Thursday, May 9, 2013
Limited Quick Hits - Cluestones
Seriously though, do whatever you can to play as few of these as possible. I'll cut them all unless my mana is terrible or I'm running a big-mana deck.
Maybe there is a Gruul ramp deck to be made that would like three of these, but for my play style, I need to be doing something constructive on turn three.
You've been warned.
Death & Taxes v1.0
Store credit arrived (20% lower than full Near Mint value, which is actually way better than I was expecting) so it's time to start developing shopping lists. In classic Jed fashion, I'm still mulling over building Death & Taxes as a fast aggro deck or as a slower control deck. The base mechanic (using Cipher hits to trigger Extort) actually work well both ways. With aggro the ciphers provide reusable board control and extort adds to both damage and defenses. As control, the cipher can provide card advantage and hold the line. I guess this means I'll have to buy twice as many cards and playtest. I love it! (all decks below are 100% theorycraft so far)







The deck is designed around some overlapping synergies. The more spell-castings allow for more extort opportunities. So we multiply our opportunities to cast spells by using cheap ciphers and unsummoning tricks. Attacks slip through with evasion creatures, cipher spells, and the Alley Denizen. Repeat summoning also works well with both the Alley Denizen and the few detainers. While card advantage is not a priority, the Scrivener is both a cheap attacker, and the Duskmantle Seer might just be too hilarious to pass up with an average mana cost of 1.7. Also since it triggers on my upkeep instead of every draw phase, there isn't a turn where my opponent has a one card advantage from it.
The eagle eyed amongst you will notice that's 11 cards. Given the absolutely ridiculously low mana curve, I might be able to shave number of lands down to 22, or even 21. Probably trim some Deputies and card-drawers to get to 38 nonland cards.
One Drops
Two Drops
Four Drop
The deck is designed around some overlapping synergies. The more spell-castings allow for more extort opportunities. So we multiply our opportunities to cast spells by using cheap ciphers and unsummoning tricks. Attacks slip through with evasion creatures, cipher spells, and the Alley Denizen. Repeat summoning also works well with both the Alley Denizen and the few detainers. While card advantage is not a priority, the Scrivener is both a cheap attacker, and the Duskmantle Seer might just be too hilarious to pass up with an average mana cost of 1.7. Also since it triggers on my upkeep instead of every draw phase, there isn't a turn where my opponent has a one card advantage from it.
The eagle eyed amongst you will notice that's 11 cards. Given the absolutely ridiculously low mana curve, I might be able to shave number of lands down to 22, or even 21. Probably trim some Deputies and card-drawers to get to 38 nonland cards.
Good Stuff on the Mothership
There were two nice articles over at dailyMTG today. An article about the new standard by Mike Flores, and an article about the new draft environment by Jacob Van Lunen (pro tour champion).
acutally everything is pretty good. even a sealed deck builder exercise and a fun looking deck from sam black. just read it all.
acutally everything is pretty good. even a sealed deck builder exercise and a fun looking deck from sam black. just read it all.
Wednesday, May 8, 2013
Dragon's Maze cycles: #2 Gatekeepers
We all probably know how there is a tight cycle of 2/4 gatekeepers for four mana in Dragon's maze. Covered in a preview article here, each one costs three colorless and one colored mana, and provides a significant bonus if you control two Gates when they come into play enter the battlefield.
As usual, green and lifegain get the short end of the stick when it comes to a tight cycle of cards. But let's not be too hasty to dismiss these Elf Warriors. The sheer amount of lifegain "for free" has certainly been pushed, adding more than one third of your starting life total. This card can really swing a race in your direction.
The guild that i see wanting Saruli Gatekeepers the most is Simic, which has plenty of use for a 2/4 gound-pounder that can evolve the early drops one more time and hold the fort while the evasive beaters get in there. Simic made good use of Scab-Clan Charger and while some of that was due to the +4 toughness bloodrush, seven extra live goes quite a way towards stabilizing against an early rush deck while your creatures grow ever larger.
Golgari could make good use of the big chunk of life gain as well to stabilize their life total while their slow attrition game plan of expensive scavenging gets in gear. I might prefer a Tower Indrik, but I'll play both.
