Wednesday, January 25, 2012

Dark Ascension EDH Set Review: Blue

This time we're looking at Blue, typically considered the most broken color in EDH. Will that hold up in Dark Ascension? Read on, and we'll find out...



I wouldn't have even bothered commenting on this card, except that Distortion Strike has become a key roleplayer in various specific decks, and this is similar enough to warrant comparison. Frankly, Flashback isn't quite as good as Rebound, in general, but with the Flashback cost on this being a single Blue, it's a negligable difference. Here, you're getting to pay a single U to control when the second usage happens, where as with Distortion Strike you simply have to use it up the next turn. However, the real difference is the lack of +1/+0. Seems like a small detail, but it's a big factor in Distortion Strike's playability. Somehow I think this will fail to catch on in EDH due to this fact.
I'd almost always play Mulldrifter or something over this, but in something like Mimeoplasm, this might make the cut. The Innistrad set is all about stocking up graveyards, but this one gives you a little more control over what goes into the 'yard, so it's got a slightly higher appeal than stuff like the Skaabs that just mill you for X cards. Probably still a bit underpowered, but could be useful.
I don't even play Glimpse the Unthinkable in EDH. Cards like Increasing Confusion are meant for decks where milling a players library is the primary win condition. As in, you win by decking them. But in EDH, mill decks don't usually try to win by decking opponents - they just use mill cards to stock graveyards, which they then exploit as a resource. So, in a Wrexial deck, Glimps the Unthinkable is sorta like "UB: Draw 10 Cards"... yet I still feel it's too weak to play. Again, it's because cards like that are better off used in decks that seek to actually win via decking, and in EDH that's a very bad strategy. If WotC keeps printing cards of this caliber, though, it may turn out to be a viable strategy in the near future.
Funny way to shut down a Darksteel or Blightsteel Colossus. Other than that, it's pretty "meh". Most of the time, if I'm going to look at this as an option, I'd probably rather just use the Vow from the Commander decks, or a Control Magic effect.
Very funny take on Hive Mind, and less likely to completely destroy players' brains with insanely complicated Stack resolutions. I really want to put this on the guy playing Riku or some other Red/Blue varient with huge spells.

Seems like it might be a viable tool for aggro-Dredge style decks, but most people aren't going to want to mill themselves for 10. That's pretty unappealing to most EDH players. Mimeoplasm decks might be a good exception.

EDIT: Oh, wow, this says "target player"... it's still a pretty vanilla beater, but a 5/5 Undying for six, in Blue, is not terrible. This still borders on being not quite good enough for most decks, but it has more potential than I initially thought.
This will likely be a pretty hot card for the format, but I'm resoundingly unimpressed. This pretty much forces you to overextend into a Wrath effect. But, if you're playing a token deck with Blue in it, you might as well try this out.

Another one of those cards where the self-mill will turn most players off, but folks who have no such aversion and like to play Dredge will probably be okay with this. Still, seems like if your going to go down that road, you might want more bang for your buck. The cantrip is what might make this worthwhile. Cantrips are, usually, pretty awesome.
If I ever get that U/R Flashback themed deck off the ground, this will likely find a spot. I would never play this over River Kelpie, mind you, but if I found room for both... Anyway, this is likely way too narrow to see much play in EDH, but in decks that are extremely focused on their own Graveyards, this could be a real boon.
Somnophore as an ETBF effect. And it's +1/+1 over Somnophore. The problem is, Somnophore can keep tapping more and more stuff. The other problem is, this needs to not die to be useful, and shit dies in EDH. All the time. I'll pass on this, but it might see a bit of play here and there. Definitely not going to make a big impression though.
Cool art. Too bad I can't think of a use for this. Wrexial seems like the most obvious place to put this, but frankly I think it's a little too weaksauce for Wrexial. I'll probably give it a try though, just to give it a fair chance.
This is odd. WotC actually printed a counterspell that has a cool and sorta fun effect. Counter one spell, and get a free spell of your own. I think stuff like Intet, the Dreamer will best make use of this, because they're already looking to cheat out giant spells for free. This will probably be very tricky to use, possibly to the point where it's not entirely worth it... but when it does work it should be hilarious.
A bit expensive for the effect, but it's pretty much a lock for U/R/x decks that play more spells than creatures. Very good card, should see medium to heavy play in the format, as recursion is always golden in EDH.
Exile my own guys for a 2/2 Zombie? No thanks. I expect a lot of folks will want to try this out, as he is pretty good card advantage, but I still think he's too weak to be worth it. In a zombie-tribal deck, I'd rather just run a Zombie over this.

