Friday, September 2, 2011

Not A Decklist...

So, there is quite a lot going on in the Magic world, yet I remain silent here, except for a few EDH decklists. Well, I’m still kinda in a weird slump after our move, and while I have settled into a comfortable routine now with the new apartment, my Magic habits have temporarily fallen by the wayside in the face of insurmountable distraction around every corner. I just hit Prestige 10 on CoD: Black Ops, my wife and I just finished watching Lost on Netflix (seriously, folks, BEST SHOW EVER!) and we still have a lot of work to do before the house is in any shape to sell. So, yeah, I’m busy with other things, and what’s worse is I have taken apart all of my decks. ALL of them. I really needed to get a handle on my collection and sort out what I have and what I lack.

For example I found that I had 5 to 6 copies of several of the painland duals (as in Adarkar Wastes, Caves of Koilos, etc…) but only 2 or three of most of the Ravnica-block duals. Furthermore I own zero copies of Mystic Gate and only one Fetid Heath, so those two lands will be given top priority on my list of things to acquire. Acquisition, however, is at an all-time low as well, because my wife is currently unemployed and we have a house and an apartment to pay for.

Combine all that with the fact that this Modern format is completely ruining the secondary market prices. In case you hadn’t notice WotC announced a new format called Modern, and after that came to light, cards that are expected to be staples of the format have skyrocketed upwards in price. The Ravnica-block duals like Temple Garden have pretty much tripled in price, some as high as $40 a piece. Dark Confidant shot from $15 to $50 and Tarmagoyf… well, let’s not even go there.

Fortunately, cards like Dark Confidant and Tarmagoyf are pretty lackluster in EDH, so I have little interest in those “Spike” cards. I actually have a Dark Confidant for trade, BTW, if anyone is interested (and if you live in the Tulsa area and frequent Wizard’s Asylum or Dragon Crown)… so leave a comment if you’re interested. But, sadly, I am quite interested in Ravnica duals and other cards that have a cross-over appeal between EDH and the tournament crowd. Vesuva is now a $30 card where a year ago, you could get them for $5 at most. Ugh. Just awful of WotC to do this to us right after the Commander decks cause a HUGE spike in popularity of the EDH format. Yeah, really great timing, geniuses. See, before Modern existed as a format, there  was a whole section of cards that were just not really relevant in any tourney format, and the only thing driving their prices was casual and EDH demand. Now, suddenly, just as the Commander product from Wizards has caused an influx of new people to this “Casual” format, they also had to go and announce a new tourney format that encompasses quite a bit of that section of cards previously only sought after by the EDH/Casual crowd. So we have an increase in demand from the Casual market driving prices upward, and now we also have Tourney-player Spike’s lusting after our cards as well!

So that sucks…

On a more lighthearted note, Innistrad spoiler season is well underway, and there have been some pretty juicy things spoiled. The biggest buzz, of course, comes from the new double-faced cards that “Transform” into another card when some condition is met. The public reaction to the news that for the first time ever Magic cards are being printed without the traditional Magic back has been, to say the least, mixed. I don’t want to get too far into a debate on whether or not this “innovation” will herald the End of Days for our beloved game, but I’m leaning toward the side of “Do Not Want”. The idea of werewolves in Magic appeals to me. The idea that they shapeshift back and forth between Human and Werewolf form also appeals to me. The way they chose to execute this mechanic, though completely ruins my excitement to play with the new werewolf cards. The main reason is that I simply think the hassle of having to take the card out of the protective sleeve it’s in, flip it over and re-sleeve it, then try to remember to flip it BACK to its starting side once the game is over seems like it’s way too much of a hassle to be FUN.

I seriously believe that this time next year when Mark Rosewater does his annual State of Design article, he’ll be apologizing for the failure that double-faced cards wound up being, and hopefully he’ll promise never to bring double-faced cards back and in a few years they’ll go back to the Werewolf tribe with a new mechanic.

You must understand, though, that my dislike of the mechanic comes strictly from a practical and pragmatic viewpoint. IF the tribe ends up being compelling and fun enough that the logistical hassles of playing with double-faced cards is actually worth the hassle, then I’ll be far more lenient on the mechanic. But, for now, I feel like double-faced cards are more of a gimmick than a proper mechanic. Time will tell, I suppose.

Fortunately, though, Vampire have far less to do with this silly mechanic, and most of the new Vampire cards spoiled are very, very exciting to me. I don’t really want to discuss individual cards yet – I have to save that material for my Innistrad EDH Set Review, after all – but I’m already brewing ideas for a Garza Zol Vampire Tribal EDH deck. However, one card already spoiled – Rooftop Storm – has me longing to rebuild my Thraximundar deck too. I don’t think I have the card pool and non-basic land pool to properly support two Grixis-colored decks at once, so I have to choose between Thrax/Zombies with Rooftop Storm, or Vampires a la Grixis with Garza as their Queen. What’s a girl to do?

