Tuesday, May 13, 2014

Troll Tuesday: I Feel a Bad Moon A'risin

Hey guys, Bonkarooni here with another edition of Troll Tuesday.  This time i've got a real winner for you.  And by that, I mean I have what will probably end up being the worst deck i've posted yet, ha.  This deck is so bad that it even has the word Bad in the title.

I present...

Bad Moon A'Risin

4 Gitaxian Probe
4 Goblin Guide
4 Lightning Bolt
1 Grim Lavamancer
2 Figure of Destiny
3 Spark Jolt
4 Simian Spirit Guide
4 Eidolon of the Great Revel
4 Magma Jet
4 Blood Moon
2 Magus of the Moon
2 Koth of the Hammer
1 Chandra, Pyromancer
4 Arid Mesa
16 Mountains

This deck has one purpose, and one purpose only.  Play a Blood Moon on turn 2/3.  Everything in the deck revolves around this, and if you manage to somehow pull it off, you might just win yourself the game.

The two of these combined are almost as good as Electrolyze..
This deck wants to start off by either looking at your opponents hand or scrying, preferably both.  Playing a probe without blue mana? Sure, why not! We're mono color, so we won't be fetching/shocking ourselves, might as well use that life for something!.  Spark Jolt is a surprisingly under used card as well.  Many players tell you regardless of the deck you play, you always 'bolt the bird'.  Well this bolts the bird with a small upside!.  it also picks off several other creatures in the format.  Dark Confidant, Snapcaster Mage, any fairy...the list goes on (Actually, it probably stops about there, but that's besides the point)
There she is, in all her glory..
If you were watching the GP this previous weekend, you heard the phrase "Got Blood Mooned" being thrown around by the casters a few times.  I'm sure any Melira Pod player can tell you a horror story revolving around this card.  What was the most played deck at the GP? hmm...

Now, i'm not saying this deck is going to win you a GP.  It probably won't even win you a FNM.  Hell, i'd be proud of it if it won you more then a single game.  BUT, can you imagine the look on your Melira Pod opponent's face when you win the dice roll and go Land, Spirit Guide Spirit Guide Blood Moon Pass' and stare them dead in the face as their hopes of doing anything that game crumble.

If your local group is full of players that run expensive decks filled with expensive dual lands, and you want to teach them a lesson? Play this.  If your local group is full of people who like playing the color red?...stay away.  

I didn't bother posting a sideboard for this deck because this is so trolly that I don't think we really need to talk about it.  There are plenty of good red cards you can jam in there, so you might as well just pick whatever counters your local meta game and go with it.

Happy land screwing!

Sunday, May 11, 2014

The Sunday Upkeep: We're still kicking

Hey guys! Bonkarooni here.  I just wanted to give you guys a quick update on what's going on here, as we haven't made our daily posts this last week...

I was very sick this week, and actually ended up spending a few days in the hospital.  On top of that, it's finals week and a few of our writers are students.  These two things, combined with the fact that it's just hard to come up with new brews every single week, have made us slow down a bit.  I just wanted to let everybody know that we aren't dead, and we plan to keep bringing you content.  I'm not 100% what our future holds, but I do know that we aren't finished, not by a long shot.

See you guys next week!

Monday, May 5, 2014

The Vascular Awareness: Better Than All pt 2: The Obscure

Last week we looked at the 5 best cards in the format one for each color, this week will be similar but we will be looking at hidden gems.  Again there will 5 but they won't be separated by color.  These will range from the "why is nobody playing this?" to cards that you simply should be looking to fit in as meta calls.

Oust
Sometimes your opponent has a guy that isn't worth using a path on but has to go; think birds of Paradise.  This card not only deals with the issue but makes them draw it in the most awkward spot.  With pod decks on the uptick this gets a lot better and there is no way that every non-red control deck only wants 4 paths.  Some of them are almost certainly misbuilt and this is the reason why.

