tag:blogger.com,1999:blog-49173697576954263752024-03-28T00:08:28.752-07:00Mulchy MagicLuke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.comBlogger91125tag:blogger.com,1999:blog-4917369757695426375.post-81667436972568719292024-03-11T06:38:00.000-07:002024-03-11T07:09:08.879-07:00ANZ Super Series - 08/04/2024 - 7point Highlander - Tournament Report<p>Hello!</p><p>Last Friday I won a Mox Emerald at the 7 Point Highlander side event at the ANZ Super Series Regional Championships;</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNeNaDbOnCJVZ1zRLOQy8jjqQmywqjcA0vwgPFDhA3-oHRXMmDo4uv9XhHAeiesYGEtSsTNw7cWo34qYve5k4dnmphUKAecpj7ulgNryTRJ58xsaTT7gU3zbAsuRKJoAVrpXZzp_ekQG6XGU5S-rwTs2CWbA8FQdJ0Wy3rQ8-FGL3VsyrnXRxUlOvf99PN/s4032/PXL_20240308_113131875.MP.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNeNaDbOnCJVZ1zRLOQy8jjqQmywqjcA0vwgPFDhA3-oHRXMmDo4uv9XhHAeiesYGEtSsTNw7cWo34qYve5k4dnmphUKAecpj7ulgNryTRJ58xsaTT7gU3zbAsuRKJoAVrpXZzp_ekQG6XGU5S-rwTs2CWbA8FQdJ0Wy3rQ8-FGL3VsyrnXRxUlOvf99PN/w300-h400/PXL_20240308_113131875.MP.jpg" width="300" /></a></div><p>For me it was the main event as I had a friend's wedding on Saturday, congratulations Caity & Kyle!</p><p>Glenn Doyle, the tournament organiser is a founding member of the points committee and has held a huge Friday Highlander each RC, adding 3 major 7PH events to the calendar, which has been fantastic.</p><p>On Friday we had 88 players, not as spectacular as this year's 198 player 7PH National Championships but considering this side event was held on a working day, it was a great showing.</p><h3 style="text-align: left;">DECK CHOICE - GOBLINS</h3><div>No brilliant metagame decision or innovations here. I was up until 1:30am the two nights prior trying to get my Jund Survival of the Fittest brew to tournament level but I failed. I had an untested deck, half a sideboard plan and a sleep defecit.</div><div>My mates Brooksey and Brayden offered to pick me up on the way to the venue in the morning, which I was and am very grateful for because I'm currently in a moonboot from a sporting injury. As is custom we hit up one of Melbourne's many great cafe's for breakfast, True North. "Large latte and a reuben thanks". I was awkwardly fumbling around with my crutches and longbox of half sleeved cards at the table until Brayden, another Goblin afficionado, cleared his throat and bene gesserit commanded "just play Goblins dude", and so I did.</div><div><br /></div><div>I initially built Goblins in mid 2018 with verve from the printing of Squee, the Immortal in Dominaria. I wanted to go infinite with Food Chain + Goblin Recruiter into Goblin Ringleader into Squee, etc. I took that build to the following CanCon and did poorly. </div><div>There was new hope for the deck to come; During the pandemic in July 2020, Conspicuous Snoop and Muxus, Goblin Grandee were printed, taking the deck to a whole nother level. My first big result was winning an Underground Sea between lockdowns at Maze of Fitzroy's 'Moxing Day' weekend in Dec 2020 . A few months later I wrote <a href="https://highlander4eva.blogspot.com/2020/07/highlander-goblins-2020.html" target="_blank">a primer on this blog</a> and Kokey helped me port it onto <a href="https://7ph.com.au/deck-primers/deck-primer-goblins-in-7-point-highlander/" target="_blank">the 7PH website</a>.</div><div>Since then the number of goblin players has grown to a small warren and a steady trickle of new goblins have been printed, culminating to the list I ran on Friday:</div><div><br /></div><div>Moxfield link: <a href="https://www.moxfield.com/decks/KRtcbXClH0usx_KUBUYOEw">LUKE MULCAHY GOBLINS ANZ SS Fri 08-03-2024</a></div><div><div class="separator" style="clear: both; text-align: center;"><br /></div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh1h4h3Izbt8aMnV7DLOmZMU307yuADhMFg9r9ifBwc6x1f5YXjaEncRIsZmzcMET9ft_nipsOEXBWWtR1EZqf7Reczo4-zDkDGNmrI_pZ4NVh_iiG5EDyreUNLDp5HPdMaF2Cx6MR83n-xEpwiVObdtY7qjVGIrKXG8LC4hNTGCAGm0Te_IziSmnRLZK6/s1098/GOBBIE%20SCREEN%20SHOT.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="782" data-original-width="1098" height="456" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh1h4h3Izbt8aMnV7DLOmZMU307yuADhMFg9r9ifBwc6x1f5YXjaEncRIsZmzcMET9ft_nipsOEXBWWtR1EZqf7Reczo4-zDkDGNmrI_pZ4NVh_iiG5EDyreUNLDp5HPdMaF2Cx6MR83n-xEpwiVObdtY7qjVGIrKXG8LC4hNTGCAGm0Te_IziSmnRLZK6/w640-h456/GOBBIE%20SCREEN%20SHOT.png" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div>I'd like to talk strategy in this report but it's already going to be long. If you've built Goblins and wanna talk card choices, message me!<div><br /><h3 style="text-align: left;">THE TOURNAMENT</h3><div><br /></div><div>I hobble out of the cafe on my crutches. Brooksey needs to move his car and offers me a lift, "nah, the venue's just over there, I'll be right thanks". He leaves. I'm very wrong. We're actually a couple blocks downhill from the venue and it's 30°C at 10am. Bit of exercise to get the blood pumping I guess!</div><div><br /></div><div>Brooksey navigates traffic, finds a park and still beats us to the venue. When we arrive he's checking the vendors for a Nuka-Cola Vending Machine for his food deck. Adding a little hype to the tournament, the Fallout set was release <i>that day</i>, which made it legal for the tournament and only available in sealed precon$. $houtout to Violet Lou top8'ing with a sweet RW 8point list featuring Pre-War Formalwear.</div><div><br /></div><div>I knew there was a chance I would freak out and not want to play the new brew. I had Goblins prepared in my bag. I didn't really need any reps as I'd recently run it at CanCon, where Gobby Gang members Brayden and Tyrone came 8th and 9th respectfully, earning our beloved Goblin Recruiter +1 point from the Murders at Karlov Manor points update, along with +1 Mana Crypt. I had already updated the list for the new points so I was ready to submit.</div><div><br /></div><div>88 players, 7 rounds. 6 hours sleep. 1 coffee. 5 years of Goblin prep.</div><div><br /></div><div><u>ROUND 1</u> - Sean on Umoon.</div><div><br /></div><div>Due to my 'debilitating' broken foot I was allocated a fixed table for the tournament, which is a thoughtful feature of the tournament software. I have to say, friends and strangers all, have been so courteous these past couple months getting the fuck out my way. It's been very heartwarming.</div><div>Anyway, I get to <i>my</i> table and Brandon Owen is sitting there. He's not Sean. I sit down anyway and we start to catch, as it's been a long time since we've played. But then Sean comes over, "errr I think you're at the wrong table Brandon, you IDIOT!", except in very polite and respectful Sean words, not the ones I just wrote.</div><div><br /></div><div>Sean and I had some great games and chats at the last two Sydney RC's. Super friendly guy. He's a doctor, so doesn't have the time to go deep on Highlander, but enjoys it a lot. "Ohhh stickers, you just tell me what they do when it matters". </div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583567&type=card" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583567&type=card" width="265" /></a></div><div><br /></div><div>Game1 I'm on the play and keep a Goblin Lackey hand, but first I cast Once Upon a Time and choose Muxus (this is basically how my tournament goes all day). Lackey resolves but Sean has Horned Loch-Whale - Sean is running Liam's Umoon list from his CanCon top8 (Shoutout to Browny for killing it with the purest control list in years) - I bottom the Lackey as I figure it's more likely I reach 6 lands for Muxus than the Lackey connecting on turn 4. Sean isn't able to keep a counter for the eventual Muxus and it takes the game. </div><div>Game2 Sean Mana Drains my turn 2 play and slams Jace, the Mind Sculptor turn 3. I untap and cast Choke, which resolves. Jace drews about 7 extra cards but never finds the bounce for Choke. 1-0</div><div><br /></div><div><u>ROUND 2</u> - Malcolm on Esper Control</div><div><br /></div><div>Malcolm's from Tassie. Always great to see Tassie 7PH players. Game1 he has Force of Negation for my Mana Crypt and then he Archmage's Charm's my Stalactite Stalker saccing it to kill my Krenko, Tin Street Kingpin. He then flooded out and my threats kept coming. Couldn't believe I won that game. </div><div>Game2 was crazy, we both have about 8 lands, I was out of cards and he has a flipped Jace and a Teferi, Time Raveler going to work. He bottoms my draw step with Vendilion Clique, which draws me into Goblin Chainwhirler. Despite that value I'm still way behind but next turn I draw For the Ancestors and he doesn't have the counterspell. It draws me 3 goblins, then 4 goblins the following turn. I've had Ancient Tomb the whole game and am down to 6 life. He has a Celestial Colonnade (colon aid) along with the two planeswalkers and Thing in the Ice. Another strike of luck, I draw Choke and lay it face down (my trap card) next to my 6 known faceup goblins in hand. I chump attack into Colonnade. He activates and blocks, my goblin goes to the bin but I activate my trap card and take the win. 2-0</div><div><br /></div><div><u>ROUND 3</u> - Pavlov's Brandon on UW Control</div><div><br /></div><div>Ok we're playing for real this time. Brandon has a sweet list that featuring Terminus and Triumph of Saint Katherine. I know this because I extracted them from his deck with Earwig Squad, flipping the casket and dancing on the Martyred Lady.</div><div>I don't remember any other details from this match, I must've been getting control matchup blur. Something, something, Choke.</div><div><br /></div><div><u>ROUND 4</u> - Hannah on GBx Natural Order</div><div><br /></div><div>From Brizzy, Hannah has cool style with matching Priests of Titania mat, dress, complimentary colour sleeves, alters and cute matching dice bag. I dig it. I got the Goblin team shirt (thanks Brayden), the goblin playmat. Goblins Vs Elves. We representin'</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMXu0xGoPUQlWNdk9peV8U12cheXDnIIisATvnU9q-YZcQZmtBCmEJ5KzFx-zaRfTLFYZeEpDVvOb-QHp0r9y7dShDogssFi081c-2XJDJ3sF_JMEiVkraLUMd-YoNRwJvceyTyATOVvDdwnSxp_8NhhaYskIeU1XoxwMIzOGOuO4hf4zRynmjbckU9T9S/s4032/395028614_1557091275236846_4673682826517429965_n.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMXu0xGoPUQlWNdk9peV8U12cheXDnIIisATvnU9q-YZcQZmtBCmEJ5KzFx-zaRfTLFYZeEpDVvOb-QHp0r9y7dShDogssFi081c-2XJDJ3sF_JMEiVkraLUMd-YoNRwJvceyTyATOVvDdwnSxp_8NhhaYskIeU1XoxwMIzOGOuO4hf4zRynmjbckU9T9S/s320/395028614_1557091275236846_4673682826517429965_n.jpg" width="240" /></a></div><div>Game1 Hannah Natural Orders Atraxa on turn 3 finding Wasteland. My lands are Taiga + City of Traitors. Logically I believe Hannah will waste the Taiga next turn, but the Atraxa is going to be difficult to beat without doing something powerful so I decide to Goblin Recruiter setting up Mind Goblin into Muxus. To Hannah's credit she wastes the Taiga rather than the City and I scoop.</div><div>I don't remember game2.</div><div>Game3 she has a fast double manadork start and an Elvish Reclaimer, which i know from game1 can find <i>Wasteland</i>. I decide to go for another Recruiter pile which is weak to Wasteland but not as obviously as Game1. Hannah has a tough decision an opts for more pressure with Minsc and Boo rather than searching for the tapped Wasteland, and I combo off just in time. Tight. 4-0</div><div><br /></div><div><u>ROUND 5</u> - Angus on Saga Jund</div><div><br /></div><div>Angus has been <i>grinding </i>and honing Jund at Wednesday weeklies at Plenty of Games. He's ran traditional Jund in the past. This is the first time I've seen his sweet 8point Urza's Saga version. </div><div>Game1 is super grindy and fun, I tanked a lot over decisions. My play speed is not acceptable but Angus is too nice to call me up on it. He ends up winning game1 and we only have 20 mins left. I'm rushing from here on.</div><div>Game2 I get a quick recruiter into Muxus with 10 mins left.</div><div>Game3 gets grindy and it's his Urza's Saga + Currency Converter Vs my For the Ancestors. I only hit 2 Goblins on the flashback of For the Ancestors and there's not enough gas to take the win before the end of turn5 of turns. I knew I took more than my share of the clock so I concede. Angus has been working hard on Jund for ages so it was great to see him top8, especially with 8points. 4-1</div><div><br /></div><div><u>ROUND 6</u> - Violet</div><div><br /></div><div>Another win-and-in. Violet is on a mission to find tier1 8point decks so that her friends and others can afford to play, which is absolutely commendable.</div><div>She's running RW good dudes with ETB's + an equipment package, making special use of Pre-War Formalwear.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=652108" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=652108" width="265" /></a></div>Game1 I forget the order of my Recruiter pile and I sac Goblins to Skirk Prospector to cast Mind Goblin off the top using Conspicuous Snoop, expecting to reveal and cast Muxus for the win, but instead I reveal Kiki-Jiki. I choose to leave Kiki on top rather than cast it with the Mind Goblin mana because I want to combo next turn when Snoop recovers from summoning sickness. Vi untaps and has removal for the Snoop but a turn later I draw the Muxus and am still able to cast it thanks to Skirk Prospector. Phew.<div>Game2 I curve Stalactite Stalker into Zoyowa, Lava-Tongue. Vi evokes Fury to wipe them but next turn I have Pyrokinesis to wipe her board of Thraben Inspector + fresh Ragavan <i>and </i>Mother of Runes. She has no gas and now I'm 5-1 with an ID into top8. <br /><div><br /></div><div><br /></div><div><u>ROUND 7</u> - Cody, a.k.a. Codi on ~~~a mystery deck~~~ ;)</div><div><br /></div><div>ID. Cody is ecstatic that his gambit of borrowing Thom Bot's bots has more than paid off. He's undefeated in his first ever tournament with the deck, which is pretty unreal and a testament to he and Thom.</div><div>More than a decade of office monkey work has made me addicted to caffeine and I propose that he, Angus and I take a stroll to the only coffee place open at 3pm on a Friday in Coburg, Al Alamy's. I'm on the crutches and it's 32°C but I need me drugs. Al Alamy's is a classic, with old middle eastern men smoking on chairs out front on a perenial basis. Inside is a supermarket of middle eastern products and a pizza oven. "Two iced lattes please", we say. "errrr talk to..." *waves hand yonder*. We turn around to a man "I just cleaned the machine, but ok". I did that thing where you order 'takeaway' without thinking and then realise it would've been much better to eat/drink on location, but then you have to leave because it's too embrassing to then take a table (normally I'm all about eating in, less waste!).</div><div>By the way, carrying drinks on crutches is impossible. Angus offers to carry my shame takeaway coffee in my shame plastic cup. Speaking of waste...</div><div><br /></div><div><div>*Begins rant*</div><div>I don't think that offering free water in plastic bottles is the best solution. I understand it comes from good will, ensuring no one gets dehydrated. BUT! There's taps right there! I think providing an easy spot where water bottles can be refilled, is the way to go, not encouraging plastic waste (says the guy who loves to draft in paper). Anyway, Limmy says it best:</div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/GceNsojnMf0" width="320" youtube-src-id="GceNsojnMf0"></iframe></div>/end rant.</div><div><br /></div><div>On our stroll back to the venue we're heckled from a beer garden by Sam, Alec and Simon. They offer for us to join but we each got a mox to win!</div><div><br /></div><div>I think the organisers are announcing Modern LCQ #19(?) as we walk in. All the staff are busy so there's no fanfair announcing the top8. Here's the final standings from a discord post by...you guessed it, Graham:</div><div class="separator" style="clear: both; text-align: left;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiT48mnEyZ6XMJKyMdco1lFLJtfyNbgu8Plras8SMfv9yOLqBSx2HmqI7CjgVRgqTkVmaPQ5dD0wrhBlUpQvGw6GcE5fErXoG45YclyPCKAyCwmrPVrvgPnQzP0djo_OqAZThOEx-jPQyacZVY1KPGIN2sYs47uJOq6JFT35abdf2joulJoAlK3u9m64h1i/s2340/Screenshot_20240308-183009.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2340" data-original-width="1080" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiT48mnEyZ6XMJKyMdco1lFLJtfyNbgu8Plras8SMfv9yOLqBSx2HmqI7CjgVRgqTkVmaPQ5dD0wrhBlUpQvGw6GcE5fErXoG45YclyPCKAyCwmrPVrvgPnQzP0djo_OqAZThOEx-jPQyacZVY1KPGIN2sYs47uJOq6JFT35abdf2joulJoAlK3u9m64h1i/w296-h640/Screenshot_20240308-183009.png" width="296" /></a></div><div>respectively:</div><div>UR Prowess</div><div><div>Canberra Lutri Grixis</div><div>8pt Saga Jund</div><div>Bots</div><div>UR Prowess</div><div>Goblins</div><div>UR Prowess</div><div>8pt RW midrange</div></div><div><br /></div><div>So Violet got there after all, which is cool. I'm always glad to see brewing payoff.</div><div><br /></div><div>A judge corals us to a line of tables. 1 Vs 8, 2 Vs 7, etc. I'm paired against:</div><div><br /></div><div><u>QUARTER FINALS</u> - Angus on Saga Jund (rematch!)</div><div><br /></div><div><div>Game1 on the play Angus opens up turn1 Saga into Sol Ring + Currency Converter and Shadowspear; I know I won't have enough time to combo, so I take Boggart Harbinger off my Once Upon a Time planning to search for Goblin Trashmaster, but I make an oversight and realise too late that I don't have the second red for Trashmaster, so I have to try set up Mind Goblin into combo. I try chump blocking to buy time but he has Sheoldred + Reanimate on my Sling-Gang Lieutenant to burn me out.</div></div><div>Games2 and 3 I can't remember... funny how the losses stick with you more.</div><div><br /></div><div><u>SEMIS</u> - JLS on Lutri Grixis</div><div><br /></div><div>JLS recently moved to Melbourne from Tassie and I like to think that everyone here trying to lift their game to catch him. He has been on an amazing run qualifying for multiple pro tours (including the upcoming Seattle because he top8'd the main event the day after this tournament!). This is going to be a tough match.</div><div><br /></div><div>Game1 I run out a few goblins to soak up disruption and then I resolve Goblin Recruiter. I'm on a high life total now but Grixis is basically all disruption and I only have 3 lands, one of which is Ancient Tomb, and JLS has Ledger Shredder. Stacking this Recruiter pile is going to be a delicate balance between forcing JLS to use his disruption Vs comboing before Ledger Shredder/Ancient Tomb kill me. </div><div>I go into the tank. I know the top8 is untimed so I'm not thinking about speed. I should've known but it turns out 'untimed' doesn't mean you can play slow, and I get a warranted slow play warning. At this point I'm still mid Recruiter piling and am scared of getting a game loss from a second warning, so I rush the pile and I end up putting too many low ball threats before the mana + Muxus. The Ledger Shredder kills me in time easily.</div><div><br /></div><div>Game2 is crazy. After the early game he is ahead on board but I've filled my hand thanks to Goblin Ringleader. He has an unflipped Fable, the shaman token and a Baleful Strix, and he takes the turn off to buy Lutri. At the time this seems suss to me. It feels like he has a sweeper but that doesn't make sense when he has 3 creatures plus a flipped Fable next turn. I go with my gut and drop my more expendible threats. Enough to beat his creatures but not scoop to a sweeper. Turns out he had bought Lutri to copy Pyrokinesis, which wiped my whole board and left all this creatures in play. I was further behind than expected and had to get lucky with Grenzo, Dungeon Warden. I drop Grenzo next turn and start flippin'. On the 5th activation I flip Recruiter to setup the kill, and I win the turn before he would kill me. Later he said he just needed any red spell from 4 cards, to evoke and copy Fury for the win. Unlucky!</div><div><br /></div><div>Game 3 I have the dream hand. Turn1 Choke off Mana Crypt, locking down his Underground Sea. JLS puts up a fight using Gush to psuedo untap his islands, but he doesn't find Badlands or a fetch for it, or an answer to the Choke and the tempo loss is too much.</div><div>Note to self: as angelic as judges are, they too need sleep like the rest of us. Try to play at a regular speed in top8!</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=97048&type=card" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em; text-align: center;"><img border="0" data-original-height="310" data-original-width="223" height="310" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=97048&type=card" width="223" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=4753&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="310" data-original-width="223" height="310" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=4753&type=card" width="223" /></a></div><div></div><div><br /></div><div>Despite my slow play, the other semi final is only in game 1, so I have some time to size up my potential opponents, Adam and Henry both on UR Prowess. </div><div><div>They have super close games as you'd expect from the mirror. </div><div>One game literally comes down to die rolls as they both have Maddening Hex.</div><div>At one point Adam makes an attack and didn't realise prowess triggers don't need to be announced until they matter.</div></div><div>Henry ripped a Vapor Snag on the last draw of his Treasure Cruise to bounce a lethal Ledger Shredder.</div><div>Good games and Henry is my finals opponent.</div><div>They each finished above me in swiss, so I was going second no matter what. </div><div>It's also a bad matchup for Goblins. I have no removal or blockers for Sprite Dragon, Stormwing Entity or Murktide Regent, all of which can kill me before Muxus comes down. Goblins' also struggle against Grim Lavamancer and Dreadhorde Arcanist, due to lack of removal. </div><div>The only thing I have going for me is experience.</div><div><br /></div><div></div><div><br /></div><div><u>FINALS</u> - Henry on UR Prowess</div><div>The judge lays the Emerald next to our playmats, "no, don't put it there!" Henry jokes and says it'll make him nervous. He is a little shaky game1 and his luck isn't helping. Delver doesn't flip for several turns and his Light Up the Stage hits Mental Misstep + land. I have a steady stream of goblins from turn and I get there. Felt a little lucky to take this one. This could really be happening...