This and other, similar dilemmas of choice are why I have not yet rebuilt a single Magic deck. I wanted to build a Grand Arbiter Agustin IV deck, and a Nin, the Pain Artist deck, and well… long story short, I have a surplus of IDEAS and a deficit of CARDS. I simply don’t have the necessary stuff to build EVERY idea I have rattling around in my head right now, so I’m trying to come up with some sort of prioritized list – what do I want to build the most? I have no idea, though, and so progress on the deckbuilding front has been slow (ok, non-existent would be more accurate). But I really need to get some decks together because I need to play, damn it!

The biggest problem right now, for me, though is money. Magic has never been so expensive a hobby as it is right now, and I’ve never before been as broke as I am right now. And that just sucks, cause Innistrad is shaping up to be one of the coolest sets since Ravnica (and that’s even despite the immense disappointment I feel over the Transform mechanic). And if that’s not enough, it’s rumored that the next block after Innsitrad will be a return to Ravnica. Sweet.

Well, folks, that’s pretty much where things stand for right now. As soon as I can get over my indecisiveness and actually put together a deck or two, I’ll let you know what I build, and of course once the whole set is spoiled I’ll start cranking out my Innistrad EDH set review.

Enjoy.

Wednesday, August 31, 2011

Jor Kadeen is METAL!

This list is the conversion of my Oros Equipment deck to Jor Kadeen. Still Equipment, but now with more Metalcraft and more metal!


Creatures

Jor Kadeen, the Prevailer
Serra Ascendant
Weathered Wayfarer
Stoneforge Mystic
Puresteel Palladin
Kemba, Kha Regent
Mirran Crusader
Taj-Nar Swordsmith
Hero of the Bladehold
Reveillark
Stonehewer Giant
Sun Titan
Spikeshot Elder
Flametongue Kavu
Vulshok Battlemaster
Urabrask the Hidden
Godo, Bandit Warlord
Inferno Titan
Figure of Destiny
Boros Swiftblade
Duergar Hedge-Mage
Hearthfire Hobgoblin
Sunhome Enforcer
Argus Kos, Wojek Veteran
Brass Squire
Etched Champion
Solemn Simulacrum
Wurmcoil Engine
Myr Battlesphere

Spells and Stuff

Path to Exile
Swords to Plowshares
Steelshaper's Gift
Enlightened Tutor
Remember the Fallen
Orim's Thunder
Second Sunrise
Elspeth, Knight-Errant
Return to Dust
Day of Judgement
Austere Command
Reverberate
Chaos Warp
Wheel of Fortune
Wild Ricochet
In the Web of War
Glory of Warfare
Order // Chaos
Skullclamp
Basilisk Collar
Lightning Greaves
Nim Deathmantle
Sword of Fire and Ice
Sword of Light and Shadow
Sword of Feast and Famine
Sword of War and Peace
Sword of Vengeance
Sunforger
Sol Ring
Exepdition Map
Darksteel Ingot
Coalition Relic
Temple Bell
Mind's Eye
Citanul Flute

Lands

Plains x7
Mountain x7
Sacred Foundry
Rugged Prairie
Battlefield Forge
City of Brass
Ancient Ampitheater
Boros Garrison
Scabland
Arid Mesa
Vivid Meadow
Vivid Crag
New Benalia
Misveil Plains
Secluded Steppe
Forbidding Watchtower
Ancient Den
Forgotten Cave
Ghitu Encampment
Great Furnace
Kor Haven
High Market
Sunhome, Fortress of the Legion
Darksteel Citadel


Things I want to add:

Inkmoth Nexus

Sword of Body and Mind
Mox Opal
Duplicant
Boros Signet
Scroll Rack
Swiftfoot Boots

Land Tax
Dispense Justice
Scepter of Dominance
Master's Call

Ranger of Eos
Sanctum Gargoyle

Sunday, August 28, 2011

Wrecks Y'all

Um... decklist, yo.

