to consider that, if I do cut them, I'll be cutting myself off from ever earning this point. The question is just one of how I expect to earn points and what I think will net me the most points at the end of it all.

Luckily those are questions I don't absolutely have to answer right now. Instead I have spent my energy categorizing all the non-land cards by function. Every card has been defined as setup, payoff, utlity, or do-nothing (engine cards are basically just our lands, because the real engine of the deck isn't actually a card or class of cards, but the action of moving lands around). Again the do-nothings are just those cards that are not utility - draw or removal, basically.

Surprisingly, to me at least, the do-nothing category only yielded 12 cards. This deck has a lot of ramp and removal, it turns out; though some of it is quite bad. And, there are some cards here that I quite like and would prefer to keep around. Xantcha, for instance, is not on-theme nor is she utility (in the strictest sense), so technically she belongs here. But I find that she can be quite good at pressuring early planeswalkers. In last night's game she has been instrumental in keeping 'walkers off their ults.

One class of cards I can't wait to dump, on the other hand, are the lieutenants. I like the lieutenant ability and I like these cards in the right decks. The green one seems fine in a +1/+1 counter focused deck like Atraxa, while the red one is fine in the Saheeli precon. I might run the black one in a Zombie deck but not even sure he'd make the cut there. But in this deck, none of them are on theme, none of them play into the deck's strengths. The green one I can almost see, as it seems good with Wurm Harvest but there just aren't enough token producers overall, really. This isn't really a go-wide deck. It CAN do so, but it's not a mainstay of the deck, and when it does finally go wide, the counters seem to feel both too slow and unnecessary.

So they have to go, for sure. As mentioned earlier, Thantis and Gyrus don't fit the deck well either, but I'm thus far unsure if I want to cut them or keep them solely for that one achievement. Fury Storm is just hella cool and I want to keep it. It can do some awesome things - I've already double-copied Animatou's Augury in a previous game. That was neat.

Emissary of Grudges and Reality Scramble are both new cards, and I hate cutting new cards. They're both cool cards as well. But they do not really fit the deck theme at all, so I feel they have to go.

Finally we have the very odd suite of recursion cards that, frankly, don't make much sense either. I love recursion and I think we probably want some in this deck, perhaps even more than what is in already. But not these specific recursion cards: Stitch Together, Soul of Innistrad, Charnelhoard Wurm and Moldgraf Monstrosity. Now, some of these cards are good. Some might even be okay in this deck. But none really scream "Lands Matter" do they? Nah. One or two might end up not being cut, but they're all at least on the chopping block for now.

What we really need, though, is something like Crucible of Worlds or Splendid Reclamation. It's absurd to me that there aren't some effects like this in the deck already, even if they were bad versions! WTF, Wizards? Get your shit together.

Ahem. So, we've identified the most egregiously off-theme cards and I've also kind of taken note of some of the on-theme cards in other categories that I think are just weak-ass versions of what they do. All of the other categories have a smattering of cards that do what they need to do, but perhaps not as efficiently or as powerfully as they need to do them. It is clear that we will have room after all to make some improvements to those ares, but initially I am more concerned with getting as many of those off-theme do-nothings out of here as fast as possible. That will make the deck more focused and consistent, which should help compensate for the power level of the weaker cards.

And, as mentioned, we need more engine cards badly - card draw is especially valuable to me at this point.

So, after taking into account that considerable wall of text I just wrote plus some other things I just didn't have room to squeeze in, I have come up with my first five swaps.

IN:
Bloodstained Mire
Wooded Foothills
Verdant Catacombs
The Gitrog Monster
Tireless Tracker

OUT:
Haunted Fengraf
Warped Landscape
Loyal Apprentice
Loyal Guardian
Loyal Subordinate

The cuts are probably easy to parse. I already expressed my strong dislike of the Loyal cycle in this deck, as they are all way off theme. The lands surprised me a bit, as I expected to be cutting ETBF-tapped lands here, but I just really hate these two lands and I don't think they're good. Right now, games don't seem to be fast paced enough to really worry about a few lands entering tapped, so I just went with the two crappiest colorless lands in the deck.