</div><div><br /></div><div>Game2 I side in my Go for the Throat, Choke and Molten Disaster for Earwig Squad, Goblin Trashmaster and Krenko, Tin Street Kingpin.</div><div>He starts with a Grim Lavamancer, which I have no answer for and leaves the Goblin Lackey stranded in my hand. The floor is lava for my Goblins, but for now Henry has no pressure. I drop Boggart Harbinger into the lava to put Goblin Recruiter on top. Henry has a great answer in Ragavan, Nimble Pilferer, to exile Boggart Harbinger from the top of my library. This was a key moment in the match, Henry doesn't seem shaky at all now. He neglects to cast the Harbinger for himself but instead drops Stormwing Entity. I drop a goblin into the lava to buy time and take a hit from the Stormwing and Ragavan, which flips land. I rip Molten Collapse and have a longshot plan of killing the Lavamancer so that next turn I can give Goblin Lackey haste with Goblin Chieftain and drop Muxus for the win. This was a bad plan though as the almost anything thwarts it and the Stormwing probably just races me anyway. He has the answer and we're onto game3.</div><div>During sideboarding I lose my cool. I got so trounced by that Grim Lavamancer that I decide I want more removal and I force Fury and Pyrokinesis into the deck, cutting totally fine Goblins and going against my sideboard plan. A classic case of fearing the worst. Prowess only needs one threat to win the game and often those threats can get beyond 4 toughness. I think bringing in burn spells was a mistake. I must stay vigilant!</div><div><br /></div><div>Game3 I mulligan, uh oh. But there it is, Mana Crypt. 5 points in one card. I've done it...but I look closer at my hand and it's actually very risky. My only goblins are Broadside Bombardiers and Moria Marauders. The rest are lands. UR Prowess plays a lot of burn. But, it's Mana Crypt and I've already mulliganed, gotta keep.</div><div>I can't remember the sequencing but Bombardiers hits a couple times and throws Mana Crypt at a dude before Henry burns it and casts Stormwing Entity to block my Moria Marauders.</div><div>On turn4 I untap and at this point all I have is lands and the Moria Marauders. I rip...Squee, Dubious Monarch, drop City of Traitors, cast Squee with two untapped lands remaining and swing into the Stormwing with 3 Gobbies. He naturally blocks the Moria Marauders and I get two triggers, which nets me Warren Instigator.</div><div>Henry untaps and passes with 4 mana.</div><div>From here Henry is too far behind to race with Stormwing and he just draws lands and Squee keeps coming back.</div><div>We shake hands and it's done. Mox Emerald baby! Unbelievable.</div><div><br /></div><h3 style="text-align: left;">CONCLUSION</h3><div>I drew Mana Crypt, Ancient Tomb, Goblin Recruiter and Choke, <i>a lot</i> throughtout the day. Everything just went my way. I was super keen for a celebration but it was 10:30pm and everyone else had a Regional Championships to play the next day. My uber driving probably assumed I was on drugs I was so happy.</div><div><br /></div><div><div>When you're working on a deck it's hard to know whether you're banging your head against a wall or whether you need be more persistent. There's something very Gobliny about banging your head against the wall though...</div><div><br /></div><div>All the little percentages you gain from practice, sideboard planning, knowledge of other decks, sleeping well, eating well, staying hydrated, all add up. And then when a day comes along where the luck is there, you take all those gained percentages and convert the luck into a win. Or you play bad, prep bad and get even luckier :P</div><div><br /></div><div>Strategically Goblins is a risky deck at the moment due to the popularity of Fury. </div><div>Goblins has a bad combo matchup but the average player is not interested in combo. </div><div>All that said, Goblins can beat anything with fast mana hands, brutal sideboard cards or an unblocked Goblin Lackey. I think you really gotta love Goblins to push through the days where the aforementioned cheesey wins don't come.</div></div><div><br /></div><h3 style="text-align: left;">REST OF THE WEEKEND</h3><div><br /></div><div>Wedding next day was great. Huge thanks to Sweeney for driving me. The power cut out at the venue halfway through the reception and the backup generator they arranged caught fire! Chaos.</div><div><br /></div><div>I came back for the smaller 3round Highlander on Sunday, this time with the Jund Survival brew featuring Mox Emerald, which got Molten Collapsed the first time I cast it haha.</div><div>The 3rounds finished at the perfect time for me to witness Sam become Conspicuous Snoop whilst we watched fellow Gobby Ganger Tyrone judge the finals of the main event and Jim Wilks take it down and become Australia's representative at the next World Championships. Huge congrats Jim! Also congrats Riley, JLS, Guides and Basser on the qualifications!</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNr4x8NpEo-hnsbtXHrN582Muv4TM1R2awm_6tv7QtFcTI9gmwBNsXsIC0pxjoh6rZOHMfvNlj9QcNyZI7_Rxpjf1TwdCB_vRMQXBsS_3NwOhXzpz8fgFu15mt7Al_5NRQyxDOYGuRGVXAEsfn5dAsynkXQqg4JU7_00n35bCBiNd_vpPdl9OWLs5fVaBj/s685/Conspicuous%20Sam.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="532" data-original-width="685" height="311" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNr4x8NpEo-hnsbtXHrN582Muv4TM1R2awm_6tv7QtFcTI9gmwBNsXsIC0pxjoh6rZOHMfvNlj9QcNyZI7_Rxpjf1TwdCB_vRMQXBsS_3NwOhXzpz8fgFu15mt7Al_5NRQyxDOYGuRGVXAEsfn5dAsynkXQqg4JU7_00n35bCBiNd_vpPdl9OWLs5fVaBj/w367-h311/Conspicuous%20Sam.JPG" width="367" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=485462&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="320" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=485462&type=card" width="229" /></a></div><br /></div>What a weekend! Huge thanks to Glenn Doyle for organising, all staff, judges and standby judges working long hours. Cody for the iced latte and Saher for the mind blowing falafel from Half Moon in Coburg. Thanks to the Gobby Gang for chat nonsense, the committee, Brooksey and Sweeney for the lifts and everyone else throughout the weekend.</div><div><br /></div><div>I'm pumped for the next Regional Championships: Highlander and Main Event. </div><div>If anyone's mad enough to have a Mox Jet as 1st prize in the future, I will be there!</div><div><br /></div><div>See you on the glorious field of battle,</div><div><br /></div><div>Mulch.</div><div><div><br /></div><br /></div></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-90552053459978061142024-02-16T04:26:00.000-08:002024-02-16T04:26:48.859-08:00Commander Masters - 7 Point Highlander Set Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP1rBI_wXHBUziYI17-pjQ5tHUXUDrOjB1nJr3CC4SMBOOs09R7FyiP9TI0PWS9a4Vc3GHsIauskt-5mJaCabhTknNHHvpbANLnq16GPGOrO5odLcyq_oipX76-XFwDvfbMhvWcaGNkbdR6MMVPcEeLE_8AqHfi2mW6pbCsLnJkPkRTXQfHMwGZESb0gYL/s900/en_bDaEFZ6r6hN8.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="826" data-original-width="900" height="294" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP1rBI_wXHBUziYI17-pjQ5tHUXUDrOjB1nJr3CC4SMBOOs09R7FyiP9TI0PWS9a4Vc3GHsIauskt-5mJaCabhTknNHHvpbANLnq16GPGOrO5odLcyq_oipX76-XFwDvfbMhvWcaGNkbdR6MMVPcEeLE_8AqHfi2mW6pbCsLnJkPkRTXQfHMwGZESb0gYL/s320/en_bDaEFZ6r6hN8.png" width="320" /></a></div><p></p><p><i>Release date: August 4th</i><i> 2023</i></p><div class="separator" style="clear: both;"><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank"></a><i>Latest points change at the time of writing this<a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank"></a> - </i><i>Murders at Karlov Manor</i></div><div><br /></div><div class="separator" style="clear: both;"><i>Throughout my set reviews I use '~' to denote the subject card.</i></div><div class="separator" style="clear: both;"><span><a name='more'></a></span></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">This would be an easy set to never know existed. There are 40 'first prints'. Here are the ones I think are playable in 7 Point Highlander at this time. On a sidenote, power creep is real. I go back to some of my old set reviews and laugh at some of the cards that I thought were playable back then. It's not all bad news though, the points system sometimes makes cards I dismissed, now playable. For example, the recent 2nd point on Wrenn and Six and 1st point on Orcish Bowmasters is enough for me to consider 1 toughness 2 drops again.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625089" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625089" width="265" /></a></div>Tribal decks struggle against control decks, so this is a very nice addition to Slivers.<div>Note that ~ will trigger when itself enters (so does Constrcting Sliver).</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625105" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625105" width="265" /></a></div>~ is an excellent addition to all tribal decks provided that they're going hard, i.e. running ≈30 of their tribe. Green has a lot of support for tribal decks, so much that it's almost worth splashing: ~, Collected Company, Realmwalker and Once Upon a Time.<div>~ was a strong addition to the Goblins sideboard for the recent National Championships. Coming in against grindy decks like Jund and Control that give you the time off to cast a 3mana 'do nothing'.</div><div>Being instant speed is really nice against counterspells, espcially when Spell Pierce and Force of Negation typically get sideboarded out against tribal decks.</div><div>Some tribes will be able to maindeck ~ despite the tempo loss because they generate crazy amounts of mana, e.g. Elves.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625106" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625106" width="265" /></a></div>Win condition for infinite mana with Food Chain + Squee, the Immortal. Of course you'll need to wait until next turn to attack.</div><div>I'm hoping for a critical mass of creatures that are acceptable with a regular amount of mana, to give my Food Chain deck a decent plan B.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625107" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625107" width="265" /></a></div>Maybe there'll be a Leyline deck one day. They keep printing them!</div><div>Serra's Sanctum, Leyline Binding, Opalescence.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625046" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625046" width="265" /></a></div></div><div>Here are some cards that are ok with ~:</div><div>Cast Out</div><div>Shark Typhoon</div><div>Seal of Fire</div><div>Urza's Saga</div><div>Fable of the Mirror-Breaker</div><div>Bitter Reunion</div><div>Pernicious Deed</div><div>Enigmatic Incarnation</div><div>Medomai's Prophecy</div><div>History of Benalia</div><div>The Bears of Littjara</div><div>The Huntsman's Redemption</div><div><br /></div><div>Enigmatic Incarnation and Urza's Saga are the exciting ones. </div><div><br /></div><div>Ironically ~ might be better in an artifact theme deck abusing Urza's Saga than an enchantment deck. There are several decent tutors for Urza's Saga. If your plan is to always have Urza's Saga, then I think ~ is playable in that deck. you could even run Dross Skullbomb and The Underworld Cookbook (and Asmo) to return ~ from your graveyard.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625080" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625080" width="265" /></a></div><div>Can't target itself because it won't be on the battlefield when the cast trigger resolves.</div>Channel + ~ = win the game.</div><div>Excellent hit with Descendants' Path</div><div>Excellent creature to for Lazav, Wearer of Faces.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=625061&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=625061&type=card" width="265" /></a></div>~ manifests for any kind of counter, There's gotta be something broken there.</div><div>Cody ran ~ in <a href="https://www.moxfield.com/decks/o5KC55iIoEu6c0oSQwuybA" target="_blank">his Hardened Scales deck</a> for Nationals just gone. Using The Ozolith to dump a bunch of counters on ~ is pretty awesome.</div><div>~ is a minor upgrade on the 0mana creatures that you run for the Mogg Bombers kill in Flash + Protean Hulk combo, however that kill has been superceded by Samwise Gamgee + Cauldron Familiar + Viscera Seer + Sylvan Safekeeper. Perhaps there's some Hardened Scales Flash Hulk hybrid deck?</div><div>If you create a nonlegendary copy of ~, e.g. by copying it with Spark Double and putting a counter on it, then they'll keep triggering eachother to make eachother infinite large. Luckily ~ is worded as "may" so that this interaction doesn't draw the game.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625081" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625081" width="265" /></a></div>Win. The. Game.</div><div>Channel casts ~.</div><div>There are slowly more ways of cheat casting big instant and sorceries:</div><div>Mizzix's Mastery</div><div>Hidetsugu and Kairi</div><div>Skyway Robber</div><div>Spellshift</div><div>Wildfire Devils</div><div>Reenact the Crime</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625082" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=625082" width="265" /></a></div>The reason to play the colourless deck is Mishra's Workshop, which doesn't cast ~! However, I do think that ~ is still playable in that deck. You're casting a 3 or 4 mana spell each turn making ~ huge.</div><div>The flash is nice against control, which is a bad matchup.</div><div>Not being an artifact can actually be a boon because you still have a threat after Seeds of Innocence/Brotherhood's End/Shatterstorm, etc. Giving the rest of your stuff flash to helps protect against these sweepers.</div><div>It may be worth running Yavimaya, Cradle of Growth or Urborg, Tomb of Yawgmoth to help Mishra's Workshop cast ~.</div><div><br /></div><div><br /></div><div><h3 style="text-align: left;">CONCLUSION</h3><div>Quick and rough, another set review done. The two strongest cards are For the Ancestors and Omarthis, Ghostfire Initiate.</div><div><br /></div><div>Next set review in my backlog is Wilds of Eldraine. I'll be current one day.</div><div><br /></div><div>Mulch</div><div class="separator" style="clear: both;"><br /></div></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-37982724056147796482024-02-15T04:25:00.000-08:002024-02-15T04:25:38.187-08:00Tales of Middle-earth Commander - 7 Point Highlander Set Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCA5fcgFzcwlwGSqGtpO4Bn8ty_lKmAAI83FZYhec1RziputhmFUni131EVuSz72-7O1vxVkQcZb3VI7H7ymAEfOC0mWvDzHNnCiEYYQdk38du-RTCGj0krTRZ217T8CSNnizVxDedzCSv_yaGF4WXJKbsJMFieYZpKnv8O3oGMm5ih8Gvwte3-XKwmkO5/s900/en_vMhpHHXm4BTc.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="900" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCA5fcgFzcwlwGSqGtpO4Bn8ty_lKmAAI83FZYhec1RziputhmFUni131EVuSz72-7O1vxVkQcZb3VI7H7ymAEfOC0mWvDzHNnCiEYYQdk38du-RTCGj0krTRZ217T8CSNnizVxDedzCSv_yaGF4WXJKbsJMFieYZpKnv8O3oGMm5ih8Gvwte3-XKwmkO5/s320/en_vMhpHHXm4BTc.png" width="320" /></a></div><p></p><p><i>Release date: June 23rd</i><i> 2023</i></p><div class="separator" style="clear: both;"><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank"></a><i>Latest points change at the time of writing this<a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank"></a> - </i><i>Murders at Karlov Manor</i></div><div><br /></div><div class="separator" style="clear: both;"><i>Throughout my set reviews I use '~' to denote the subject card.</i></div><div class="separator" style="clear: both;"><span><a name='more'></a></span></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620742" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620742" width="265" /></a></div>Just recieved a point last weekend!</div><div class="separator" style="clear: both;">~ scales late game.</div><div class="separator" style="clear: both;">~ kills fast.</div><div class="separator" style="clear: both;">~ grinds.</div><div class="separator" style="clear: both;">Can be found with Spellseeker.</div><div class="separator" style="clear: both;">The only thing ~ asks of you is to run lots of removal to kill blockers and help keep the monarch, whch most decks are doing already.</div><div class="separator" style="clear: both;">Before ~ got a point, if you were already red or white and had a fetchland manabase, you could justify the splash just for ~.</div><div class="separator" style="clear: both;">I bought one of these, lent it out about 4 times and never played it, and then it got a point.</div><div class="separator" style="clear: both;">I played against this card about 3 times before I realised the tokens have trample. Why do they have trample!? I suppose they <i>are </i>on horseback:</div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/mNMk0XGa0bQ" width="320" youtube-src-id="mNMk0XGa0bQ"></iframe></div>Yeah baby. Trample those Uruk-hai!<br /><div class="separator" style="clear: both;"><br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620707" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620707" width="265" /></a></div>If you're mono blue or UG, then you don't have conventional removal spells. You will probably need some mana acceleration to answer big delve threats fast enough. You will also need to plan for your opponent having Red Elemental Blast and Pyroblast post-board.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620722" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620722" width="265" /></a></div>Awesome with:<div>Nourishing Shoal</div><div>Zuran Orb</div><div>Feather, Radiant Arbiter</div><div>Glory-Bound Initiate</div><div>Refreshing Rain</div><div>Soul Spike</div><div>Sunspring Expedition</div><div>Dark Heart of the Wood</div><div>Overgrown Estate</div><div><br /></div><div>Obviously not all of those fit in the same deck! I think a weird Fastbond + Crucible of Worlds WUBG deck which Tinker's for Bolas's Citadel would be what I would try first.</div><div>Surely they'll print an enchantment version of Crucible of Worlds eventually; that could open up a weird Abzan enchantress deck with Replenish etc.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620759" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620759" width="265" /></a></div>Another strong lifegain payoff. <div>~ is quite similar to Sanguine Blood except better.<br /><div><br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=636346&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=636346&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620741" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620741" width="265" /></a><br /></div></div><div>Win conditions with infinite mana from Food Chain + Squee, the Immortal et al.</div><div>Galadhrim Brigade is obviously a strong Elf tribal payoff too. Bothers me that it's only available in extended border.</div><div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=636337&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=636337&type=card" width="265" /></a></div><div>Another playable extended border only card, my eyes.</div><div>The best fight/bite spell ever?</div>These days you need your removal spells to kill Sheoldred, the Apocalypse, Tasigur, the Golden Fang, Gurmag Angler, Troll of Khazad-dum, Tarmogoyf... What I'm getting at is that if you're running several creatures with 5 power (or deathtouch), then ~ is amazing. If you 'only' have 4power creatures then ~ is still playable but is much worse against Grixis.</div><div>Murktide Regent is another creature that you really need to be able to kill but ~ can't realistically do that unless you two-for-one yourself by chump attacking into the Murktide. Gotta do what you gotta do though.</div><div>If you can cast ~ on a creature which you can tap multiple times in a turn, then you can machine gun down your opponent's board.</div><div>Cute with lifelink.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620740" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620740" width="265" /></a></div><div>Honestly ~ is not playable yet, but eventually there might be enough cost reduced legends that you can reliably cast ~ and a ≥4 mana value legend on the same turn. I think it's too risky to cast ~ turn3 and hope to have the 4drop legend next turn because ~ could get Bonecrusher'd or you may not have the 4drop, or the 4drop may get countered. Plus you'll need a significant number of 4drops to have one reliably, which is bad because your curve will be too high.</div><div>Here are the legends I found that are techically ≥4mana value but can be cast earlier and therefore keep your curve down:</div><div>Tasigur, the Golden Fang. </div><div>Hogaak, Arisen Necropolis (but too difficult considering ~'s mana cost)</div><div>Dargo, the Shipwrecker (requires a 4th colour and sacrifice theme, i.e. difficult)</div><div>Oskar, Rubbish Reclaimer</div><div>Gorex, the Tombshell (requires a graveyard of creatures)</div><div>Torgaar, Famine Incarnate (requires a sacrifice theme, i.e. difficult)</div><div><br /></div><div>I dunno, seems way too much build cost when the opponent could just have removal to spoil your effort.<br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620749" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620749" width="265" /></a></div>Doesn't look very powerful but I've been trying to build a Jund Survival of the Fittest deck and might do just enough:</div><div>~ discards Vengevine and reanimate targets.</div><div>~ creates tokens for casting Hogaak and sacrificing to Skullclamp</div><div>~ has a relevant body, i.e. trades with a big attacker and doesn't get Lightning Bolted<br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620738" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620738" width="265" /></a></div>Insane in Human tribal and Winota, Joiner of Forces decks.</div><div>Searchable with Recruiter of the Guard and Imperial Recruiter.</div><div><div class="separator" style="clear: both;">Strong with Karakas, the bouncing castle for kings.