Creatures

Wrexial, the Risen Deep

Riddlekeeper
Jace's Archivist
Phyrexian Metamorph
Mulldrifter
Body Double
River Kelpie
Consecrated Sphinx
Sphinx of Uthuun
Chancellor of the Spires

Fleshbag Marauder
Big Game Hunter
Dimir House Guard
Shriekmaw
Kagemaro, First to Suffer
Puppeteer Clique
Geth, Lord of the Vault
Scythe Specter

Shadowmage Infiltrator
Nemesis of Reason
Mindleech Mass

Solemn Simulacrum
Steel Hellkite
Duplicant

Spells and Stuff

Twincast
Call to Mind
Fact of Fiction
Mystical Teachings
Deep Analysis
Rite of Replication
Treachery
Bribery
Jace, Memory Adept
Volition Reins
Knowledge Exploitation

Vampiric Tutor
Demonic Tutor
Go for the Throat
Words of Waste
Bottomless Pit
Praetor's Grasp
Reckless Spite
Unnerve
Syphon Mind
Damnation
Beacon of Unreast
Liliana Vess
Life's Finale
Decree of Pain
Suffer the Past
Profane Command
Black Sun's Zenith

Recoil
Memory Plunder
Spinal Embrace

Lightning Greaves
Mimic Vat
Geth's Grimoire
Sol Ring
Expedition Map
Dimir Signet
Darksteel Ingot
Coalition Relic

Lands

Island x8
Swamp x8
Minamo, School at Water's Edge
Halimar Depths
Lonely Sandbar
Tolaria West
Urborg, Tomb of Yawgmoth
Cabal Coffers
Bojuka Bog
Barren Moor
Watery Grave
Dreadship Reef
Creeping Tar Pit
Underground River
Drowned Catacomb
Tainted Isle
Dimir Aqueduct
Terramorphic Expanse
Evolving Wilds
Duskmantle, House of Shadow
Hall of the Bandit Lord
Temple of the False God
Reliquary Tower

I've already done commentary on this one once, and it's been updated slightly since then, but not much. Mostly just the new Jace from M12 and Hall of the Bandit Lord for Hastey Wrexial beats.

Enjoy.

Friday, August 26, 2011

Ghave, Guru of Spores - Final List

And I'm back with another list, this time for Ghave, Guru of Spores. I've long been of the opinion that Token decks are, usually, pretty weak in EDH. I've played against a few Rhys the Redeemed decks in my time, and to be perfectly frank, I found them rather easy to defeat.

Counterpunch changes all that, though. Ghave is a powerhouse at churning out tokens and grinding out incremental advantages over the course of a game, and the benefits of having access to Black gives us a lot of important tools that Rhys had to do without. Grave Pact and Attrition, for example, are huge bombs that Ghave is in a unique position to exploit.

Ghave makes tokens very cheaply and efficiently, and just as cheaply converts them into +1/+1 counters where needed most. One of the first and most basic applications of Ghave's abilities is to attack with multiple creatures and, once blockers are declared, use Ghave to move as many +1/+1 counters as possible onto something that didn't get blocked.

But, one of the greatest joys of playing this deck was discovering the multitudes of less-obvious applications. For example, you can put counters on an opponent's creatures when they attack another opponent, making their attack suddenly lethal... I once enabled my Edric, Spymaster of Trest opponent to kill another opponent with General Damage by putting 13 or so counters on Edric. No one was expecting to die to 21 General Damage from Edric, but I made it happen, surprising the hell out of the Edric player and the player being attacked! Watch out, though cause you can't take the counters off of a creature you don't control, even if Ghave put them there.

I don't want to spoil all the fun, though, because that's half the fun of playing this deck... so I'll jut get to the list.

Creatures

Ghave, Guru of Spores

Twilight Drover
Mirror Entity
Academy Rector
Emeria Angel
Elesh Norn, Grand Cenobyte

Fleshbag Marauder
Shriekmaw
Puppeteer Clique
Phyrexian Plaguelord

Sakura-Tribe Elder
Fertilid
Eternal Witness
Forgotten Ancient
Mitotic Slime
Acidic Slime
Primeval Titan
Vigor
Hornet Queen
Avenger of Zendikar

Skullbriar, the Walking Grave
Kitchen Finks
Knight of the Reliquary
Juniper Order Ranger
Teneb, the Harvester
Vish Kal, Blood Arbiter
Karador, Ghost Chieftan

Mindless Automaton


Spells and Stuff

Ajani Goldmane
Elspeth Tirel
Martyr's Bond
Hour of Reckoning
Storm Herd

Attrition
Vigor Mortis
Barter in Blood
Reprocess
Grave Pact

Awakening Zone
Fecundity
Cultivate
Harmonize
Doubling Season

Aura Mutation
Putrefy
Mortify
Vindicate
Aura Shards
Glare of Subdual
Mirari's Wake
Crime // Punishment