With these changes, our land count is now up to 41, and I said we needed engine cards to smooth draws. Gitrog and Tireless Tracker both fit this role. Tracker is also kind of a payoff card as he can get huge off playing lands, but we're more interested in those clue tokens. Clues are card draw and that's what we want but I have some ideas that might make them pay off in other ways too, but we'll see if those plans come to fruition or not.

Gitrog is obvious as well. He's primarily an engine as he converts lands into card draw, has sick synergy with our commander, and he's just an undercosted beatstick that can help us keep enemy 'Walkers in check.

For the next two round of cuts, my expectation is that I will swap out one more land and a non-land for the two cycling duals from Amonkhet and add in one hell of a haymaker payoff card. Having not only won my first game of the league but gotten all three kill points, I think my plan is to focus on earning points through winning/killing people, and making other achievements a secondary consideration.

I just typed a LOT of fucking words to tell you what 5 cards I was swapping out. Jeez. But now that I've laid the groundwork by explaining all our rules, as well as my thought process on how I'm approaching this, I think further articles will be shorter. I hope.

EDH League Deck: Nature's Vengeance

Hey there, folks. My last post announced and explained the EDH league system my playgroup is running as an experiment. I went over the structure and points, etc. Today I will talk a bit about the way we're handling upgrades and changes to our decks and I'll talk specifically about the deck I'm going to be playing in this league.

We are going to be playing our first league game with completely unmodified lists, straight outta the box. But after each game we will have a specific number of changes we can make. Since we opted for an eight game run for our first outing, that means we have seven chances to tweak the lists - no point after game eight as the league will be over at that point, and everyone will be free to go hog wild on changing or scraping their respective decks.

We want a good balance of changing enough to matter but not changing too much too fast. At first I was shooting for about 20 cards total to be changed, but then I realized that some of these decks really need a bit of attention in the land department and it would be hard to make appreciable changes to the mana base AND the functional parts of the deck and make everything work.

25 changes feels a little more reasonable. That's still only 25% of the deck overall and you can easily change around 5 lands to make the mana run a little smoother, while still having a good chunk of cards to put into the main deck.

So for after the first game, with the stock lists is over, we'll all be able to change 5 cards. After each subsequent game, we will change 3 cards at a time, except after the 5th game, where we will get one more 5 card swap. By the time we go into the 8th and final game, 25 cards will have been swapped.

Now let's talk about the fun stuff. I was lucky enough to get one of the two decks I most wanted - Nature's Vengeance, the Jund "Lands Matter" deck headed by Lord Windgrace. I'd have been cool playing any of the 4 decks but this is the one I wanted most so I am happy it worked out that I could claim it!

Of course part of the idea of this is to fine tune the deck as I go. It's always best to use real playtest date to optimize rather than theorycraft. However, it is also very possible to overcompensate or overreact to a single game experience. Maybe the deck has a good amount of removal but one game I just don't draw enough and so I burn 3 card swaps jamming answers when I really didn't need too, in the grand scheme of things. For this reason I want to have something of a road map to help me make these incremental cuts without getting lost in the weeds and mucking things up.

As it happens I have already played a handful of games with these precons with my playgroup. I've played a few with this very deck and I've played against it a few times as well. So I already have some actual gameplay data to back up my theoretical cuts and additions. Furthermore, I've played a number of land-oriented decks in the past including Karametra, Gitrog and Omnath. So I feel confident I can map out at the very least a GUIDE to help me make swaps, but I will of course leave things open to improvisation and inspiration based on the games I play throughout the league.

Starting off I know I have a grand total of 25 card slots to play around with. I also know that I want to goose the land count just slightly. In my previous games one thing I did take note of was that I really like using Windgrace's +1 but only if I have a spare land to discard. But while playing, I often found I was only holding a single land and, if I wanted that sweet, sweet card advantage I had to choose between pitching it to Windgrace to draw 2, or making my land drop for the turn. Of course if my land count is sufficiently high enough I would A) have to make that choice less, and B) when I DO have to make that choice I can be more confident that pitching my only land to draw two has a high chance of yielding another land so I can still make my land drop.

