Tuesday, September 25, 2012

Return to Ravnica EDH Set Review, Part 1: Azorius

Given the prevelance of multicolor cards in Return to Ravnica, and the inherent Guild-based structure of the set, I'm slightly altering how I present this set review. The first five parts will be dedicated to the five starring guilds. This includes all cards with the respective guild's watermark, even the mono-colored cards. The following two sections will include all non-watermarked cards.

Right, so that's out of the way. Up first, we're doing this Azorius style. We'll kick things off with the head honcho, then move on to the rest of the cards.



Well, this is more impressive looking than the original Isperia, the Inscrutable. Compelling size for a W/U creature, although a 5/5 would feel more W/U appropriate. She comes packed with a compelling ability that promises untold card advantage, but it seems a little at odds with itself. To get value from her, players need to attack you, yet having Isperia on the board represents a big incentive not to attack you. Solving the Isperia riddle makes her a bit more of a Johnny general than you'd first expect. Likely to inspire a fair bit of deckbuilding, but I'm not convinced she'll pan out.







This certainly looks amazing for Limited, and probably pretty good in 60-card casual. I can see this in a deck with Venser the Sojourner and Restoration Angel. I can also see this in extremely niche EDH play. I have a Bant list currently in the queue that will likely love this card. Overall, it likely lacks board impact to really see much EDH play.














Niche-playable at best. Seems like an ideal pillow-fort card, but typically those decks have access to stuff like Propaganda that have a more blanket effect. Occasionally, though, a scalpel is a better tool than a hammer.

One thing to note, this could be a good, budget-friendly way to hose decks that rely on General Damage. I'm thinking specifically of Thraximundar. It's a good way to neutralize the threat without sending it back to the Command Zone to be recast.










I could see this having a home in Edric. It's too small/expensive to really be EDH material. But in a deck that favors small, evasive critters to big splashy ones, it might just be fair to middling filler.

















In the world of pre-Titan EDH, this thing would absolutely make the cut in most decks. He does not stack up favorably to most Mythic seven-drops, though. I don't know. I'd love to declare this guy widely playable and swingy, but 7-mana guys that absolutely have to survive long enough to attack to be worth casting tend not to be, well, worth casting.

Then again, stuff like Butcher of Malakir gets played, so maybe there's hope for this guy.











Two really impressive modes and one exceedingly mediocre mode. Actually, this really just has two modes, and Cycling. That's kinda lame, but it also fits well enough into the Charm mold, plus the two real modes are pretty good. The third ability should never be miscontrued as removal (unless you have some way of making the opponent shuffle right after), but rather a huge swing in tempo. Tempo swings like this are less relevant in EDH, but not irrelevant. It'll be hard to use an effect like this consistently, but occasionally it will just save your ass in a big way.










Definitely geared more toward tournament and/or 60-card Magic. Most of the time, this will just be a bad O-ring in EDH, and most decks will answer this at the most inopportune time for you, catching you with your pants down, so to speak. I'd avoid this for EDH, unless you really know what you're doing.















Yawn. Absorb isn't exactly great, and this is a bad Absorb.



















A bit underpowered for EDH. The Justiciar above would be my go-to Detain guy, simply for the fact that it hits two guys. This comes down, Detains once, then sits around uselessly until you either chump-block or a Wrath gets it incidentally.
















Okay, this is a little bit better. This is one of the few cards where the ability to repeatedly detain something is built right into the card. You don't need flicker effects.
That said, it's a bit pricey to use the better ability, and the cheap ability is fairly awful.
Worst, it is impossible to avoid comparing the new Guildmages with their original Hybrid counterparts, and this guy is up against the absolute best member of that cycle. Azorius Guildmage blows this guy out of the water, but if you have room for both, this one could do okay.









Bruna, Geist of St Traft, meet your new BFF. Naw, there are still better ways to Voltron-up your W/U dudes, but this one is still really neat. It's like a Phyrexian Arena that doesn't cost you life and makes your dude bigger. It's also an Arena that dies incidentally to creature removal. If you get 2-for-1'ed immediatly, sad times, but if sticks long enough to draw you a card or two, you're okay with it. Any more than that, you're in great shape.











Kinda wish this was U/G, simply because my Edric deck would be happy to have another hand-peek effect, this one with a little added-value bonus tacked on. Other than that, it's definitely not EDH material.

I do find it amusing that you can target yourself. So, if you just drew like 40 cards off your Consecrated Sphinx, you could be a dick and just flash your awesome 40-card hand to the table and see if anyone scoops. If they don't bite, hey, at least you just gained 40 more life to weather the onslaught comin' your way!









I'd rather this cost 5 and be a 3/3 Flying Man-O-War. But even if it were that, I still probably wouldn't play it in EDH. Seems amazing in Limited though. 3/3 Flyers are great when they cost 5... at CMC 4, this thing is solid gold.
















I'm torn. As impressive as this looks at first blush, I'm not sure the life gain is enough to make me play this over Mind Spring. The fact that it's an Instant, on the other hand definitely makes a bigger splash. The thing is, I'm just going to know, every time, that I'm drawing one less card than I could be.

Nah, okay, I give. In the right deck, this is basically strictly better than Stroke of Genious. Now that I look at it this way, my skepticism seems ill-placed. WANT FOIL NOW.