Sol Ring
Selesnaya Signet
Orzhov Signet
Golgari Signet
Darksteel Ingot
Lightning Greaves
Blade of the Bloodchief
Skullclamp
Druidic Satchel
Acorn Catapult
Eldrazi Monument


Lands

38 Lands, including the following:
Gaea's Cradel
Oran-Rief, the Vastwood
Volrath's Stronghold
Kor Haven

Ok, first let's get to the elephant in the room, shall we? Doubling Season should have been in this deck. The casual-only Enchantment has seen ZERO competitive play (to the best of my knowledge), but has reached asinine prices due solely to it's huge popularity with the kitchen-table crowd. It's such a damn good card that interacts with a million different things, so it makes sense that it should be one of the most sought-after casual cards in the Ravnica block. But it also would have made sense for WotC to toss us a bone and reprint it in this deck. Alas, they did not, so we must manage on our own. Fortunately I picked up a few when they were about $5 a pop. But, folks, lemme say this: whatever price they command today, if your serious about playing a Ghave deck, PAY IT. It will be worth it.

Moving on, let's talk about parity. Ghave is very cheap and efficient at what he does, but without some outside help, he can't generate a profit of resources. He can turn creatures into counters and counters into creatures, but he needs help to generate more than what he starts with. Doubling Season is just one of the tools that can help Ghave start producing at a profit. For every counter you remove, you get two tokens, one of which you can sac to get two +1/+1 counters. Viola! for 2 colorless mana you just magically gave Ghave an extra +1/+1 counter and made a 1/1 token. Thusly, you can turn every mana you spend into a counter or a token without ever running out of counters or tokens to sacrifice.

Next to Doubling Season, Blade of the Bloodcheif is probably the next best option. Equipping the Guru with this little Blade lets him turn one creature into two +1/+1 counters, but it doesn't work the other way around.  Other such cards include: Druidic Satchel, Acorn Catapult, Awakening Zone, Ajani Goldmane, Juniper Order Range, Skullbriar, Vigor, Forgotten Ancient, Emeria Angel, and Twilight Drover. All of these are capable of generating tokens or counters without having to convert one into the other, so combined with Ghave and a sizeable quantity of mana, can generate counters or tokens at a profit. If left unanswered you will continuously generate more and more creatures that will grow and grow.

The real fun is when you get two or three of these incremental-advantage engines going at once - your army will grow exponentially. Some of the options about are a bit slow or unwieldy, but they all have their individual niches where they're quite useful.

Turning those resources into cards is also a neat trick. Reprocess, Skullclamp and Mindless Automaton are good examples of how to achieve this.

Speaking of mana... Gaea's Cradle is easily the second most important card in my list, next to Doubling Season (and not counting Ghave, as he's a gimme). Gaea's Cradle is one of those cards that can single-handedly dominate a game. Well, not single-handedly, I guess - all it does is make mana, so you need something to DO with that mana... but once the Cradle gets rolling it is VERY difficult to stop Ghave from completely dominating the table.

If you're willing to shell out some serious cash to make the deck really sing for you, Gaea's Cradle should be either #1 or #2 on your list, possibly above Doubling Season, but I'm leaning slightly toward the Enchantment, myself.

Academy Rector is pretty clutch, too, since two of the absolute best cards in the deck are Grave Pact and Doubling Season - she'll fetch whichever of those you need most (and, how convenient! Ghave has a built-in sacrifice ability!), and if you're lucky enough to draw both of those targets, she also gets Martyr's Bond or Glare of Subdual.

Phyrexian Plaguelord is a fucking HOUSE. That is all.

Primeval Titan and Knight of the Reliquary... both are such amazing cards in their own right, but here they pretty much exist to find Gaea's Cradle, and once you have the Cradle, their really kinda "meh". Oh, but if you find your Cradle getting popped with Acidic Slimes or Vindicates too often, throw in Mistviel Plains to keep putting Cradle into your library so that KotR or Prime Time can keep digging it back out for you.

Skullbriar is pretty sweet in this deck. I like to use him as a cache for my counters in case of Wrath. Just use all available mana to put as many +1/+1 counters on him as possible, then if you have a reanimation spell or Karador or something, you can bring him back with all of those counters stored safely away with him.

The last card I want to address is Fecundity. I know this effect is "symmetrical" in that your opponents get to draw cards when their dudes bite it. But trust me on this: you will draw 10 times as many cards as any of your opponents ever will. You just wouldn't believe how many times you'll sac a token for some other effect - getting to draw a card on top of that effect is just too damn good. Fecundity might help your opponents out a little here and there - honestly just enough that it might even buy you a little bit of political favor. But by the end of the game, you should be miles ahead in card advantage - enough so that what little help your opponents get off your Fecundity, you will still be so far ahead it won't matter.