At the same time I don't want to go too high as I'm not likely to have room for a whole ton of pure draw and card selection with only 25 slots to work with. The precon starts at 40 lands so I think I probably just want to nudge it up to 42 lands. I think I had 43 or 44 in my Gitrog deck but that was also a more tuned deck overall. 42 probably gives us a good, steady stream to both pitch to our commander AND make consistent land drops, but won't flood us out too often. And of course we want to just improve the man quality as well, so we will need to dedicate a few swaps to switching out some of the worse lands with better ones.

Even in a Lands Matter deck, the mana base is still not the most exciting thing to spend swaps on so I'm probably looking at 5 land swaps. 2 of those will be non-land spells getting swapped for lands to give us our desired increase in land count. Then we can remove 3 of the weaker lands for 3 better ones. This leaves 20 more non-land cards to swap in.

The list of cards I want to add in is almost certainly going to be longer than the list of cards I want to take out (or CAN take out, as per the guidelines of this league experiment). For this reason, I think it best to start by identifying cards we'd consider removing. THEN we can worry about what to replace them with. That way we can kind of try to swap like for like where possible or at least keep our swaps on curve.

Now, ideally, I'd prefer to avoid cutting cards that are either new or on-theme. So we'll keep that in mind as a guideline but not a strict rule. Especially since I can already tell you, in this deck, a lot of the new cards are decidedly not on-theme, unfortunately. There are also some thematic cards that fit, but are weaker that other options. For example I'd dearly love to ditch Farhaven Elf in favor of Wood Elves, or upgrade the so-so  Far Wanderings for the always-reliable Kodama's Reach. If I had carte blanche to change all I wanted, I would definitely make those swaps.

But I have to spend my swaps wisely and so, I'm not so sure the power level difference between Wood Elves and Farhaven Elf is big enough to warrant spending one of my 25 precious slots! Still, if we earmark a card to be cut and then it winds up performing well... well then I may have some room to make a few small utility upgrades after all.

With that in mind, here is the list of cards that I think have a high potential for being replaced:

Centaur Vinecrasher
Loyal Guardian
Baloth Woodcrasher
Loyal Subordinate
Bloodtracker
Soul of Innistrad
Loyal Apprentice
Emissary of Grudges
Flameblast Dragon
Xantcha, Sleeper Agent
Gyros, Waker of Corpses
Zendikar Incarnate
Thantis, the Warweaver
Charnelhoard Wurm
Grapple with the Past
Far Wanderings
Consign to Dust
Hunting Wilds
Stitch Together
Ruinous Path
Reality Scramble
Fury Storm
Grisly Salvage
Decimate
Deathreap Ritual
Savage Twister
Gaze of Granite

The astute reader will note that this list is 27 cards long and indeed contains a fair few cards that are either thematic or newly printed. This is simply a list of cards I can see an argument for cutting. Some I simply think there are more powerful options for the same effect, while others are just effects we probably don't want at all.

If I stick to the 42 land plan I outlined above, that means five of the above cards will definitely not be cut. And if one of the cards I did NOT name in the list above turns out to be a lemon, then even more cards could get pardoned. Again, I plan to leave room for improvisation based on gameplay. For instance Gaze of Granite has already almost single-handly won me one game. If it keeps performing well, obviously I will elect to keep it in the deck.

As I mentioned before, the list of cards I want to ADD is even longer than the list of cuts above. But I'm not going to spoil them just yet. Many of my choices will likely be predictable and you can probably guess a high % of the cards I'm considering - but even I don't know which ones will actually wind up making it in.

I can tell you that I have at least identified the 5 lands that I will be adding in:
Bloodstained Mire
Wooded Foothills
Verdant Catacombs
Canyon Slough
Sheltered Thicket

Originally I wanted the three fetches and the three shocklands but I couldn't quite make 6 land-swaps work. Then I remembered the fetchable duals with cycling that were printed in Amonket. Convenient that there are only two of those in our colors - I could not bring myself to run only two shocks when three options exist. I'm too much of a completionist and perfectionist to tolerate that. But if I have no choice, say, because the third land in the cycle doesn't exist yet? Well I guess I can live with it then.

It's nothing too groundbreaking. Fetchlands and Cycling Lands are already in the deck - these are just better ones of those. And you can be sure that I will be adding more cards that will add to these land-oriented synergies. But more on that to come later. For now, that's all I've got.

Enjoy.