Bottled CloisterIgnorant Bliss
Two cards??? Yeah, I'm only counting this as one entry.  These two serve as a solid way for combo decks to protect themselves against hand disruption.  Hand disruption hasn't been too big lately but it is bound to have an upswing and these cards will let your storm deck or whatever crazy combo brew you have be ready.
Isochron Scepter
Maybe this is cheating a little bit, considering Dave wrote about a deck with this card on this very blog.  However, with a serious downturn in Jund that means a serious downturn in Abrupt Decay.  Which was this card's worst enemy.  This card fits well in any control shell or tempo shell and acts as a serious lock piece which can often be needed for certain matchups.  I wouldn't be surprised to see this card creep into the higher tables in PTQ season or at GP Minneapolis.
Dispel
I realize the majority of people reading this already know about this card, but recently I've had to tell so many people that this is one of the very best ways to win the fight against UWR control that I figured I'd make the PSA here.  This card isn't fair, Counterspell is absurd, and against UWR this is Counterspell at literally half the cost. 
Suppression Field

Kikipod, Melira Pod, Twin and fetchlands are all among the list of things that get hit hard by this card.  If you are running a deck that can skirt of fetchlands, especially a monocolored deck, you may want to either sideboard, or in extreme cases, maindeck this card.  Hate cards this powerful should never fall off your radar and for the modern format it seems this one has been nearly forgotten.

That's going to do us for this week, hopefully next week I'll have a tournament report for you guys, I'll try to get the article done on time, but these past few weeks have been leading into graduation so I appreciate the patience and your continued support.  Feel free to shout out ideas for content you'd like to see and I'll try to make it happen!

Thanks again guys! Mason out.


Wednesday, April 30, 2014

Johnny on the Spot: Anatomy of a Brew

Did you ever talk to someone about brewing a deck? It usually starts with the entire deck being constructed and then going over the deck's strategies and card choices. It's unusual to actually get the details of the original thought process for deck creation out of a brewer. With that, I want to go over a brew (actually more of a tweak) and the thought process from start to finish.

My first thought is I want to stop Birthing Pod decks. I think they are the top of the metagame right now and my recent brews have failed miserably against them. In order to keep brewing and stay competitive I have to find a way to beat Pod decks. How?

Imagine you were going to an odd tournament. From round 1 all the way to the finals the only decks you would face would either be Kiki-Pod or Melira-Pod. How would you construct a deck that would thrive in that metagame? What cards would you use?

Torpor OrbGrafdigger's CageRest in Peace

All those are good hate cards. But there's a problem. None of them are great. I've had games where I got one of those hate cards out against them and they still won anyway. Both Pod decks have versatile main deck and sideboard destruction for these cards as well as a good beatdown plan. However, there is another card that I've played against them and shut them down.

Anger of the Gods

Pod decks usually try it get their creatures on the battlefield as soon as possible with disregard to sweepers, especially in game one. Anger of the Gods will kill 90% of their creatures with no chance for persist, recursion, or death triggers. If I had to stop a Pod deck, this is a great card to start with.

Now, I need to find a shell to put it in. RWU control seems like a natural fit, but I don't like that deck. It doesn't have fast enough win conditions and I often see the deck going to time in rounds because of it. In a big tournament like a PTQ or GP, those draws will feel like losses when it's time to cut to top 8.

There's also a version of Jund that runs Anger of the Gods along side of Courser of Kruphix. I'm not a big fan of that build either. Playing with Anger of the Gods cramps your ability to be able to play with Kitchen Finks, which I think is better than Courser. Also, it's a fair deck in an unfair metagame and I don't think Anger of the Gods is enough to help.

I want to port Anger into a deck that can already crush the metagame except for Pod. I think the best candidate for that is 8 Rack. This deck crushes any combo based deck except Pod. It also has solid match-ups across the board against other fair decks.

 The RackShrieking Affliction
I have a soft spot for non-creature win conditions.

This is where the brew magic happens. Do you have the courage to splash red into a monoblack deck for one card that has a double colored casting cost? Won't this almost certainly make the deck worse? Yes and yes. If you want to brew, you have to make suboptimal choices that people will criticize. What's the worst that could happen? Losing. That's it. If you want to brew you have to be willing to lose.