Ha ha oh wow. I don't think I'd ever flashback this thing, but milling a total of 20 cards for 2U does have SOME appeal. I still think that Wrexial and Mimeoplasm decks that are really aggresive with the milling might want this, but I don't think it'll ultimately be worth it. This is another one I'm considering trying out in Wrex anyway, just to be sure. I'll let you know it ends up being way more awesome than I think.














A weird sort of Tribal enabler, this obviously has the inherent disadvantages of being an Aura, however you don't exactly have to put it on a creature you control! If another player happens to drop a random dude that conicides with your tribe of choice (or is a Changeling!), you can pop this onto their dude and profit from their guy. Then, if the Enchanted creature eats a removal spell from someone else, then you've basically negated a creature and a removal spell for your one bad Enchantment.












Up next: Black. Enjoy!

Tuesday, January 24, 2012

Dark Ascension EDH Set Review: White

Well, folks, it's that time again. Dark Ascension has been legitimately spoiled, so now it's time to discuss the cards, and what they might mean for our favorite casual format, EDH! 

As usual, I'm starting with White and will be discussing pretty much every Rare or Mythic, but Uncommons and Commons will be skipped unless, in my discretion, I feel they warrant some mention. Okay, let's roll.



Five 1/1's for 5 CMC is pretty good. The flashback is pretty steep, but manageable in the late game, which is when this would be most useful anyway. I think this card is deceptively good, because any time an opponent is considering using up their Wrath of God, and you have this in your GY with 9 or more mana, it is going to make life a little uncomfortable for them. Obviously, this is not going to see much play outside of dedicated Token decks, or Soldier tribal decks, but I think it will prove to be a strong addition for those decks.
 Yet another Flashback spell that makes tokens. While that's starting to get old, this one is different enough from Increasing Devotion that it's not too redundant. For one thing, this has an off-color Flashback, so it's not legal for mono-White decks. Also, the tokes are Spirits instead of Soldiers, and they have Flying. More notably, this doesn't cost a total of 14 mana! Where as Increasing Devotion is more of a finisher and late-game trump card, this card is more of an early game development move. Costing a total of 5 to cast and flash back, most games I'd rather pay five mana for 4 1/1 flyers than five mana for 5 1/1 non-flyers. Almost as narrow as the previous card, but just as playable in the right decks.
I can actually see this guy being pretty good in Rafiq decks, especially ones that play a lot of Equipment. Seems pretty sub-par elsewhere.
I'm not a huge fan of Fateful Hour, especially in EDH. This is one of the few cards I might be compelled to play anyway, because it's non-Fateful-Hour is not terrible. The problem I have with Fateful Hour is that, basically, no one will ever attack you down to 5 or less, ever. They're either going to outright kill you, or attack elsewhere if they see a Fateful Hour card on your side of the table.
 I dunno, Doran decks maybe? Probably not.
This will probably get some play. It should prove quite annoying to anyone unlucky enough to be it's target. This is a good way to make someone really start gunning for you!
Good utility reprint incoming! It's a two-for-one, which is always a plus, and it's cheap and Instant-y, too. I don't like that it only hits Enchantments, though. Art is pretty sweet.
Meh, decent graveyard hate will always have a home in the format, but I think there are plenty of better options available. Also, pretty sweet art.

 Cute kitty!
Probably not going to be overwhelmingly popular as a General, but she might see some play in very creature-heavy decks. Pretty underwhelming overall.

 Seems awful to me. I like the effect okay, but not enough to spend eight damned mana on it. If you could target another player it might be okay as a hoser for Karador and others of his kind. As it stands this might be might least-favorite mythic in the set.
I don't like exiling my own shit. This is kinda neat design, though. I think it'll appeal to a small subset of EDH players who like doing awesome things with not-awesome cards.
 Pretty good for a precon rare. Cost-to-size is acceptable and the ability is pretty good too. I like it, but I don't seeing it being quite up to par with most EDH cards. Playable but not highly so.
This one seems likely to cause quite a stir, as it's very much a Johnny card.Finding a reason to use this over Ghostway or Second Sunrise, for example, should prove quite a challenge. Some folks like a good puzzle, and this might keep 'em at it a while. Ultimately I don't think it will bear much fruit - you'll probably have to work too hard for too little reward. But I may be wrong.

Up next is Blue, of course. Enjoy!

Tuesday, January 17, 2012

Fucking Skyrim...

Sorry, folks, for the pathetic lack of content. There are reasons (read: excuses, mostly). The biggest of them all is that, of course, I haven't been building anything lately. Having completed my epic building marathon which lead to six new decks PLUS the reconstruction of my Wrexial deck, I basically can't build any more decks unless I want to dismantle some existing ones. I'm basically out of cards.... well, good ones, at least.