I don't know how often the can't be countered part will matter all that much, but some decks will just be perfectly happy with yet another 4-mana Wrath. Definitley playable, because virtually every sweeper is playable, and this ain't even a middling one. Top-tier for sure.

I need a foil of this one too.














Filibuster counters.

FILIBUSTER COUNTERS.

I rest my case.

















A good example of the kind of card where, no matter how good it is in 60-card formats, it'll never be worth it's salt in EDH. This thing looks insane for competative play, but it'll just get laughed at around the EDH table.

Friday, September 21, 2012

New Feature: Active Deck Roster

Hello, all. I have added a new feature to the Command Zone. Over to the right, just below the all-important "About Me" gadget, you'll see a new gadget called "Active Deck Roster". In case that utterly bland, yet precisely descriptive name doesn't spell it out for you, this is a list of all of the EDH decks that I have currently sleeved up and am actively playing.

It's a rather simple, straightforward concept, but here are a few key points -

  • If I have the deck built IRL, sleeved up and ready to play, it'll be in the roster. 
  • If it's a work in progress, or in development, it won't be added until it's complete.
  • If I alter a deck IRL, I will update the list here as soon as possible.
  • There will be a changelog for each deck, where I list each change made, and reason for change.
  • If I decommission a deck, it will be removed from this roster.
  • The last-known list of a decommissioned deck will still be on the blog, just not in the roster.
  • I will make various notes on the deck as I play it over time. For example: "Trading Post is quickly becoming an MVP in Gisela" or "I played 3 games with this deck, and realized I badly need more removal".
Finally, this was done almost entirely for my own benefit. It's just the easiest, most efficient way to keep tabs on all my decks, and keep track of what changes I have made, or what changes I want to make. If it is useful to my readers too, then that's fantastic, but again, the intent behind it was entirely selfish.

Enjoy!

Thursday, September 20, 2012

The Prime Time Slot is Now Open

So by now, most of you are aware that the EDH rules committee has published the latest update to the Banned List. Today, I’m going to talk a little about those changes to the format, how I feel about them, and how they will impact my decks going forward.

First off, the easy one. Worldfire is banned. Good riddance, or unnecessary ban? That’s a very good point worthy of debate, but what’s not really all that debatable is that banned or not, Worldfire was NOT a good card for the format. Few will miss it, and many more will actively rejoice that they don’t even have to worry about the possibility of seeing Worldfire suddenly start popping up and ruining their group’s meta. I personally don’t see the need to ban this card, much like Sundering Titan, because virtually every player out there who actually gets EDH is likely to avoid such funwrecker cards. Simply put, I don’t see it get played. Ever. But at least now, I don’t have to live in fear that that could change. So I can agree that the ban was probably the right move for the good of the format.

Next up, Kokusho is unbanned (in the 99; still banned as a General). This was a great move, though not a surprising one. The Unban Kokusho movement existed way before the existence of Primeval Titan and other such bombs, but once WotC started pushing the power level of creatures up through the roof, Kokusho just started to look more and more… average. To be sure, he is still a potent card, and will be perfectly viable in the new EDH environment, but it’s unlikely he will be as format-warping as he once was. Really, the only card out there right now that makes me even slightly worried about Kokopuffs is Rite of Replication. RoR on Kokusho WILL end many a game over the next year, and it WILL get old to many folks. But RoR targeting virtually any six-mana-or-more creature is just as game-winning, so that alone isn’t a good reason to keep Kokusho out of the format. I’m definitely looking forward to getting to play my 3 or 4 copies laying around uselessly.

Finally, we get to the whopper. Primeval Titan. Banned. In EDH. What? I’m pretty pissed off about this. Not gonna lie. From my own personal experience, Prime Time was not the gameruining funwrecker some people liked to make him out to be. Sure he was powerful. Too powerful? Absolutely. There are a hundred cards currently legal in EDH that are flat out too powerful. The RC itself has said that being powerful isn’t a reason to ban a card. Nothing I know about Primeval Titan, from actual real-world experience, lines up with the published philosophy and methodology on banning, as put forth by the RC. The RC has put out an outline that basically says “These are the reasons we would ban a card. Only these reasons, and no other.” Yet NONE of the reasons on the list line up with what Prime Time does, in my experience. I definitely do not agree with this decision in the slightest, and have no logical reason to do so.

Impact

But, as much as I might feel Primeval’s banning was an error of judgement, it is what it is. I have to deal with it.

So, what exactly does that mean? Currently, I have 4 decks that have a copy of Prime Time:

Savra, Queen of the Golgari
Maelstrom Wanderer
Rith, the Awakener
Stonebrow, Krosan Hero

Of the four, Stonebrow is the one most crippled by the loss. This is mostly because it’s a very Timmy deck, full of big-mana fatties with Trample. Prime Time had Trample… ugh, this one is going to hurt. The fact is, the deck is both mana-hungry to a drastic extent, and janky as all hell. Prime Time was one of the very few cards in the deck that was both perfectly on-theme mechanically (having Trample), and was just objectively powerful enough to give the deck the punch it needed to compete with decks constrained by less janky themes. In short, the deck is already kinda bad, so losing Prime Time will be a HUGE hit to its already-low power level.  