Gruul and Selesnya seem too aggressive to me for sheer lifegain to be worth playing an otherwise vanilla 2/4.
Red gets an unfocused card as part of this cycle, but I can see a format where Smelt-Ward Gatekeepers goes late in drafts to one specific deck that will get great value from this effect.
Boros and Gruul both appreciate the Ray of Command half, but I expect a 2/4 for four mana with a conditional Threaten is just not good enough. The body left behind is not up to snuff in an aggressive deck and the chance of missing completely by not having the two gates means this will probably be a 23rd card and they would probably prefer Act of Trason based on efficiency. Boros may like Smelt-Ward a little more since that deck requires a critical mass of creatures.
Izzet is a strange guild and I'm not sure what to expect there. This card could grab a big chunk of damage early then hold the ground until the combo-kill comes online with Teleportal or Blustersquall.
My best bet for Smelt-Ward Gatekeepers is a slow "Borzhov" deck featuring red, white, and black. Both this card and Act of Treason (and even the rare Molten Primordial) could combine with sacrifice outlets such as Cartel Aristocrat, Undercity Informer, or Corpse Blockade to turn into unexpected damage plus creature removal.
My pick for the middle of the three might be a surprise, but Opal Lake Gatekeepers does not excite me. It is great value if you get a free card back, but it doesn't push me in one direction or another. It's just general value, and I think I may draft fewer of these than any other gatekeeper if other drafters value them higher than I do.
Blue can already get a great 1/4 in Izzet that can adjust its power and toughness in the form of Frostburn Weird. In Azorius, you will be happy for the ground defense, but you can also trade that chance at a card for flash and vigilance with Hussar Patrol which will often eat a small attacking creature.
Dimir, which needs all the help it can get, will appreciate the body first and foremost, again holding off the Boros Legion while unblockable Rouges take care of the offense.
Just like the green version, Simic could find good use for the 2/4 body as an evolve enabler. A 2/4 takes Cloudfin Raptor to 3/4, Experiment One to 4/4, and Shambleshark or Battering Krasis to 5/4.
Sunspire Gatekeepers was very impressive for me in the pre-release sealed deck event, usually providing a total of four power and six toughness for a mere four mana. I don't think it perfectly slots in to any one guild, but it is great value for any deck.
This effect seems tailor-made for Selesnya, but I'm not sure it will fit. Sure, it creates a token creature, but the 2/2 vigilance knights are one of my least favorite populatetarget tokens, ahead of only 1/1 oozes and soldiers. Plus, as with the green version, aggro Selesnya doesn't necessarily need the 2/4 body.
Azorius would probably prefer the card of Opal Lake than the free bear, but again, I'd rather Hussar Patrol and the opportunity to counter a key spell if I'd rather spend the mana that way.
Boros doesn't need a 2/4, but two bodies for four mana is a great deal when striving for battalion triggers to keep the pressure going. The only problem is finding time to play two comes into play tapped lands while curving out.
Orzhov, which loves blocking and gates anyway, will make great use of the combined 4/6, but it doesn't necessarily fit the plan.
An aggressive Orzhov deck (don't laugh; it exists) or a Boros deck that picks up one or two of these should be on the lookout for Court Street Denizens from the Gatecrash pack, since you get two tap triggers, which can be very situationally effective, much like Knight Watch.
Keep in mind that Armory Guard is also in this format at pretty much the same baseline stats of 2/5, but it gets vigilance if you have just one gate in play.
Not too surprisingly, Ubul Sar Gatekeepers are my pick for best of the cycle, since nearly unconditional removal is welcome at any point of the game. This effect picks off utility creatures, evasive threats, and sometimes you can even use it to kill a large body on the other side after attacking in. If they smell this coming and elect not to block, that isn't so bad either, since you get free damage that way.
Of the black guilds, Rakdos will want this the least, for the same reasons Boros may not be interested. There is just not the space in the curve to play two comes into play tapped lands and still hit this creature in a timely fashion.