My initial brew looks like this, which I've renamed Hate Rack:

4 The Rack
4 Shrieking Affliction
4 Liliana of the Veil
3 Ensnaring Bridges
4 Dark Confidant
4 Thoughtsieze
3 Inquisition of Kozilek
4 Wrench Mind
3 Raven's Crime
4 Anger of the Gods

Is four Anger of the Gods right? Probably not. My gut tells me it will be three. But, whenever I'm brewing, I want to see the impact card a lot. I want to know if it works. I want to know what it feels like to draw two of them.

Remember, the only point of this deck is to beat the two Pod builds (while keeping in mind it will eventually have to face the entire metagame). The only match-ups you should test are against Pod decks. If it fails at either, the deck needs to be scrapped. Don't worry about the percentage points you're shaving against RWU control or Splinter Twin because you added a dead card against them. That's not the point of this exercise. The point is to determine whether or not a discard shell with four Anger of the Gods can shut down Pod decks.

Now to move onto the manabase. A double red casting cost card in an otherwise
monoblack deck is tricky. Graven Cairns are the easiest way to hit double red while still having double black for Wrench Mind and Liliana. Other than that, the standard R/B duals of Blackcleave Cliffs, Blood Crypts, and fetches will round out the red portion.

Manabase:
4 Graven Cairns
4 Blackcleave Cliffs
3 Blood Crypts
4 Verdant Catacombs
3 March Flats
4 Swamps
2 Urborg, Tomb of Yawgmoth

 Graven Cairns
 This land make the manabase (and deck) possible.
 
Will the fetching and shocking be too much life loss along side of Dark Confidant and Thoughtseize? I don't know. But, I know that I won't let it stop me. Average Magic players assume that and stop brewing. Real brewers want to experiment and actually see the results in action.

Another potential casualty is the cutting of Mutavaults and Small Pox in order to make the mana work. Mutavault represents a tough clock against a handless opponent and an early Small Pox can ravage an opponent that dropped an early creature. Again, most players would stop at those cuts but neither of those seems really effective against Pod decks. Unless Small pox is cast on turn two, a Finks or Voice will get sacrificed with no real loss of tempo on the Pod player's part. They also have too many creatures for Mutavault to attack through.

And....that's it. That's the anatomy of a brew (or a tweak). You don't need to go big. In fact, you should do quite the opposite. Start small. Brew at a specific target deck that you want to hit. Don't worry about the rest of the metagame. Don't worry about a sideboard (yet). Don't worry about losing. Modern is too big and complex of a format to try and do everything against everyone all at once. Thinking about all that is why most people either shy away from brewing or fail at brewing.

See what you can learn from a micro-metagame. Does Anger really stop a Pod deck? If it doesn't, it might help you build your sideboard in another deck. Trying and failing and learning are all part of brewing and you'll never know what tidbit will come in handy in a future brew.

As for Hate Rack, I'm planning on testing it with my fellow Cauldron brewers. I will almost certainly run it at an FNM to see if it has potential for the PTQ season and GP Boston. Expect a follow-up article with either success or lessons learned from failing.

Monday, April 28, 2014

Troll Tuesday: Blue White-Blinkers, Round 3

Hey guys, Bonkarooni here with another edition of Troll Tuesday.  I wanted to take the time to share my thoughts on the progression of my deck, Blue-White Blinkers, and where I want to go with it next.  I had another chance to test this recently, and while it seemed to play slightly better, I think that there is still some work to do.

Here's the list of Blue-White Blinkers, Round 2.


The new list

4 Serum Visions
4 Path of Exile
3 Snapcaster Mage
4 Remand
2 Mana Leak
3 Geist of Saint Traft
4 Akroma, Angel of Fury
4 Restoration Angel
1 Cryptic Command
4 Cloudshift
3 Kitchen Finks
2 Celestial Colonnade
4 Hallowed Fountain
2 Glacial Fortress
4 Marsh Flats
4 Misty Rainforest
4 Island
3 Plains
SB: 2 Rest in Peace
SB: 2 Stony Silence
SB: 2 Ghostly Prison
SB: 2 Spellskite
SB: 3 Vendillion Clique
SB: 4 Negate

Couple of things I realized after playing this deck a bit more.
1: Wall of Omens isn't really helpful.
2: Too many three drops, not enough two drops.
3: Snapcaster Mage
Duh.