Rith will probably care the least. Prime Time was in for two simple reasons: 1. The deck just needed more warm bodies, as it is very spell-heavy. I threw Primeval in to up the creature count, and 2. He finds Gaea’s Cradle. I’m pretty sure I can just replace Primeval with any spell that can find Cradle (Crop Rotation or Expedition Map?), and maybe try to find another slot for some kind of creature to keep the creature count up. Not a terrible loss here.

Savra is definitely going to feel this one, but unlike Stonebrow, her deck is actually fairly strong, so the average power level will not take such a huge hit. Mostly it’ll just make it harder to get Coffers/Urborg online, but that little two-land combo is played out enough I can probably afford to have it happen a little less often. I am running Scapeshift, though, so it’s still going to happen now and then. Mostly I’m just sad that this deck loses one of it’s best Mwonvuli Beast Tracker targets, making that very recent addition less compelling. It’s entirely possible Beast Tracker will get cut from the deck once Ravnica comes out, since his BFF is now banned. There are a couple of other minor tweaks that Prime’s departure will likely lead too.

Finally, Maelstrom Wanderer. On one hand, MW is the deck that needs Prime worst of all, as the deck is mana-hungry to such an extent that it makes even Stonebrow seem streamlined. On the other hand, the overall power level of the deck is simply so high that Prime Time won’t be missed at all from that angle. He’s really just there for ramp, so if there are any really good ramp spells out there that I’m not already playing (unlikely, but possible), it should be easy to replace him.  I still haven’t gotten to double-cascade into Avenger/PT yet, which I really only wanted to do once.

So in the end, of the four decks, Stonebrow is the only one where losing Primeval Titan almost makes me want to just scrap the deck all together. The rest should still function just fine without him. I’ll give Stoney a chance, though, since I JUST rebuilt the damn thing a few weeks ago (and went on to win a game with him for the first time ever!).

Replacing Prime Time

So what, exactly are the changes I’m planning to make, to compensate for the lack of one of the most powerful creatures in the format?

Stonebrow – It doesn’t have Trample (or P/T), but Boundless Realms seems like the best possible replacement. This is a two color deck, which means a higher number of Basics, so I don’t have to worry about whiffing on it half the time. As I said, the deck is pretty mana hungry, and while my last rebuild strove to streamline and lower the mana dependency, my average CMC for all the creatures in the deck is around 5.1, which is high, even for EDH. Replacing the best ramp spell in the game with one of the next-best ramp spells in the game seems like a no-brainer.

Savra – Between the banning of PT, the unbanning of Kokusho, and the imepending release of Return to Ravinca (in which the Golgari appear to be the most awesome guild, overall), this deck looks to be undergoing significant changes. For now, though, the obvious move is to just swap out PT for Kokusho. One six-bomb for another. I was actually needing a bit of (good) lifegain in the deck – so much so, in fact, that I actually added Grim Feast. I wanna give Feast a chance, but I’m pretty sure that Kokusho will easily be able to fill my lifegain quota by himself, freeing up Feast’s slot eventually. At some point, Boundless Realms might come in as well, as a more direct replacement for PT, it’s just that in this particular deck, having more creatures is more important than having more ramp.

Maelstrom Wanderer – Unfortunatly this deck is already running Boundless Realms. And, pretty much every good ramp spell out there. For now, I’m probably just going to roll with Gilded Lotus in the PT slot. There are cards in RtR that I have my eye on, but none really do what PT does. Lotus is probably the best possible direct replacement that I’m not already running.

Rith – As I said, this deck really won’t blink at PT’s absence, so long as I replace it with something that can find non-Basics. It’s down to Crop Rotation, Sylvan Scrying and Expedition Map. Map costs one more to use than Scrying for the same effect, but doesn’t require green. Pretty sure green is always going to be available, though, so that’s not an issue. Meanwhile Crop Rotation puts it directly into play for only one G, but requires sac-ing a land… Scrying is slower, but I don’t want to get screwed by having to sac a land to find Cradle, only to have Cradle get Acidic Slime-ed. So I guess I’m leaning toward Sylvan Scrying. I also really just need to throw in a couple more generic ramp spells like Kodama’s Reacharound and Skyshroud Claim.

Adopting Kokusho

So we’ve filled the void left by Prime Time. Now, let’s see where we can squeeze in the newly returned Kokusho.

Savra - Obviously, he’s taking over for PT in Savra, where he just makes all kinds of sense. Rather than being just a good stuff card, he actually synergizes well with the deck’s theme of sacrificing it’s own creatures for profit, plus he’s an amazing life-gain spell which I was already needing quite badly.

Vish Kal – Life gain is one of the main themes here, so he’s definitely going in somewhere, I just don’t know where yet. More importantly, his inclusion will require me to reevaluate the whole Sanguine Bond vs. Exquisite Blood debate. I’m currently running E. Blood, but with K-puff in mind, I think I’d rather have S. Bond in place. As for Kokusho, though, I think he’s going to replace Geth. Geth is amazingly powerful, but not particularly thematic or flavorful in this deck.

