Thursday, September 25, 2014

Khans of Tarkir EDH Set Review, Part 2: The Jeskai Way

Welcome back folks. Here's part two of our EDH Set Review for the colorful and epic Khans of Tarkir.

The Jeskai Way

Today, we look at the Jeskai, the URW clan. The Jeskai clan's dragon aspect is "Cunning", and their signature mechanic is "Prowess", which gives your creatures a small size boost for each non-creature spell you play.

I'm definitely not sold on the idea of a dedicated Prowess deck working in EDH, but with the right mix of credible threats and solid support cards, anything is possible. The problem is getting the balance right. Too many creatures and not enough spells, and your guys will be outclassed and ineffective. Also, you tend to want to cast lots of spells all at once, which means you need cheap spells, many of which are likely to be similarly underwhelming in EDH.

The Jeskai strategy is aggressive, like the Mardu, but unlike the Mardu they have a good deal more finesse. Sometimes they can just set up one Prowess guy and use a steady stream of buffs and support spells to make that one guy a threat. Or they can slowly amass a number of Prowess guys and wait until the have critical mass - then unload in a flurry of spell casting and hope to overwhelm an opponent with lots of Prowess buffs.

This too has some serious weaknesses in EDH. Again, the high life totals, multiple opponents, and ubiquitous sweeprs all work heavily against the Jeskai plan. But the clan's support cards nonetheless make a compelling argument for a UWR aggro deck that is far less centered on the Prowess mechanic. There does appear to be potential for a whole new UWR paradigm than the previous Legends allowed for, which is great.


Narset, the Khan of the Jeskai, definitely packs a mean punch. Casting up to four non-creature spells for free is pretty awesome, and two relevant keywords to help her survive combat is just gravy. That said, Hexproof can be an annoyance, and victims of Uril the Miststalker will probably shudder to see Narset across the table.

But I think she enables her clan's strategy nicely, or just opens up a whole new style of deck for URW. She's definitely a long way from either Zedruu, Ruhan or Numot. I'm anxious to see what people do with her - it might be awesome, or it might be awful, but at least it'll be new.

This is one of the cards I was talking about when I said the Jeskai could probably enable a good aggro deck for these colors. It also doubles the effectiveness of Prowess, which makes that ability slightly more buyable, though I'm still not convinced that's the right way to go for EDH.

Also seems to be a good way to dig for combo pieces if that's your thing. Or whatever it is you need... just dig, dig, dig.

I'm a big fan so far.

This one feels rather weak to me, but maybe it's just the bad Lava Axe mode that really bugs me. The third mode feels awfully redundant with some of the other clan's support spells, but it does interact nicely with Prowess and the Ascendency. The not-quite-tuck mode is also nice, but not as thrilling as the some of the other charms' destroy or exile effects.

This feels like it would do way more in a Mardu deck, but I can see why the felt it might help the Jeskia. Flavor-wise it's clearly Jeskai. Overall, it's pretty underwhelming for EDH purposes, but you might see it pop up now and again.

Usually I'd avoid removal this expensive and conditional, but since Consecrated Sphinx is a thing, I imagine we'll see those two paired up once in a while.

I'm not sure if this is slightly better or slightly worse than Lightning Angel. Maybe it's neither, just slightly different. Alas, Lightning Angel was never really good enough for EDH, but maybe this guy and the Angel have a descent shot in that hypothetical URW aggro deck I'm hoping this block will enable.

I went up against this at the Prerelease, and I think it's definitely got game. I ended up beating it, but man did it make life difficult for me for a while. Anyway, I can see this popping up in all manner of Zedruu or Grand Arbiter decks. Nekusar for sure. Basically anything light on creatures and needing some defense.


Yeesh, that's pretty costly, but it probably has to be to remain an Instant. I'd like it better as a cheaper Sorcery, but I do understand that it is designed to be used both offensively and defensively. On the D, it's gonna be such a blowout, but most people will only walk into this once. After that, they're gonna see that six mana up as a big warning sign.

Anyway, my gut tells me this is bad, but it'll probably get played regardless. Probably even by me.