In a seperate but highly related issue, I just haven't actually gotten to PLAY much Magic lately. Which means two things. 1) I have little to no data on which to base any modifications or upgrades to said existing decks, and 2) I have little to no data to justify taking any of them apart.

I simply haven't played ANY of my new decks enough to warrant significant modifications or dismantlement. So, since I am not PLAYING, I am not BUILDING, and when neither playing nor building is taking place, it is VERY difficult to generate content!

Another factor is that we are currently in the midst of the longest stretch of no-new-products WotC puts us through each year. WotC wisely inserts a long delay after their end-of-September set, not releasing their next expansion until Feburary of the next year! This is a blessing, though, because as they know, people will be spending what money they have, if any, on holiday shopping and other such bullshit. I'm sure they have some kind of market research backing this up, but I have a feeling that releasing a "middle set" expansion in the midst of the Christmas shopping season would NOT be a smart move, fiscally. It also gives us devoted, but cash-strapped, players time to recharge after gorging hedonistically on the fall Large Expansion, which are always exciting and demand multiple-box purchases.

So, in addition to not playing or building, I'm also not buying either.

Finally, the nail in the coffin for ALL other pursuits and, indeed, my overal usefulness as a human being, is the most addictive video game ever made: Skyrim. I have fallen prey to it's allure and it will not let me go. I assure you, my poor neglected readers, that in time I will begin to tear my eyes from the beauty and wonder that is Skyrim, and return to this boring, dreadful reality... already, I am starting to feel the slightest bit of nostalgia for Magic: the Gathering - it seems so distant, so long ago... but for now, the thrill of hunting down and killing a rogue Dragon, and one-shot-ing Giants with my disgustingly overpowered archery skills is just too much fun to resist. Not even Twincasting a kicked Rite of Replication targeting Primeval Titan and Consecrated Sphinx, with Doubling Seaon in play can compete with the splendor of Skyrim.

Fortunately, Dark Ascension is right around the corner, and spoiler season is well under way. If nothing else, I will at least promise you a full set review upon the complete spoilage of the set. Look forward to that, at least, and I can only hope that tides you all over until I am done slaying Dragons...

Enjoy.

Monday, January 9, 2012

IT HAS BEGUN!!!

Steven, this one is for you, bud!

Friday, December 30, 2011

Junk in the Trunk: Doran, the Siege Tower

   A few days ago, I received a request from fellow blogger and forum member Viperion to do a Deck Doctor article on one of his decks. He had a number of decks that weren’t performing to his expectations and he wanted to see if I would be interested in helping out with one of them. I agreed immediately, partly because I was in dire need of some content for my blog. But the other reason I jumped at the opportunity was because Viperion’s chief concern was that his decks tended to stick to strictly to their core themes, eschewing the often necessary but boring utility slots in favor of more thematic cards. My principal fault lies in exactly the opposite direction – I tend to skew too heavily to the “good-stuff” end of the spectrum, which can unfortunately lead to a certain uniformity and repetitiveness in my decks. 

   So, it seemed to me a good fit, pitting Viperion’s theme-heavy approach against my tendencies toward ubiquitous good-stuff. The trick would be to find a good balance between the two approaches, while keeping the core of Viperion’s deck intact, but thinning it out enough to make room for the effects the deck was lacking.

   Viperion provided a handy write-up with his decklist, outlining some concerns with the existing list and some restrictions on where he didn’t want to go with the revisions. I definitely like having these guidelines, as it helps me tailor my alterations to suit the person who’s going to be playing the deck, rather than just building to suit my own tastes. Fortunately, Viperion’s strictest objections were to mass land destruction and combos that lock other players out and keep them from participating. I happen to share strong aversions to such tactics myself, so it seems our preferences run along the same lines.

   He also provided a short list of cards that he would prefer to keep in the deck, which I was certainly happy to oblige as much as possible.

   Most importantly, Viperion detailed his primary issues with the deck’s performance, listing two key areas he felt needed the most work. First, the deck seemed to rely too heavily on its general, performing poorly when his general wasn’t in play.  Second, and more importantly, the deck was lacking in answers, having too few ways to deal with problematic permanents.