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620753" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620753" width="265" /></a></div>That's enough power that I think you're happy with this against combo, but only if your sideboard plan doesn't involve holding up mana for Red Elemental Blast or Relic of Progenitus or whatever.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=636340&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=636340&type=card" width="265" /></a></div><div>There's no shortage of huge unbeatable equipment to reveal. In fact you probably only want a max of 3, otherwise you'll draw too many. The limiting factor is the playable exert creatures, which for curve reasons need to be ≤3mana:</div>Glory-Bound Initiate<br /><div>Ahn-Crop Crasher</div><div>Combat Celebrant</div><div>Devoted Crop-Mate</div><div>Glorybringer</div><div>That's not enough. They may print more when they revisit Amonkhet though.</div><div>I suppose you don't <i>need</i> to trigger ~ with other exert creatures, you can also give ~ haste and exert itself. There we go, that will give us plenty of enablers.</div><div>Obviously you can't just build your deck around ~. You would run it in a deck à la modern Hammer Time.<br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620754" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620754" width="265" /></a></div>Amazing how much difference 1 mana makes. 3 mana and you're part of 'the power nine', known and sought by all. 4 mana and you're a fringe nobody. Not even being instant speed can bring you fame. May as well jump on the ferry to Portarlington.</div><div>Surely ~ has a home in some combo deck. I imagine your opponent casting a creature on turn4, maybe holding up two mana for Leyline Binding or Abrupt Decay, then in their end step you cast ~. Untap, cast a couple rituals and win the game that turn.</div><div>A strike against ~ is that it's blue, which means it gets countered by Red Elemental Blast and Pyroblast, which are both super popular. That may explain why Isaac dropped ~ from his Tolarian Academy untapping combo deck.<br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=636343&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=636343&type=card" width="265" /></a></div>Instants and Sorceries that copy creatures go infinite with Dualcaster mage. That combo is typically expensive because you need to cast Dualcaster Mage <i>whilst</i> the copying spell is on the stack, <br /><div class="separator" style="clear: both;">≥6 mana. However, if you're able to conspire ~, then you can combo with Dualcaster Mage already on the battlefield, which means turn 4 rather than turn 6, i.e. acceptable speed. The trick is that you'll need the blue/green creatures to conspire, which is difficult because Dualcaster Mage is <i>red</i>. Ideally your blue/green creatures will be worth casting but not worth removing, e.g. Coiling Oracle, Mawloc or Icefang Coatl.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=620744&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=620744&type=card" width="265" /></a></div>Probably too slow but Grixis is very good at disrupting the opponent and slowing them down to whatever speed you want. I dunno, it's just so much power by the end of the saga and resilience to removal, and you'll complete the ring emblem by the end of it. Surely ~ has a home in a weird control deck.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620666" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620666" width="265" /></a></div>I've been thinking about a weird deck that abuses the mana costs of delve spells and pitch spells with payoffs like ~, Vial Smasher the Fierce, Up the Bean Stalk and Chrome-Host Seedshark. <a href="https://www.moxfield.com/decks/LzIzGNj2g0O4VnqeehmCwg" target="_blank">Here's a list I've thrown together</a>. It's pretty wild and a lot of different directions you can go with the deck:</div><div><ul style="text-align: left;"><li>Could add white for Leyline Binding and more fetchlands for delve.</li><li>Could solidify into 2 or 3 colours rather than black splashing temur.</li><li>Could go heavy blue for Gush, maybe Treasure Cruise, maybe Dig Through Time, Misdirection, Force of Will</li><li>Could go super aggro rather than rely on 'draw an extra card a turn creatures'.</li><li>Could add an artifact theme.</li><li>Could switch up the points with Ragavan, Nimble Pilferer/The One Ring/Gush/Urza's Saga/Library of Alexandria.</li></ul></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=620634&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=620634&type=card" width="265" /></a></div>That's worth 8 mana. Being a cast trigger makes it playable because you don't need to worry so much about counterspells. I don't think you would run ~ in a deck that relies heavily on the graveyard though because if the opponent sideboards in Rest in Peace or Leyline of the Void, then ~ is bad.<div>The trick is getting the mana. It's late and I can't be bothered theorising how that's going to happen :P</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620663" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620663" width="265" /></a></div>4/4 vigilance lifelink is impossible to race against and ~'s ability to shut off a blocker makes it very likely that you reclaim The Monarch if it gets taken from you. Therefore, ~ is a must-kill creature for the opponent.<div>If you're in a metagame without much combo then you can focus on tempo and maintaining The Monarch with Solitude, Fury, Force of Will, etc. ~ is excellent in that scenario.</div><div>Cards which flicker ~ are a great way to reclaim The Monarch, just like players have been doing with Ephemerate and Initiative the past couple years.<br /><div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><h3 style="text-align: left;">SIDEBOARD</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620717" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=620717" width="265" /></a></div><div class="separator" style="clear: both;">Sometimes you don't want to run Shatterstorm because it will destroy your artifacts too; In this case I like ~.</div>Nets you mana if your opponent has 5 or more artifacts. </div><div class="separator" style="clear: both;">Worth a sideboard slot if you're running Disciple of the Vault because you'll sacrifice a bunch of treasures.</div><div class="separator" style="clear: both;">Will generate crazy amounts of mana if you have Tolarian Academy untapped that turn.</div><div class="separator" style="clear: both;">The high manavalue could be abused with Blazing Shoal.</div><div class="separator" style="clear: both;"><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=636347&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=636347&type=card" width="265" /></a></div>If your metagame contains a lot of Tinker, Natural Order, Oath of Druids, Reanimator, Indomitable Creativity, then ~ is a game winning sideboard card that can also come in against midrange. If there's no combo, aggro or control then you could even maindeck it.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><br /><h3 style="text-align: left;">CONCLUSION</h3><div>Here's my list of best cards in rough descending power order:</div><div><br /></div><div>Forth Eorlingas! (already 1 points)</div><div>Legolas's Quick Reflexes</div><div>Sail into the West</div><div>Aragorn, King of Gondor</div><div>Eomer, King of Rohan</div><div><br /></div><div>Annnnnd done! Thanks for reading. Next up is Commander Masters, which is a set, not a tournament.</div><div><br /></div><div>See you on the glorious field of battle, Forth Eorlingas! </div><div><br /></div><div>Mulch</div></div></div></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-34069295370105935742024-02-03T20:58:00.000-08:002024-02-03T21:17:53.621-08:00The Lord of the Rings: Tales of Middle-earth - 7 Point Highlander Set Review<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJUd1JN0Mt0enpVh2IWQNgvcLa4jAuQ7ZTeHk5wD2MWhff2DGVuarbn0EdswjnR9mWmPaeJEfAE_j7nYR-rR0BxzRzvM2hYJEPs58m-RBF6vR9ZQ4K1o0trInU8i04emCrdYtQGvchIWaEKpQBAoiKxmIGCiluukuD2hzA7Qo4DZWP4rY1JQXwQlDa5D4O/s900/can-anyone-tell-me-what-the-set-icon-for-the-lord-of-the-v0-me3iozzr5y5b1.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="596" data-original-width="900" height="212" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJUd1JN0Mt0enpVh2IWQNgvcLa4jAuQ7ZTeHk5wD2MWhff2DGVuarbn0EdswjnR9mWmPaeJEfAE_j7nYR-rR0BxzRzvM2hYJEPs58m-RBF6vR9ZQ4K1o0trInU8i04emCrdYtQGvchIWaEKpQBAoiKxmIGCiluukuD2hzA7Qo4DZWP4rY1JQXwQlDa5D4O/s320/can-anyone-tell-me-what-the-set-icon-for-the-lord-of-the-v0-me3iozzr5y5b1.webp" width="320" /></a></div><p><i>Release date: June 23rd</i><i> 2023</i></p><div class="separator" style="clear: both;"><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank"></a><i>Latest points change at the time of writing this<a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank"></a> - </i><i>The Lost Caverns of Ixalan</i></div><div><br /></div><div class="separator" style="clear: both;"><i>Throughout my set reviews I use '~' to denote the subject card.</i></div><div class="separator" style="clear: both;"><span><a name='more'></a></span></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617076" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617076" width="265" /></a></div>First of all, IN THE SAME SET they've printed Bilbo's Ring, which is also a legendary artifact, and as we all know they're the same fucking ring. Bit much to print the second one when The One Ring is called THE One Ring.</div><div class="separator" style="clear: both;">~ earned a lot of hype really quickly, especially because the Pro Tour was modern and just weeks after the prerelease. The hype was justified, ~ earned a point immediatley.</div><div class="separator" style="clear: both;">The Omnath Time Walk players from CanCon identified the strength of ~ in their deck. ~ keeps them alive another turn so they have 4 draws to find Time Walk or a tutor, and because Time Walk gets them the extra turn, they have another 4 draws to find a way to return Time Walk from the graveyard. This is all very likely. The One Ring basically reads "win the game" in that deck.</div><div class="separator" style="clear: both;">~ is also super strong in Time Vault combo. A weakness of that deck is that Voltaic Key, etc are bad unless you have Time Vault; ~ gives the deck another way to utilise the untap effects, which will likely result in finding Time Vault or a tutor.</div><div class="separator" style="clear: both;">~ has is a minor deck building cost, you do need to run several ways to stop yourself dying from the burden counters. You can sacrifice ~, exile ~, gain life, copy ~ (legendary rule), remove the counters (Vampire Hexmage), or the best way, which is bouncing ~ to get another protection trigger.</div><div class="separator" style="clear: both;">Beware of cards that get around protection, e.g. Questing Beast and Bonecrusher Giant.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616933&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616933&type=card" width="265" /></a></div><div class="separator" style="clear: both;">Bizarre that the second best or arguabley <i>the best</i> card in The Lord of Rings: Tales of Middle-earth is not Gandalf, the White, is not Sauron or Saruman, it's this dumb pair of orcs.</div><div class="separator" style="clear: both;">~ is excellent against blue decks, which has been the best colour since the beginning of the format. Brainstorm, Gitaxian Probe, Ponder and Preordain are in practically every blue deck and they typically run another 4 ways of drawing cards. </div><div class="separator" style="clear: both;">~ is cheap, which means it's more likely to catch the draw effect, and because it has flash it's difficult to play around or use counterspells on. Blue decks have kept their draw spells but ~ has pressured them into adding more cheap instant-speed removal. </div><div class="separator" style="clear: both;">A large effect that ~ has had on the format is reinforcing the soft ban on X/1's which cost ≥2 mana. Liliana the Last Hope laid the foundation but is now a distant memory. Wrenn and Six has done most of the work. Now ~ and Fury have really added presence. It seems that players are still willing to run 1cost 1toughness creatures. I suppose the tempo loss of your 1drop dying is <i>half </i>that of your 2drop dying<i>, </i>and if you're on the play your mana dork gives you 1mana or your Mother of Runes can protect herself. The risk is still there though. Having your mana dork Wrenn and Six'd on the draw is typically game over. ~ isn't as brutal on X/1's because only your first X/1 gets Bowmaster'd. The second one will live provided you don't draw extra cards.</div><div class="separator" style="clear: both;">~ having flash I think will stop players from running the X/1's that had pseudo protection from Wrenn and Six, e.g. creatures with flash like Vendilion Clique, Aven Mindcensor and Brazen Borrower, or creatures with some kind of protection, e.g. Thalia, Guardian of Thraben or Elite Spellbinder.</div><div class="separator" style="clear: both;">I think in some situations X/1's are acceptable, for example if your deck runs the full suite of Thoughtseize, Inquisition of Kozilek, Dread Fugue, Daze and Force of Will; then you can justify Dark Confidant.</div><div class="separator" style="clear: both;">~ creates 2 bodies. This is great for chump blocking but also gives you a little bit of value if they remove ~. It is also an extra creature to convoke with or sacrifice to whatever. It's worth noting that you won't get the Army token if they sacrifice their creature in response to you targetting it with ~'s ETB.<br /></div><div class="separator" style="clear: both;">~ is insane with and against Wheel of Fortune/Time Twister/Echo of Eons. In this regard it is an extra Narset, Parter of Veils, Leovold, Emissary of Trest and Hullbreacher.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616890&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="320" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616890&type=card" width="229" /></a></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616999&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="320" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616999&type=card" width="229" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616941&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="320" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616941&type=card" width="229" /></a><div class="separator" style="clear: both;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616969&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="320" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616969&type=card" width="229" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616837&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="320" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616837&type=card" width="229" /></a></div></div>The blue card of this group, Lorien Revealed, is a sorcery rather than a creature, which is interesting.</div><div class="separator" style="clear: both;">This group has had a significant effect on the format, they find dual lands and therefore fix mana. They can be simplified as tapped lands but they have several advantages over tapped lands:</div><div class="separator" style="clear: both;"><ul><li>They go to the graveyard to feed delve, escape, delirium and grow Tarmogoyf, etc</li><li>Generous Ent, Troll of Khazad-dum and Oliphaunt are worthy of Reanimate or Animate Dead. Eagles of the North is not worth of reanimating.</li><li>They can find basic lands, providing protection against Blood Moon and Back to Basics. I would say this is a negative outcome for the format. Blood Moon's strength has been decreasing gradually as the power of the format has increased and average mana costs lowered. This group is nail in the coffin for Blood Moon. Decks like Omnath are able to beat Blood Moon.</li><li>They are strong threats in the late game, whereas a tapped land would be cycled.</li><li>This group increases the number of cards in your deck that you can pitch to the MH2 Elementals, Force of Will, MH1 Forces, Betrayers of Kamigawa Shoals, Chrome Mox, etc.</li><li>Landcycling triggers cards like Inti, Seneschal of the Sun and Toluz, Clever Conductor. They also let you cast Asmoranomardicadaistinaculdicar.</li><li>This group can find the Throne of Eldraine common land group, most notably Mystic Sanctuary, which can get back the game's best instants and sorceries. If you really want to hit your 5th land drop or if you have nothing to cast on turn5, then Mystic Sanctuary can even put Lorien Revealed back on top.</li><li>Adding an Amonkeht cycling land or Triome to your deck lets you effectively cycle this group for a random card rather then a land, albeit at a high mana price.</li></ul></div></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=616988" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=616988" width="265" /></a></div>In this world of Wrenn and Six and Orcish Bowmasters, ~ is arguably the second best mana dork after Deathrite Shaman. It's not that simple though, not every deck can curve turn1 ~ into any of their 3drops on turn2. Goblins for example runs Goblin Chieftain and Goblin King, so if you have a Marsh Flats or Polluted Delta as your green source, finding Bayou, then you'll be unable to cast your double red 3drops.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616901&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616901&type=card" width="265" /></a></div>The Initiative mechanic has forced every deck to run cheap creatures, except all-in combo decks. Because ≈95% of decks are running cheap creatures, ~ is an excellent maindeck card.</div><div>~ is worth considering when your opponent leaves up U. For example, with my Goblin deck I might cast Breeches, Eager Pillager rather than Goblin Chieftain.</div></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><h3 style="clear: both;">THE RING TEMPTS YOU</h3><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0ApF4yHieXFNd6Gg_rZUVElQqLHMPtfF036XrElaDaq0c4HYThhugWEfD_3GC3zoPbUVRPdW0evmaFSKR-RWwqPNtcpGoBT6OUJgT37iolL_jz7aPEgpKpzleaKtoxiHOXndwC7Hk3ceVabG5xwVNOJ0r_p_G6WWZwDjo8giCjsuI-Q58neZ34HZqvGpx/s936/ltr-H13-the-ring-tempts-you.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="936" data-original-width="672" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0ApF4yHieXFNd6Gg_rZUVElQqLHMPtfF036XrElaDaq0c4HYThhugWEfD_3GC3zoPbUVRPdW0evmaFSKR-RWwqPNtcpGoBT6OUJgT37iolL_jz7aPEgpKpzleaKtoxiHOXndwC7Hk3ceVabG5xwVNOJ0r_p_G6WWZwDjo8giCjsuI-Q58neZ34HZqvGpx/w288-h400/ltr-H13-the-ring-tempts-you.jpg" width="288" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUc9Y-Jg3wq3PqD-yntU1WDOq7xIrzAKH2sWFJQ3lYswxoQ_VNs4_Zf1XL-a-jX06KojZW7o2QP-Lt-V8LVx22Hd4MYrwvhc9xljJlN8ndEv5_0WWQ4qCjj9eGXmxRrk_VVMkwfzINKtOBxfxx8MDAIhd1beIBec0TVm0B9sfAzypHEVGX-dinyId1tsPo/s936/ltr-H13-the-ring.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="936" data-original-width="672" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUc9Y-Jg3wq3PqD-yntU1WDOq7xIrzAKH2sWFJQ3lYswxoQ_VNs4_Zf1XL-a-jX06KojZW7o2QP-Lt-V8LVx22Hd4MYrwvhc9xljJlN8ndEv5_0WWQ4qCjj9eGXmxRrk_VVMkwfzINKtOBxfxx8MDAIhd1beIBec0TVm0B9sfAzypHEVGX-dinyId1tsPo/w288-h400/ltr-H13-the-ring.jpg" width="288" /></a></div></div><div class="separator" style="clear: both;">Several playable cards from Tales of Middle-earth say "The Ring Tempts you." as part of their effect if they're an instant or sorcery, or as part of a triggered or activated ability if the card is a permanent. The rules are conveniently written on the back of 'The Ring' emblem above.</div><div class="separator" style="clear: both;">Due to the nature of Highlander you won't be tempted by the Ring as many times as you would in 4of constructed or limited. It's very unusual to add the looting ability let alone the last two. Therefore, only cards that repeatedly tempt you can be used as discard outlets for Reanimate or whatever. For example:</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616909&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616909&type=card" width="265" /></a></div>You need a creature for ~ to function. Cheap removal is very popular in the format due to The Initiative and Ragavan, Nimble Pilferer. Therefore, you can't rely on a curve of 1drop creature into ~ because your 1drop could die. Therefore, you should plan to curve 1drop into 2drop into ~, ideally with another 1drop in case your other creatures get killed.</div><div class="separator" style="clear: both;">Note that manlands and creatures with flash are good with ~ because there is no targetting involved when choosing a ringbearer and therefore the ability will still trigger if you technically have no creatures at the beggining of your upkeep.<br /><div>~ costs you 2 life every turn. You'll need a lot of removal to protect yourself. You may think "I've played Ancient Tomb before and that wasn't an issue." The difference here is that you haven't got the tempo boost of Ancient Tomb, in fact you also have tempo loss due to the 2 mana spent on ~.</div><div>Once you add the loot ability to The Ring emblem it significantly improves in power. The final ability negates the lifeloss of ~ assuming they have no blockers for your skulking ring-bearer.</div><div>~ suits a Lurrus of the Dream-Den deck because you're already chock-full of cheap creatures.</div></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=616858" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=616858" width="265" /></a></div>Maximise on fetchlands and ~ will get you value most of the time. Other things you can pick up on turn2 include Baubles, Solitude or simply your 1drop creature that died in combat.<div>~ interacts nicely with Karakas because his trigger can make himself the ring-bearer, i.e. legendary. That interaction also progresses you through the emblem each time, which should give you enough value to win the game.</div><div>Gets back Black Lotus and Lion's Eye Diamond for some big turns.</div><div><br /></div><div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=616834" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=616834" width="265" /></a></div><div class="separator" style="clear: both;">Interesting that they chose to use the Chalice of Void wording that creates ambiguous rules situations in competitive play.