Well, honestly, I'm glad this ain't in the same league as Curse of the Swine, Aetherize and Cyclonic Rift. The era of blue somehow getting the best sweepers is hopefully over. Don't get me wrong I love Blue, and I love Rift in particular, but those all feel like cheating to me. This seems fair, but because those other, cheatier things already exist, this guy probably is a little too fair to get much play.

My friends and I were really pissed off and a little confused as to why this card doesn't have Prowess. Then I realized something: All of the clan keywords only appear on mono-colored cards! Prowess, for instances, only appears on mono-red, mono-blue or mono-white cards, The multicolor cards are all there to support, enable or enhance the mechanic or strategy.

That realization made this care make way more sense, but it didn't make it any less bad.

This doesn't have the Jeskai watermark, but is another one where the clan it should belong to seems clear.

Anyway, this is one hell of a Sunforger target. The only thing I don't like is that Palm does the damage, rather than the original source, so suprise General Damage wins off someone else's general won't happen.

Talk to the hand, bitch!

Man, I love me some double strike! Unlike most Prowess creatures, these twins don't need all that many spells to become legitimate threats. Throw a Madcap Skills on 'em and then just start bouncing or burning anything else that gets in their way. Definitely one of my favorite Jeskai cards, and I'm hoping they'll prove adequate as a wincon in my Melek deck.


A slightly beefier Izzet Chronarch that can also get back Planeswalkers, Enchantments and Artifacts? This will probably wind up in just about every deck that can play it. Definitely staple-worthy, though the color restrictions will keep it in limited to fewer decks.


Another one that doesn't have the Jeskai watermark, but as a mirror to the blue enchantment above, this seems like it belongs here. The goblin token does pull it slightly to Mardu though. At any rate, it seems like a good addition to spell-heavy Jeskai decks, as it can generate threats without diluting the deck with too many actual creatures.

Nothing about this creature makes any sense. Does this giant sea monster know kung fu? I don't understand. The flavor makes no sense, the abilities are just a random mess of stuff that doesn't seem to belong together. Why is is it 6/7 and not 6/6 or 7/7? So many questions... I can't even tell you if it's good or bad or what because I just can't figure out what this card does.

Khans of Tarkir EDH Set Review, Part 4: The Sultai Brood

Thing seem to be progressing nicely, so let's keep going, shall we? This is part 4 of our set review for Khans of Tarkir and this time we're examining the...

The Sultai Brood

These snakey bastards are the Sulta, the BGU clan. Thier dragon aspect is "Ruthlessness", and their mechanic is a returning Future Sight mechanic: Delve. Like the Golgari's Dredge, Delve is a graveyard mechanic, which allows you to spend cards in the graveyard like mana to make your Delve spells cheaper.

I have a pretty strong dislike of Delve, unfortunately. I'd probably like the Sultai more than the Temur if it weren't for this fact, because Black, Green and Blue are the three strongest colors in EDH, and do everything I like to do best - ramp, draw cards and kill stuff. It's also the best color scheme for decks that want to exploit their own graveyards or everyone else's, which is among my favorite strategies.

Which gets to the crux of my issue with Delve. I generally don't ever want to exile my own cards from my own graveyard! I'm not done with those! I mean think about this - the other big Sultai thing is self-milling, which obviously enables Delve, right? So, I mill a bunch of my own cards, and then what? A) I can either exile 6 to 8 of those cards to cheaply cast a spell that says "Draw three cards" or "Destroy target creature" or maybe get a vanilla 4/4 for only 1 mana. Or, B) I can cast one of about a million Zombify variants and get back a big, scary monster from the graveyard. Or, C) I can cast Living Death and get back ALL the big, scary monsters.

So that's my issue with Delve. Most of the Delve spells are very generic, plain spells with inflated costs, and are only playable if you actually Delve to pay for them, which I don't want to do because I can promise you that 99.9999% of the time, whatever I'm exiling to help pay for my Delve spell is about a thousand times more powerful and fun than the Delve spell I'm trying to cast.

Other than Delve, though, I still really like the Sultai. The have snake people, zombies, and even an undead monkey! Their self-mill support cards will definitely enable some awesome things, even if those things have nothing to do with Delve. Dredge? Sure. Reanimation? Definitely. But Delve? I'll pass, thanks.