   Finally, he expressed a desire to keep the deck largely Aggro-centric, with Doran remaining  an important part of the deck’s strategy, while being slightly less dependent on him overall. He did not want to see the deck become some generic WBG Rock control deck. Well, as it happens I think we can accommodate all of these requests while still improving on the deck’s overall performance by shoring up those key weaknesses Viperion has outlined. Let’s start with the initial list:

"I like big butts and I cannot lie."
General
Doran, the Siege Tower

Treefolk Creatures
Battlewand Oak
Black Poplar Shaman
Bog-Strider Ash
Bosk Banneret
Cradle Guard
Deadwood Treefolk
Everbark Shaman
Heartwood Storyteller
Indomitable Ancients
Orchard Warden
Old Ghastbark
Sapling of Colfenor
Sheltering Ancient
Thorntooth Witch
Timber Protector
Treefolk Harbinger
Verdeloth the Ancient
Wickerbough Elder

Treefolk Tribal Spells
Lignify
Reach of Brances
Rootgrapple

Other Big-Butted Dudes
Ancient Spider
Blessed Orator
Carven Caryatid
Chorus of the Conclave
Citanul Woodreaders
Cuombajj Witches
Deathless Angel
Herald of Leshrac
Juvenile Gloomwidow
Kami of Old Stone
Karador, Ghost Chieftain
Marble Titan
Noble Templar
Oathsworn Giant
Ohran Viper
Opal Acrolith
Oran-Rief Recluse
Priests of Norn
Sanctum Guardian
Shield Dancer
Silklash Spider
Tangle Angler
Teneb, the Harvester
Tree of Redemption
Wall of Blossoms
Windbrisk Raptor

Toughness Pumpers
Eland Umbra
Slagwurm Armor
Solidarity
Spidersilk Armor

Random Stuff
Ajani Goldmane
Crime // Punishment
Door of Destinies
Green Sun's Zenith
Leyline of Vitality
Oblivion Ring
Oversoul of Dusk
Pestilence
Privileged Position
Proper Burial
Regrowth
Shield of the Oversoul
Farseek
Skyshroud Claim

Lands
Bojuka Bog
Eiganjo Castle
Forbidding Watchtower
Godless Shrine
Golgari Rot Farm
Murmuring Bosk
Orzhov Basilica
Overgrown Tomb
Saltcrusted Steppe
Selesnya Sanctuary
Sunpetal Grove
Tectonic Edge
Temple Garden
Terramorphic Expanse
Twilight Mire
Wooded Bastion
Forest x8
Plains x7
Swamp x3

   Well that seems like a perfectly good starting point. Ideally, when messing with other people’s decks I like to keep as much of their initial build intact as possible, because I want the deck to feel like it’s still their deck, not like they’re just piloting someone else’s borrowed deck. For this deck, though, I think that on a card-by-card basis I will wind up making a drastic number of changes. However, I do think that the deck will still be the same at its core – I will retain the Treefolk and high-toughness themes that give the deck its identity and make Doran a relevant and important general. And of course I’ll try to avoid cutting the cards Viperion specifically wished to keep. Beyond that, all bets are off!

   The first step, for me, is to address an issue Viperion didn’t mention in his write-up, but still has me worried nonetheless. A quick count reveals a total of 34 Lands in the deck, and only a few mana-search spells. There are a whopping ZERO mana-rocks, which I can understand a certain hesitancy to include. Mana rocks are possibly the most boring and uninteresting cards you could play in EDH, yet there’s a reason they’re so ubiquitous – they aren’t just good, they’re often necessary.

   So, my first and strongest recommendation is to increase the land count to 36 and add a few other mana-ramp spells. First let’s take a look at just the lands. Here is my ideal list…

Tech!
Bojuka Bog
Eiganjo Castle
Tectonic Edge
Temple of the False God
High Market
Murmuring Bosk
Forbidding Watchtower
Stirring Wildwood
Godless Shrine
Overgrown Tomb
Temple Garden
Golgari Rot Farm
Orzhov Basilica
Selesnya Sanctuary
Sunpetal Grove
Fetid Heath
Twilight Mire
Wooded Bastion
Terramorphic Expanse
Forest x8
Plains x6
Swamp x3

   My additions were: Temple of the False God, High Market, Stirring Wildwood, and finally Fetid Heath, to complete the trifecta of Shadowmoor/Eventide filter lands. I’m sure Viperion would have included the Heath if he had one, so I’m assuming it would be an acquisition for him. I do think a Basic Swamp would work just fine instead. I added High Market because the deck had zero sacrifice outlets, which always makes me extremely nervous, especially against Blue decks that often run things like Treachery and Rite of Replication. Being able to bin your guy in response to one of those spells is pretty important. Temple of the False God is just really good. Stirring Wildwood is a nice companion to Forbidding Watchtower, which, by the way, is good by itself but hilariously powerful with Doran on the board!