So, when I first made this deck, Snapcaster Mage didn't actually have enough targets in my graveyard to make him useful.  With the edition of Cloudshift, this little two drop became much better.  He is not very good on turn two, but he will be much better later in the game.

Sorry little lady, you don't make the cut.
After playing this deck a bit more, I felt like my hand was just getting too clogged with three drops.  While Blade Splicer still may be a decent addition to the deck, it felt like the least resilient creature I had. 


Oh look, this is also a blue card that is pretty good.

This card is an obvious bomb in most blue decks, and while I didn't feel like it made the cut, at this point i'm willing to try it as a one-of in the deck.  I'll see how it does when I draw it, and then take it from there.

I went from 1-3 to 2-2 with this deck when I made my first round of changes.  Can we make it to 3-1 with the next round of changes? How many more hundreds of dollars will I have to spend to have this deck work? Tune in for round 4 to find out!

Next week though, we'll go back to the drawing board with a new deck!

Sunday, April 27, 2014

The Vascular Awareness: Better Than All pt. 1, The Big 5

So this week's column is somewhat inspired by my last couple of columns, both the Modern interaction column and the set review.  Today we will be looking at the best cards in the format and giving them a review.  This should serve as a great guide to figuring out how to both fill spots in your brews as well as simply understanding the big players.  Decks like Affinity and Boggles will not be having much in this column because the decks are just so darn insular, they don't lend themselves to having their cards used in other spots.  This will be a test run for an article of this style, so it will go over what, in my mind, are the key cards for each color, ones that you need to have in mind every time you brew in that color.  If this article style proves popular it will be revisited.


Lightning Bolt
The number one spot by a large margin, Lightning Bolt is the defining card of the modern format.  One aside: the argument "dies to removal" gets thrown around a lot by amateur card evaluators in order to dismiss cards that they clearly don't understand well enough.  Not that this is far from the same as the "dies to Lightning Bolt" argument.  When someone dismisses a card as dying to Bolt they are usually referring to the mana cost in relation to that of Lightning Bolt.  if the card has no comes into play effect costs 3 mana and has 3 toughness I wish it the very best of luck making waves in modern because it will surely need it.  The reason Lightning Bolt is so big is because it offers an insane mana advantage that is typically unmatched in this format.  As for where it fits?  If you are running red you better have a darn good reason this isn't making the final cut and even then you probably should put it in your sideboard.



Path to Exile

Filling a similar role as the bolt, path is another premium removal spell in the format often taking out prey much larger than itself which is the goal of removal in this format.  Unlike bolt, this is less of an automatic inclusion.  Not every aggro deck will run this, many do, but some aggro decks want to place a larger focus on damage output something that path won;t always help with.  More importantly this card actually doesn't shine too brightly in midrange decks.  These decks are designed to go card for card with the other player and gain their advantage by simply playing out the better card each time.  If the other side can run out two things in a turn, or even worse a curve topper larger than the midrange deck it'll be lights out.  Most other decks will end up wanting such a card, at the very least it will make the sideboard of most decks so be prepared to face it and know that this is you best tool in white for getting rid of dudes.


Tarmogoyf
One of the best, if not THE best creature in the format.  Tarmogoyf has served as a brick wall for more controlling strategies such as Eternal Command, it is a beatdown card for Zoo, a solid Jack of all trades in midrange builds, and even a backup plan for combo decks such as the recently popular "Tarmo-Twin".  This card simply grows to be so large that it must be respected immediately.  Midrange loves it for both blocking and as a finisher.  Some control decks like to for defensive capabilities as well as being able to turn the corner of a slow opponent.  Aggro loves it for the obvious reasons.  The amazing thing about this card is it even found a home in combo decks such as Pod and Twin since it acts as a "Spellskite" style card attracting removal away from the real perpetrators.  I would have said this card is limited to decks that deal in combat but after combo decks started picking this up you need to think about this guy every time you brew in green.