Oh, almost forgot - if your group is fine with Infect cards, try Triumph of the Hordes for OMG WIN OUT OF NOWHERE!

Well, that's all for Ghave. Next up I think it'll be Jor Kadeen, but I haven't made my mind up.

Enjoy.

Wednesday, August 24, 2011

Kaalia of the Vast - Final List

Well, I finally get to a list where I actually used the primary General of the deck. With Animar and Damia, I opted for the alternate Legends. I chose Damia over Mimeoplasm because Damia draws cards, obviously. And I retooled my Riku deck into Animar mainly because one of my regular playgroup members kinda staked his claim to Riku right away and I never actually got to play my Riku deck.

Anyway, Kaalia of the Vast was just far more compelling than Tariel and I already had an Oros deck wherein the Dragon was a big fat do-nothing who prefered to lead from the rear, only stepping onto the battlefield when he could wield his Basilisk Collar to wipe the field.

I had fun playing the deck, but it was remarkably inconsistent and either won fast or lost slowly... oh so very slowly. Anyone who knows me knows how much I detest being in top-deck mode, and this deck was very much a top-deck kind of deck. I crammed in all the questionable card draw I could fit and still frequently ran out of steam before anyone else did.

When the deck didn't choke, though, it was a huge blast to play as their really is something to be said for cheating into play big, expensive Demons, Dragons and of course Angels. So, for all you Timmies out there, here is the Kaalia list I finally settled on.

Creatures

Kaalia of the Vast

Mother of Runes
Wall of Reverence
Academy Rector
Karmic Guide
Baneslayer Angel
Aegis Angel
Deathless Angel
Yosei, the Morning Star
Archangel of Strife
Akroma, Angel of Wrath

Blood Speaker
Seizan, Perverter of Truth
Rune-Scarred Demon
Reiver Demon
Kuro, Pitlord

Anger
Oni of Wild Places
Mana-Charged Dragon
Dragon Mage
Bogardan Hellkite
Dragon Tyrant

Duergar Hedge-Mage
Brion Stoutarm
Basandra, Battle Seraph
Malfegor
Bladewing the Risen
Angel of Despair
Razia, Boros Archangel

Solemn Simulacrum

Spells and Stuff

Land Tax
Path to Exile
Oblation
Orim's Thunder
Congregate
Angelic Benediction
Return to Dust
Akroma's Vengeance
True Conviction

Phyrexian Reclamation
Syphon Mind
Diabolic Tutor
Promise of Power
Decree of Pain

Wheel of Fortune

Sneak Attack
In the Web of War
Warstorm Surge
Earthquake

Terminate
Mortify
Vindicate
Wrecking Ball

Sol Ring
Boros Signet
Orzhov Signet
Rakdos Signet
Darksteel Ingot
Lightning Greaves
Well of Lost Dreams
General's Kabuto
Mind's Eye

Lands

38 Lands, including these key utility lands:

Sunhome, Fortress of the Legion
Hall of the Bandit Lord
Kher Keep
Winding Canyons


Well, that's the deck in a nutshell. The first glaring omission is Scroll Rack. The deck badly needs card draw, and the Scroll Rack is just NUTS with Land Tax. If I rebuild this deck, Scroll Rack will be the first thing I add for sure. And since we've mentioned Land Tax, I'll go ahead and say this deck also badly needs a Weathered Wayfarer. WW is pimp in decks that can't run green ramp/fixers.

Hall of the Bandit Lord is just an obvious Haste enabler for Kaalia, or anything else you might want to cast. Getting in with Kaalia on turn 4 instead of turn 5 can make a HUGE difference in how your game plays out, and Hall sticks around to ensure that she gets Haste-ed every time you have to re-cast her.

Sunhome is fun with all the giant threats in the deck.

Winding Canyons... well, Malfegor in response to a massive attack on you is pretty damn awesome. I know from experience. It's a bit costly with so much fat in the deck, but when Kaalia gets too expensive to cast, sneaking out threats at the End of Turn of the player right before you is a good Plan B.

Everything else is just gravy. Congregate is the only card that stands out to me as needing to be replaced. I don't know why I never cut it, except for the popularity of Ghave decks around this time. Still, it's not very relevant to the deck's game plan and I'd rather have a Demonic Tutor or something similar in the slot.

Other odd-looking choices might warrant brief explanation. Starting with the few creatures that don't bear the appropriate creature types.

Mother of Runes is just plain good, but she's particularly useful when you have a very fragile General that needs to be attacking. That's her primary function - keep Kaalia alive.