In addition to the tweaks to the mana base, I recommend the following mana-helpers:

Seedguide Ash (seriously!)
Cultivate
Skyshroud Claim
Sol Ring
Darksteel Ingot
Mirari's Wake

   Seedguide Ash is a Treefolk and he gets mad Forests…  win-win! I think Cultivate is worth the additional mana over Farseek, though I do realize that Farseek can get a RAV dual… I still think this is the right call. Skyshroud Claim is friggin’ awesome and it stays put! Sol Ring is the most boring card in the format to many people, but I simply think it’s important to have here. It doesn’t help cast Doran (at least the first time) but Treefolk in general tend to be a bit mana-intensive. Darksteel Ingot is also pretty good, and if Viperion is worried about artifact hate killing his mana rocks, he at least doesn’t have to worry much with the Ingot. Finally, Mirari’s Wake is just Tha Bomb, and even if it gets killed right away 90% of the time, at least it’s drawing removal away from other, more critical permanents.

   Having addressed my mana concerns, let’s move on to the issues Viperion outlined. First, let’s tackle the removal shortage issue. It’s probably the more critical of the two problems, and the easiest to fix. My first suggestion is, quite possibly, my single favorite bit of “Secret Tech” for a Doran deck:

Wave of Reckoning!
    Oh yeah, baby! Gotta love the one-sided Wrath effects. The beauty is that Doran specifically says  “Combat Damage” which means even with Doran on the battlefield Wave of Reckoning will spare the vast majority of your creatures, while usually wrecking the majority of your opponents. Oh sure, sometimes it’ll spare a Consecrated Sphinx or something, but more often than not it’ll be a massive swing in your favor. In addition to Rootgrapple and Lignify – two excellent choices Viperion is already running – I’d suggest the following

Duplicant
Crib Swap
Beast Within
Path to Exile
Pernicious Deed
Wrath of God
Wave of Reckoning
Decree of Pain

   Duplicant’s has a higher toughness than his power! Go theme! Crip Swap is an Exile effect, which is almost always better than Destroy effects, plus it counts as a Treefolk spell! Beast Within is one of the few ways to deal with Planeswalker at Instant speed (other than burn, which isn’t usually great in EDH), but it’s pretty great as a universal answer to almost any permanent, too. Path to Exile could be Swords to Plowshares, but in an Aggro deck the life gain is marginally more of a drawback than the land search. I still think running BOTH is the correct answer, but whatever. Pernicious Deed is obviously a tremendously powerful card, but I’ll go ahead and spoil it for you now: Deed + Sun Titan. Nuff said. Wrath of God (or Damnation, based on preference/availability) is a must, even in creature-centric Aggro decks. Treefolk are awesome and all, but there will be times that they just get outclassed and outmuscled. You need an out for when that happens. Finally, Decree of Pain provides a much-needed sweeper effect along with some also-much-needed card draw. Plus, they’re still really cheap to buy, so there’s really no downside at all!

   Also worthy of consideration, or use as stand-ins for anything above that isn’t available: Putrefy, Mortify, Vindicate, Akroma’s Vengeance.

   That’s one major point addressed. Moving on to the next, let’s see what we can do to protect our prized general, Doran the Siege Tower. Here’s what I recommend:

Dauntless Escort
Eland Umbra
Shield of the Oversoul
Sword of Light and Shadow
Asceticism

   Under the “Protect Doran” mandate, one of the more useful abilities is Hexproof (troll-shroud to some), and Privileged Position is already included in Viperion’s list. In fact, it was one of the few cards he specifically asked me not to cut if at all possible. Here I am, though, debating on whether or not to cut it. But not without good reason, you see, because I feel like, to quote Master Yoda, “there is… another.” [cue dramatic revelation score]

   I am, of course, talking about Asceticism. The two Enchantments are very similar in most respects – they’re both CMC five, and grant Hexproof to all  your guys. However, they are not identical, and thus one needs weigh the pros and cons of each when deciding which of these two cards will better achieve the desired results. Thusly, what follows is a quick and dirty compare/contrast evaluation, to help us decide which Enchantment gets to stay. Oh, and I  have already considered the ultimate compromise of running both… I’d love to do so, but I have already determined that there just isn’t room in the deck for both, unless Viperion decides to cut something I wouldn’t to make room. It’s possible one or more cards I add to the deck he will not have access to, thus opening up a slot. And, with that, the comparison:

Privileged Position grants Hexproof to all other permanents you control. This means an opponent will have to deal with Privileged Position before he can use targeted effects on any of your non-Privileged Position permanents. It protects Lands, Planeswalkers, other Enchantments, etc. It has a CMC of five, including triple Hybrid symbols of W/G, making it fairly easy to play. One of the advantages to playing Privileged Position in this specific deck is that it combines nicely with Shield of the Oversoul to make Doran or another creature very, VERY hard to kill. It also protects other high-profile targets like Mirari’s Wake or True Conviction.