</div><div class="separator" style="clear: both;">Boromir can come down turn1 off a Mana Crypt, potentially shutting off opposing Baubles and Moxen.</div><div class="separator" style="clear: both;">Underworld Breach combo won't be able to combo off with Lion's Eye Diamond or Lotus Petal until they remove ~.</div><div class="separator" style="clear: both;">~ is nice postboard when they bring in Brotherhood's End and other 'destroy' or 'damage' sweepers.</div><div class="separator" style="clear: both;">~ goes infinite with Ratadrabik of Urborg + Blood Artist. </div><div class="separator" style="clear: both;">'Human' and 'Soldier' are good creature types. ~ definitely goes in each of those tribal decks.</div><div class="separator" style="clear: both;">You could use ~ with Possibility Storm or Knowledge Pool to lock your opponent.</div></div><div class="separator" style="clear: both;">~ shuts off cascade and discover.</div></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617055&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617055&type=card" width="265" /></a></div>I like ~ in combo decks that have a plan-B of casting big delve creatures, which is exactly the plan of current Thassa's Oracle decks.</div><div class="separator" style="clear: both;"><br /></div><h3 style="clear: both; text-align: left;">FOOD</h3><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617052&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617052&type=card" width="265" /></a></div><i>"...and that little ones, was the story of how Flash Hulk combo became underpointed and killed all the opponents on turn 2".</i><div>Goes infinite with Cauldron Familiar and a sacrifice outlet, e.g. Viscera Seer. This + Sylvan Safekeeper is the best Protean Hulk package. An alternative to Sylvan Safekeeper is Gingerbrute, which will only protect you against one removal effect but has the benefit of protecting cat from a single graveyard removal effect, e.g. Deathrite Shaman.</div><div>The 3 card combo of ~ + Cauldron Familiar + sacrifice outlet is cheap enough that you can assemble it naturally without Protean Hulk. You don't care if Cauldron Familiar dies because you can easily return it with ~. ~ is a decent card by himself if you run several historic cards, which most decks do naturally. The sacrifice outlet is the weakest point; You'll probably want at least one 1mana sacrifice outlet, i.e. Viscera Seer or Carrion Feeder, so that you can combo easier with tutors like Chord of calling. If you want some redundancy there are some more robust sacrifice outlets available like Woe Strider and Cartel Aristocrat.</div><div>Green Sun's Zenith finds ~. It is also able to find sacrifice outlets, of which there are 3: Varolz, the Scar-Striped, Minsc, Beloved Ranger and Scarland Thrinax. Varolz is the weakest but doesn't require the 4th colour. </div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616832&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616832&type=card" width="265" /></a></div>Strong in decks with mostly evasion creatures because you can continue to attack and lay threats whilst you wait for the opponent to play a second creature into ~.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617011&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617011&type=card" width="265" /></a></div>Goes infinite with Experimental Confectioner.<div>If ~ is already on the battlefield when you cast Experimental Confectioner, then you'll get two food. Then all you need to do is make one more token to get the 3rd food, then you can sac 3 foods to ~, which gives you 3 triggers on the Confectioner making 3 rats and 3 food, which lets you repeat the process as many times as you like until you run out of cards in library. You will have a lethal number of rat tokens but they'll have summoning sickness and can't block, so if you're really behind on board there's a chance you still lose. Obviously you build your deck to not lose form this position, e.g. you could add several zero-mana spells. My mate Brooksey has put a lot of work into his food deck and he uses Mox Opal + Disciple of the Vault for his kill, which is pretty cool.</div></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617006&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617006&type=card" width="265" /></a></div>I like ~ in decks that can tutor for and reliably cast Asmoranomardicadaistinaculdicar.</div><div class="separator" style="clear: both;"><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617090&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617090&type=card" width="265" /></a></div>Would be difficult to build a Food Legends deck but having Mox Amber and Mox Opal is payoffs is pretty nice.</div><div class="separator" style="clear: both;">I can only really imagine ~ in Asmoranomardicadaistinaculdicar decks because she's the only worthwhile food payoff.</div><div class="separator" style="clear: both;">The food decks want to run mostly forests to find Gingerbread Cabin with green fetchlands and Generous Ent. However, ~ is <i>not</i> a forest, which is a problem. I think you can run both though.<br /><div><br /></div><div><br /></div><h3 style="text-align: left;">MOX AMBER/LEGENDARIES</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617084&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617084&type=card" width="265" /></a></div><div>Beware nonlegendary double pip spells like Abrupt Decay if you're running ~. Same goes for colour-intense activated abilities like Bard Class.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616845&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616845&type=card" width="265" /></a></div>Crazy in the legends deck. Why do they get ward1 as well!? I really need to build this deck.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617045" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617045" width="265" /></a></div>Mox Amber turbo aggro legends deck. Turn1 Zurgo Bellstriker or Isamaru, Hound of Konda into ~ is nice. The trick is having enough another legends to trigger ~, whilst also running enough removal to clear the way. Solitude and Fury will be great support here. Ideally you'll want your 3drop legends to have haste so that you draw a card ASAP if your 1drop legend gets Mental Misstep'd or if you simply didn't have the 1drop.<br /><div><br /><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617048" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617048" width="265" /></a></div>I've had ~ cast against me several times and only now do I realise that ~ isn't holding the sword! It's the guy in the background. Makes me think the artist drew Pippin separately.</div><div>~ is generally strong, acting like a Giver of Runes.</div><div>Especially good in Lurrus decks.</div><div>I've said it already, Soldiers is a playable tribe.</div><div><br /></div><h3 style="text-align: left;">ARTIFACTS</h3><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617082&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617082&type=card" width="265" /></a></div>~ goes nicely into my Balance deck because it banks a card pre-Balance, fixes my 5 colour mana and draws a card post-Balance.</div><div>~ joins Chromatic Star, Terrarion and Arcum's Astrolabe as 1drop artifacts that replace themselves. These are great with Krark-Clan Ironworks if you can make that work.</div><div><br /></div><div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616962&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616962&type=card" width="265" /></a></div>I can imagine ~ in a Scrap Trawler combo deck or perhaps reducing the cost of Sensei's Divining Top to go infinite with Mystic Forge, Cemetery Illuminator or The Reality Chip.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617073&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617073&type=card" width="265" /></a></div>A slight upgrade for the Semblance Anvil/Krark-Clan Ironworks combo deck. I doubt that deck is playable but I wanted to mention it incase.</div><div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617029&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617029&type=card" width="265" /></a></div>Gruul Mishra's Workshop deck that's mostly creatures? At this point it's clear to me that green is the best colour for Workshop thanks to Ancient Stirrings, Boseiju, Who Endures and Sylvan Scrying.</div><div>If you have the space in your mana base, you should run as many manlands as you can so that even against heavy reamoval decks you can trigger ~.</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617077" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617077" width="265" /></a></div>A dangerous tool.</div><div>~ was a bit of a sleeper. It only recently picked up popularity as a solid option for grinding against non-initiative decks. You can't run it in hard control because you need to threaten their life total to pressure them into giving you cards.</div><div>Mishra's Workshop decks can get away with maindecking ~ and maybe decks cheap creatures and high mana value pitch removal. If you're not either of those things then ~ is better off sideboard.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617078&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617078&type=card" width="265" /></a></div>I reckon Mishra's Workshop decks should run ~, especially if they're multiple colours or have double colour spells, or triple colour spells like Chiss-Goria, Forge Tyrant.</div><div>Workshop decks often have some lifegain that you can double, e.g. Forsaken Monument, Batterskull, Wurmcoil Engine, Crystalline Giant.</div></div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616847&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616847&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=620102&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=620102&type=card" width="265" /></a><br /><br /></div>If we can get to ≈12 powerful equipment with mana value ≤2 and the same number of ways to equip them for free by turn4, then we're on:<div><br /><div>EQUIPMENT</div><div>Enlightened Tutor*<br /><div>Steelshaper's Gift</div><div>Stoneforge Mystic</div><div>Open the Armory</div><div>Colossus Hammer</div><div>Commander's Plate</div><div>Belt of Giant Strength</div><div>Trinket Mage</div><div>Tribute Mage</div><div>Urza's Saga*<br /><div class="separator" style="clear: both;"><br /><div class="separator" style="clear: both;">EQUIPPERS</div><div class="separator" style="clear: both;">Enlightened Tutor*</div><div class="separator" style="clear: both;">Sigarda's Aid</div><div class="separator" style="clear: both;">Puresteel Paladin</div><div class="separator" style="clear: both;">Forge Anew</div>Ardenn, Intrepid Archaeologist</div></div></div><div class="separator" style="clear: both;">Bruenor Battlehammer</div><div class="separator" style="clear: both;">Magnetic Theft</div><div class="separator" style="clear: both;">Resolute Strike</div><div class="separator" style="clear: both;">Kor Outfitter</div><div class="separator" style="clear: both;"><br /></div></div><div class="separator" style="clear: both;">Closer than I thought. I think we have enough pieces to consistently attack with a >10power creature on turn4. That's probably too slow. However, if we can fit in enough acceleration with our points then we could speed it up a turn. The remaining cards will be 1mana and 2mana hexproof creatures, and utility like Mox Opal.</div><div class="separator" style="clear: both;">Ultimately we're overcomplicting things and we're probably better off just using the Initiative to kill on turn4, a common story.</div></div><div><br /></div><h3 style="text-align: left;">MISCELLANEOUS</h3></div></div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616990&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616990&type=card" width="265" /></a></div>Hard to amass a lot of creatures in this Fury metagame but ~ will win the game if you can just stay alive.</div><div class="separator" style="clear: both;">Would be a good to maximise the number of removal creatures you run.</div><div class="separator" style="clear: both;">~ allows you to tap <i>Inspired </i>creatures from the original Theros block without having to attack. Same goes for creatures with tap triggers like Emmara, Soul of the Accord.</div></div><div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616852&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616852&type=card" width="265" /></a></div>Metagame dependant. There have been metagames where most players were running at least 3 artifacts maindeck. In that scenario I like ~. There are plenty of legends around and there's only going to be more because Wizards want more money from the Commander community.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616856&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616856&type=card" width="265" /></a></div>~ will get worse as curves lower over time due to power creep, but for now ~ is still playable in decks that are digging for a few key expensive spells and just need to keep their head above water until turn5.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616857&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616857&type=card" width="265" /></a></div>You'll want to win on the same turn you cast ~ because she'll probably die before your next turn.</div><div>~ goes infinite with Scurry Oak.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=620037&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=620037&type=card" width="265" /></a></div>Win condition for Tainted Pact into Squee, the Immortal into Food Chain.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616860&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616860&type=card" width="265" /></a></div>We already have Solitude as a cheap creature to tutor for if we need removal. ~ could be a backup to Solitude though. </div><div>~ gives Birthing Pod more utility as the 2drop removal creatures are all conditional, e.g. Gilded Drake and Mawloc.</div><div>I genuinely like Soldier tribal and it's definitely on my list to build. Soldier tokens are relatively easy to create.<br /></div></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616876&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616876&type=card" width="265" /></a></div>Good value if your deck already has about 12 ways to scry and lots of removal to recover the 2mana. <br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616882&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616882&type=card" width="265" /></a></div>Draws a card every second turn at the cost of U, which is passable. </div><div>If your deck benefits from removing unwanted counters from things, then ~ goes from passable to strong, e.g. keeping Urza's Saga around to keep making constructs.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616886&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616886&type=card" width="265" /></a></div>Infinite with Time Vault.</div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616968&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616968&type=card" width="265" /></a></div>If Wrenn and Six gets a second point and drops significantly in popularity, then ~ is an excellent addition to Goblins. As it stands though, if you cast ~ turn2 and they Wrenn and Six it, you lose. Pretty sad. Same goes for Warren Insitigator and Metallic Mimic.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617014" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617014" width="265" /></a></div>Awesome with all the Modern Horizons II pitch Elementals. I'm surprised I haven't seen that happen in Modern. You might be tempted to run Skyshroud Cutter, which is a little secret card of mine.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617032&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617032&type=card" width="265" /></a></div>If ~ survives until your end step to choose an opponent, you'll still get the second part of the trigger if ~ dies between. This means you're very likely to get at least one trigger, which is enough.<div>~ is slow but the opponent only gets one attack before the ground gums up with 1/1's. I suppose ~ is metagame dependant; if people are running trample and evasion, then ~ isn't good.</div><div>Ideally you'll be Human tribal to push ~ just a little bit further.</div><div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617033&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617033&type=card" width="265" /></a></div>I think you need several cheap Wizards. Pretty hard to lose if you have the Wizard. Strong with Snapcaster Mage.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617025&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617025&type=card" width="265" /></a></div>I think ~ is worth it for 5 mana. Not too difficult to achieve: fetchlands, Baubles, treasure tokens.</div><div>~ is especially exciting in my all-in Balance combo deck, which can make ~ cost just RB.</div></div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617031&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617031&type=card" width="265" /></a></div>Dylan Kidd has been running ~ in his Boros Initiative deck and no one has tuned that archetype as much as he.</div><div>Strong hit off Winota, Joiner of Forces.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617063&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617063&type=card" width="265" /></a></div>Human tribal. Kills quick.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617022" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617022" width="265" /></a></div>Win condition for Food Chain + Squee, the Immortal.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617004&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617004&type=card" width="265" /></a></div>Naturally you'll want to curve turn1 dude into turn2 ~ + dude, which requires an absurd number of 1drops to do consistently. I like to have about 85% chance of success for these build conditions, similar to the probably of having 2 or more lands in hand, i.e. a keepable hand. To hit my personal 85% we would need twentyfive 1drops! Too many. Perhaps ~ isn't playable. I suppose Moxes also count, as do zero-mana creatures. Nah, that's just too many.</div><div>I was scrolling through the CanCon decklists and I found Cody's 151st place <a href="https://www.moxfield.com/decks/o5KC55iIoEu6c0oSQwuybA" target="_blank">Hardened Scales list</a>. Cody, if you're reading this, I want to know if you tested ~.</div><div><div><div class="separator" style="clear: both; text-align: left;"><br /></div><div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617088" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617088" width="265" /></a></div>RB Hyper Aggro. That deck wants to cast red 1drops into Dauthi Voidwalker. It needs as many RB duals as it can get.</div><div class="separator" style="clear: both;">~ gains a bit more value in a Death's Shadow build.</div></div><div><div><br /></div><h3 style="text-align: left;">SIDEBOARD</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616915&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=616915&type=card" width="265" /></a></div>I've run Disfigure in my sideboard before. Some strategies need to board out a lot of cards against mono red and 1drops are especially important in that matchup.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617023" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=617023" width="265" /></a></div>Could go in the sideboard of Elf tribal against aggro.<br />That's also the cheapest indestructible counter I've seen. Perhaps a Hardened Scales deck with cards like The Ozolith, could take advantage of that indestructible counter.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617081&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=617081&type=card" width="265" /></a></div>Excellent against Flash Hulk combo. Also works against other combos like Persist or Academy Rector.</div><div>Notably searchable with Urza's Saga. You can also find ~ with Trinket Mage but I haven't seen anyone run that in a long time.<br /><div><br /></div><h3 style="text-align: left;">CONCLUSION</h3></div></div></div><div>As always, here is my list of best cards in the set, roughly in order of descending power. It's a long list!:</div><div><br /></div><div>The One Ring</div><div>Orcish Bowmasters</div><div>Lorien Revealed</div><div>Delighted Halfling</div><div>Troll of Khazad-dum</div><div>Generous Ent</div><div>Stern Scalding</div><div>Oliphaunt</div><div>Palantir of Orthanc</div><div>Boromir, Warden of the Tower</div><div>Samwise Gamgee</div><div>Flowering of the White Tree</div><div>Eowyn, Fearless Knight</div><div>Eagles of the North</div><div>Pippin, Guard of the Citadel</div><div><br /></div><div>The Lord of the Rings: Tales of Middle-earth had a huge impact on 7 Point Highlander. Most blue decks run Lorien Revealed, most black decks run Orcish Bowmasters. The One Ring has earned a point, and maybe more in 3 hours time. Tune in to Michael and Kate announcing the post-CanCon, Murders at karlov Manor points change 7pm tonight at <a href="https://www.twitch.tv/7pointhighlander">https://www.twitch.tv/7pointhighlander</a>. I'm hoping to see a lot of pointings.</div><div><br /></div><div>See you in the Undercity,</div><div><br /></div><div>Mulch</div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-78901042803211910002024-01-18T20:48:00.000-08:002024-01-18T20:48:52.010-08:00March of the machine: The Aftermath - 7 Point Highlander Set Review<p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkeZa38zthVUfJSZSrKX4GQsydDZflRz9eC49IT8S3pIDQTMQCAkWdZpAGAebB2x41M8fzTsQqWoyoZYHCT-L2sbEzZPxHukVNUu-0dvNKnVQZoaNYYi2zps2wu5I4GAmJ2mFGr1IcCk5eztW_B6wY0jQL6-lzzZMHtJpKzbC4ZTs4QejCM5wFmKblAqnH/s600/kL83nuWUBWEy.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="598" data-original-width="600" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkeZa38zthVUfJSZSrKX4GQsydDZflRz9eC49IT8S3pIDQTMQCAkWdZpAGAebB2x41M8fzTsQqWoyoZYHCT-L2sbEzZPxHukVNUu-0dvNKnVQZoaNYYi2zps2wu5I4GAmJ2mFGr1IcCk5eztW_B6wY0jQL6-lzzZMHtJpKzbC4ZTs4QejCM5wFmKblAqnH/s320/kL83nuWUBWEy.png" width="320" /></a></div><p></p><p><i>Release date: May 12th</i><i> 2023</i></p><div class="separator" style="clear: both;"><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank"></a><i>Latest points change at the time of writing this<a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank"></a> - </i><i>The Lost Caverns of Ixalan</i></div><div><br /></div><div class="separator" style="clear: both;"><i>Throughout my set reviews I use '~' to denote the subject card.