Sidisi is basically half a Grave Titan that also enables graveyard abuse. The only real downside is that she's really not well equipped to survive more than a couple of forays into the red zone. A 3/3 with no evasion, no combat keywords, no protection? Not gonna live long most of the time.

Fortunately, she's in great colors for control, so you can probably just kill whatever threatens to get in her way. We'll definitely be seeing Sidisi at the helm of decks built to abuse the graveyard in any number of ways. She's well worth the effort it'll take to make her stick.




Yes, I have the same complaint as everyone else: I don't like that this doesn't have two abilities like the other 4 cards in this cycle. What really gets is me is that there is no "creatures you control" aspect, which is another thing the other four cards share in common. 

That said, I think it's good enough to play anyways. I mean, sure it doesn't compete with Sylvan Library in some decks, or Phyrexian Arena in others, but it's still a pretty powerful way to smooth out your draws and enable graveyard tricks at the same time. 


This is probably my favorite of the charms. All three modes are likely to be useful in a wide range of scenarios in all sorts of metagames. None of the modes are extremely powerful, but none are bad either. Well rounded and unlikely to ever be a dead draw.


He's kind of like a mini Savage Knuckleblade. Which means he's pretty terrible in EDH, but probably a solid contender in other formats. Clearly this is just a card that was not designed for us. Moving on then...


Fun design, and gives you some resilience to Wrath effects. Definitely playable in the format. I can see this getting decent mileage in ramp/big mana decks - at least those that eschew the easy-mode Genesis Wave wins. I also like the morph ability. 


Obviously designed to entice and reward you for playing Delve spells, but as far as rewards go, a big generic beatstick with no other abilities is not going to cut it. 

Creatures need to do something besides "be big" and "attack" to matter in this format. Otherwise they just get chumped all day and then die to a sweeper. Also, their just kinda boring.


Case in point, this creature will likely never attack more than once per game, if at all, but is still likely to be way more relevant and worthwhile than the Vizer above.  Why? Cause drawing cards is friggin’ awesome! Of course he’s not that great in token decks, but still... Replacing your dead guys with new cards is a great way to stay in the game for the long-haul. Morph kinda feels randomly tacked-on here, but whatever, we'll take it.


Kind of expensive for what it does. You can probably do this on a Sorcery for like two mana. But if you want to recur or blink the guy to get the effect multiple times, that seems reasonable. I feel pretty ambivalent about this guy, but I suspect he might be better than he looks in the right decks.


This is the one Delve spell I might be willing to play. The effect is pretty strong, especially at Instant speed, and you don't really need to delve the full 6 before this is cheap enough to be well worth it. If i'm casting this for 4 actual mana, I'm probably pretty happy with that.


I appreciate what this is trying to do, and I will concede that in some decks it will do that thing quite admirably, but of all my decks that could or would make use of this… well, frankly, I'd rather just go with something like Rise of the Dark Realms or even Army of the Damned.


Well, folks, we have a winner here. Sure it’s limited by is trip-color Identity, but a Genesis Wave that hits your opponents and lacks the permanents-only restriction should win you all kinds of games, at least in 1v1. In multiplayer, it’s a lot more fair, and a lot less likely to just auto-win, but whomever you target is still likely to hold a grudge. It’s definitely one of the most blatantly powerful cards in the set, either way. Easily one of my favorite cards in the set.


Ugh. There are plenty of ways to kill things that don't suck. Visara. Kagemaro. Phyrexian Plagelord. Shriekmaw. Duplicant. The list goes on, and 99% of them are just flat out better than this guy.


I think I said something earlier about leaving six mana open being a good way to telegraph a trap. Still, a Spelljack morph is going to make a lot of people happy, so expect to be running headlong into this guy from time to time. Just don't be the fool who falls for the same trick twice, okay?


:D Ahhhahahahahaha very funny Wizards, now where’s the REAL card that goes here?


I feel like this guy could have cost 5 and been perfectly fair and not overpowered. Definitely digging the Unearth-on-crack ability, even if I have to overpay for a mediocre body. Seems fun enough to play even when their might be stronger similar options.