Wrexial – Kokusho doesn’t really fit what this deck is doing, so if he got in, it’d be as a mere “good stuff” addition. Then again, he can be a great rattlesnake card, scaring players away from both attacking into me, or Wrathing the board. Then again, scaring away Wrath effects is exactly what this deck does NOT want to do. I don’t think Koku is a great fit here, and will probably not find a slot here.

Ghave – Same as above – he just doesn’t have any synergy with the deck or it’s themes. Well, okay, my general is a sac outlet, but that’s not really enough, you know? No Kokusho for this deck! I’m surprised, actually. Two decks so far that could run Kokusho but just really don’t need or want him. Guess he’s not quite the format-warping villain after all, or else I’d be shoe-horning him in despite being off-theme.

Thraximundar – This deck is basically a dedicated “good stuff” deck, with no real theme or synergy other than “mana and bombs”. Kokusho will fit right in here, if I can find room. Plus, I feel that it is important to have at least one deck that contains both Rite of Replication and Kokusho (I’m a dick). The trouble is, Grixis is a shard that is simply loaded with generically powerful good stuff, which is why I went with this color scheme to begin with. Right now the only two creatures on the “unproven” list are Charmbreaker Devils and Nefarox. Luckily, both are six-drops, so replacing either of them with Kokusho will not worsen the deck’s top-heavy mana curve. Pretty much every other creature in the deck has already been deemed an all-star, so Neferox and Charmbreaker are the two most likely candidates.  (Finding room for Kokusho is one thing – once RtR drops it’s Izzet goodies on us, it’s going to get really hard to make cuts!).

Well, that’s it for now. Quite a big impact, this time around. Ban list updates usually don’t have quite this much impact on me. I must admit, even if some of the changes piss me off a bit, shaking things up is always likely to produce interesting results. Ultimately time will prove me right or wrong, but I’ll keep hoping that some day Prime Time will be allowed to play again.


 Enjoy!

Wednesday, September 12, 2012

Quick Updates

Just a few random thoughts and hints at things coming down the pipeline. You know, just so you aren't wondering if I'm still alive.

- Return to Ravnica spoiler season is underway, and it's shaping up to be one of the most exciting spoiler seasons ever. Other high-points of excitment include Alara Reborn and Avacyn Restored. Other than those two sets, though, I can't remember a time when a spoiler season was as jaw-droppingly awesome as RtR has been so far.

- Have you seen Epic Experiment yet? That shit is the mad note.

- I've been working on a Red/Blue Nin the Pain Artist deck for, like, forever now, and I just keeping hitting brick walls when trying to develop the list. However, the Izzet goodness spoiled so far has me revisiting this idea. It's still in theorycraft stage at the moment, but here's a spoiler: Past in Flames and Epic Experiment will be centerpeices of the deck.

- I'm also toying with the idea of switching to Jhoira for that deck. She seems like the better, more synergystic choice of general, but she has such a horrible reputation that I want to avoid the stigma, even though I would strive to NOT do the things Jhoira typically does - i.e. ruin games.

- Remember a while back, I trimmed my EDH roster WAY down to like 4 decks? So that I could have more card availability to build some 60-card decks? F*** that. I rebuilt a BUNCH of my EDH decks, and I am working on a coule of new-ish lists as well. I'm in the process of finalizing all the lists, so I will be providing a huge update once I feel like I'm more or less done with the builds.

- I still want to make some more 60-card decks, but so far only the mono-Red Vampires list has come together. This is partly a lack of inspiration, laziness on my part, and the fact that I just used up like 90% of my good stuff rebuilding a shit-ton of EDH decks. Also, I'm so freaking amped about Return to Ravnica that old shit like Innistrad block just doesn't get me off.

- Once RtR drops, expect a flurry of deckbuilding to commence here - both EDH and 60-card decks galore! I'm not making a promise, here. Just saying expect it, but don't be too surprised if it turns out to be like not that big of a flurry. I'll certainly try, though.

- I'm serious. Epic Experiment, folks. Just, damn.

- I've long been a huge fan of Limited formats, especially drafting. I am really hoping that once Return to Ravnica drops, I'll be able to afford to draft at least once a week. I will try to do this, and hopefully that'll generate some Limited-focused content for this blog. I write about EDH 95% of the time, because that's what I play 95% of the time, but god dang do I love some Limited. Haven't done a draft in forever, so I'm definitely hoping to get back in the habit real soon.

Monday, September 10, 2012

Revisiting Mono-Red Vampires

I actually got to play a few games with my mono-Red vampires list (featured way back here) over the weekend. They were three-way multiplayer games, which is NOT the ideal environment for such a dedicated aggro deck. The deck has little in the way of late-game reach, and theoretically should roll over and die to a single mid-game board sweeper (running out that Wrath too fast usually only slows me down a bit, but waiting until I’m down to two cards or less means I’m probably dead in the water).

This is the list as it stands today:

4x Stromkirk Noble
4x Bloodcrazed Neonate
4x Falkenrath Exterminator
3x Rakish Heir
3x Erdwal Ripper
2x Crossway Vampire
3x Markov Blademaster
2x Falkenrath Marauder

4x Vampiric Fury
4x Volt Charge
2x Curse of Stalked Prey
1x Blade of the Bloodchief
1x Reforge the Soul

23x Mountain

My opponent to my left was playing a really rough-looking Red-White humans list, basically an AVR limited deck expanded to 60 cards by way of more Innistrad-block commons and uncommons. He had zero rares in the deck, and no cards outside of INN block. Janky as hell, right? SPOILER: It was brutal, actually.