</i></div><div class="separator" style="clear: both;"><span><a name='more'></a></span><i><br /></i></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615394" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615394" width="265" /></a></div>Attack on Titan anyone?</div><div class="separator" style="clear: both;">Pretty straight forward. There aren't many Human tribal payoffs (thankfully, for game health's sake). However, there are plenty Human cards that are good by themselves. More than you could fit in a deck. You don't sacrifice much card quality to have a tribal subtheme.</div><div class="separator" style="clear: both;">Champion of the Parish is by far the best payoff.</div><div class="separator" style="clear: both;">~ obviously only works in aggro Humans, which surprisingly may not be the best Human deck; Pyre of Heroes into Spellseeker into Time Walk into Eternal Witness probably is.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615425" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615425" width="265" /></a></div>Incidental graveyard hate is nice in this delve/escape heavy meta.<div>~ is protection against a natural enemy of tribal decks, sweepers.</div><div>Fury is one of the most popular cards right now; having a clean answer is very nice.</div><div>~ is a Mox Amber enabler.</div><div>~ protects unbeatable Humans like Monastery Mentor, Seasoned Dungeoneer, Winota, Joiner of Forces, Thalia and The Gitrog Monster, Aragorn, King of Gondor, Kess, Dissident Mage, Spellseeker + Ephemerate + Timewalk, etc</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615440" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615440" width="265" /></a></div>Human tribal.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615437" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615437" width="265" /></a></div>Looks like a terrible multiplayer card but I actually like ~ in food decks that run all the tutors for Asmoranomardicdaistinaculdicar. If they don't kill ~ with a card from their hand immediately, he is gonna generate a lot of food for Asmo when she arrives for dinner.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615397" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615397" width="265" /></a></div>You can maindeck ~ in a metagame with lots of Intuition, Initiative (you can't be trapped) and Burn. That sounds pretty close to the metagame for CanCon 2024, which is happening next week! Everyone is hyped on Forth Eorlingas! too, which ~ is strong against.<br />Castable with sol mana, i.e. Mana Crypt, Ancient Tomb, City of Traitors.<br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615399" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615399" width="265" /></a></div>Powerful in Zirda, the Dawnwaker creature decks.<div>~ can be Lightning Bolted, but in Zirda creature decks you're aiming to run them out of removal by slamming threat after threat until they run out.<br /><div class="separator" style="clear: both;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615403" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615403" width="265" /></a></div>Worldly Tutor + Emrakul, the Aeon's Torn.<br />Congregation at Dawn into ~ revealing Gishath, Sun's Avatar and use the Gishath trigger to put itself and Etali, Primal Conqueror on the field. Unfortunately you'll have to put ~ in the bin due to legend rule but at that point you've lived the dream and don't really care!</div><div class="separator" style="clear: both;">~ becoming The Tarrasque is a nice alternative to Gishath if the opponent has ≥7 toughness to stop you triggering Gishath.</div><div class="separator" style="clear: both;">Velomachus Lorehold, Two-Headed Hellkite and Korvold, Gleeful Glutton are nice ones if you want to go Dragons rather than Dinosaurs.</div><div class="separator" style="clear: both;">~ is super powerful. I feel if it was printed 10 years ago everyone would know it.</div><div class="separator" style="clear: both;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615404" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615404" width="265" /></a></div>You need several cards in your deck that put +1/+1 counters on ~ to make it better than a generally good black 2drop, but in the games where you don't draw those cards, a 2/2 menace that grows is still respectable.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615407" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615407" width="265" /></a></div>Obviously Vampire Tribal, but less obvious is the potential for gaining priority in your cleanup step.</div><div>There are some weird combos that draw your whole deck but rely on your graveyard being full of lands or whatever to win the game, in which case discarding a madness spell in your cleanup will trigger and stop the turn from ending; You'll gain priority, which will let you win the game before the opponent untaps and gains access to their mana. I suppose you could say that for every madness spell but since ~ has convoke, there's a chance you can cast it for zero mana, which is exciting.</div><div>Midgame you can have big Survival of the Fittest turns, e.g. Bloodghast into Pox Walkers into Hogaak, Arisen Necropolis returning Pox Walkers into Vengevine into ~ returning Vengevine.<div class="separator" style="clear: both;"><i><br /></i></div></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615410" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615410" width="265" /></a></div>Dragon Tribal.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615415" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615415" width="265" /></a></div>Everyone should be well aware of how powerful ~ is by now.<div>In case you haven't versed her yet, here's what happens:</div><div>Effectively she gets played like a 4drop to minimise the chance of her being removed before doing her thing. Once she resolves you play a fetchland, get a mana, crack the fetchland for a land, get a second mana, then start revealing; When building your deck you need to design for ~, i.e. you only run Elves and Elementals that you would be happy finding on turn4 or afterwards. Currently one of the most popular and best performing decks is Omnath, Locus of Creation, which is either built around Spellseeker+Ephemerate+Time Walk+Eternal Witness combo or you simply run the generally best cards. ~ is a natural fit for this deck as she finds the namesake Omnath, Locus of Creation but also the stupidly powerful Fury and Solitude. Most builds also run Endurance out of respect for Thassa's Oracle combo and Underworld Breach combo.</div><div>If you want to go really big you can run Titania, Protector of Argoth, and if ~ is still alive when you cast Titania, then you're gauranteed another reveal trigger.</div><div>If you run ~ you'll want to hold your fetches in hand as long as possible incase you draw ~, but you also need to be mindful of whether your opponent is running Blood Moon or Opposition Agent, in which case you may want to crack them preemptively.</div><div>If your opponent is holding up mana and you have time and multiple fetchlands, you can slowroll ~ until you have a fetchland on the battlefield <i>and</i> one in hand. That way, even if your opponent has a removal spell, you'll be able to sac the second fetch in response to still get an Elemental/Elf.</div><div>I personally am looking at a brew which has Grief and Leovold, Emissary of Trest as hits for ~.<br /><div class="separator" style="clear: both;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615417" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615417" width="265" /></a></div>An option to rival Knight of Autumn and Reclamation Sage. Knight of Autumn is better if you're running Restoration Angel and Felidar Guardian because on turn4 you won't have the G required for ~. Knight of Autumn is also better if the artifacts you're looking to kill <i>need</i> to die on turn3. However, if you expect to have spare mana available, then ~ is the go. ~ is more maindeckable as it is more versatile and has a higher ceiling.</div><div class="separator" style="clear: both;">I think the first 'naturalize' creature you add to your deck should be Cankerbloom or Qasali Pridgemage because instant-speed is important against Underworld Breach and Time Vault, but after that you should add an ETB one to give a higher value option and allow a continued Birthing Pod Chain.<br /><i><br /></i></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615424" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615424" width="265" /></a></div>Fantastic in Cranial Plating decks, especially because Cranial Plating is so easy to find with Steelshaper's Gift and Stoneforge Mystic. Nettlecyst is another good one.<br /><i><br /></i></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615423" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615423" width="265" /></a></div>Infinite life and power EOT with loops like Saffi Eriksdotter + Loyal Retainers. </div><div class="separator" style="clear: both;">Hard to imagine this being good enough though, since you're looking at a 3card combo.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615427" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615427" width="265" /></a></div>So powerful it has to be playable right?</div><div>Here are some legends that you could get into the graveyard relatively early and easily that would be worth exiling to ~:</div><div>Tasigur, the Golden Fang</div><div>Hogaak, Arisen Necropolis</div><div>Monstrosity of the Lake</div><div>The Balrog of Moria<br /><div class="separator" style="clear: both;">Entomb</div><div class="separator" style="clear: both;">Gorex, the Tombshell</div><div class="separator" style="clear: both;">Karador, Ghost Chieftain</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">You're probably Abzan. You also want some zero-mana spells to protect you when you draw ≈6 cards and lose ≈6 life, e.g. Solitude and Grief, which fit the heavy creature strategy forming here.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615434" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615434" width="265" /></a></div><div>Triggers from your opponent using fetchlands or lands from the Horizon Canopy series.</div>Another payoff for the '1 damage deck'. Other payoffs include:</div><div>Siegehorn Ceratops, Hornet Nest, Ghyrson Starn, Kelermorph. That ain't many.</div><div>Ways of dealing lots of '1's' to your own creatures include: Walking Ballista...and not much else.</div><div>Probably best to go Grixis for ~ and Ghyrson Starn, Kelermorph then run all the good 1power dudes like Dreadhorde Arcanist, Baleful Strix, Orcish Bowmasters, Ledger Shredder.</div><div><br /></div><div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615408" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615408" width="265" /></a></div>Hexproof is by far the most important, if you can get that with the ETB trigger then you should be sweet. Obviously the opponent will have a window whilst the ETB is on the stack, but that's acceptable.</div><div class="separator" style="clear: both;">Following that you'll ideally get either deathtouch + first strike + vigilance <i>or </i>flying + lifelink.</div><div class="separator" style="clear: both;">~ is more of a Pioneer card where you can run 4x Striped Riverwinder.</div></div><div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615438" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615438" width="265" /></a></div><div class="separator" style="clear: both;">Solid card in general.</div>All-haste deck with Ardoz, Cobbler of War and Goro-Goro and Satoru? That's 4colours with not much payoff, maybe not.</div><div class="separator" style="clear: both;">~ is a good creature to exile to Urborg Scavengers or Soulflayer.</div><div class="separator" style="clear: both;">~ is a Warrior <i>and</i> a Cleric. Could be good for turning on the party mechanic, e.g. Nalia de'Arnise or Coveted Prize. Those are the only two exciting payoffs though. Again, not enough payoff.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615420" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615420" width="265" /></a></div>You'll need disruption to slow the opponent down enough to let ~'s big value take the game.</div><div>~ is not powerful enough to build your deck around but I can see it in an artifact or enchantment deck.</div><div>Your deck will already be running a bunch of powerful 3 and 4 mana artifact/enchantments that will win the game unless they die. You could also add big artifacts/enchantments with cycling but beware that if you exile these in the two cards from ~, then you may not be able to cast them:</div><div><br /></div><div>ENCHANTMENT DECK</div><div>Battle at the Helvault</div><div>Fable of the Mirror-Breaker</div><div>Courser of Kruphix</div><div>History of Benalia</div><div>The Bears of Littjara</div><div>The Bloodsky Massacre</div><div>The Huntsman's Redemption</div><div>The Restoration of Eiganjo</div><div>Eidolon of Blossoms</div><div><div>Cast Out</div><div>Ruin Grinder</div><div><div class="separator" style="clear: both;">Lay Claim</div><div class="separator" style="clear: both;">Shark Typhoon</div><div class="separator" style="clear: both;">Angel of the Ruins</div></div></div><div><br /></div><div>ARTIFACT DECK</div><div>Urza's Saga</div><div>Fable of the Mirror-Breaker</div><div>Shambling Suit</div><div>Metalworker</div><div>Crystalline Giant</div><div>Traxos, Scourge of Kroog</div><div>Sojourner's Companion</div><div>Cast Out</div><div>Ruin Grinder</div><div><div class="separator" style="clear: both;">Lay Claim</div><div class="separator" style="clear: both;">Shark Typhoon</div><div class="separator" style="clear: both;">Angel of the Ruins</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">The most likely home for ~ would be a Goblin Welder deck that is already trying to cheat out big artifacts with Goblin Welder, Tinker, Daretti, Scrap Savant and plain ol' Reanimate effects.</div><div class="separator" style="clear: both;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615435" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615435" width="265" /></a></div><div class="separator" style="clear: both;">There are heaps of decent cards that trigger ~:</div>Reckless Impulse</div><div class="separator" style="clear: both;">Rob the Archives</div><div class="separator" style="clear: both;">Eruth, Tormented Prophet</div><div class="separator" style="clear: both;">Florian, Voldaren Scion</div><div class="separator" style="clear: both;">Light Up the Stage</div><div class="separator" style="clear: both;">Breeches, Eager Pillager</div><div class="separator" style="clear: both;">Atsushi, the Blazing Sky</div><div class="separator" style="clear: both;">Showdown of the Skalds</div><div class="separator" style="clear: both;">Bonecrusher Giant</div><div class="separator" style="clear: both;">Virtue of Courage</div><div class="separator" style="clear: both;">Decadent Dragon</div><div class="separator" style="clear: both;">Heartflame Duelist</div><div class="separator" style="clear: both;">Kellan, Daring Traveler</div><div class="separator" style="clear: both;">Kellan, the Fae-Blooded</div><div class="separator" style="clear: both;">Scalding Viper</div><div class="separator" style="clear: both;">Virtue of Loyalty</div><div class="separator" style="clear: both;">Woodland Acolyte</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Like so many cards I review though, she isn't powerful enough to build a whole strategy around; You need other reasons. The big one that comes to mind is Balance. You would want more than that though. Perhaps simply things that trigger when you cast multiple spells in one turn, like Monk of the Open Hand.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615421" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615421" width="265" /></a></div>Good for decks that rely on key permanents, e.g. Urza's Saga, Time Vault, Oath of Druids and White Plume Adventurer. Opponents will kill/discard/counter these permanents and you need ways to bring them back.</div><div><br /></div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615422" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615422" width="265" /></a></div>One of my favourite strategies is to run a tonne of disruptive creatures to beat combo decks and all the removal creatures to deal with big dudes. I also run all the equipment tutors for Skullclamp to beat control and Jitte to beat aggro. A key to this strategy is being able to get back Skullclamp if it dies. We already have Renegade Rallier to Green Sun's Zenith for but ~ is a nice backup.</div><div>~ also brings back Lion Sash and Umezawa's Jitte.<br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615443" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615443" width="265" /></a></div>Seems quite powerful to me. You probably need to be mono colour to justify the colourless land and you'll need a lot of cheap creatures. ~ is especially good with lifelink creatures. Good with persist creatures.</div><div>If I ever have another shot at building the Hardened Scales deck then ~ will be in there.</div><div>Saves a mana with Walking Ballista.</div><div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615431" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615431" width="265" /></a></div><div class="separator" style="clear: both;"><div>If Wrenn and Six goes to 2 points, then Young Pyromancer and Third Path Iconoclast become better and then I could see ~ in a Jeskai Tokens list featuring Monastery Mentor, Seasoned Pyromancer and Kasla, the Broken Halo.</div><div>~ gets blasted both ways but I think she's worth the risk because if you untap with her you win, so you wanna run Misdirection, Force of Will and Force of Negation to maximise her chances of survival.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615432" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615432" width="265" /></a></div>I don't think you can be a legends deck and not run Yoshimaru, Ever Faithful and Dihada, Binder of Wills, therefore you're 5 colours if you wanna run ~. As a rule I try to avoid runnings lands which don't cast my triple pip 3drops. For example if I were running ~ in a 5colour deck I would not want to run a Plateau. ~ doesn't seem worth the risk of being able to cast it with Plateau. I can't deny the playability though. The ward1 and 4 toughness really makes it for me. Perhaps if you built Sultai goodstuff and incidentally had a lot of legends, e.g. Leovold Emissary of Trest, then you could add ~.<br /><div><br /></div></div><h3 style="clear: both; text-align: left;">SIDEBOARD</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615405" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=615405" width="265" /></a></div>Sideboard option against Progenitus, Blightsteel Colossus, Inkwell Leviathan, Kappa Canoneer, Emrakul, the Aeon's Torn, Tyrranax Rex, etc.<br /><div class="separator" style="clear: both;"><br /></div></div></div><h3 style="clear: both; text-align: left;">CONCLUSION</h3><div>Alrighty! Another one down. I feel productive.</div><div>The best card in the set is Nissa, Resurgent Animist by a lot and then Vesuvan Drifter.</div><div><br /></div><div>See you on the glorious field of battle,</div><div><br /></div><div>Mulch</div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-24960582916736419932024-01-17T17:32:00.000-08:002024-01-21T17:03:00.784-08:00March of the Machine Commander - 7 Point Highlander Set Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZOD6Cl-Wnmu_sdc1OoZr3dJAX72g-jwIl5jKMQdDM9DGB2Fxc96M-IpNHhhY0_W_aQXNN0wnuMG1M4naJkfB5zpNpOCL5mpUZZYwH3Kf9IqIoPznEkBfiany2rUTWut3Z4Klj8asz4iiWKSFb6rw8BMONlgzCggYKmumvynCwxXsUDCmc5cHehHRzWPpT/s150/MOC_expansion_symbol.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="150" data-original-width="150" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZOD6Cl-Wnmu_sdc1OoZr3dJAX72g-jwIl5jKMQdDM9DGB2Fxc96M-IpNHhhY0_W_aQXNN0wnuMG1M4naJkfB5zpNpOCL5mpUZZYwH3Kf9IqIoPznEkBfiany2rUTWut3Z4Klj8asz4iiWKSFb6rw8BMONlgzCggYKmumvynCwxXsUDCmc5cHehHRzWPpT/s1600/MOC_expansion_symbol.webp" width="150" /></a></div><p></p><p><i>Release date: April</i> <i>21st 2023</i></p><div class="separator" style="clear: both;"><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank"></a><i>Latest points change at the time of writing this<a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank"></a> - The Lost Caverns of Ixalan</i></div><div class="separator" style="clear: both;"><i><br />Throughout my set reviews I use '~' to denote the subject card.</i></div><div class="separator" style="clear: both;"><span><a name='more'></a></span><i><br /></i></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=612125&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=612125&type=card" width="265" /></a></div>Slow, but if you put in a little more work, e.g. Construct Tribal or just any tribal deck that runs Stoneforge Mystic and Steelshaper's Gift, then I like ~.<div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=612139&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=612139&type=card" width="265" /></a></div>Inspiring Veteran</div><div>Marshal of Zhalfir</div><div>Worthy Knight</div><div>Only another 21 Knight lords and we can have a round table.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=612157&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=612157&type=card" width="265" /></a></div>Win condition for Tainted Pact into Foodchain + Squee, the Immortal combo.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=611956&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=611956&type=card" width="265" /></a></div>Haste lord.<div>If they print some broken blue Goblin then I can imagine running ~ in my Jund Goblin deck.</div><div>Particularly strong with ≤2mana cards that put a haste creature on the battlefield turn 3, i.e. Kari Zev, Skyship Raider and Skyknight Vanguard. Those two and ~ are all Humans, could be a Human Tribal build.