Asceticism also grants Hexproof to your army, but only your Creatures. It does not extend its protection to other permanent types. To make up for the broader range of protection, Asceticism instead includes a second layer of protection for your creatures, by being able to Regenerate your creatures at a cost of 1G per target. So while Asceticism protects fewer of your permanents, it protects your creatures on two different fronts. Its CMC of five includes a very firm two Green in its cost making it slightly less flexible, but still probably very easy to cast. It’s very hard to pin down in a three-color deck weather GG or {w/g}{w/g}{w/g} is statistically going to be easier to cast, but with the very heavy emphasis on Green in this deck, I’m inclined to thin GG would be easier, though I also think the difference is minimal enough to make the point largely irrelevant.

   What I know about this deck, from my past experiences with my own version, and from the write-up Viperion provided on his own build, this deck is meant to be an Aggro deck primarily, and its only real route to victory is attacking with creatures. In light of this fact, I am inclined to give the edge to Asceticism, for two reasons. First, Creatures are clearly the most important permanent type in the deck, and Doran is arguably the most crucial permanent of all. Second, the ability to Regenerate lets you attack more freely and aggressively, because you’ll be much less worried about losing your creatures to combat damage – something Privileged Position doesn’t help with.

   So, after considering all of this, I’m going to go with Asceticism for the purposes of this article, but I do allow that there might be a wide variety of mitigating factors that I would be unaware of that might tip the balance back into Privileged Position’s favor, in Viperion’s metagame. For example, targeted LD is a highly annoying thing to have to play against, and if someone in Viperion’s group plays a bunch of Stone Rains, then Asceticism loses some of its luster.



   As for the rest, Shield is obviously great, and Eland Umbra is surprisingly delicious-looking in this deck. I can’t see it being much good anywhere else, but in a Doran deck I can see it being pretty sweet. Dauntless Escort can protect Doran and the rest of your army from most board-sweepers. Finally, Sword of Light and Shadow plays a dual-role in protecting Doran from the two colors most likely to have targeted removal, and by adding some good recursion to the deck, giving us some long-game reach and consistency. In fact, since I brough it up, let’s talk about another issue I believe this deck might have: Long-game reach and the ability to keep applying pressure.

   The deck is sorely lacking for card-draw, which for me is a deal breaker, but not everyone is as obsessed with drawing cards as I am. Of course, card-draw isn’t the only means by which we can obtain the desired reach in the late game. Recursion is another great way to keep our deck running without running out of steam. After a lengthy internal debate, I decided that boosting the recursion capabilities worked better for this deck than adding a bunch of card-draw, for a number of reasons.

Teneb and Karador are already present in the list, as is Regrowth. I also already know I want to add Sun Titan, and with all the low-power, high-toughness critters in the deck, Reveillark also looks like a strong contender. Then, once I start to consider Sun Titan and Reveillark, Eternal Witness suddenly becomes vastly more desirable than Regrowth. While I still strongly recommend Decree of Pain, I think that a strong recursion package will do more for the deck’s late game, without sacrificing a bunch of slots to not-particularly-synergistic draw spells like Phyrexian Arena and Harmonize.

   Toughness-Enhancers are another important facet of a Doran deck. They help make Doran relevant and they can play unfair, because toughness-boosting effects are usually a good deal cheaper mana-wise than power-boosting effects. Yet, with Doran in play, they function as if they were power-boosters. So, with something like Slagwurm Armor, you are effectively getting a power-boost effect for the mana cost of a toughness-boost effect. Just how good this really is depends on the effect and how reliably you can keep Doran on the battlefield.

   One of the facets of making your deck less-reliant on its general is protecting that general, obviously. But a slightly less obvious approach to the problem is to eliminate or cut down on the number of cards that are actually or nearly unplayable unless you have your general. Slagwurm Armor is probably a bit mediocre without Doran’s help, but it’s not strictly unplayable. Solidarity, on the other hand, is a card that will be virtually worthless without Doran. If you’re having trouble keeping Doran on the board, you don’t want to be drawing too many of these conditional cards. Cards that are weaker but not useless without Doran are fine, but cards that are outright terrible without him should be avoided. Taking that into consideration, this is my recommended package:

Oathsworn Giant
Unstoppable Ash
Slagwurm Armor
Spidersilk Armor
Leyline of Vitality

   Unstoppable Ash is, in my opionion, a crucial piece of the Doran puzzle. He definitely fits the criteria above, in that he’s certainly not terrible without Doran’s help, but the synergy with our general is amazing. The “Champion a Treefolk” part might cause some hesitation, but I very much intend to make sure we have enough Treefolk to make this guy work. He’s definitely worth it. The other four cards were in Viperion’s list already, and I see no reason to cut them. Spidersilk Armor, in particular, seems vitally important as a way to keep Flyers from owning us in the face.