Wednesday, September 24, 2014

Khans of Tarkir EDH Set Review, Part 3: The Temur Frontier

Hello, again. Our journey through Tarkir continues; this time we're visiting the frozen wastes of the Temur.

The Temur Frontier

The Temur clan, GUR, are probably my favorite clan. Their dragon aspect is "Savagery" and at a glance they appear to be the most "Timmy"-oriented of the five clans. Their mechanic is Ferocious, which tacks on a bonus to your spells or creatures if you control a creature with 4 or greater power. It's a lot like Raid, actually, just with a different condition for turning it on.

Ferocious is very workable in EDH because simply controlling a 4-power creature is an extremely common occurrence in the format. But there aren't a particularly high number of cards with the keyword that you'd really want to play, so as of yet the idea of a Ferocious deck is mostly just "any deck with a lot of large dudes and a couple of the better Ferocious cards jammed in".

But the Temur strategy as a whole is deeper than simply ramping into fatties. A lot of the support for the clan comes in the form of tempo cards - bounce and removal, for one thing. Also, the clan uses morph to great effect, as a way of cheating into play it's larger creatures, and sometimes turning on Ferocious by surprise. There's also a bit of countermagic native to the Temur.

So it's really more about tempo and keeping your opponent off their early game, then later smashing face with beefcakes. It's definitely not the Spike-iest clan, no sir, but they aren't as dumb as they look either.Overall the clan seems viable enough in EDH. They have a range of early to mid game plays that all lead up to a big end game finale. The color scheme was already popular and well-proven in the format.


So apparently this guy chopped a bear in half and got made Khan of the Temur for his troubles. Then he decided to wear the bear as clothes in case anyone forgot what a badass mofo he is.

As a card, specifically as a potential general, he's not that exciting or interesting. He's good, yeah. Beefy stats and like 19 random upside abilities, for like barely any mana. But he doesn't really do much, and is kind of a big, dumb Timmy general.

But that's good - GUR already has absurdly powerful options, so they need a low-key guy so fans of the colors can play decks that don't draw immediate hate and fear.

I kinda like him.

This is definitely my favorite of this cycle. Mass haste and card draw? Done. It just speeds things up nicely. Attack faster, draw more things, wash, rinse, repeat.

Seems particularly absurd in Animar decks.

I only wish I could play this in more decks. Can you imagine it in Mayael?

Sadly, not my favorite of the charm cycle, but definitely a very playable one. The fight mode is decent removal, as you're likely to be playing large guys. Mana leak gets pretty weak in the late game, but as an early tempo play it's fine. And the last mode make sure token hordes don't get in the way of your beef. Very solid.

This is no Noble Hierarch, that's for sure. But it's still very good. He can certainly help power out a ridiculously early Maelstrom Wanderer, and is probably no slouch in Riku either. Animar will love him because Morph interacts so well with him. Turn 4 Intet seems like a play you'd want to make once in a while.

Yeah, I usually poo-poo mana dorks in EDH, because of the Wrath thing and all, but this dude is worth making an exception.

Meh. I generally don't like these types of X-mana burn spells unless they're mass-burn or just really bonkers powerful. This doesn't seem very good at all. If it said "X times 2" instead, I'd play it, but that probably isn't close to printable in Standard.


To be blunt, this is not good enough for the average EDH deck, but you just know you're gonna play it anyway for flavor and awesome reasons. It's up there with Goblins on a Pony. It's just going to be fun to play, and worth mad style points, regardless of how good it actually is.

I do wish it were Naya colors simply because it'd be a fine addition to my Marath deck, but alas... However, being in blue does make it one of the least lame and most badass things you could ever pair with Deadeye Navigator.

I so have to do that.

NEEDS MORE TOUGHNESS!

Even then it's still be middling at best. This is yet another card I really want to be good enough, and will probably try to pretend it is for a while, but I know it'll disappoint me in the end.

Jeez, with that artwork, this is so getting played. People will put this in their decks without even reading the text. But, it's not a strictly terrible card. It can pretty effectively kill most anything that needs killin'. And you get to make jokes about punching bears in the face while you do it.

God, that art. Best. Card. Ever.