My other opponent was playing a Naya Wolf Tribal deck, bolstering a fairly mediocre tribe with awesome buffs like Armadillo Cloak and Behemoth Sledge. After a while, she switched to a homebrew W/B mish-mash of tokens, control and discard.

Anyway, the games went about like I expected them to, in that I got trounced in the end, but I actually came a lot closer to winning than I expected to (which isn’t saying a lot, but still…). The deck definitely had the reach issues I mentioned and the very built-in weakness to board sweeps. My one and only concession to these issues was, right before playing the first game, I grabbed a single Reforge the Soul out of one of my EDH decks. Then, in one game I actually Miracle -ed Reforge the turn after my board got wiped out, whilst having no cards in hand. I was in top deck mode, with no permanents save Mountains, and BOOM! Reforge off the top, Miracle for two, then I end the turn with three creatures in play and three more cards still in hand! Woot.

I still lost, but man did it feel good to reload like that after a devastating sequence of turns. Anyway, the R/W Humans deck turned out to play more like a combo deck than an aggro deck, setting up for explosively lethal turns featuring Battle Hymns, Thatcher Revolts and assorted mass-pump options. He could have two 2/2 critters on one turn, and on the next, he’s attacking with 36 power out of nowhere. Despite being rare-less and the epitome of janky-ness, Humans were kicking Wolf and Vampire ass all night long.

The fact that the deck failed less badly than I expected it to in a three-way game, and the fact that several times during my games I thought of very specific cards I’d loved to have had access to, I decided to see if I could reconfigure the decklist just a bit, to try and make it slightly more viable in a multiplayer setting, without diluting its 1v1 potential too much. I don’t want to slow it down - just give it a bit more reach and resilience.

Two cards that I actually wished for out loud during my games were Burn at the Stake and Ring of Valkas. Both cards are fantastic in a situation that is exceedingly common in multiplayer matches. You know when everyone has a solid board position, but they all just sit and stare at each other because no one can profitably attack without losing too many resources or leaving themselves open to counterattack from other opponents? Right.

So, Ring of Kalonia is good here, first because like all of the Rings in the M13 cycle, it’s good for breaking stalemates like that. Eventually, the equipped dude is just gonna get big enough  to crash through your opponent’s pillow fort. It’s also particularly synergistic with the Innistrad vampire mechanic. They like to grow organically, by dealing combat damage, but when THAT isn’t possible, Ring of Valkas helps them out. The one Vampire in particular that really needs the help is Falkenrath Exterminator. This little Vampire Archer is quite the bomb, or would have been. I never could get more than one +1/+1 counter on her, though, and so pinging 1/1’s was the best I could hope for. But she stayed alive long enough that, with a Ring of Valkas equipped, she easily could have been shotgunning much, much bigger critters.

Meanwhile Burn at the Stake just lets us “alpha strike” one player without having to worry about pesky blockers. It’s like a very Red-flavored take on Overrun, in a sense. At one point I had 7 Vampires and couldn’t afford to attack. Burn at the Stake would have outright killed one opponent, though it’s possible I’d have died to the other player from having tapped all 7 guys…

The problem is, there are a few other pieces of equipment that all seem really good here, Skullclamp being the best and most obvious, but I want to avoid that one for a number of reasons. I definitely need the draw, but I can’t usually afford to sac my own guys, as I don’t have Bloodghast and other Black reanimation stuff. Also I don’t really want to turn this deck into a Red version of my Mono-Black vampire deck – you’ll remember that that deck started out as a straight-up Aggro Vamps deck, and as I tuned it to be more and more multiplayer-viable it eventually turned into a Gravepact control engine with an Exsanguinate/Coffers win-con. I want the deck to stay firmly in the realm of Aggro, centered on attacking with Vampires as it’s Plan A. Plus I’m using ALL of my Skullclamps already, in EDH decks that sorely need them.

Another piece of Equipment is already in the list: Blade of the Bloodchief. I own two copies and have already cut one copy from Vampires to slot into my Ghave deck, and I’m seriously considering dropping the remaining Blade so my Vish Kal EDH deck can have one. But it seems a shame for a dedicated Vampire deck, not to have at least one copy of the only Equipment that specifically cares about being in a Vampire deck. I might just have to order one for Vish Kal so this deck can have one too.

Finally, Basilisk Collar came up as a worthwhile inclusion, Mainly for its interaction with Falkenrath Exterminator, but also because the lifegain would have been quite relevant in a couple of the closer games.

The problem is one of space. I could probably make room for one copy of each, but I have no Stoneforge Mystic to ensure I draw the right piece of Equipment for the situation. Sure, there is Godo in Red, but he’s A) too expensive for this deck, and B) not a Vampire. Thinking about Stoneforge Mystic made me think, briefly, of going Red/White Vampires (style points alone, it’d almost be worth it) because I’d also have access to Ajanie Goldmane, who would be great for putting counters on all my Vampires without having to attack! But no, that’s not really the road I want to go down, for now. Maybe someday.