</div><div><div><br /></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=611958&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=611958&type=card" width="265" /></a></div>~ has made it into my Jund Goblins list, which is impressive because the list has been tight for a long time.<div>~ play patterns are interesting; In a weird way it plays a bit like Voice of Resurgence: Your opponent doesn't want to kill it because you get value, so you get to dictate the flow of the game. That is, if you don't attack with ~, then your opponent probably won't attack because you'll block and get to bring something back. Otherwise, you attack with ~ and they don't block because taking 3 is better than you bringing something back.</div><div>Having a Goblin that can bring back Muxus is nice, especially because we have a couple tutors for ~.</div><div>Obviously the opponent may have exile removal but at least we get a 1/1.</div><div><div>~ can't be cast with Mana Crypt or City of Traitors but it's good enough to run in the games where you don't have the sol manasource.</div><div>~ is at odds with Blood Moon. Currently red is as popular as blue because Fury, Red Blasts, Minsc and Boo, Timeless Heroes and Wrenn and Six are all super strong. Therefore Blood Moon is often weak. Furthermore, the landcyclers from Lord of the Rings have given decks greater access to basic lands. I only really want Blood Moon against 4colour decks or non-red 3colour decks. Therefore it's in the sideboard, which eases the tension between it and ~. Of course the tension is still there when we want to board in Blood Moon; do I accept the risk or board out a perfectly acceptable threat in ~? I dunno.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=612007" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=612007" width="265" /></a></div>If Wrenn and Six goes to 2 points, then Young Pyromancer and Third Path Iconoclast become better and then I could see ~ in a Jeskai Tokens list featuring Monastery Mentor and Seasoned Pyromancer.</div><div>~ gets blasted both ways but I think she's worth the risk.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=612143&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=612143&type=card" width="265" /></a></div>Effectively 6 power. Hits too hard to ignore. The dash is effective haste in the late game and let's you surprise planeswalkers and dodge sorcery-speed removal.<div><div><br /></div></div></div><h3 style="text-align: left;">CONCLUSION</h3><div>Nice short set review. Slimefoot and Squee is the best card. I may be biased but it's seeing play in straightup Jund even without the tribal synergies.</div><div><br /></div><div>See you at CanCon in a week!</div><div><br /></div><div>Mulch</div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-63622418013098109382024-01-15T21:54:00.000-08:002024-01-17T17:43:24.079-08:00March of the Machine 7PH Set Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivpZoDrUJm4FBuMljpJfa1Z1eTCrT7sIqadHmqeHPyksMnxcMStRw1Vp2CCYbaWrdIx-bhb6hxicnzSLratgze-SrxcT1ihfUTfg-cZtmv9C7o671UurTmItZQfrB_DUiscXUZYPVDFxZbMfKK3YnnRXPHwkHJJDvBkyBKO75Wb8WhiKYaXLnfuUiymXOV/s150/unybybq2a8vg.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="150" data-original-width="150" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivpZoDrUJm4FBuMljpJfa1Z1eTCrT7sIqadHmqeHPyksMnxcMStRw1Vp2CCYbaWrdIx-bhb6hxicnzSLratgze-SrxcT1ihfUTfg-cZtmv9C7o671UurTmItZQfrB_DUiscXUZYPVDFxZbMfKK3YnnRXPHwkHJJDvBkyBKO75Wb8WhiKYaXLnfuUiymXOV/s1600/unybybq2a8vg.png" width="150" /></a></div><p></p><p><i>Release date: April</i> <i>21st 2023</i></p><div class="separator" style="clear: both;"><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank"></a><i>Latest points change at the time of writing this<a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank"></a> - </i><i>The Lost Caverns of Ixalan</i></div><div class="separator" style="clear: both;"><i><br />Throughout my set reviews I use '~' to denote the subject card.</i></div><div class="separator" style="clear: both;"><i><br /></i></div><div class="separator" style="clear: both;"><i><br /></i></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607017&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607017&type=card" width="265" /></a></div><div class="separator" style="clear: both;">~ ultimates pretty quickly.</div><div class="separator" style="clear: both;">Probably needs some token/lifelink/+1/+1 counter synergies to make the cut over other 4drops.</div>Could use her to turn a hexproof creature into an angel and then target it with The Book of Exalted Deeds.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607022&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607022&type=card" width="265" /></a></div><div>Even if you get one trigger you're happy. Multiple triggers combined with a decent curve is enough to pull ahead in midrange mirrors. There are several cards like Basri Ket that repetitively trigger ~ but if the opponent has removal for ~ then you fall too far behind on tempo, therefore I only really like threats that <i>also </i>trigger ~, e.g.</div><div>Siege Veteran</div><div>Raffine, Scheming Seer</div><div><div>Inti, Seneschal of the Sun</div><div>Luminarch Aspirant</div></div><div><br /></div><div>Special mention to Sorin, Imperious Bloodlord. Not a threat by himself but ~ is a vampire and Sorin, Imperious Bloodlord is excellent when you sacrifice Bloodghast to the second ability or drop bomb vampires with the third ability.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607283&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607283&type=card" width="265" /></a></div>Big Vampire to drop with Sorin, Imperious Bloolord.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607028&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607028&type=card" width="265" /></a></div>Hasn't got the versatility of Flickerwisp, but 3toughness is a big upgrade to the 1toughness of Flickerwisp in a Wrenn and Six + Orcish Bowmasters world.<div>You need a really high count of ETB artifacts/creatures to make ~ playable. Also, the payoff is obviously not worth building around, so ~ needs to be an incidental include.</div><div>I'm imagining an Aluren deck where you can still keep comboing in end step thanks to Aluren's instant-speed clause. Or perhaps an artifact-based stompy deck with Arcum's Astrolabe, Stoneforge Mystic, Ingenious Smith and maybe Mana Vault and Grim Monolith.</div><div>Nice with Yorion, Sky Nomad as you can get repetitive value.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607029&type=card" style="margin-left: 1em; margin-right: 1em;"><span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607029&type=card" width="265" /><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607030&type=card" width="265" /></span></a></div><div class="separator" style="clear: both; text-align: left;">Very slow but I can see ~ in a big mana enchantment combo deck where he acts as a win condition when your engine is running but also as a way to get back a key enchantment if it ends up in the graveyard. The Pioneer deck, Enigmatic Fires runs a 1-of ~ in this fashion, allowing you to sacrifice a 3drop enchantment to Enigmatic Incarnarnation to get ~ then next turn sacrifice ~ to upgrade to a 5drop.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607050&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607050&type=card" width="265" /></a></div><div class="separator" style="clear: both;">Easy to overlook because classically auras are bad against cards like Ephemerate, Teferi, Time Raveler, etc, which are popular right now. They are also bad against cards with powerful static abilities.</div><div class="separator" style="clear: both;">~, Reprobation and Planar Disruption are underrated in my opinion. At the least they should be playable in a Kor Spiritdancer strategy.</div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: left;">~ answers The One Ring fairly well.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607060&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607060&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Reactive creature protection is risky because you will lose tempo if the opponent just deploys a threat rather than trying to answer yours, or worse, they don't even run creature removal because they're trying to combo-kill you instead. Having said that, there are some combos which rely on targetting the opponent. I think you can maindeck ~. Its versatile enough that the risk of holding up 1 mana for a couple turns and losing too much tempo is low.</div><div class="separator" style="clear: both; text-align: left;">Fury is rightfully popular; ~ is a nice answer to that.</div><div class="separator" style="clear: both; text-align: left;">The personal hexproof protects you against storm kills, against Gifts Ungiven and against Intuition. There were three copies of Intuition in the latest big Melbourne Highlander.</div><div class="separator" style="clear: both; text-align: left;">Unfortunately you can't force your opponent to 'Trap!' themselves with the Undercity, they can simply choose to move into 'The Arena' instead.</div><br /><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607052&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607052&type=card" width="265" /></a></div><div style="text-align: left;">I only like ~ in Argothian Enchantress/Serra's Sanctum decks. Outside of those decks ~ is just a bad Council's Judgment, which is only fringe playable.</div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607072&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607072&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607090&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607090&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607091&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607091&type=card" width="265" /></a><br /></div><div style="text-align: left;">Super powerful with spells alternate cost spells and expensive spells with reduced costs:</div><div style="text-align: left;">Force of Negation</div><div style="text-align: left;">Snuff Out</div><div style="text-align: left;">Force of Will*</div><div style="text-align: left;">Murderous Cut</div><div style="text-align: left;">Misdirection</div><div style="text-align: left;">Sickening Shoal</div><div style="text-align: left;">Magmatic Sinkhole</div><div style="text-align: left;">Spinning Darkness</div><div style="text-align: left;">Leyline Binding</div><div style="text-align: left;">Pyrokinesis</div><div style="text-align: left;"><div>Become Immense</div><div>Death Rattle</div><div>Set Adrift</div><div>Tasigur's Cruelty</div></div><div style="text-align: left;">Treasure Cruise**</div><div style="text-align: left;">Dig Through Time**</div><div style="text-align: left;"><br /></div><div style="text-align: left;">SIDEBOARD ONLY</div><div style="text-align: left;">Massacre</div><div style="text-align: left;">Submerge</div><div style="text-align: left;">Commandeer</div><div style="text-align: left;"><br /></div><div style="text-align: left;">You can't run all the spells above; there's only so much graveyard to delve, Leyline Binding may not be worth the triomes in your mana base and you probably won't be able to run enough black spells for Sickening Shoal, enough red spells for Pyrokinesis <i>and </i>enough blue spells for Force of Will.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">If ~ gets Swords to Plowshares'd without a trigger you can still recover from the tempo loss. You don't absolutely need a pitch spell ready but of course it's best if you do.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">Some other payoffs for this strategy include:</div><div style="text-align: left;">Up the Beanstalk</div><div style="text-align: left;">Vial Smasher, the Fierce</div><div style="text-align: left;">Livaan, Cultist of Tiamat</div><div style="text-align: left;"><div>Zaffai, Thunder Conductor</div><div>Shark Typhoon</div><div><br /></div><div>Jin-Gitaxias, Zaffai, Thunder Conductor and Shark Typhoon are too slow against combo decks. It's hard to reach that amount of mana whilst holding cards in hand to get respective triggers. In a non-combo meta you can run the expensive payoffs, but we have to wait for a few more cheaper payoffs to be printed to run this strat in a meta with combo decks. Up the Beanstalk was a huge addition, but it was so good in modern that it got banned; RnD will probably be reluctant to print similar effects in the future.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607286&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607286&type=card" width="265" /></a></div><div class="separator" style="clear: both;">How have I not heard or seen ~ until 10 months after it was released?</div><div class="separator" style="clear: both;">ETB Brainstorm, so even if ~ gets exiled you're not out of the game.</div><div class="separator" style="clear: both;">The dream setup is Searing Wind or Explosive Singularity, but the realistic options are alternate-cost instant and sorceries like Dig Through Time, Treasure Cruise, Murderous Cut, Magamtic Sinkhole, Deathrattle, Pyrokinesis, etc</div></div><div><br /></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607079&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607079&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">~ was a lot better until Orcish Bowmasters got printed. </div><div class="separator" style="clear: both; text-align: left;">~ is a metagame card. It's good when most players are casting Brainstorm/Preordain/Ponder. However, you also need to run a lot of counterspells in case the opponent finds their Wrenn and Six or Orcish Bowmasters. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607096&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607096&type=card" width="265" /></a></div><div style="text-align: left;">There's a chance the committee put another point on Wrenn and Six, which would make ~ a lot more playable. Wrenn and Six combined with Orcish Bowmasters are really squeezing 1toughness creatures out of the format.</div><div style="text-align: left;">Having said that ~ is only a 1drop, so it's an acceptable risk.</div><div style="text-align: left;">~ joins Training Grounds, Thran Turbine and Enigma Jewel as excellent enablers for activated abilities.</div><div style="text-align: left;">Going mono blue would allow you to run a bunch of colourless lands with activated abilities, e.g. Urza's Saga. </div><div style="text-align: left;">You could also go UG to gain access to the land tutors for Urza's Saga + Channel, Urban Burgeoning, Wilderness Reclamation<span> and Biomancer's Familiar.</span></div><div style="text-align: left;">I honestly don't really know what this deck looks like in the end, but there's a seed there. Unclear whether it would end up playable. Only so much time for brewing etc.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607102&type=card" style="margin-left: 1em; margin-right: 1em;"><span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607102&type=card" width="265" /><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607103&type=card" width="265" /></span></a></div><div class="separator" style="clear: both; text-align: left;">Has featured in Pioneer as a combo with Retraction Helix and Mox Amber.</div><div class="separator" style="clear: both; text-align: left;">The combo works with any zero-mana artifact or Rograkh, Son of Rohgahh.</div><div class="separator" style="clear: both; text-align: left;">Retraction Helix and Banishing Knack are functionally equivalent. They are also bad cards outside the combo. If all the pieces were acceptable cards in their own right you could run them incidentally and every 10 or so games you could get a cheap win.</div><div class="separator" style="clear: both; text-align: left;">Outside combo shenanigans ~ could be good in an eggs deck or Underworld Breach deck that is regularly untapping her and filling its graveyard whilst digging for the combo.</div><div style="text-align: left;"><br /></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607108&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607108&type=card" width="265" /></a></div>Removal for mono-blue fliers.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607120&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607120&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607121&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607121&type=card" width="265" /></a><br /><br /></div>Vulnerable to Lightning Bolt but worth the risk. You can evoke the MH2 elementals and throw them before they die. You can throw delve creatures.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607130&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607130&type=card" width="265" /></a></div>Strong if you can gaurantee that you'll have a creature you actively want to sacrifice. Having ≈14 cheap creatures that you want to sacrifice is the hard part:<div>Bloodghast</div><div>Entomb</div><div>Orcish Bowmasters</div><div>Gravecrawler</div><div>Claim the First Born</div><div>Kari Zev, Skyship Raider</div><div>Custody Battle</div><div>Wrangle</div><div>Furnace Reins</div><div><br /></div><div>Getting close. </div><div>You'd need the right metagame for the Threaten effects, that is plenty of creatures to gain control of.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607180&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607180&type=card" width="265" /></a></div>Effectively a 2mana Threaten. If you can reliably sacrifice the creature you steal, this is removal that also does a nice chunk of damage.<div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607170&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607170&type=card" width="265" /></a></div>Strong burn-only threat. Flying is nice for taking the initiative.<br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607172&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607172&type=card" width="265" /></a></div>Top-end of a Time Walk recursion deck. You'll need some acceleration to cast ~ by turn 4 since that's the turn The Initiative will likely kill you. I'm imagining turn3 tutor for Time Walk, turn4 ritual into ~ and cast Time Walk, GG.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607175&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607175&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607176&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607176&type=card" width="265" /></a><br /></div>Excellent reanimate target.<div>Worthy option for Savage Order.</div><div>7mana is relatively castable in a postboard game where the opponent has slowed themselves down to hold up mana for graveyard removal.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607196&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607196&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607197&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607197&type=card" width="265" /></a><br /><br /></div>Prowess players have been running ~. A 2drop which becomes a huge threat late game. Trample makes it is especially good with pump like Become Immense.</div><div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607207&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607207&type=card" width="265" /></a></div>Excellent against Planeswalkers. You may come across some mindgames in the RGx mirror where Minsc and Boo, Timeless Heroes is involved; If they cast M&B and you're about to hit 4 mana next turn, then they may not won't attack with the 4/4 Boo for fear of you also casting M&B or Questing Beast. However, if you're not green then ~ is probably not on their radar.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607216&type=card" style="margin-left: 1em; margin-right: 1em;"><span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607216&type=card" width="265" /><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607217&type=card" width="265" /></span></a></div><div class="separator" style="clear: both; text-align: left;">Nathan Basser's mono red storm deck comes to mind when I see ~. I don't believe he ran ~, which is telling, but it must have been close. I can imagine a build that runs some cheap red cantrips like Manamorphose, Gitaxian Probe, Light Up the Stage, Crash Through, Magmatic Insight, Renegade Tactics, Warlord's Fury, Overmaster, Inspired Tinkering. Maybe even some risky ones: Ancestral Anger, Crimson Wisps, Expedite. Then you run all the payoffs like Runaway Steam-Kin, Dreadhorde Arcasnist, Dragon's Rage Channeler, perhaps Birgi, God of Storytelling and Young Pyromancer. In reality you're really a Blood Moon deck and you're spending most of your points on Mooning the opponent as fast as possible. At the moment red is the most popular colour, so it's not a good time to be Mooning. Give it another couple years and the meta may shift though.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607218&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607218&type=card" width="265" /></a></div>Fire Prophecy, which also hits Planeswalkers, which is a huge upgrade in a metagame with so many Minsc and Boo, Timeless Heroes.</div><div>~ is good in decks that rely on key pieces being in the library rather than your hand, e.g. Protean Hulk, Natural Order, Tinker, Savage Order, Madcap Experiment.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607219&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607219&type=card" width="265" /></a></div>Not sure where ~ fits but that's an unusual ability. Could be Vampire or Warrior tribal, maybe a Blazing Shoal deck with Greater Gargadon. </div><div>Curves beautifully with Wall of Blood FTW.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607221&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607221&type=card" width="265" /></a></div>Effectively draws two cards if your whole deck is proactive, which is a good rate for 7PH. You want to keep your curve super low so that you can maximise the chance of casting any 2 spells that you may hit off ~.</div><div>Reckless Impulse and Light Up the Stage are extra copies.</div><div>Cost-reducers like Runaway Steam-Kin and maybe even Ruby Medallion work well with ~.