Golgari, Dimir, and especially Orzhov will love this guy, first for the -2/-2 he hands out but also because controlling black decks don't often get a 2/4.
Due to sheer power level of the full cycle of these cards, I expect to see these all over sealed tournaments and draft pods. Just the fact that a strong cycle of common, 2/4 creatures should cause the format to slow considerably and put more emphasis on evasive threats.
These are all good value in their own way, "strictly better" than Pillarfield Ox, which was a fine card in a deck that wanted some ground defense with bite.
But every cycle has a Lightning Bolt and every cycle has a Healing Salve, so I'll go through each gatekeeper and identify which guild or combination of guilds wants each one as well as when you might be better off to leave them in the draft pack or the sideboard.
First, just how much should you stretch your mana to accommodate gatekeepers? Barring Greenside Watcher shenanigans, playing a gate costs you one mana on the turn you play it. Generally, you can maneuver gates in your opening hand to a point where they don't hurt your board development, but sometimes you end up behind a turn on your curve and later in the game, if you need another mana this turn and draw a gate off the top, it is a true dagger. If you pack six gates into your deck, that gets much more likely.
On the positive side of the ledger, in addition to enabling gatekeepers, Gateway Shade and Ogre Jailbreaker, gates fix your mana, which will be a boon in the likely three or more color decks of Dragon's Maze limited.
Aggressive decks that need to get off to a quick start can ill afford to stumble due to lands that essentially cost one mana to play. Quick, focused decks will also need the color-fixing less, since they should be closer to streamlined, two-color machines. Lastly, they would not mind the the extra value provided by gatekeepers, but a 2/4 for four is not the ideal four-drop.
However, the slower, more controlling or evasive-damage based decks will appreciate a 2/4 ground guy and the extra value provided is even better. In a three-color, three-guild deck, of the ten available guildgates, three will be fully in-color, six more will provide one color you need, and only one will be utterly useless. In a slow sealed deck or a controlling draft deck, I would replace a basic land with a one-color gate (up to about 8 maximum) if I needed to support a few gatekeepers.
This calculation you will need to make reminds me of the "bouncelands" in original Ravnica, which I would pack into my deck even if they were only one of my colors and sometimes fully off-color, just for the virtual card advantage provided by the extra mana and the opportunity to shave a land or two.
The guild that i see wanting Saruli Gatekeepers the most is Simic, which has plenty of use for a 2/4 gound-pounder that can evolve the early drops one more time and hold the fort while the evasive beaters get in there. Simic made good use of Scab-Clan Charger and while some of that was due to the +4 toughness bloodrush, seven extra live goes quite a way towards stabilizing against an early rush deck while your creatures grow ever larger.
Golgari could make good use of the big chunk of life gain as well to stabilize their life total while their slow attrition game plan of expensive scavenging gets in gear. I might prefer a Tower Indrik, but I'll play both.
Gruul and Selesnya seem too aggressive to me for sheer lifegain to be worth playing an otherwise vanilla 2/4.
Red gets an unfocused card as part of this cycle, but I can see a format where Smelt-Ward Gatekeepers goes late in drafts to one specific deck that will get great value from this effect.
Boros and Gruul both appreciate the Ray of Command half, but I expect a 2/4 for four mana with a conditional Threaten is just not good enough. The body left behind is not up to snuff in an aggressive deck and the chance of missing completely by not having the two gates means this will probably be a 23rd card and they would probably prefer Act of Trason based on efficiency. Boros may like Smelt-Ward a little more since that deck requires a critical mass of creatures.
Izzet is a strange guild and I'm not sure what to expect there. This card could grab a big chunk of damage early then hold the ground until the combo-kill comes online with Teleportal or Blustersquall.
My best bet for Smelt-Ward Gatekeepers is a slow "Borzhov" deck featuring red, white, and black. Both this card and Act of Treason (and even the rare Molten Primordial) could combine with sacrifice outlets such as Cartel Aristocrat, Undercity Informer, or Corpse Blockade to turn into unexpected damage plus creature removal.
My pick for the middle of the three might be a surprise, but Opal Lake Gatekeepers does not excite me. It is great value if you get a free card back, but it doesn't push me in one direction or another. It's just general value, and I think I may draft fewer of these than any other gatekeeper if other drafters value them higher than I do.