Wall of Reverence is harder to explain, but it's just good, trust me. It's great at early defense and once you get Kaalia online dropping fat, it can quickly gain massive amounts of life.

Academy Rector is there to help assemple the Sneak Attack/Phyrexian Reclamation combo (not a combo in the infinite sense, but with both enchanments out, you can re-play Bogardan Hellkite or Yosei or whatever every single turn). She also gets True Conviction, and folks, True Conviction is the BOMB when it actually sticks.

Blood Speaker should need no explanation, but in case you didn't know he can repeatedly tutor for Demons. Try adding Conspiracy for extra shenanigans!

Basandra is terrible, but stuck around due to her hot art, and where else was I going to play her?

Oni of Wild Places actually was pretty good, all things considered. 6/5 Haste is actually pretty good and the bounce-a-red-creature-every-turn thing actually worked out great with stuff like Bogardan Hellkite or Duergar Hedge-Mage.

Speaking of... the little dwarf shaman was actually very reliable at blowing up what needed blowing up.

Finally, Solemn Simulacrum was just a necessary bit of utility and is greatly needed here.

Warstorm Surge was a great addition courtesy of M12, along with Rune-Scarred Demon and Aegis Angel.

Sneak Attack and Phyrexian Reclamation, as previously discussed, allow you to recycle and reuse threats over and over, and let you come back from Wrath effects much easier.

Earthquake actually was very good, as the vast majority of our creatures have Flying. It was not hard to turn a 6-point Earthquake into a one-sided Wrath of God with some damage tacked on.

That's about all I can say for the deck. It's fun, it's got huge bombs and sometimes can just blow out a whole table with the right draw. I would definitely try to beef up the draw and tutor package a bit more, and a few more removal spells might not be a bad idea. Debtor's Knell also seems highly playable if you have Academy Rector as a way to fetch it and cheat it into play.

Enjoy.



Tuesday, August 23, 2011

Damia, Sage of Stone - Final List

Tonight's list is Damia, a UBG heavy control deck with a strong Graveyard manipulation theme. This deck has performed very well for me, overall, which is no surprise as it heavily resembles my old Vorosh control deck. Basically, I just swapped out the largely irrelevant Vorosh for a more interesting general in the form of Damia. Then I sprinkled in a few cards that were specifically useful in a Damia deck but wouldn't have been very useful in a Vorosh or Mimeplasm deck. Over time, quite a few new cards wormed their way into the deck and the list now looks quite a bit different from the Vorosh list, yet retains the same themes and plays very much like it.

EDIT: Overlooked a couple of cards. Duplicant, Scavenging Ooze and Insidious Dreams have been added.

Creatures

Damia, Sage of Stone

Overtaker
Jace's Archivist
Wonder
Sower of Temptation
Mulldrifter
Body Double
Teferi, Mage of Zhalfir
Shpinx of Uthuun

Coffin Queen
Fleshbag Marauder
Bone Shredder
Undead Gladiator
Dimir House Guard
Shriekmaw
Kagemaro, First to Suffer
Vengeful Pharaoh
Geth, Lord of the Vault
Massacre Wurm

Sakura-Tribe Elder
Fauna Shaman
Scavenging Ooze
Magus of the Library
Eternal Witness
Genesis
Indrik Stomphowler
Acidic Slime
Seedborn Muse
Primeval Titan

Shadowmage Infiltrator
The Mimeoplasm
Psychosis Crawler
Duplicant

Spells and Stuff

Turbulent Dreams
Frantic Search
Rite of Replication
Leyline of Anticipation
Jace, the Mind Sculptor
Treachery

Diabolic Intent
Buried Alive
Insidious Dreams
Barter in Blood
Damnation
Living Death
Beacon of Unrest
Profane Command

Nostalgic Dreams
Cultivate
Beast Within
Krosan Grip
Mwonvuli Acid-Moss
Greater Good
Putrefy
Maelstrom Pulse

Sol Ring
Dimir Signet
Golgari Signet
Simic Signet
Coalition Relic
Lightning Greaves
Mimic Vat

Lands

38 Lands including:

Volrath's Stronghold
High Market
Phyrexian Tower

The deck is a lot of fun to play, but Damia is a tricky general to play. Once you have her on the board, you'll want to dump your hand as quickly as possible to maximize Damia's value. It's hardly worth casting a 7-mana Legend if all she's going to do is draw you one extra card a turn. Yet, if you cast a whole bunch of cheap spells and permanents counting on  Damia's presence to refill your hand, you might find yourself overextending into a Planar Cleansing or similar, leaving you behind on the board AND without Damia around to refill your now-empty hand. If this happens, you'll probably lose.