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607222&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607222&type=card" width="265" /></a></div>Fuck...maybe? ~ is HUGE. I think you need cast it turn4 at the latest, which means having at least 3 dudes to convoke with. Most decks run several removal spells, so you're going to need a lot of incidental creature tokens:<div>Khalni Garden<br /><div>Orcish Bowmasters</div><div>Verdant Command</div><div>Ob Nixilis, the Adversary</div><div>Nissa, Voice of Zendikar</div><div>Daretti, Ingenious Iconoclast</div><div>Grist, the Hunger Tide</div><div>Slimefoot and Squee</div><div><br /></div><div>Could lean into the token strategy with Idol of Oblivion. </div><div>White could have some worthwhile token payoffs like Bennie Bracks, Zoologist.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607233&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607233&type=card" width="265" /></a></div>If they print another 4 good 1drop Merfolk then Merfolk tribal could suddenly become good.</div><div>~ doesn't fit the aggro nature of the tribe but these days there's always a mana sink.<br /><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607254&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607254&type=card" width="265" /></a></div>One day Hardened Scales, one day. Unfortunately there's only one Arcbound Ravager in 7PH. Need a few more of those before ~ is truely playable.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607256&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607256&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607257&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607257&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">~ requires a bunch of mana dorks and Nykthos, Shrine to Nyx/Gaea's Cradle + a topend that disrupt combo. I wouldn't build the deck unless Wrenn and Six gets another point.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607261&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607261&type=card" width="265" /></a></div>Easy to dismiss but ~ is a reasonable option for permanent-heavy decks that run lots of delve/escape. If you whiff you nearly lose the game, but surely a 1 in 40 chance is acceptable? That's roughly the chance you get if you have 10 other non-permament spells in your deck.<br />(I use <a href="https://aetherhub.com/Apps/HyperGeometric" target="_blank">Aether Hub's calculator</a> for my probabilities)<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607268&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607268&type=card" width="265" /></a></div>Combos with a sacrifice outlet + a persist creature as long as the perist creature's base power isn't ≥4.</div><div>Very powerful if you can cast it turn 2 and dump a bunch of creatures.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607282&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607282&type=card" width="265" /></a></div>There's a lot more payoff for having all flash rather than flying in 7PH because counterspells are important against combo and overpowered pointed cards.</div><div>~ is nice with on-top tutors. A cool line would be EOT Congregation at Dawn stacking ~ into Subtlety and Solitude to recover the tempo loss from casting Congregation.</div><div>Of course creatures aren't the only cards with flash:</div><div>The Wandering Emperor</div><div>Swift Reconfiguration</div><div>Dress Down</div><div>Force of Virtue</div><div>Leyline Binding</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607317&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607317&type=card" width="265" /></a></div>Knights will probably never catchup to the other tribes, but this is a step.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607280&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607280&type=card" width="265" /></a></div>Metagame dependant. 3/4 vigilance flying is a good size against aggro; Lets you take The Initiative whilst still defending.</div><div>Shuts down Flash Hulk combo (Viscera Seer). </div><div>Invalidates Griselbrand from Reanimator decks.</div><div>Good retro-answer to Mother of Runes.<div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607327&type=card" width="265" /> <span style="font-size: x-large;">+</span><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=159402&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="310" data-original-width="223" height="310" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=159402&type=card" width="223" /></a><br /></div>Craggsy!!!</div><div>Also nice with The Mimeoplasm and some creature with haste and evasion.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607279&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607279&type=card" width="265" /></a></div>That trigger is game winning. The dream is Emrakul, the Aeon's Torn, in which case you'll get the Time Walk trigger because ~ says "cast". However, you don't need to go that big, even a Caves of Chaos Adventurer would be enough to win.</div><div>There are two approaches: you can run enough 3 and 4 cost legendary creatures to consistently hit one (≈17 legends), or you can run cards like Worldly Tutor and Brainstorm, which can put gigantic legends on top of your library, </div><div>~ would supplement a reanimator strategy well, especially postboard when the opponent has slowed down to hold up mana for graveyard hate.</div><div>Big Human for Winota, Joiner of Forces.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607326&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607326&type=card" width="265" /></a></div><div>Another big Human for Winota, Joiner of Forces.</div><div>Must-kill creature. Vulnerable to Karakas, Fatal Push and Fury but White and Black give you the option of Mother of Runes, Giver of Runes and hand disruption to protect ~.</div></div><div>Best if you can get ~ out fast to maximise the number of lands that enter tapped for the opponent.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607329&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607329&type=card" width="265" /></a></div>Very strong but awkward because it's an aggressive card that costs 5mana.</div><div>Late game you can keep bouncing it every turn to maintain hexproof by design.<br /><div><div><br /><div><h3 style="clear: both; text-align: left;">BATTLES</h3><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: left;">Always worth doing a rules dive when something weird gets released. I'm getting all my info from <a href="https://magic.wizards.com/en/news/feature/march-of-the-machine-release-notes" target="_blank">the official release notes</a>.</div><div class="separator" style="clear: both; text-align: left;">The reminder text explains most of the rules for battles.</div><div class="separator" style="clear: both; text-align: left;">Sorcery speed.</div><div class="separator" style="clear: both; text-align: left;">Enter with 'defense' counters equal to number in bottom right.</div><div class="separator" style="clear: both; text-align: left;">Battles can be attacked like planeswalkers but can also be dealt damage by targeted damage effects.</div><div class="separator" style="clear: both; text-align: left;">Battles are defeated when the final counter is removed. This can be by damage or effects like Vampire Hexmage. </div><div class="separator" style="clear: both; text-align: left;">Battles aren't defeated if they're destroyed by Naturalize or whatever.</div><div class="separator" style="clear: both; text-align: left;">When defeated, battles trigger (which can be countered by Stifle) and then the backside gets cast for free, which means they can be counterspelled or screwed by Teferi, Time Raveler in combat or by Lavinia, Azorius Renegade. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">INHERENT STRATEGY</div><div class="separator" style="clear: both; text-align: left;">The dilemma with battles is that the damage you defeat them with, doesn't go to your opponent's face, which means you can lose damage races. However, by design most battles quickly regain this lost damage.</div><div class="separator" style="clear: both; text-align: left;">Battles are worse against decks that introduce The Initiative.</div><div class="separator" style="clear: both; text-align: left;">Most battles have some kind of ETB trigger, so you can get extra value by returning them to your hand or flickering them with Yorion, etc.</div><div class="separator" style="clear: both; text-align: left;">Battles are an extra card type for Tarmogoyf, Emrakul, the Promised End and delirium.</div><div class="separator" style="clear: both; text-align: left;">Can help trigger your Ledger Shredder, Monk of the Open Hand or Erayo, Soratami Savant.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgyU09kkaZ4CkpsJhlF8mvPtSkarx-kXEKnVyQ_H1rBxfmtN1YcTKpnSxADkHF4hrgJiVbEE6YncHI8yxYXpK_dIqrWj0LV1iSEcGX0O6OdhjOZXOBAM66jF3Dn3tIfiyyVQahTAHq0gqckU8bf-YwTG97giXTWcAnfSmEUjxpj0vgeJqCqA2B2e2GHgFhh" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="265" data-original-width="370" height="229" src="https://blogger.googleusercontent.com/img/a/AVvXsEgyU09kkaZ4CkpsJhlF8mvPtSkarx-kXEKnVyQ_H1rBxfmtN1YcTKpnSxADkHF4hrgJiVbEE6YncHI8yxYXpK_dIqrWj0LV1iSEcGX0O6OdhjOZXOBAM66jF3Dn3tIfiyyVQahTAHq0gqckU8bf-YwTG97giXTWcAnfSmEUjxpj0vgeJqCqA2B2e2GHgFhh" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607038&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607038&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">I only like ~ if you can flip it easily, e.g. if you have a critical mass of 3power 1drops and 2drops to flip ~ with one hit. 3drops and 4drops are acceptable if they have haste. </div><div class="separator" style="clear: both; text-align: left;">Even better if your creatures have evasion because you may not have the mana to remove any blockers that are protecting ~ after you spent 2mana casting it. The best creature for ~ that comes to mind is Mantis Rider.</div><div class="separator" style="clear: both; text-align: left;">If you don't flip ~ then it's likely a tempo loss and loss of a card, i.e. disaster.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj6UfxfLlNGEBtYftt-ZUtVfrPDoSDHux2D8oCdfRe-Uw6xcl02RLj4hXmpgJhjH_koBP09Ne0kav7HYiVYYnXCStqp_Tqn8Evy6zF2LfdZVHnzXKuxHwdX4SEyOIjP5GVM9HyIz5iT6zt8-c96iLnkgmOK6KKv1gkKhZzKYvomXYSsSifzodGJG70-TuQb" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="265" data-original-width="370" height="229" src="https://blogger.googleusercontent.com/img/a/AVvXsEj6UfxfLlNGEBtYftt-ZUtVfrPDoSDHux2D8oCdfRe-Uw6xcl02RLj4hXmpgJhjH_koBP09Ne0kav7HYiVYYnXCStqp_Tqn8Evy6zF2LfdZVHnzXKuxHwdX4SEyOIjP5GVM9HyIz5iT6zt8-c96iLnkgmOK6KKv1gkKhZzKYvomXYSsSifzodGJG70-TuQb" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607040&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607040&type=card" width="265" /></a></div><div style="text-align: left;">I like ~ in decks with the Heliod, Sun-Crowned + Walking Ballista combo.</div><div style="text-align: left;">I think you need a minimum of 3 aura/god/demigod cards in your deck to find. Otherwise there's a chance you'll have none in library.</div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjebUwDEq1r1PjaLavfMROYMRxurWTPFYCzC-dsMjRSCq0puroKF7cPoWc5rchg5hncHweuRZ-SBp52zDc61GpxHUsuFiNRM0vfh5IOsayvmvUjIXL9FOQS1UHg4MXUdH_4OWq7t1VDj9w33pFcVQzoj8XgUBU38BxdU3uDCe3K_Yz09JHs0sIWxWs8Q_5b" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="458" data-original-width="643" height="228" src="https://blogger.googleusercontent.com/img/a/AVvXsEjebUwDEq1r1PjaLavfMROYMRxurWTPFYCzC-dsMjRSCq0puroKF7cPoWc5rchg5hncHweuRZ-SBp52zDc61GpxHUsuFiNRM0vfh5IOsayvmvUjIXL9FOQS1UHg4MXUdH_4OWq7t1VDj9w33pFcVQzoj8XgUBU38BxdU3uDCe3K_Yz09JHs0sIWxWs8Q_5b" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607186&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607186&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Fill your deck with acceleration and ≥4 power haste creatures and some 4damage burn spells.</div><div class="separator" style="clear: both; text-align: left;">Curve example: Turn1 land dork, turn2 land dork + spell, turn3 cast ~. If you were on the play that's 3 cards you exile. Play your land from the exiled cards for the turn. Turn4 play another land from the exiled cards, cast a ≥4power haste creature or burn spell from exile to defeat the battle. Then burn all their shit.</div><div class="separator" style="clear: both; text-align: left;">Note you can still play exiled cards if ~ gets removed.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgg8DoG3cwYAGlT5SG1ssp6W8zrgxUSVWCyt8aSPEZ3YuzJTXOOqCc19BtUVFgZHv4hliOG9JrUIYu220mIeGkVwF4cvWiwZkWvUvE7q5aUPD3Xp0DAD2whGB-po2nTi_f-b2HfJlBl_P9C1xaz0Pqn459MK8H9ZLtInGJUO7tleDTu-b2EX7T6rX5Ebpkl" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="210" data-original-width="609" height="110" src="https://blogger.googleusercontent.com/img/a/AVvXsEgg8DoG3cwYAGlT5SG1ssp6W8zrgxUSVWCyt8aSPEZ3YuzJTXOOqCc19BtUVFgZHv4hliOG9JrUIYu220mIeGkVwF4cvWiwZkWvUvE7q5aUPD3Xp0DAD2whGB-po2nTi_f-b2HfJlBl_P9C1xaz0Pqn459MK8H9ZLtInGJUO7tleDTu-b2EX7T6rX5Ebpkl" width="320" /></a></div><br /><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQUggo0dKnBf70zHK09uerJOT1Y2gNrNROQhHpoMgggomfBk2ZDhs-jNZD0l12diD9q1jEr2yQrqHpGDXph-n-yOfhauW0jU_V9USuB9AwAI1f93v7oi5tltipXhDc-tSZ2JYtLOjHPtMexdJHdPIA-PzZTDIFibCLhZSJeySDAqAIbA_KPARZMB5bzgOn/s370/Image.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="265" data-original-width="370" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQUggo0dKnBf70zHK09uerJOT1Y2gNrNROQhHpoMgggomfBk2ZDhs-jNZD0l12diD9q1jEr2yQrqHpGDXph-n-yOfhauW0jU_V9USuB9AwAI1f93v7oi5tltipXhDc-tSZ2JYtLOjHPtMexdJHdPIA-PzZTDIFibCLhZSJeySDAqAIbA_KPARZMB5bzgOn/s320/Image.jpeg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607194&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607194&type=card" width="265" /></a></div></div><div style="text-align: left;">Only for Dragon tribal.</div><div style="text-align: left;">You can blink ~ or return it to your hand over the course of the game to kill more things. Hard to imagine a playable Dragon tribal deck though, let alone a Yorion Dragon tribal deck.</div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFWnhPlO7tu8_ixD0IlX8wL1rMlylohhUdFXaXAIYH5qMhHe1ApH4V4qxYxLzpSsLsoI75QCHsiVtBmYfpgKiHWUI7lU56RW-BaPSTR1K7p6O9gqT063KFdIeoeMwv_ZPY3izmaKlq__GT4S42HPv7Zl1HqO1ywEOuuQuPBeoz6o1ExjOrvQtnYXblY6eY/s370/Image%20(1).jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="265" data-original-width="370" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFWnhPlO7tu8_ixD0IlX8wL1rMlylohhUdFXaXAIYH5qMhHe1ApH4V4qxYxLzpSsLsoI75QCHsiVtBmYfpgKiHWUI7lU56RW-BaPSTR1K7p6O9gqT063KFdIeoeMwv_ZPY3izmaKlq__GT4S42HPv7Zl1HqO1ywEOuuQuPBeoz6o1ExjOrvQtnYXblY6eY/s320/Image%20(1).jpeg" width="320" /></a></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607242&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607242&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">You can search for Vampire Hexmage and get yourself an 8/8 trampler for 4 mana, which is game winning if they don't have the removal.</div><div class="separator" style="clear: both; text-align: left;">~ is of course also a good tutor for creature combos that involve cheap creatures like:</div><div class="separator" style="clear: both; text-align: left;">Cauldron Familiar + Samwise Gamgee + Viscera Seer</div><div class="separator" style="clear: both; text-align: left;">Amalia Benavides Aguirre + Wildgrowth Walker</div><div class="separator" style="clear: both; text-align: left;">Nomads en-Kor + Cephalid Illusionist</div><div class="separator" style="clear: both; text-align: left;">Sorry Brooksey, ~ is "non-Human", so you can't get Asmoranomardicadaistinaculdicar.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkCbPDOZRhCE_IRwiec-1jQEP9MJaksJtEagE9WpQK5ixG8sDYtKV4nIlY-Aa4DTUR5QCovB1NiSP3SkLWFVKOdOVnVF3dQlTjVISRDW_7Ssme18uPGsh_nHxPyAyj2i4itz5aktAtz8ouM10-g5ik-J24T4Kz0SYmxbP8d6yVK5MsSxfogBjc2h7shVwB/s370/Image%20(2).jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="265" data-original-width="370" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkCbPDOZRhCE_IRwiec-1jQEP9MJaksJtEagE9WpQK5ixG8sDYtKV4nIlY-Aa4DTUR5QCovB1NiSP3SkLWFVKOdOVnVF3dQlTjVISRDW_7Ssme18uPGsh_nHxPyAyj2i4itz5aktAtz8ouM10-g5ik-J24T4Kz0SYmxbP8d6yVK5MsSxfogBjc2h7shVwB/s320/Image%20(2).jpeg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607244&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607244&type=card" width="265" /></a></div><div>I can imagine this in a deck where all the pointed cards are permanents, and they're permanents that are about as good on turn 3 as they are on turn 1, e.g. Urza's Saga, Minsc and Boo, Timeless Heroes, Time Vault, True-Name Nemesis, Uro, Titan of Nature's Wrath, Comet, Stellar Pup, The One Ring.</div><div>You want permanents that will recover the tempo loss of casting ~.</div><div>Fury and Solitude are good to find if you have a way to flicker them with the sacrifice trigger on the stack.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQsEtpccffNmCtvIZ5CzvlhwnCPIbLRzuw41EN3swBfMpLqxX8b9saVKzaZlzJ3CVvKxMWInQiTA8iFnKKncG73YK1MRmC7PgBxQmWgC9bQzwYgj1mz2IVFNS3R611fMuzNV-TRwy8MHcN817zQmqw_W-LS6_6nL1GuQtcy7QMU1D_rhuY8N3dYVdNmk1D/s370/Image%20(3).jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="265" data-original-width="370" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQsEtpccffNmCtvIZ5CzvlhwnCPIbLRzuw41EN3swBfMpLqxX8b9saVKzaZlzJ3CVvKxMWInQiTA8iFnKKncG73YK1MRmC7PgBxQmWgC9bQzwYgj1mz2IVFNS3R611fMuzNV-TRwy8MHcN817zQmqw_W-LS6_6nL1GuQtcy7QMU1D_rhuY8N3dYVdNmk1D/s320/Image%20(3).jpeg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607307&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607307&type=card" width="265" /></a></div>Not exactly Forth Eorlingas! but the rate is similar. I like ~ in Lurrus decks, which use Force of Will, Force of Negation and other counterspells to protect her. Lurrus decks have an abundance of cheap spells, so having some bigger manasinks is good.</div><div>The back side being a Knight-tribal Teferi is totally bizzare. Battles are complicated enough, give us a break.<br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUF_CEWaqm-XpwXzZJOntycq7U4vz45MB7zVGLHzkm9oB9YSKst6fy1Yeiyz7_lSUNCpByYPDOeereujYLRS6mpRFnuF-X4n95KpW-n9jxY4u8gvcr15GybV1IVw2AHb1HqXadY-KYQ0dC4CixTTAHRKHKaOMeBM-4er8Nvj2UUNl1w4yyMOChVbOAV-hp/s370/Image%20(4).jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="265" data-original-width="370" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUF_CEWaqm-XpwXzZJOntycq7U4vz45MB7zVGLHzkm9oB9YSKst6fy1Yeiyz7_lSUNCpByYPDOeereujYLRS6mpRFnuF-X4n95KpW-n9jxY4u8gvcr15GybV1IVw2AHb1HqXadY-KYQ0dC4CixTTAHRKHKaOMeBM-4er8Nvj2UUNl1w4yyMOChVbOAV-hp/s320/Image%20(4).jpeg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607305&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607305&type=card" width="265" /></a></div>Saccing an artifact or creature is a big additional cost when you consider that you could just run Leyline Binding, Abrupt Decay or Molten Collapse instead. Therefore, the sacrifice needs to be desirable or at least negligible. Earlier I listed the following cards that would allow you to run Corrupted Conviction. They of course work well with ~ too:</div><div><div>Bloodghast</div><div>Entomb</div><div>Orcish Bowmasters</div><div>Gravecrawler</div><div>Claim the First Born</div><div>Kari Zev, Skyship Raider</div><div>Custody Battle</div><div>Wrangle</div><div>Furnace Reins</div><div><br /></div><div>Holy Frazzle-Cannon Batman! The backside equipment is quite powerful if you have 3 or so matching creatures. The Zombie tribe provide sacrifice fodder to enable the frontside. Running a Mutavault could be worth it depending on your colour requirements.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzhEp4soDq8GYEjpveqY2qTMBq3-xQd72Hah6yuLVtydk1OHcBEkSKGSQD0FJAo2G7CIrZtXDcos0BpwRDWtedLAbGA2Ddsp5ImPTP7j8Kz2OYtZ3Ueexo5cHnBiBKFsePS_P2HyQexief_tDXKztn6yzE-TxC81U_4-0YSlbKLvJ6RS1kS9MQG36KV_qy/s370/Image%20(5).jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="265" data-original-width="370" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzhEp4soDq8GYEjpveqY2qTMBq3-xQd72Hah6yuLVtydk1OHcBEkSKGSQD0FJAo2G7CIrZtXDcos0BpwRDWtedLAbGA2Ddsp5ImPTP7j8Kz2OYtZ3Ueexo5cHnBiBKFsePS_P2HyQexief_tDXKztn6yzE-TxC81U_4-0YSlbKLvJ6RS1kS9MQG36KV_qy/s320/Image%20(5).jpeg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607293&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607293&type=card" width="265" /></a></div>If True-Name Nemsis goes to 1point then edict effects will be quite strong whilst players are trying TNN again.</div><div>If you only have a minimal number of 2drops then Sheoldred's Edict, Liliana's Triumph and Diabolic Edict are better than ~ because being instant-speed is important for your curve. However, if your deck is overflowing with 2drops - like it would be in a Lurrus deck - then ~ actually jumps the aforementioned instant-speed edicts because you'll have something else to do if your opponent doesn't have a creature for you to kill, then when you do eventually cast ~, you'll have the battle to attack.</div><div>Ashen Reaper isn't amazing but you <i>having it </i>is better than the opponent having 4 life. Note that Ashen Reaper grows from fetchlands.</div><div><div class="separator" style="clear: both; text-align: left;"><br /></div><div><div><div class="separator" style="clear: both;"><h3 style="text-align: left;">SIDEBOARD</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607020&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607020&type=card" width="265" /></a></div>I've run Baneslayer Angel sideboard against mono red before. ~ can put the counter on herself, so you don't have to worry about Fury, or Chandra, Torch of Defiance, or Flame Slash. There is a chance they respond to the trigger with Fire Blast or Pyrokinesis though. I suppose if you're running several big 2, 3 and 4 drops then ~ is better than Baneslayer Angel because you get a big chunk of lifegain that turn, which gives them one less turn to burn you out.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607048&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607048&type=card" width="265" /></a></div>Good storm-hate for stompy decks utilising Ancient Tomb, Mana Crypt and/or mana dorks. You really want to speed ~ out because storm can kill you turn 3 with a decent hand.</div><div>We already had Archon of Emeria, Rule of Law and Eidolon of Rhetoric. The advantage ~ has over those is the 3 power, which gives the opponent much less time to find the removal.