Blue can already get a great 1/4 in Izzet that can adjust its power and toughness in the form of Frostburn Weird. In Azorius, you will be happy for the ground defense, but you can also trade that chance at a card for flash and vigilance with Hussar Patrol which will often eat a small attacking creature.
Dimir, which needs all the help it can get, will appreciate the body first and foremost, again holding off the Boros Legion while unblockable Rouges take care of the offense.
Just like the green version, Simic could find good use for the 2/4 body as an evolve enabler. A 2/4 takes Cloudfin Raptor to 3/4, Experiment One to 4/4, and Shambleshark or Battering Krasis to 5/4.
Sunspire Gatekeepers was very impressive for me in the pre-release sealed deck event, usually providing a total of four power and six toughness for a mere four mana. I don't think it perfectly slots in to any one guild, but it is great value for any deck.
This effect seems tailor-made for Selesnya, but I'm not sure it will fit. Sure, it creates a token creature, but the 2/2 vigilance knights are one of my least favorite populate
Azorius would probably prefer the card of Opal Lake than the free bear, but again, I'd rather Hussar Patrol and the opportunity to counter a key spell if I'd rather spend the mana that way.
Boros doesn't need a 2/4, but two bodies for four mana is a great deal when striving for battalion triggers to keep the pressure going. The only problem is finding time to play two comes into play tapped lands while curving out.
Orzhov, which loves blocking and gates anyway, will make great use of the combined 4/6, but it doesn't necessarily fit the plan.
An aggressive Orzhov deck (don't laugh; it exists) or a Boros deck that picks up one or two of these should be on the lookout for Court Street Denizens from the Gatecrash pack, since you get two tap triggers, which can be very situationally effective, much like Knight Watch.
Keep in mind that Armory Guard is also in this format at pretty much the same baseline stats of 2/5, but it gets vigilance if you have just one gate in play.
Not too surprisingly, Ubul Sar Gatekeepers are my pick for best of the cycle, since nearly unconditional removal is welcome at any point of the game. This effect picks off utility creatures, evasive threats, and sometimes you can even use it to kill a large body on the other side after attacking in. If they smell this coming and elect not to block, that isn't so bad either, since you get free damage that way.
Of the black guilds, Rakdos will want this the least, for the same reasons Boros may not be interested. There is just not the space in the curve to play two comes into play tapped lands and still hit this creature in a timely fashion.
Golgari, Dimir, and especially Orzhov will love this guy, first for the -2/-2 he hands out but also because controlling black decks don't often get a 2/4.
Due to sheer power level of the full cycle of these cards, I expect to see these all over sealed tournaments and draft pods. Just the fact that a strong cycle of common, 2/4 creatures should cause the format to slow considerably and put more emphasis on evasive threats.
Monday, May 6, 2013
FNM - Dragon's Maze Sealed Results
Finally after long last the tournament went for my Dragon's Maze sealed deck. This review isn't my best work but it is what it is. Hit me up in the comments for clarifications.
Round 1: Things started off well. I got a couple early dudes down and my opponent stumbled a bit. Eventually he had stabilized and I was forced to sit back. Because of his stumble I was doing well, up 16-6. We each had three dudes out now but in grand Dragon's Maze fashion neither of us found beneficial attacks. He played a Steeple Roc to break it open, but I wasn't worried, a Pit Fight or Electricity and I would be ok. Unfortunately none came, all I did was draw land.The next turn my opponent played Undercity Plague ciphered on the Roc. I now realized I was drawing too much land. I had no answer. Four turns later I was dead. Total for the game I drew 11 lands and 6 spells (none of which were more than cmc of 3). Just not going to get it done.