Anyway, I need to boil down my options, so I think I’m just going to go with 1x Blade of the Bloodchief and 3x Ring of Valkas. If the lifegain Basilisk Collar keeps being something I long for in actual games I will revisit the decision later. But for right now, the Ring seems more useful on almost any creature in the deck, while the Collar is mostly useful on the Exterminator.

Another thing I needed in several games was more removal. In the initial theory-crafted list, I had Lightning Bolts and Volt Charges. I also had a Valakut that I just forgot to throw in when the deck finally came together, but currently I’m running just the Volts, without the Bolts. I really think that’s a mistake. The Bolts have been sorely missed. I love the synergy of Proliferate with this deck, but the number of times I’ve had to cast Volt Charge while getting zero benefit from the Proliferate is unacceptable.

4x Lightning Bolt and 3x Volt Charge: That’s where I started, and I think that was the right call to begin with; I shouldn’t have messed with the formula.

Curse of Stalked Prey wound up being useless. It’s kinda win-more in that if you’re benefiting from it, then you’re probably already winning. It’s great at snowballing that early momentum into inevitability, which is fine, but that’s the ideal use. Usually it comes down after your momentum is already petering out, and you just wind up helping one of your other opponents more than yourself. I was hoping the political aspect – rewarding your opponents for attacking each other instead of you – would help the deck’s survivability, but really it just annoyed the cursed player, while giving the rest of your opponents more and more power with which to kill you eventually.

I am definitely digging Vampiric Fury, while Reforge the Soul seems like a clear winner as well. Adding in the aforementioned Burn at the Stake, we get the following for our non-creature package:

4x Lightning Bolt
3x Vampiric Fury
3x Volt Charge
1x Reforge the Soul
1x Burn at the Stake
1x Blade of the Bloodchief
3x Ring of Valkas

The creature base is largely unaffected, simply requiring a few tweaks to accommodate the increase number of spell slots. I was never happy casting Bloodcrazed Neonate, as the “Must Attack” clause just caused her to die ineffectually 9 times out of 10. I’d have expected there to be one player open more frequently in a multiplayer game, but it just never happened that way. And she’s a terrible late-game draw to boot.  Unfortunately, there aren’t any two-drop Vampires to replace her with, but adding the Lightning Bolts back in, plus the Rings of Valkas means we should still have plenty of action on turn 2.

Erdwal Ripper has proven to be somewhat ineffectual as well, though he at least makes a better chumpblocker than the Neonate. But the number of times his Haste was relevant is roughly zero. On the flip side, Crossway Vampire has been surprisingly effective, often allowing a turn two Exterminator a free pass to acquire her first +1/+1 counter. I need 21 creatures to round it out, and we have this:

4x Stromkirk Noble
4x Falkenrath Exterminator
4x Crossway Vampire
4x Rakish Heir
3x Markov Blademaster
2x Falkenrath Marauder

4x Lightning Bolt
3x Vampiric Fury
3x Volt Charge
1x Reforge the Soul
1x Burn at the Stake
1x Blade of the Bloodchief
3x Ring of Valkas

1x Valakut, the Molten Pinnacle
22x Mountain

I realize I still haven’t solved the card-draw problem, so this list is still pretty weak against board sweepers, but I suspect that’s a flaw I’m just going to have to live with for now. The only real solution I see is to add Skullclamp, which I’ve already outlined the various issues with, and upping the number of Reforge the Souls. That option is somewhat undesirable as well. I think 1x is the right number here. I’m not gun shy about Wheel of Fortune effects in EDH, but allowing your opponents to refill their hands is much riskier in 60-card decks.

But at the same time, I think this deck is more complete than the initial version. It definitely has more potential to break through blocking stalemates, so at least one of the two major weaknesses has been addressed. Bumping the removal back up to where it should have been to begin with is also likely to be a significant boon. Bolt-ing a Watchwolf in response to a Behemoth Sledge getting Equipped would have made miles of difference in that first game, but I was stuck with Volt Charge and not enough mana.

I hope to play the deck more and continue to beef it up, but there’s not really much more I can do without fundamentally altering the nature of the deck, as I did with my mono-Black Vampire deck. My biggest gripe right now is the lack of quality two-drops for the deck. Neonate just didn’t cut it, leaving Exterminator as literally the only option. Hopefuilly, someday, WotC will revisit Innistrad and we'll get at least one more playabe Red, two-drop Vampire.


Thursday, September 6, 2012

Returning to Ravnica: Guild Mechanics

The original Ravnica block is one of my all-time favorite Magic blocks. It might actually be my favorite, but it’s a tough call between Ravnica and the Urza’s block. Either way, Ravnica was the block that finally got me to start playing FNMs and going to actual tournaments and just generally hanging out at gaming shops. I was strictly a casual player before then, and only played with a close, insular circle of friends. Happily, those friends are still the core of my gaming circle and I still prefer to play with them, but because of Ravnica I became much more a part of the local Magic scene for a number of years.

Thus  it should come as no surprise that I, along with virtually the entire Magic-playing population, am positively thrilled about Return to Ravnica. And while it’s still early in the spoiler season, my excitement is practically unbearable. The handfuls of cards we have seen so far have left me with little doubt that, on the whole, Return to Ravnica will be a triumphant sequel to one of the best-designed blocks in Magic’s history.