  
Snapcaster Mage

"BOLT SNAP BOLT" goes the standard war cry of a modern player.  This card has a bit more of a narrow application than some of the others on the list, but with such power it still creeps its way into quite a few decks.  It allows some TYwin builds to grind better, it gives UWR one of the best late games in the format, it gives Delver decks the ability to not lose attrition wars, it does it all.  I even tested him out in a Time Warp deck to great results, any time you are in blue make sure this guy is at least on your mind.  Just note, that unlike the other cards his role is a bit more limited, for instance he isn't making the cut in many combo decks even if they feature blue. 
Thoughtseize

While having fallen out of favor recently due to midrange taking a massive hit in the last banned list update this card is still amazing.  Affinity has picked this up for the sideboard, Pod has run it for a long time in the board and even maindecks it occasionally.  Every midrange deck will run this card even though they are still in a state of rallying at the moment.  This card is amazing for combo as it takes the disruption out, it is great for control as it removes the most difficult to deal with card, and it is amazing for midrange as it keeps the opponent off balance just long enough.  Even aggro will run it out of the board to rip wraths and combo pieces out.  This card is so good that after midrange took a beating people INVENTED spots for it, the Monoblack Rack deck that I wrote about a few weeks back on this site came to be a larger player because this card is so darn powerful.  Much like Lightning Bolt if you are in black you don't need much of a reason to find a spot somewhere in your 75 for this, in fact the issue right now is more so finding a reason to play black.

That's going to do us for this week's edition of The Vascular Awareness. I want to know: did I  choose the wrong representatives for each color?  Did I miss a sweet application for a card?  Did the article waste your time and you want you 15 minutes back?  Let me know in the comments below!

Also I have a Twitter now! Feel free to follow me @poggydude for incredibly clever things being said every so often.  



Saturday, April 26, 2014

A First Try with Athreos

Hey everyone, Marshall here again.


Today will I'll sharing my first take on a deck built around Athreos, God of Passage


This deck is a tricky one to really make work, but I think this list is quite fun to play:


x4 Athreos, God of Passage
x4 Birds of Paradise
x4 Elves of Deep Shadow
x4 Doomed Traveler
x4 Cartel Aristocrat
x4 Blood Artist
x4 Voice of Resurgence
x4 Tidehollow Sculler
x4 Geralf's Messenger
x2 Varolz, the Scar-Striped
22 Land
x4 Marsh Flats
x4 Verdant Catacombs
x4 Overgrown Tomb
x1 Swamp
x1 Twilight Mire
x1 Fetid Heath
x3 Godless Shrine
x4 Woodland Cemetery

Sideboard:
x2 Kataki, War's Wage
x2 Stony Silence,
x4 Kitchen Finks (for when Geralf's Messenger is bad)
x3 Abrupt Decay
x4 Thoughtseize


I would like to preface the rest of this article by saying that this is NOT a deck I would bring to a competitive tournament. If you are looking for a grindy midrange deck to bring to a PTQ or Grand Prix, play a Birthing Pod deck. If you are looking for a fun deck to play with your friends or at an FNM, this might be for you. (For more competitive lists, please check out the bottom of this article. I've got a couple updates to decklists I've discussed in my column previously). 

Let's start with the strengths and the synergy's of the deck. This brew is wonderful at clogging up the ground and giving creature decks headaches. It also does a pretty good job of making control decks sad. Plan A is to go turn one mana accelerant, turn two Geralf's Messenger or Athreos, turn three drop as many other creatures as you can. Once your board presence is of a reasonable size, Blood Artist + Cartel Aristocrat will do a great job of draining your opponent for a bunch of life.







Athreos brings it to a whole new level. This new god card gives you a grindy angle instead of needing lots of creatures in play in order to grind out your opponent's life total. Cartel Aristocrat + Doomed Traveler + Athreos means you either get lots of 1/1 fliers, or you get to deal three damage, plus upgrade your 1/1 into a flying creature while protecting your Cartel Aristocrat from a removal spell, or letting it go unblocked for a turn. If you have a Geralf's Messenger in play and your opponent has no way to exile it, they either have to kill it twice and take ten damage in the process to get rid of it (two enter the battlefield triggers, and two Athreos triggers) or let you re-cast it every time you sacrifice it to Cartel or Varolz, the Scar-Striped.