That's where the Seedborn Muse +  Leyline Anticipation come in. Casting everything at Instant speed helps narrow the window for your opponent to completely blow you out with a Sorcery like Akroma's Vengeance. It also makes the deck a bitch and a half to play against because you can respond to combat by dropping blockers, and almost any other situation gets really tricky when stuff that's supposed to only happen on your turn now suddenly happens any time you feel like it.

The Dreams - Nostalgic, Turbulent and Insidious are all flat-out amazing when combined with Damia and a handful of cards that you don't mind discarding. Incarnations like Wonder or Genesis, for example are cards you want in your graveyard anyway, but the Dreams provide powerful effects in exchange for pitching something you wanted to pitch anyway. Even if you have good stuff like Primeval Titan or Rite of Replication, in this deck you probably won't mind discarding them to a Dreams spell because you'll have plenty of ways to get them back later on.

A few of the cards I selected are just "cute" - like Magus of the Library for example. It's just a terrible card that happens to actually be considerably more playable alongside Damia. With Damia guaranteeing you'll start every turn with a grip of 7, the Magus just guarantees you'll start every turn with 8 instead. I enjoy this interaction, but he's probably not necessary in the long run.

Overtaker was just a neat Spellshaper that doubles as a way to pitch your Genesis or any other unwanted chaff you might draw.

Jace's Archivist and Sphinx of Uthuun are just new hotness that I added because they were new hotness. I'm not 100% sold on either of them, but Sphinx of Uthuun actually has played quite well. It's an easier-to-recur-but-harder-to-cast Fact or Fiction, but in this particular deck having a creature version of a spell is almost always better than it's non-creature equivalent, thanks to Genesis and Geth's importance to the deck.

Anyway, the deck basically just plays a slow, grindy, control gameplan, answering everything possible while building up card advantage and a dominant board position. As with any deck, mass resets like Planar Cleansing are bad news, but with such a prolific graveyard package, it rarely spells doom for the deck. We can get anything we need back, over and over again usually.

Vengeful Pharaoh is an amazing Buried Alive target and happens to be a very cool and flavorful card too. I definitely think he will stay in this deck for a very long time.

As for winning the game, the usual win condition is simply to reanimate an opponent's scariest threats via Geth, Beacon or Coffin Queen. Psychosis Crawler is pretty good with Damia out, though most worthy opponents won't let you stick both at the same time.

Massacre Wurm is metagame tech for me. I have an Edric player whose deck is loaded with 1/1's and 2/2's and there is of course Ghave to contend with as well. A well-timed Massacre Wurm can... well... massacre and opponent with too many tokens on the board.

Maelstrom Pulse is in for the same reason - to deal with token decks - and to deal with Rite of Replication. Rite of Replication is one of the biggest and most popular game-winning spells in my group, and Maelstrom Pulse just laughs at it (as long as they didn't RoR something with Haste!).

Mimic Vat is a big fat "duh!", and fits the theme of "kill opponent's threat, take threat from opponent, kill opponent with their own dude".

Mimeoplasm and Living Death round out the win condition package.

All in all, this is one deck I'm very happy with. There are only a few cards that I would even consider cutting and none that are outright bad choices. It can be an agonizingly frustrating deck to play against, because it usually just tries to kill everything that hits the board, but at least I'm not running countermagic!

Enjoy.

Monday, August 22, 2011

Animar, Soul of Elements - Final List

Ok, if you read my last post, this should need no preamble. Animar came, he saw, he amassed +1/+1 counters and he conquered the shit out of my playgroup and started to annoy them. So, I'll post the final list here, with some additional thoughts on improvement, and let the deck die for the good of my playgroup.

Creatures

Animar, Soul of Elements

Phyrexian Metamorph
Mulldrifter
Aethersnipe
Consecrated Sphinx
Frost Titan
Phyrexian Ingestor
Sphinx of Uthuun

Flametongue Kavu
Spitebellows
Inferno Titan
Bogardan Hellkite

Lotus Cobra
Bloom Tender
Fauna Shaman
Wood Elves
Farhaven Elf
Fierce Empath
Eternal Witness
Forgotten Ancient
Garruk's Packleader
Silverglade Elemental
Hystrodon
Acidic Slime
Silklash Spider
Brutalizer Exarch
Deadwood Treefolk
Primordial Sage
Primeval Titan
Spearbreaker Behemoth
Avenger of Zendikar

Coiling Oracle
Momir Vig
Simic Sky Swallower
Alloy Myr
Solemn Simulacrum
Duplicant