The question is: Can Wizards beat the sequel syndrome and deliver a set that manages to improve on what is already one of their biggest successes? Or will it fail to live up to the legacy of the original set?

One of the few flaws in the design of the original Ravnica block was that many of the guild mechanics fell a little short. Some were too complex, some were broken, and just didn’t line up flavor-wise with their guild. One of WotC’s stated goals with Ravnica was to do a better job on the guild mechanics. We now know the first five, so let’s line them up against their predecessors and see if WotC managed to deliver on this goal.

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Selesnya: Convoke vs. Populate

Convoke is one of the best mechanics in the original block. It’s powerful but not broken or degenerate, which is definitely a key point as the mechanic is one more in a long line of mechanics that let you play stuff for reduced mana costs or even free. Most “free spell” mechanics wind up being broken, but Convoke isn’t actually free, technically, it just allows you to pay with a resource other than mana. Still even those kinds of mechanics can cause problems.
Flavorfully, Convoke definitely matches up with the Selesnya Conclave. It’s all about togetherness and team effort, that sort of cultish hivemind that the Selesnya are all about.

Populate largely plays into the same themes as Convoke, but approaches them from a different angle. Both Convoke and Populate encourage you to play with a token theme, but Populate requires it. That feels a tad more restrictive when viewed in the context of the entire game of Magic – not all Green/White decks are token decks, after all. But viewed through the lens of Green/White specific to the Ravnica block, it makes perfect sense. If you’re playing Selesnya, you’re inevitably going to be making some tokens, one way or another.

So while Populate is marginally more narrow than Convoke, it’s still a great mechanic for the Selesnya. It fits what the guild is doing, both flavorfully and mechanically. I’m definitely excited to see the full potential of the mechanic, once all of the cards are spoiled.

Verdict: I’m going to need to play with Populate to judge it from a gameplay perspective of course, but from a design and flavor standpoint, it seems to be a worthy successor to Convoke. The two mechanics play well together, synergizing nicely. Populate is not wordy or convoluted, and it’s quite intuitive to grasp. I’d say it’s pretty much on equal footing with Convoke.

Azorius: Forecast vs. Detain

Forecast was one of the failures of Ravnica block. The mechanic makes sense as a generic WU mechanic, but it definitely didn’t match the flavor of a gyuild of Lawmakers and Bureaucrats. It also didn’t play all that well. A few of the cards were cool – I personally love Pride of the Clouds – but most of them, you just never wanted to Forecast, you just wanted to cast them and be done with it. Forecast was a stinker, flavor-wise. In no way did it feel like a lawmaking or bureaucratic mechanic. It just felt forced and mismatched.

On top of that, it was a dangerous mechanic that development likely nerfed into oblivion. For one thing, it was yet another mechanic from the block that, if played the way it was designed, let to repetitive game states where the Forecast player just kept doing the same things every turn. It was also built-in card advantage – you never actually had to spend the card  you were Forecasting, so you  could do it forever. Low variance, repetitive gameplay and inherent card advantage all led to development likely being very, very conservative about where and how they used it. Forecast could have been just as broken as Dredge, and possibly even less fun, had Development not being paying close attention.

Fortunately, it’s been replaced with Detain, a much better fit for the Azorius. It matches the flavor of the guild much better. The only possible criticism I could give at this point is that there should be a way to “detain” a spell – stopping a suspect in the street for questioning is fine, but the Azorius are lawmakers too, so detaining a Sorcery on the stack would have been a cool way to execute the flavor of tying up something in red tape to stop it from going happening. Then again, they could just use countermagic for that I guess… (Oh wow, they so need to have a counterspell called “Filibuster”.)

Detain looks like it might be mildly annoying to play against – the mechanic basically just hoses permanents, albeit temporarily. That said, it doesn’t affect lands (wise choice), so you can always play around it by casting more stuff. Eventually the Azorius player won’t be able to detain everything (oh but of course, then you’ve just overextended into their Wrath effect!). But it doesn’t look stiflingly unfun and repetitive the way Forecast was (or might have been, had it seen play). It’s more likely to slow you down and generate a tempo advantage, rather than to lock you out completely.

Verdict: Detain is vastly superior to Forecast. We’re talking light years. Flavorfully, it’s dead-on. Gameplay seems like a big improvement as well.

Izzet: Replicate vs. Overload

Replicate was kind of like Forecast in that it was a great mechanic for Red/Blue in a vacuum, but it didn’t quite capture the flavor of the Izzet League, the steampunk-tinged mad scientists of Ravnica. It wasn’t a huge flavor bomb, but neither was it a perfect fit. Frankly, I think of the Izzet as tinkerers and so, to me, an Artifact-related ability would be ideal. However, for such a mechanic to matter you’d have to print additional artifacts in the set, and that would probably be logistically problematic, if not outright impossible. The Izzet are also notorious spellcasters, though, and so any kind of “Instants and Sorceries matter” mechanic is a suitable alternative.