Sure, this is way more fair than Tooth and Nail, but in the kinds of decks that you'll likely play this in, you'll generally be happy with whatever two random dorks you find in the top eight, and for six mana, it'll feel like a real bargain. This one got "staple" written all over it.

I'd rather see mythics like this than easy-mode spells like Craterhoof Behemoth and Primal Surge. Good job on this one, WotC. Keep it up.


I don't know that he'll be all that great in EDH... probably not. But he's damn good in Limited, and easily my favorite morph creature in the set.


Anything that grants Indestructible is worth at least a passing glance, but really all I wanted to say about this one is that I really, really want to see someone target their Phyrexian Obliterator with it. Just once. C'mon folks, make it happen!

Not feeling this one - awkward casting cost, targeting restriction, and the "bonus" is just a marginal bump to one of your creatures - if you control any. There are no shortage of great counterspell options out there that put this to shame.

I mean, sure, it's a big fat "duh" in Animar where those two counters may really matter, but everywhere else, it's a big fat dud.

This seems perfectly fine, in a vacuum. The effect is desirable and the cost is workable. But I feel like there have to be some other options out there that are just better. That it's an Instant, really, is the only thing saving it. Otherwise it'd be a mediocre uncommon.
He's big, he's cheap, and he's got a lot of abilities. But he's definitely meant more for normal constructed play. He might come down early enough to bully people for a couple of turns, but then he quickly gets obsoleted by bigger, scarier things.

Then again, a 6/6 is formidable. It just costs too much to maintain that stature. I say trade him to Standard players, if he takes off. You've got better options.

Khans of Tarkir EDH Set Review, Part 1: The Mardu Horde

You know what time it is, folks. Yup, that's right. It's time for another Command Zone EDH Set review. Khans of Tarkir is our wedge-themed set, something avid EDH fans have been clamoring for since, well, pretty much the day after Shards of Alara was revealed.

Luckily Khans appears to deliver a lot of what we'd expect from a "Wedge" set, without feeling like a color-shifted rehash of Alara. It is pretty epic and flavorful-looking, at least. Let's hope it plays as awesome as it looks!

The Mardu Horde

Up first, we've got the Mardu, the WBR clan. The Mardu clan's dragon aspect is "Speed", and their signature mechanic is "Raid", which gives your spells and creatures rewards for attacking before you cast them.

For EDH purposes, Raid doesn't seem to be a widely playable mechanic, but some individual spells will certainly make the cut. Many of the creatures and effects lack the kind of impact that make for a solid EDH card, and leaning too heavily on Raid may wind up forcing you to make unfavorable attacks just to get the most bang out of your spells.

Overall, the Mardu strategy seems to focus on naked aggression and overwhelming your opponents with masses of small creatures. This strategy is traditionally weak in EDH, given the format's high starting life, tendency toward multiplayer, and prevelance towards gratuitous amounts of board-sweeping. It also lacks access to strong ramp options, and is somewhat limited in the card drawing department.

That's not to say the Mardu Horde can't work in EDH. They definitely have potential to be explosive. The challenge is to find a way to also make the resilient when the need to be, and add some long-game reach to their basic game plan.

I believe the Mardu can be viable, but the may take a bit more effort to make them work than the other clans.


Zurgo is the Khan of the Mardu clan - their leader. And as befitting of the aggro clan, Zurgo definitely wants to smash into the red zone with all abandon. The downside is, he's pretty easy to kill when it's NOT your turn, but in combat, he's nigh invincible. Just watch out for -X/-X effects, and dudes with Wither, and you'll be fine.

Zurgo could be a bit of a pain-in-the-butt as a Voltron general. Uril's Hexproof is far more annoying that Zurgo's conditional Indestructible will likely be, but nonetheless seems capable of hard-to-stop one shot kills. Heck, he's a three-turn clock by himself, and chumping only makes him stronger! Mostly, though, he's a nice departure from Kaalia.

Probably not the most effective Ascendency in the cycle, given how often that 1/1 Goblin is going be largely irrelevant, but hey, it's free! Who can say no to free goblins, especially in an all-out aggro deck?