Game two I drew no land and was forced to mulligan. The next hand had two lands and a play on turns two and three, I kept it. Sadly I drew nothing but red spells and never got a red source. Maybe I should have mulled down to 5 hoping for better land, but I don't think so. I think the higher win percentage was to try and draw out of it. Sometimes you just don't get the land you need. I would attack this problem at the tournament progressed with sideboarding out some of the black.L 0-2 (0-1)
Round 2: I was reeling after round 1. Seriously doubting my already dubious deck choices. I thought I couldn't win at all. I needed to turn it around. And I did, game one was sweet*. My opponent got stuck on 3 lands and played one spell all game. Game two was a little more competitive. We were dropping dudes and bashing early, 18-17, 16-14. He swung with his team and tied it up at 14, then he tapped out to drop a 3/3 creature. He figured he was safe at 14 because all I had was a couple of 3/3s on the board. Fortunately I had Armed & Dangerous and a Shanktail.
I Armed up one of my dudes and swung with the team. He blocked the unarmed dude for the trade and let the other one sail in. At which point I Bloodrushed and it was all over. W 2-0 (1-1)
Round 3: Game one was pretty interesting. He was on the attack early with a Boros Elite into Sunhome Guildmage into Skynight Legionnaire Needless to say I was on the back food. Did I mention he was on the play? After his third turn attack with battalion online I was at 11. For my third turn I dropped a dude. Then my luck turned. Due to a mulligan he was down to 2 cards and had no action. He got in for a little more damage. Then I played Crocanura. That turned off the clock presented by the Legionnaire. Again my opponent whiffed on his draw. And then on my turn the Croc started to evolve. The score was 6-18, a good spell or two was all he needed to finish me off. But the cards didn't come for him. By the end of the game the croc had evolved 4 times. I had made it to the big part of my curve. And he just couldn't keep up with the fatties.
Game two he got the Truefire Paladin out and was bashing away. I dropped a Dreg Mangler and starting in as well. The next turn he laid back with all his mana up. I smelled trick but had one of my own.
I bashed, he blocked, and I passed priority. He pumped his Paladin with Weapon Surge making it 3/2 first strike. However I pulled out my Shanktail and the Paladin died to a 6/4 first strike Mangler. That two for one was effectively the end of the game. My opponent was on the back foot and would never recover. W 2-0 (2-1)
Round 4: I don't know what to say about this match up but: LEGION LOYALIST. That little goblin came up huge. Game one went like this, turn one loyalist (20-19), turn two 2/2 duder (20-18), turn 3 dreg mangler swing with the battalion from loyalist (20-14), he blocked my dude.
I got another swing in the next turn with the Loyalist and sadly the little dude fell in battle but by then I was too far in front at (20-10). I had some removal and was able to swat down whatever he played, 20-5. Eventually killing him without taking any damage.
Game two started the same way as game one. I got in some early beats again with the loyalist and friends. The score was 20-13 but then he dropped Varolz, the Scar-Striped, all his dudes in the yard he had been chumping with were now bullets in his gun. I had nothing to deal with a huge dude.
However his play was incoherent from then on. He didn't scavenge, opting to put a 2/2 on the battlefield. I was able (because I had a Weapon Surge in hand) to attack favorably. He chumped with his duder and the score was now 20-11. Then he swung in with Varolz 18-11. Played a small dude and scavenged to make Varolz bigger. I was starting to worry, Then I drew a Ground Assault.
I had my plan, swing this turn. Then Ground Assault Varolz next turn. He would need to drop a serious creature or spell to hold me off. I swung and it was 18-6. Now he was really feeling the head and held his team back to defend. He scavenged Varolz up to 7/7 and dropped a dude. Phew! No big board changer. On my turn I played the Assault (for 7) which was lethal for Varolz and that forced the concession. The match was mine. W 2-0 (3-1)
wrapup: Overall I was happy with the outcome. I feel like I deckbuilt poorly but played well. I think this format is really susceptible to faltering and consistency is super important.
* sweet = super shitty but at least i was on the winning side
Round 1: Things started off well. I got a couple early dudes down and my opponent stumbled a bit. Eventually he had stabilized and I was forced to sit back. Because of his stumble I was doing well, up 16-6. We each had three dudes out now but in grand Dragon's Maze fashion neither of us found beneficial attacks. He played a Steeple Roc to break it open, but I wasn't worried, a Pit Fight or Electricity and I would be ok. Unfortunately none came, all I did was draw land.The next turn my opponent played Undercity Plague ciphered on the Roc. I now realized I was drawing too much land. I had no answer. Four turns later I was dead. Total for the game I drew 11 lands and 6 spells (none of which were more than cmc of 3). Just not going to get it done.