As for some specific card choices that might be a little unusual:


I think this shell is the best fit for this card that I've ever come across. Tidehollow Sculler counts as two devotion towards Athreos, and when Athreos is in play, your opponent has to pay three life to kill the Tidehollow Sculler in order to get their card back, or you get to take another card when you re-cast it. Pro-tip: When Tidehollow Sculler's ability goes on the stack, and you have a sacrifice outlet, you can sac the Sculler so that when it's ability resolves the card you take out of their hand is permanently exiled. The reason this works is that when it's ability resolves, the Sculler has already left the battlefield, so there's no way to trigger his second ability.


This card also feels quite at home in this shell. For a while now I've had my eye on this card, but in all my other creature based graveyard decks, he hasn't quite made the cut. Part of the reason for this is because the creatures I used in other shells were cards like Gravecrawler and Bloodghast. Those are creatures that I don't want to exile, I just want to put them back on the table after they've hit the graveyard. Athreos really likes this guy though. Most of the time your opponent will want to pay 3 life to prevent you from recurring things like Voice of Resurgence, which makes sense. Varolz allows you to get additional value from your opponent electing to take damage instead of giving you a card, acts as a sacrifice outlet to get the engine going with Blood Artist or Athreos, increases your clock by pumping himself or your other creatures and is a resilient threat. 



This one is not an odd choice. This card is the main reason we're playing green. In this deck, I'd rather draw Voice of Resurgence than a Tarmogoyf. This thing gives control players headaches, and turns into quite the beater after you've sacrificed the 2/2. If your opponent doesn't take 3 damage from Athreos when you sacrifice this, they had better have a lot of spot removal spells in hand, or they will take a lot of damage very quickly.



If you enjoy value creatures and super grindy games, this deck is for you. Take it for a spin and let me know what you think!

To wrap up my article for today, I've got a couple updated decklists. I have a couple of tweaks for my Turbo Tezz list:

x4 Dimir Signet (instead of Azorius Signet)
x4 Orzhov Signet
x4 Pentad Prisim
x4 Tezzeret, Agent of Bolas
x4 Dispatch
x3 Thopter Foundry
x4 Solemn Simulacrum
x4 Wurmcoil Engine
x3 Spellskite
x3 Vedalken Shackles
x2 Watery Grave
x2 Hallowed Fountain
x11 Island
x4 Misty Rainforest
x4 Scalding Tarn
SB: 3 Defense Grid
SB: 4 Ethersworn Canonist
SB: 2 Engineered Explosives
SB: 1 Grafdigger's Cage
SB: 3 Relic of Progenitus
SB: 1 Pithing Needle
SB: 1 Black Sun's Zenith

The only changes so far have been to replace the Azorius Signets with Dimir Signets, because we're a little more black intensive than white, and we need to make sure we can always cast Tezzeret on turn three. The other change was to add Defense Grid in the sideboard. This deck is pretty helpless against counter magic, so having a card like that is very useful.

And an update to my Counter Cat list:

x4 Wild Nacatl
x4 Goblin Guide
x4 Loam Lion
x2 Kird Ape
x4 Tarmogoyf
x4 Remand
x2 Snapcaster Mage
x4 Lightning Bolt
x2 Mana Leak
x1 Pillar of Flame
x3 Ghor-Clan Rampager
x4 Tribal Flames
x4 Arid Mesa
x4 Verdant Catacombs
x3 Scalding Tarn
x2 Marsh Flats
x1 Hallowed Fountain
x1 Sacred Foundry
x1 Stomping Ground
x1 Steam Vents
x1 Temple Garden
x1 Breeding Pool
x1 Godless Shrine
x1 Blood Crypt
x1 Island
SB: x4 Lightning Helix
SB: x4 Spell Pierce
SB: x4 Destructive Revelry (this card has been doing a ton of work)
SB: x3 Pillar of Flame

The only change here is to move the two maindeck copies of Spell Pierce to the sideboard in favor of Mana Leak. I realized that Spell Pierce is not where I want to be against the Birthing Pod decks, which is pretty much enemy number 1 in the format. At least as far as this deck is concerned, and Mana Leak has been doing a much better job. Gotta stop that Kitchen Finks!

Thanks for reading!