The sac effect is even less likely to be super-relevant: +3 on the backside isn't going to stop most sweepers from killing your dudes, but you never know...

Four damage to a creature is not bad - Flametongue Kavu continues to be a reliable removal option for Red mages even today - but it's not stellar either. The other two modes are mostly going to be downright terrible in EDH. Overall this just barely makes my "playable" list and in most decks would probably constantly be on the short list for possible replacement. Expect this to underperform compared to the other charms.

Overall, this isn't really an EDH card, but it feels appropriate for a "stock" Mardu Horde deck. More importantly it's definitely going into a whole bunch of Krenko and Purphoros lists.

I'd love to see something a little more clever and original, but sometimes the obvious uses are the best uses.
Sure, on the surface, a 2/2 for five mana that isn't guaranteed to have any board impact might feel like a raw deal, but I think this guy is pretty effective at making an aggro/weenie rush deck perform. Deathtouch and first strike are a potent combination and I don't think we've seen them en masse like this before. He definitely makes blocking a nightmare for the defending player.

This doesn't bear the Mardu watermark, but it definitely feels more Mardu than Abzan or Sultai, so I'm throwing it in. Aggro decks need tend to need this kind of persistent card draw to keep of the pressure and recover from sweepers.

The trouble is, it's limited to Warrior-heavy decks, and I'm not sure how many of those are out there - and how many have Black in their CI?

This one is very, very iffy because most EDH decks don't run a whole lot of CMC 2-or-less creatures, but getting back your Serra Ascendent after it runs into a surprise Winged Coatl or whathaveyou is a nice thought. It also has some potential in my Derevi build, which has an high number of valid targets for this, but even then I'm not sure it's going to really be good enough.

This guy clear got his name because he butcher's his own Horde-mates, but has managed a really nice PR spin on it. Sure, I'll go kill that guy for you, but lemme much on this goblin for some energy first. Okay... sure.

Being a demon in these colors, Kaalia is the obvious first thought. He's not exciting there, by any stretch, but hey, you can actually cast this guy in the even Kaalia gets shut out, and once in play he can eat Kaalia in response to a tuck effect or control magic effect.

Goblins riding on a pony. Like, four of them. On one pony. How do you not play this card, given the option? A bit expensive, really, but for a common, not terrible. But it's worth way more in style points and hilarity than power level.

I really wish this was a Temur card so it'd have Ferocious instead of Raid as it's condition for getting the bonus, but hey, throwing a random Wood Elf or Goblin Token to it's doom is a fair price to pay. At any rate, Fork-ing something twice for only three mana is a huge deal. Definitely going to see some play.

I feel like this is much more appropriate for 60-card formats, but as a way for Mardu decks to deal with problems like Avacyn, it'll likely suffice.

Also a valid Sunforger target, something that always catches my attention.

This little bird and an Archangel of Thune. That's my dream. I also like this for Populate shenanigans, so I'm eyeing this for my Marath deck, which has a bit of a Populate thing going on.

It's certainly not going to tear up the format, but it has some nice applications. It'll get played, but probably not widely so.

This is definitely the better half of this duo. With this lady and her Scale counterpart, I kinda want to make a W/B Warrior tribal deck now.


NEW PROJECT!!!

Howdy, folks! Yes, I'm still alive, and yes, Magic is still a big deal to me. I just haven't had the time or the motivation to write much lately. I used to be able to do most of my writing at work, in between various tasks, but that's no longer the case. Partly, because I'm busier with more and more responsibilities these days, and partly because the new leadership is not as lax as the old, when it comes to enforcement. In the old days, even if I got caught blogging at work, no one would really care or say anything. As long as I got my work done, they just really didn't give a damn. Sadly that just isn't the case anymore, but I can't complain really. I'm on their time, so if they want to be merciless overseers, well, honestly, that's their right.

(And for the record, I'm writing THIS post on my lunch break, off the clock, so it’s all legit.)

The problem there is, I don't really want to write at home, because I have a lot less time to kill at home than I do at work, and a lot more things pulling my attention in different directions. I'm watching The Wire on Amazon Prime (seriously GREAT show; a must-watch if you haven't seen it!), and Minecraft takes up a LOT of my time these days. And, of course, I'm still pretty busy playing Magic, but lately Magic hasn't been the most... inspirational of topics.