Game two I drew no land and was forced to mulligan. The next hand had two lands and a play on turns two and three, I kept it. Sadly I drew nothing but red spells and never got a red source. Maybe I should have mulled down to 5 hoping for better land, but I don't think so. I think the higher win percentage was to try and draw out of it. Sometimes you just don't get the land you need. I would attack this problem at the tournament progressed with sideboarding out some of the black.L 0-2 (0-1)
Round 2: I was reeling after round 1. Seriously doubting my already dubious deck choices. I thought I couldn't win at all. I needed to turn it around. And I did, game one was sweet*. My opponent got stuck on 3 lands and played one spell all game. Game two was a little more competitive. We were dropping dudes and bashing early, 18-17, 16-14. He swung with his team and tied it up at 14, then he tapped out to drop a 3/3 creature. He figured he was safe at 14 because all I had was a couple of 3/3s on the board. Fortunately I had Armed & Dangerous and a Shanktail.
I Armed up one of my dudes and swung with the team. He blocked the unarmed dude for the trade and let the other one sail in. At which point I Bloodrushed and it was all over. W 2-0 (1-1)
Round 3: Game one was pretty interesting. He was on the attack early with a Boros Elite into Sunhome Guildmage into Skynight Legionnaire Needless to say I was on the back food. Did I mention he was on the play? After his third turn attack with battalion online I was at 11. For my third turn I dropped a dude. Then my luck turned. Due to a mulligan he was down to 2 cards and had no action. He got in for a little more damage. Then I played Crocanura. That turned off the clock presented by the Legionnaire. Again my opponent whiffed on his draw. And then on my turn the Croc started to evolve. The score was 6-18, a good spell or two was all he needed to finish me off. But the cards didn't come for him. By the end of the game the croc had evolved 4 times. I had made it to the big part of my curve. And he just couldn't keep up with the fatties.
Game two he got the Truefire Paladin out and was bashing away. I dropped a Dreg Mangler and starting in as well. The next turn he laid back with all his mana up. I smelled trick but had one of my own.
I bashed, he blocked, and I passed priority. He pumped his Paladin with Weapon Surge making it 3/2 first strike. However I pulled out my Shanktail and the Paladin died to a 6/4 first strike Mangler. That two for one was effectively the end of the game. My opponent was on the back foot and would never recover. W 2-0 (2-1)
Round 4: I don't know what to say about this match up but: LEGION LOYALIST. That little goblin came up huge. Game one went like this, turn one loyalist (20-19), turn two 2/2 duder (20-18), turn 3 dreg mangler swing with the battalion from loyalist (20-14), he blocked my dude.
I got another swing in the next turn with the Loyalist and sadly the little dude fell in battle but by then I was too far in front at (20-10). I had some removal and was able to swat down whatever he played, 20-5. Eventually killing him without taking any damage.
Game two started the same way as game one. I got in some early beats again with the loyalist and friends. The score was 20-13 but then he dropped Varolz, the Scar-Striped, all his dudes in the yard he had been chumping with were now bullets in his gun. I had nothing to deal with a huge dude.
However his play was incoherent from then on. He didn't scavenge, opting to put a 2/2 on the battlefield. I was able (because I had a Weapon Surge in hand) to attack favorably. He chumped with his duder and the score was now 20-11. Then he swung in with Varolz 18-11. Played a small dude and scavenged to make Varolz bigger. I was starting to worry, Then I drew a Ground Assault.
I had my plan, swing this turn. Then Ground Assault Varolz next turn. He would need to drop a serious creature or spell to hold me off. I swung and it was 18-6. Now he was really feeling the head and held his team back to defend. He scavenged Varolz up to 7/7 and dropped a dude. Phew! No big board changer. On my turn I played the Assault (for 7) which was lethal for Varolz and that forced the concession. The match was mine. W 2-0 (3-1)
wrapup: Overall I was happy with the outcome. I feel like I deckbuilt poorly but played well. I think this format is really susceptible to faltering and consistency is super important.