Artisan of Kozilek
Kozilek, Butcher of Truth
Ulamog, the Infinite Gyre

Spells and Stuff

Pongify
Equilibrium
Tezzeret's Gambit
Jace, the Mind Sculptor
Rite of Replication

Warstorm Surge

Beast Within
Birthing Pod
Momentous FallPattern of Rebirth
Greater Good
Primal Command
Overwhelming Stampede
Wild Pair

Garruk Wildspeaker
Sarkhan Vol

Izzet Signet
Gruul Signet
Simic Signet
Lightning Greaves
Mimic Vat
Akroma's Memorial

38 Lands including the following:

Llanowar Reborn
Novijen, Heart of Progress
Oran-Rief, the Vastwood

These three lands were obviously chosen as ways to "cheat" counters onto Animar, and all three performed. I highly recommend all of them, but Llanowar Reborn was surprisingly the best. You could play it on turn 1 or 2 and still be able to make Animar on turn 3, grafting a counter on him immediately. Novijen and Oran-Rief were kinda expensive and slow, BUT both saved my ass a time or two.
The rest of the mana base was all duals and basics - Novijen was THE only land in the deck that made only colorless mana. Colored mana was too crucial, which is why I cut Sol Ring and Temple of the False God - both were marginally helpful in re-casting Animar  but that was about it, and if you ever have to pay more than 5 for your general, you've probably already lost anyway.


Every single creature in the list I stand by 100% but there are too many non-creature spells in the list. I kept drawing creature-light hands despite the fact that this list already has more creatures than any other EDH list I've ever built.

All of the non-creatures spells make sense and are good - there's just too many. I like ALL of the cards in the list, but some just didn't pull their weight like they should have.

Akroma's Memoral was the biggest disappointment, thought it did outright win me one game. It was just too costly most of the time. Usually, if I could afford to cast it, and had creatures out to benefit from it, I was already winning - thus it was just a "win-more" card most of the time.

Same goes for Overwhelming Stampede - it was just win-more 90% of the time, irrelevant the other 10%.

Birthing Pod might be the biggest overall disappointment in New Phyrexia. When the set was spoiled, I really thought Birthing Pod was somewhere between Survival of the Fittest and Fauna Shaman - i.e. better than Shaman, but not as good as Survival. I thought sac'ing a dude and discarding a dude would be roughly the same as a drawback, while putting the guy right into play with the Pod would more than make up for it. Even in this creature-packed deck, though, sac-ing a dude I'd already paid for was just painful. There were times I won because I was able to "silver bullet" a problematic threat with the Pod, but ultimately it was dead in my hand roughly half the time.

The one caveat is when it's paired with Mimic Vat - if those two stay on the board together, unanswered, you better win or you probably are playing the wrong game.

Still, I'd keep the Vat without hesitation, but I think the Pod can go.

Greater Good and Momentous Fall are logical choices as they are draw-spells that depend on creatures. They make good sense here, but ultimately I think the deck only wants one or the other, not both. I'd favor Momentous Fall, oddly enough, but there is very little life-gain in this deck and that's sometimes important.

Primal Command was very powerful, but oddly difficult to cast. I always had plenty of mana, but I also always needed to just cast more creatures, not go tutor one up. Momir Vig was just SO much better at this, I think I'd cut the Command.

Finally, the Signets ended up being "meh" I'd probably cut them for two more Lands to bring us up to 40 land, and add one more Wood Elves variant, perhaps Pilgrim's Eye or something?

Warstorm Surge
Equilibrium
Mimic Vat
and Wild Pair

These 4 are, without question, the best non-creature cards in the deck. They all preformed well above expectations and Wild Pair in particular is probably the single best card in the deck for giving you a shot at winning a game without Animar.

Pongify and Beast Within were critically-needed utility answers, and I'd probably try to supplement those with at least two more non-Creature removal spells, probably Krosan Grip and something that can kill dudes.

Sarkhan Vol, Garuuk and Jace were all terrific, but none of them really seemed necessary for the deck's success. I'd say Jace pulled his weight the most, but Garruk and Sarkhan just rarely showed up for some reason. The few times I drew them I wasn't unhappy to see them, though.

Finally, the deck's biggest weakness was Wrath of God effects, as expected. To a lesser extent, anything that could kill Animar himself was a back-breaker. I dreaded playing against any deck with Red, because Flametongue Kavu and Spitebellows usually showed up before I could get enough counters on Animar for him to survive their damage.

I strongly recommend countermagic as an all-purpose answer to anything that could kill Animar, but I would say that you should never blow a counterspell unless it's to protect Animar or Wild Pair.

Well, that is all. Enjoy!