   Now we come to the miscellaneous stuff that fits well within the deck, but doesn’t belong to the categories above. There were a lot of things in this section that were neat and interesting, and I tried to preserve as much as I could, to keep the decklist fairly unique and interesting, but in the end, I cut most of these random cards in favor of more Treefolk or just more powerful stuff. Here’s what stayed in:

Ohran Viper
Tree of Redemption
Silklash Spider
Ancient Spider
Marble Titan

   I liked the walls, but Wall of Blossoms and Carven Caryatid are dreadful topdecks in the late game, while Tree of Redemption just seemed like the most odd and interesting of them, so I left it alone. Ohran Viper is well-known to be amazing either on his own, or in collusion with Doran. Silklash Spider and Ancient Spider were the cream of the crop as far as Spiders go. Both are acceptably playable with or without Doran, so I kept them too. Marble Titan was an amusingly tech-y choice that I highly appreciated so it too stayed in the list.

   And, last but not least, we come to the very heart of the deck. Treefolk. There were quite a few inclusions that were sub-par in my estimation, and quite a few noteworthy absences as well. I also wanted to supplement the actual Treefolk creatures with some cheaters that don’t say “treefolk” on their type-line but still function as though they did. Changelings are a great way to support a tribe that might need a little hole-filling. Goblins and Elves have enough support you probably wouldn’t want to need Changelings, but Treefolk probably have room for a few. I like the following package:

Actual Treefolk
Ridonkulous.
Indomitable Ancients
Black Poplar Shaman
Thorntooth Witch
Treefolk Harbinger
Bosk Banneret
Battlewand Oak
Cradle Guard
Dauntless Dourbark
Unstoppable Ash
Wickerbough Elder
Leaf-Crowned Elder
Magnigoth Treefolk
Seedguide Ash
Timber Protector
Deadwood Treefolk
Orchard Warden
Verdeloth the Ancient
Woodfall Primus
Doran, the Siege Tower
Sapling of Colfenor

   My additions were: Dauntless Dourbark, Leaf-Crowned Elder, Magnigoth Treefolk, Woodfall Primus, as well as the already-discussed Seedguide Ash and Unstoppable Ash. Woodfall Primus is pretty played-out, but he’s one of the best Treefolk in the format so it seems a shame to slight him a spot here where he actually fits the theme, as well as provides yet another removal option in a deck that was lacking in that area. Viperion mentioned Tooth and Nail as being a bit pricey, but still possibly within reach if I thought it was truly important. Well, honestly, I think T&N would be a fine addition, but if I were to shell out for something, I’d definitely pick Woodfall Primus up first. It’s a bit cheaper than Tooth anyway. If you’re going to spend some dough anyway, I think Woodfall Primus is by far the better choice here. The only downside is, with a CMC of eight, once you have Woodfall in the deck, Tooth and Nail starts to look more and more appealing (but it’s still not critically important).

Poser Treefolk
Changeling Hero
Chameleon Colossus
Changeling Titan
Adaptive Automaton

   I also considered Brass Herald, and indeed that is a fine card, but it just didn’t quite seem to fit the right spot on the mana curve. Even without the potentially great card-advantage, Adaptive Automaton seems to be a better cost-to-impact value. The two Changelings both have the ability to Champion any of your creatures, which is intended as a sort of additional cost, but frankly I see it as a benefit. They are great for protecting important guys from Wrath effects, if you sense one might be coming, and they can do cute things with ETBF creatures, too. Try putting Eternal Witness under one of them, you’ll see what I mean!

Putting It All Together

   I think I’ve rambled on more than was necessary, so let’s just cut to the chase and have a look at the decklist. All I will say is that this is as close as I could get it to be balanced between theme and power. I feel like this list should, theoretically, alleviate most of Viperions chief complaints while still retaining a very definite and clear theme as a Treefolk/Toughness-Matters deck, and Doran should still be highly relevant. It might not have reduced the reliance on Doran quite as much as I’d hoped. He still seems to be the centerpiece of the deck to a fault, but hopefully the deck will still have some game in it without the Siege Tower’s presence.