I also haven't been doing much building because our house is a total wreck and has been for the last two months, thanks to an ongoing, massive remodelling project. At any given time, basically everything my wife an I own is crammed into roughly 50% of the house, while the other 50% gets worked on by the contractors. I have no room to work, and much of my collection is scattered about the house in remote, hard-to-reach corners behind walls of boxes and furniture.

And most nights, I come home from work and have to spend my evening moving all our junk from one end of the house to the next so the workers can start on some new project the next day!

But there is good news! The end is nigh! The remodel is expected to wrap up by the end of this week, and while I wouldn't be surprised if there were a few trivial tasks that carry over into the next week, it is more or less guaranteed that we'll be able to finally move back into our own house properly and start settling in for good at the end of this week. My mother-in-law is even coming into town to help us put our house back together this weekend.

So what does that mean for this blog? Hopefully, it means I'll have room - both physically and mentally - for writing again. Hopefully it means I'll have a quite corner of the house where I can spread out my cards and deck build without having to move half a dozen boxes to get to my red uncommons box to just find a Spitebellows. Hopefully, it means I'll be able to give a shit and not feel like this is yet another chore. I started this blog solely because I enjoyed writing about Magic - hopefully, I'll rediscover that enjoyment.

Oh, yeah... I think the article title mentioned something about a new project? This is something I just spontaneously came up with, so there is a chance it might not go anywhere.

Anyway, I’ve seen other prominent EDH authors attempt the good ol’ Standard-legal EDH deck to mixed results. Most of the time, these things produce middling-to-decent decks at best. One of the issues is that, in most Standard environments don’t have quite enough Legendary creatures for a diverse range of decks, or enough mana fixing to make anything but mono-color or two-colors-with-one-color-being-green viable. At least, that’s been my impression from reading of other’s adventures into the sub-format.

On paper, at least, I feel like the Theros/Khans Standard environment might just be the most able to overcome or at least address those issues. I won’t really know for sure until I start building, but I really think you can make a three-color deck work in this environment, and you don’t even have to require Green as one of those colors (though it seems likely that decks including Green will have some advantages).

So, here’s the goal of my new project: Make 5 new decks, each built around the five new Legendary creatures in Khans of Tarkir – Surrak Dragonclaw, et al. Each deck will be Standard legal, and will be balanced to play well against each other, to the best of my abilities. I still don’t really expect to come up with decks that can really compete with a more typical EDH deck, but I think I can make the fun and powerful enough to play against each other. Now here’s the real kicker – it is my intent to keep these decks alive and continue updating them all through Khans block… and through the rotation into the next block! That means whenever the block after Khans is released, I’ll have to strip out all the Theros block cards, and overhaul all five decks with whatever the next block brings us. If the decks are fun and successful enough after that, we’ll see what happens then, but once we go to the new two-set block structure I don’t think it’ll really be workable to keep this going in that new world order.

So, that’s my plan, but there are some very real challenges I can already see myself facing. First off, there’s the obvious matter of mana-fixing and ramp. Even though I feel like mana is good enough overall to make three color decks work even within the pool of Standard cards, I am not quite as sure that green decks won’t totally trump the non-green decks. I might have to intentionally weaken and restrict the green decks’ ramp packages to keep them in check. I hope not, as I’d rather make decks stronger, not weaker. But balance will be important, so I’ll take whatever measures become necessary to keep things fairly even.

There are many other issues very similar to the ramp issue that arise from a shallow card pool – some colors will have a hard time drawing cards, for instances, and may run out of gas far too easily. Again, Mardu comes to mind – with a legacy card pool, WRB can come up with plenty of card draw options, but in Standard, will Mardu have more than a couple of Phyrexian Arena knockoffs to choose from?

Looking down the road some, will these decks still be fun and worth updating post-Theros? The rotaion update angle is one of the reasons I am excited to try this out, but a year from now, I may feel differently. Not to mention the fact that we have no clue what the block after Khans is going to be like, so who knows what effect that will have? Our mana bases might go from awkward-yet-workable to outright ugly overnight. The point is, this could be a disaster, or it could be awesome. Only time will tell.