* sweet = super shitty but at least i was on the winning side
Sunday, May 5, 2013
A Dimir, Azorius, and Orzhov walk into a bar
The bartender looks up and says, "What is this, some kind of joke?" ... ... Nothing? Eeesh, tough crowd. You've been great; remember to tip your waitress.
Met up with Pete to sell my stack of old cards (Unlimited Underground Sea was probably the only real gem. Missing a lot of my Antiquities and Arabian Nights which might be lost at sea forever) and then deckbuild with beer. Knowing my predilection for white/blue control, we starting throwing Pete's pile of uncommons around looking for fun cards. As a starting place, we were looking to build a Standard version of my sealed deck, built around Cipher with some evasion creatures. Then the Orzhov entered the party and everything quickly went haywire. I'm not sure, but I don't think it's a control deck if I have 8 one-drops.






Land was a proxied spread of 12 shock and 11 dual lands.
How did it play? It only really tested against Pete's Double Strike Emissary which is aggro heavy and it bat .500, incredibly enough. It has some really fun synergies with gaining juuuust enough life and being juuuuuust fast enough to slow down the aggro (Stromkirk Noble is unaccustomed to being handled so rudely). The cheap cipher play gives the extort some legs and tapping/untapping and paralyzing allows my deck (which needs a catchy name, come to think of it) to be on the front foot. Hidden Strings in particular was effective, either allowing for additional spells to be cast (untapping my lands) or tapping any defenders on the attack.
As it stands right now, I think it's totally defenseless against control of any kind. I also feel that card drawing of any kind would be a delight with such a cheap curve. But I have a starting point now and we'll see where it evolves.
Thought of a name: Death & Taxes.
-Jed
Met up with Pete to sell my stack of old cards (Unlimited Underground Sea was probably the only real gem. Missing a lot of my Antiquities and Arabian Nights which might be lost at sea forever) and then deckbuild with beer. Knowing my predilection for white/blue control, we starting throwing Pete's pile of uncommons around looking for fun cards. As a starting place, we were looking to build a Standard version of my sealed deck, built around Cipher with some evasion creatures. Then the Orzhov entered the party and everything quickly went haywire. I'm not sure, but I don't think it's a control deck if I have 8 one-drops.
One Drop
Two Drop
Or More
Land was a proxied spread of 12 shock and 11 dual lands.
How did it play? It only really tested against Pete's Double Strike Emissary which is aggro heavy and it bat .500, incredibly enough. It has some really fun synergies with gaining juuuust enough life and being juuuuuust fast enough to slow down the aggro (Stromkirk Noble is unaccustomed to being handled so rudely). The cheap cipher play gives the extort some legs and tapping/untapping and paralyzing allows my deck (which needs a catchy name, come to think of it) to be on the front foot. Hidden Strings in particular was effective, either allowing for additional spells to be cast (untapping my lands) or tapping any defenders on the attack.
As it stands right now, I think it's totally defenseless against control of any kind. I also feel that card drawing of any kind would be a delight with such a cheap curve. But I have a starting point now and we'll see where it evolves.
Thought of a name: Death & Taxes.
-Jed
modern playtesting
My friend has 3 byes for GP Portland. He was going to play eggs but then it got banned. So now he's playing Scapeshift. We did some playtesting of the deck against Jund. -- Side bar: I hate when people call a deck "Jund" all that does is tell me the colors. I can build a lot of different decks in those colors. Also it shows no creativity. -- He played Sharfman Scapeshit list from GP San Diego. I played Froehlich Jund from GP San Diego. I lost all four games. It was bad. I don't think I like modern. I had no idea how to play my deck. I need to watch some people play it.
Played some more, this time I rocked a control deck. It went 2-1 without boarding. It plays burn and counters. Look it up if you're interested. Still kinda ugh. that's all.
Played some more, this time I rocked a control deck. It went 2-1 without boarding. It plays burn and counters. Look it up if you're interested. Still kinda ugh. that's all.
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