Creatures

Doran the Siege Tower
Indomitable Ancients
Black Poplar Shaman
Thorntooth Witch
Treefolk Harbinger
Bosk Banneret
Battlewand Oak
Cradle Guard
Dauntless Dourbark
Unstoppable Ash
Wickerbough Elder
Leaf-Crowned Elder
Magnigoth Treefolk
Seedguide Ash
Timber Protector
Deadwood Treefolk
Orchard Warden
Verdeloth the Ancient
Woodfall Primus
Sapling of Colfenor

Changeling Hero
Chameleon Colossus
Changeling Titan
Adaptive Automaton

Oathsworn Giant
Ohran Viper
Tree of Redemption
Silklash Spider
Ancient Spider
Duplicant

Reveillark
Sun Titan
Eternal Witness
Teneb, the Harvester
Karador, Ghost Chieftain

Marble Titan
Dauntless Escort

Spells

Slagwurm Armor
Spidersilk Armor
Leyline of Vitality

Eland Umbra
Shield of the Oversoul
Sword of Light and Shadow
Asceticism

Lignify 
Rootgrapple
Crib Swap
Beast Within
Path to Exile
Pernicious Deed
Wrath of God
Decree of Pain
Wave of Reckoning

Cultivate
Skyshroud Claim
Sol Ring
Darksteel Ingot
Mirari's Wake

Crime // Punishment
Door of Destinies
Green Sun's Zenith
Opal Acrolith
True Conviction
Reach of Branches

Lands

Forest x8
Plains x6
Swamp x3
Bojuka Bog
Eiganjo Castle
Tectonic Edge
Temple of the False God
High Market
Murmuring Bosk
Forbidding Watchtower
Stirring Wildwood
Godless Shrine
Overgrown Tomb
Temple Garden
Golgari Rot Farm
Orzhov Basilica
Selesnya Sanctuary
Sunpetal Grove
Fetid Heath
Twilight Mire
Wooded Bastion
Terramorphic Expanse

   - Enjoy!

Monday, December 5, 2011

Other People's Decks: Thraximundar, by Sinis

   It's not often that I see another list that captures my attention so thoroughly that I would seek to replicate and play it as one of my own. It's not that I'm such a great deck-builder that I always think I could do it better... I very frequently get input on my decks from all over the Net. It's just that, usually, I prefer to come up with the idea on my own, and then get input to help tune it. Occasionally, though, I do stumble across a decklist that makes me think "Forget what I was going to do, I'm doing that!"
   This might be one of those times. Over at General Damage Control, DJ Catchem has posted his new Thraximundar list as redesigned by contest-winner Imshan, aka Sinis. Those of you that have seen my own Thraxi deck might remember that it was a fairly generic Good-Stuff Control build with a lot of the most powerful spells in the Grixis colors, but it didn't really have much of a theme or any particular synergy. Oh sure, removal spells are quite synergistic with my opponents' creatures, but you know what I mean... It was powerful and fun to play, but pretty generic for the most part.
   I still happen to like my own take on Thraximundar quite well, but Sinis' design manages to push for more of a recognizable theme and some actual, honest-to-God synergy, while still keeping the list mostly in the realm of "Good-Stuff Control". Here, take a look:

General
Thraximundar

Creatures
Enchantments
Innocent Blood
Smallpox
Syphon Flesh
Barter In Blood
Wheel of Fortune
Chainer’s Edict
Consuming Vapors
Curse of the Cabal
Syphon Mind
Demonic Tutor
Damnation
Decree of Pain
Black Sun’s Zenith
Promise of Power
Praetor’s Grasp
Deep Analysis
Opportunity
Rise // Fall

Instants
Grim Harvest
Vampiric Tutor
Fact or Fiction
Blue Sun’s Zenith
Stroke of Genius
Grab the Reins
Geth’s Verdict
Diabolic Edict
Wild Ricochet

Lands
Scalding Tarn
Polluted Delta
Bloodstained Mire
Crumbling Necropolis
Badlands
Underground Sea
Volcanic Island
Watery Grave
Steam Vents
Blood Crypt
High Market
Miren, the Moaning Well
Volrath's Stronghold
Shizo, Death's Storehouse
Minamo, School at Water's Edge
Shinka, The Blood-soaked Keep
Temple of the False God
Academy Ruins
Urborg, Tomb of Yawgmoth
Phyrexian Tower
Strip Mine
Terramorphic Expanse
Evolving Wilds
Command Tower
Reflecting Pool
Mystifying Maze
Vesuva
Tolaria West
Grixis Panorama
Bojuka Bog 
  
   You can read all about the deck itself here, with comments and explanations by both the designer and owner of the deck, so I won't bother regurgitating their analysis. I will simply say that the list impressed me enough that I wanted to save it here for future reference. Normally, I would just get a notebook and jot down a few of the most interesting bits of tech, and use my own list as the basis, but I really think this version is different enough that I needed to just save the whole list and use it as my starting point, then "season to taste".

   To any readers who happen to follow GDC as well as my blog, my apologies for the redundancy of this content - but I wanted to be absolutely sure I could find this list again later when I finally decided to rebuild Thraxi, and posting it here seemed the most elegant solution.

Enjoy.