So why do I want to do all this work and effort, if it might produce nothing more than a loud fart? One reason is just to shake things up, try something different. My playgroup’s meta has gotten a little stale, and not even my having 16 whole friggin’ decks to choose from has made that much difference. The rest of my group probably don’t have a total of 16 decks between them all, so even if I’m playing something different every time, they still play with and against a very limited selection of decks. I want these 5 decks to be something everyone can pick up and play for a break from the routine, and for them to feel like regardless of which deck they play, they are more or less on equal footing (which is why balancing them against each other is important).

One of the problems in my group is that, well, some of us have the luxury of being able to build 16 different decks at one time and still make all of them pretty much as optimal as they’d be if they were our only deck. Others only have two or three decks and still have to use mediocre cards as filler to make count. I count myself lucky to be in the former camp, but the plight of the latter still affects me directly – feeling like you simply can’t throw enough money at your opponent to win is extremely discouraging. For my part, I try very hard not to simply beat my opponents with my wallet. But on the flip side, if I’m going to buy the cards I want, I’m also going to play them, right?

To be fair, I did just come off a very long losing streak that only Maelstrom Wanderer, my most absurd deck, could end. So I feel like I’ve done a pretty good job of finding a balance between making my decks as good as I can while still keeping them at a level where my opponents have a real chance at beating me. But, regardless of my recent run of loss after loss after loss, my group still seems to feel as if the monetary issue is making a significant impact in our games. I don’t think that’s 100% of the reason behind it, but I can definitely agree that our games are, on the whole, not as fun as they used to be.

Well, the great thing about Limited formats is, you can’t win just by throwing money at your deck. Everybody is playing from the same card pool. There are no haves and have-nots. However, the downside is, you can still get lucky and open a bomb-ass Mythic and run the table because everyone else opened junk rares. So you still end up with the “I only lost because my opponent had that $30 Mythic and I had this $0.50 rare” complaint once in a while.

So, this experiment is a way for my group to see what it might be like if we’re all playing from the exact same pool of cards, with no one player having an advantage just by having more cards than anyone else. Limiting it to Standard is both a way to make it easier for me to keep the power balanced between decks, and to keep me from having to cannibalize my existing decks for cards. In theory, at least, everyone will be playing at the same level, so both skill and luck will matter more, and who has the most $$$ to spend on the game doesn’t matter at all.

Another big motivator for me is, I really like Khans of Tarkir so far. The flavor, the setting, the art style. It’s a very exciting set, to me, and I really want to explore all that this set has to offer. But power-level-wise, a massive chunk of this set is just a bit under the curve. Theros had a bit of that same feeling – there were a ton of cards I genuinely liked, but just couldn’t justify playing because I knew beyond a doubt they just weren’t good enough. Reducing the card pool limits your options, which in turn means you’ll be more willing to play cards that are under the curve – because you’re totally changing where the curve is. What rates as “good enough” totally changes, and you find yourself playing a lot of cards that otherwise might not get played, and doing well with them.
Basically, this will - hopefully - provide all of us an opportunity to use cards that we might not otherwise use, or at least to do better with those cards than we might otherwise do.

I’m getting enough product this Friday to get me started. I should be able to have all 5 decks sleeved up within a week or so, but they might still be missing some critical components. My goal is to have all 5 decks fully functioning, ready to play, and lists published by mid-to-late October. If I get lucky, it could be sooner. I will wait until I have all five lists ready before I publish anything, because I don’t want whichever goes up first to have the advantage of getting more feedback or something like that.

This will likely be fairly difficult to do it well and make it succeed on all my stated goals. But I think it will be fun to try no matter how it turns out.

Oh, I’m also working on a 4-man Conspiracy Cube for drafting, but that’s a story for a later article. That one’s been in the works a while, but I have zero previous experience with Cube design, so it’s slow-going as I work through some problems. Look for an update on that in the next couple of weeks.
And I am about 50% through writing my Khans EDH set review, so I’ll try to have that published within the week, but finding time to finish it up among the chaos and debris that is my home life will be tough, so it may be next week before I can manage that.

Enjoy!