The problem with Replicate, from a game-play perspective, was that it was repetitive and kinda boring after a while. Whatever spell you were casting, your only option was to get more of the same from it. Also it was a lot like Kicker, and later Multikicker was basically Replicate with a  paint job. So now we get Overload. Overload is basically yet another riff on Kicker, but it’s also a throwback to the awesome jank rare Radiate (which, ironically, the original Boros mechanic was based on, and named after!). Overload seems like they fixed the issues with Radiate (the Boros mechanic) and moved it to a guild where it made more flavor sense. I’m okay with this, though it’s somewhat less exciting that seeing something brand-spnaking-new.

Overload is a good fit, flavor-wise, though not quite perfect. It definitely looks like it will play better than both the original Replicate mechanic, and the Boros’ Radiate, upon which Overload was based.

Verdict: Overload is a minor improvement flavor-wise, significant improvement play-wise, even though it is similar in a lot of ways.

Rakdos: Hellbent vs. Unleash

For the record, I utterly loathed Hellbent. That should come as no surprise, though. If drawing cards is my favorite thing to do in Magic, and being in top deck mode is my least favorite thing in Magic, then a mechanic that discourages drawing cards, and encourages being in topdeck mode is not likely to win me over.

Also for the record, I tried anyway to make a Hellbent deck work. I liked Rakdos Pit Dragon, Jagged Poppet and Infernal Tutor enough that I built multiple decks to try and utilize them for quite a long time after Dissension came out. It even worked out now and then that the deck was fairly good. It’s just that the reward of activating Hellbent never made up for the downside of being completely out of cards.

That said, it was fitting that the mechanic was a do-or-die, go-for-broke, all-in kind of Mechanic. That fits the Rakdos quite well. The flavor was perfect – one of the best fits in the block. It’s just that it wasn’t all that fun to play.  Most people have more fun with a few spells in hand than they do with nothing to fall back on. Hellbent was a skill-testing and rewarding mechanic, if you could stomach the suicidal, aggressive approach, but I never could and most folks I knew weren’t eager to try, either.

Whatever mechanic replaced Hellbent, it would need to echo the flavor and style of Hellbent. Attacking your opponent and murdering all who get in your way, with reckless abandon, no though for personal safety – this is the flavor of Rakdos and the new mechanic, Unleash, hits those notes quite well. You can either have an okay creature for attacking and blocking, or you can have a better creature for attacking but NOT blocking. Rakdos is meant to be vicious, nihilistic and recklessly aggressive, and that is exactly what Unleash delivers. Whether it will actually be any good or not remains to be seen, but the fact that it doesn’t require you to overextend and barf your whole hand as fast as possible seems like it’s moving in the right direction.

That said, nothing I’ve seen so far really makes Unleash look all that compelling or fun. As much as I hated Hellbent, it was still interesting enough to get me to try and like it. Unleash just doesn’t spark even a modicum of creative impulse in me. For that I deem it a failure, but to be fair I think it’s largely an improvement over Hellbent.

Verdict: Still anathema to my playstyle, but in trying to be unbiased, I’d certainly have to rate it a minor improvement over Hellbent.

Golgari: Dredge vs. Scavenge

Finally, we have Dredge. The broken mechanic of Ravnica block. I’ve already called out a number of mechanics for being repetitive and reducing variance in games, but Dredge is the poster child for this flaw. In all fairness, it wasn’t all that bad within the block itself – it took cards from outside Ravnica to truly push Dredge over the top. But the fact remains, it is possible to build a deck that can win without ever adding a single mana to your mana pool. That’s what Dredge did to the game of Magic.

It was certainly a good flavor match for the Golgari, so I can’t complain about that aspect. And it was a very powerful mechanic, even before players broke it in half. For these reasons, I still consider Dredge to be one of the best mechanics in the block – great flavor and balance (within the block). The Golgari has other issues as a whole, but Dredge was not one of them.

Scavenge has the unenviable task of trying to fill Dredge’s shoes. It’s doubtful it can match Dredge’s power level – but I’m pretty sure that’s a good thing! It doesn’t look to be broken in anyway, it’s just good built-in card advantage, giving your creatures one last chance to be useful after they die. It definitely fits the flavor of the guild as well as Dredge did, or at least nearly so. It’s also a bit more narrow, being strictly creature-based. But, from a flavor perspective, even that restriction actually makes more sense. How does a Golgari mage cannibalize an Instant spell?

The main difference between Dredge and Scavenge, though is that Dredge is more of a centerpiece mechanic, whereas Scavenge is a supporting player. Dredge is such a potent mechanic that there’s a deck simply called “Dredge”. I doubt there will ever be a deck called “Scavenge” but I do expect there to be a few Scavenge cards that get played a lot.

Verdict: Scavenge is obviously less powerful than Dredge, but seems far more fun. It’s a great flavor match too, so overall I’d say it is a successful replacement, if not strictly an improvement.

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Well, as far as mechanics go, WotC is 5 for 5 in matching or exceeding the standard set by the original block. They seem to be dialed in as to what didn’t work about Ravnica The First, and as long as they’re equally tuned in to what did work back then, we should be in for a real treat. Innistrad certainly seemed to have taught them a lot about lining up flavor and mechanics, as that is the one area where they so far have shown the most improvement – the flavor of the new mechanics fit their respective guilds exceptionally well. They’ve also reduced complexity – so far we haven’t seen anything like “Haunt” – without making the mechanics boring or mundane (well, Unleash is a little dull to me, but that’s my bias again).