</div><div>You don't want to run ~ if you have haste creatures because it will tap them.<br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607059&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607059&type=card" width="265" /></a></div>Good against grindy midrange decks. Exile is really nice and the Incubator token can help take down any planeswalkers they might have.<br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607198&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=607198&type=card" width="265" /></a></div>If your meta has sideboard Baneslayers.</div></div></div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><h3 style="clear: both; text-align: left;">CONCLUSION</h3><div>Here is my pick of the best cards from March of the Machine. They're all roughly the same power level but I tried to put them in descending power level:</div><div><br /></div><div>Invasion of Ikoria</div><div>Wrenn's Resolve</div><div>Etali, Primal Conqueror (Reanimate)</div><div>Hidetsugu and Kairi</div>Chrome Host Seedshark</div><div><br /></div><div>Nothing worth points.</div><div><br /></div><div>Thanks for reading. Hopefully see you at CanCon in a couple weeks,</div><div><br /></div><div>Mulch<br /></div></div></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-36676237483584335812023-09-17T01:11:00.004-07:002023-09-17T01:11:46.301-07:00Phyrexia: All Will Be One Commander - 7point Highlander set review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNlSV6Jw-VrdnqcroIUopT_UFXzbGGpf9fKV4nCsfwE861mpIOItcZsSaMuYS0g3wlGembxzs2EDceI3BVJ9kOlNq7SmwjBXdDPZp1BGF61UyA0vCsHYya63zHjIk2oD3_skih7s31aQY-7ZAXu-6ZXP7YRxllcEVrzSfTzy_EiSNowdorwDBIOxAZ5IXh/s500/ONC_expansion_symbol.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="500" data-original-width="500" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNlSV6Jw-VrdnqcroIUopT_UFXzbGGpf9fKV4nCsfwE861mpIOItcZsSaMuYS0g3wlGembxzs2EDceI3BVJ9kOlNq7SmwjBXdDPZp1BGF61UyA0vCsHYya63zHjIk2oD3_skih7s31aQY-7ZAXu-6ZXP7YRxllcEVrzSfTzy_EiSNowdorwDBIOxAZ5IXh/s320/ONC_expansion_symbol.webp" width="320" /></a></div><p></p><p><i>Release date: Feb10th 2023</i></p><div class="separator" style="clear: both;"><i><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank">Latest points change at the time of writing this</a> - The Lord of the Rings - Tales of Middle-earth</i></div><div class="separator" style="clear: both;"><i><br />Throughout my set reviews I use '~' to denote the subject card.<span><br /><br /></span></i></div><div class="separator" style="clear: both;"><i><span><a name='more'></a></span></i></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=605688" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=605688" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">I'll try ~ out in my <a href="https://www.moxfield.com/decks/dXxlsoMQJUmh34anE2GegQ">Mono White Lurrus deck</a> equipment deck. My build of mono white isn't good at attacking with multiple creatures but ~ may be good enough any way.</div><div class="separator" style="clear: both; text-align: left;">Adding ~ to my Lurrus deck would improve the karnstructs from Urza's Saga without increasing my vulnerability to Null Rod, which is nice.</div><div class="separator" style="clear: both; text-align: left;">Of course ~ adds extra utility to my equipment tutors: Steelshaper's Gift, Stoneforge Mystic and Open the Armory. The other equipment are more powerful and therefore I would tutor for them first. However, Mono White Lurrus is a really grindy deck and sometimes I do have a tutor in hand but no equipment left in my library. Having one more equipment would help. Also, the token that ~ produces is not white, it's red, which is relevant against cards like Tourach, Dread Cantor, Mother of Runes and Giver of Runes.</div><div class="separator" style="clear: both; text-align: left;">Producing a token </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; font-style: italic; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=605692" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=605692" width="265" /></a></div><div class="separator" style="clear: both;">I like this design. Card draw engines are best in control decks where you have lots of cheap disruption to recover the tempo loss of casting and activating your card draw engine and you eventually bury the opponent. However, ~ requires creature tokens, which are not part of control strategies, except perhaps deathtouch tokens:</div><div class="separator" style="clear: both;">Hapatra, Vizier of Poisons</div><div class="separator" style="clear: both;">Ophiomancer</div><div class="separator" style="clear: both;">...not many of those</div><div class="separator" style="clear: both;">Even though card draw engines are best in control decks, they can still be good in other archetypes; whichever archetype you put ~ into you'll want ways of recovering tempo, e.g. mana ramp or cheap removal.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">I can imagine a ramp deck with all the mana dorks, all the top end being token making planeswalkers and then the equipment tutor package to Skullclamp away all your mana dorks late game or search for Living Weapons/For Mirrodin! equipment that create tokens for ~. You could also go for artifact ramp, i.e. Tolarian Academy focused. Retrofitter Foundry and Urza's Saga are good options there.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">A good example of a midrange deck utilising ~ is my mate Brooksey's Winota Initiative deck. The idea being that you don't care that the spirit token is a mere 1/1 because having the initiative or triggering Winota makes up for it and the deck naturally makes many tokens, e.g. Legion Warboss, Goblin Rabblemaster, Caldaia Guardian. You may even make the skeleton token from the Undercity to trigger ~.</div></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">They can kill ~ in response to the trigger to prevent you drawing a card.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=605452&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=605452&type=card" width="265" /></a></div>Goes infinite with Dualcaster Mage. So does Cackling Counterpart and Repudiate // Replicate</div><div class="separator" style="clear: both;">Another Copy Artifact for Coveted Jewel combo.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=605455&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=605455&type=card" width="265" /></a></div>Triple red may be hard to do when you're running all the non-red producing artifact lands. I think ~ is still good at 5 mana, which is approximately turn 4, which is 10 cards seen on the play; My chosen probability is 87% (because that's roughly the probability of a 2 land 7 card hand with 24 lands in deck, gotta pick a spot somewhere)...anyway, hypergeometric calculator says 24-25 sources to get triple red! Oh boy. Well Tolarian Academy, 6 non-red artifact lands. Therefore I'd want 7 red sources that aren't lands:<div>Mox Opal, Fable of the Mirror-Breaker, Chaos of Caves Adventurer, Arcum's Astrolabe, Mox Diamond, Phial of Galadriel, Bloodboil Sorcerer, Magus of the Moon, Blood Moon. That's 9, easy!</div><div><div class="separator" style="clear: both;">This would be a non Mishra's Workshop build, which is arguably the most powerful artifact payoff. What artifact build is best depends on the metagame and honestly I would need to see each of the builds side-by-side to evaluate better. And of course there's the issue of Mishra's Workshop's price tag.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">I should mention that you could potentially take advantage of the high mana value of ~ with cards like Blazing Shoal.</div><h3 style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=605696&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=605696&type=card" width="265" /></a></h3>Probably only good in a Mishra's Workshop deck. Best in stompy builds that run artifact fatties which survive combat.</div><div>Having the 2/2 leftover from a Shatterstorm is nice.</div><div>The equipment by itself is a serious threat if the token dies.</div><div><br /></div><div><h3 style="clear: both; text-align: left;">CONCLUSION</h3><div>That's it! Just 5 cards. Nothing really noteworthy. Chiss-Goria is my favourite out of the lot.</div><div><br /></div><div>Thanks for reading,</div><div><br /></div><div>Mulch</div><div class="separator" style="clear: both;"><i><br /><span><br /></span></i></div><div class="separator" style="clear: both;"><i><span><br /></span></i></div><div class="separator" style="clear: both;"><i><span><br /></span></i></div><p><span></span></p></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-12780382395682773132023-08-20T01:42:00.001-07:002023-08-20T01:43:41.108-07:00Phyrexia: All Will Be One - 7point Highlander Set Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYr4Cep5CtGO_2J8d-IfGKpziE2SgYW0Qe2Bg1RZfvxPbU93DHieEea1m3Wu2UznwycI5LKhb7CYe9J1oMm4eScdJpkQkdT6Lsv-VkvTNm113V-ZsOe_L2EnAPAPmlf5iB-xOI3H0xP_I9_OTuAM8Z4_W5X97pkyZ7_Eo86r-jZJKZ30KjaChKznwbbgkA/s900/ehtsjsj.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="900" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYr4Cep5CtGO_2J8d-IfGKpziE2SgYW0Qe2Bg1RZfvxPbU93DHieEea1m3Wu2UznwycI5LKhb7CYe9J1oMm4eScdJpkQkdT6Lsv-VkvTNm113V-ZsOe_L2EnAPAPmlf5iB-xOI3H0xP_I9_OTuAM8Z4_W5X97pkyZ7_Eo86r-jZJKZ30KjaChKznwbbgkA/s320/ehtsjsj.webp" width="320" /></a></div><br /><p>I finally caught up to the current year...</p><p><i>Release date: Febuary 10th 2023</i></p><div class="separator" style="clear: both;"><i><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank">Latest set released at the time of writing this</a> - The Lord of the Rings - Tales of Middle-earth</i></div><div class="separator" style="clear: both;"><i><br />Throughout my set reviews I use '~' to denote the subject card.</i></div><p></p><div class="separator" style="clear: both;"><span></span></div><p></p><div class="separator" data-darkreader-inline-color="" style="--darkreader-inline-color: #e0dcd7; -webkit-text-stroke-width: 0px; clear: both; color: #edebe8; font-family: "Times New Roman"; font-size: medium; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: left; text-decoration-color: initial; text-decoration-style: initial; text-decoration-thickness: initial; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span><a name='more'></a></span></div><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602726&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602726&type=card" width="265" /></a></div>I still don't own one dammit.<div>7 mana is hard castable in a midrange/control matchup but typically you'll be trying to cheat her onto the battlefield with Oath of Druids or Indomitable Creativity or Natural Order or whatever reanimation spell. Perhaps you could use Kaalia of the Vast!</div><div>~ gets better if you're running some combination of Force of Negation, Force of Will, Grief to reveal off the trigger and protect her.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602532&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602532&type=card" width="265" /></a></div>Disruption for Cleric tribal. <div>Can be protected with Mother of Runes, Giver of Runes, Benevolent Bodyguard.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=602540" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=602540" width="265" /></a></div>Very interesting to evaluate strategically.<div>There's a concept that Pat Chapin termed 'all Mulldrifters or all Baneslayers'. If you're all Mulldrifters then you make all their removal spells bad. If you're all Baneslayers then all their removal spells are are good against you but if you exhaust their removal and even just one Baneslayer survives then it will still win the game by itself. Creatures with ETB trigger abilities are typically in the Mulldrifter category, but ~ is very clearly a Baneslayer.</div><div><br /></div><div>I suppose you may be able to get away with running a bunch of Mulldrifters and hoping ~ lives. Her 5 mana value dodges Abrupt Decay and Fatal Push; Her 7 toughness dodges Lightning Bolt and even Unholy Heat. Shutting down opposing ETB's also protects her from Leyline Binding, Palace Jailer and Solitude. Common answers to worry about are counterspells, Karakas, Snuff Out, Grist, the Hunger Tide, and of course, Swords to Plowshares. That's not many.</div><div><br /></div><div>A sure way to make ~ work is it to run 'all Titans'. Titans are a category named after the original series of Grave Titan, Primeval Titan, etc. These are creatures which must be killed but also provide some ETB value. Of course these cards are some of the most powerful in the game, think Fable of the Mirror Breaker, Omnath, Locus of Creation, Fury, Spellseeker (with the Ephemerate + Time Walk), Seasoned Dungeoneer, Caves of Chaos Adventurer. Players who own Time Walks have been very successful for a long time running all these in the same deck. Considering how good ~ is against the mirror and against Thassa's Oracle, I think she deserves a spot.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602556&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602556&type=card" width="265" /></a></div>I run ~ in my <a href="https://www.moxfield.com/decks/dXxlsoMQJUmh34anE2GegQ" target="_blank">Mono White Lurrus deck</a>. IOpen the Armory can now answer planeswalkers thanks to ~. It also adds redundancy in case On Thin Ice has already been used.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602563&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602563&type=card" width="265" /></a></div>Straight into my <a href="https://www.moxfield.com/decks/dXxlsoMQJUmh34anE2GegQ" target="_blank">Mono White Lurrus deck</a>. Protects 'unbeatable' creatures like Lurrus of the Dream-Den, which means they'll need multiple removal spells to win and the one they spend on ~ is trading for your single W mana rather than something of yours worth more.<div>~ is not definite protection. Sweepers which don't target will still kill the creature you wish to protect <i>and </i>~.</div><div>1 toughness was already very vulnerable with the combined presence of Wrenn and Six, Fury and Liliana, the Last Hope but now there's also Orcish Bowmastesr in the mix. ~ only costs 1mana, so it's not absolute game over if it gets W&6'd. My deck also has Skullclamp and several tutors for it, so often I can clamp ~ the same turn if need be.</div><div>~ is part of the small, exciting, and relatively new team of ≤1mana legends. Mox Amber is poised to be even more broken very soon.<div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602558&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602558&type=card" width="265" /></a></div>Easy to overlook because classically auras are bad against cards like Ephemerate, Teferi, Time Raveler, etc. They are also bad against cards with powerful static abilities. ~, Reprobation and Realmbreaker's Grasp are underrated in my opinion. At the least they should be playable in a Kor Spiritdancer strategy.<br />~ and Realmbreaker's Grasp answer The One Ring fairly well.</div></div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602591&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602591&type=card" width="265" /></a></div>I've had multiple people ask if I've added ~ to my merfolk deck. I agree ~ is very merfolky. Far to elegant looking for a Phyrexian.</div><div>It pleases me that ~ is a rogue because it is defiant: a popular 1toughness creature in a Wrenn and Six, Orcish Bowmasters format.</div><div>Anything that copies, recasts or returns instants and sorceries is going to be more powerful in 7PH that any other format because you can double up the most powerful instant and sorceries in the game: Treasure Cruise, Ancestral Recall, Time Walk, etc.</div><div>~ generates enough value that you don't even need powerful spells to copy. ~ behaves similarly to Dreadhorde Arcanist. You need to run a tonne of cheap noncreature spells and you a free cantrip every attack. The big power difference is that ~ has that vulnerable 1toughness and you won't see the benefit of cheap spells cast before it like you do with Dreadhorde Arcanist.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602611&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602611&type=card" width="265" /></a></div>I can see this being good in metagames where exile really matters, e.g. a high percentage of Lurrus, Skullclamp, Birthing Pod, Hermit Druid, Devoted Druid combo, persiste combo, etc.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602612&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602612&type=card" width="265" /></a></div>Made popular in pioneer due to the combo with Metamorphic Alteration.</div><div>A good demon for Liliana's Contract.</div><div>Kills in 3 hits (you can expect them to lose ≥2 life from their fetchlands, etc) so I don't think you need to worry about the upkeep trigger killing you.</div><div>The final ability is randomly good against some combos like Samwise Gamgee + Cauldron Familiar + Carrion Feeder, or Saffi Eriksdotter + Loyal Retainers.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602638&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602638&type=card" width="265" /></a></div>The second best mono black edict ever. 1st would have to go to Liliana of the Veil.<div>3rd place goes to Liliana's Triumph. ~ hits planeswalkers where Liliana's Triumph does not.</div><div>The token clause is relevant against Orcish Bowmasters, Goblin Rabblemaster, Legion Warboss, Squee, Dubious Monarch</div><div> Monestary Mentor, Third Path Iconoclast, Young Pyromancer and more.</div><div>Whether you choose to run ~ over something else depends on which creatures you are scared of. If the creatures you most want to kill are often put in decks with mana elves, then ~ probably isn't the best choice. You might prefer Go for the Throat there. If you're super scared of True-Name Nemesis or Sanctifier En-Vec, then ~ may be better than Go for the Throat.</div><div>Of course if you're running the respective colours then Angrath's Rampage or Abrupt Decay or Vanishing Verse may be the winners.</div><div>For my Aluren deck I needed cheap removal to fill my curve early on, so I made a simple grid of potential removal spells Vs threats that I needed to kill, and if certain threats were especially important to kill I increased their multiplier, and a the sum column gave me a rough indicator of the probable best choices. This technique could be useful for assessing if you add ~ to your deck.</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjZukjY45U5I_v2YdOMEJ-7aVKm72kf2i4tDQ2bH8zhYJWwaVGoaHJjezoFSOEdKOaIKZJhGhwiYZKC5qHEVpgCz1UpspSo_u9twM9kTMy6pliG5r-MMNjAxDSCBXMJfpIYbj6ztUIH14FAraZ9eULoUggYz2zbwDNUn_k0PK_msRFNx0kZza03ApUhVHW/s1708/sFbFBzds.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="479" data-original-width="1708" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjZukjY45U5I_v2YdOMEJ-7aVKm72kf2i4tDQ2bH8zhYJWwaVGoaHJjezoFSOEdKOaIKZJhGhwiYZKC5qHEVpgCz1UpspSo_u9twM9kTMy6pliG5r-MMNjAxDSCBXMJfpIYbj6ztUIH14FAraZ9eULoUggYz2zbwDNUn_k0PK_msRFNx0kZza03ApUhVHW/w640-h180/sFbFBzds.JPG" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602648&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602648&type=card" width="265" /></a><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=197407&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="310" data-original-width="223" height="310" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=197407&type=card" width="223" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=43614&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="310" data-original-width="223" height="310" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=43614&type=card" width="223" /></a><br /><br /></div></div>C-c-c-c-combo! ~ combos with either of these. War Elemental is really bad, so it's hard to imagine that ever happening. Quest for the Pure Flame is far more likely but enchantments have always been difficult to tutor for compared to creatures, lands and artifacts. Perhaps a weird modular aggro deck featuring Walking Ballista could make the enchantments passable cards in their own right and then occaissionally the combo comes together.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602653&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602653&type=card" width="265" /></a></div>I can imagine some kind of Heroic deck. You'd need to be really fast though, i.e. turn 4 kill consistently. Featuring cards like:<br /><div>Ivy, Gleeful Spellthief</div><div>Feather, the Redeemed</div><div>Mavinda, Student's Advocate</div><div>Silverfur Partisan</div><div>Wild Defiance</div><div>Vesuvan Duplmancy</div><div>Ink-Treader Nephilim</div><div>Storm-Kiln Arcanist</div><div>I know listing 4drops contradicts the "turn 4 kill" thing I mentioned earlier but the cards are so sweet I couldn't help myself.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602654&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602654&type=card" width="265" /></a></div>Tribal decks are typically low on disruption; removal being a subset of disruption. You can practically sacrifice ~ at will by blocking with it, or attacking. There is a negligible amount of zero-power blockers so either their blocker will kill ~ or you can sac it to its own trigger. What matters is how much damage you can deal. I hope players are running far fewer 1toughness creatures these days considering the punish factor of Orcish Bowmasters, Wrenn and Six and Liliana, the Last Hope. With that in mind you really need to pump ~ somehow if you want it to reliable kill something worthwhile. Goblin tribal have plenty of ways to pump ~:<br />Rundvelt Hordemaster, Goblin King, Goblin Chieftain, Pashalik Mons (kind of). If you're running the persist Goblin combo you might have Goblin Sledder or Mogg Raiders, which give you a big ~ and sacrifice it; and you would also have Metallic Mimic and Grumgully to take advantage of the proliferate footer on ~'s trigger.</div><div>I personally haven't tested ~ maindeck in Goblins but I have run it sideboard for a while against aggro decks and been very happy with it, especially for curve reasons. Goblins takes out a lot of cards against aggro, e.g. Blood Moon, Ancient Tomb, Earwig Squad, Magus of the Moon, Ardoz, Cobbler of War. There is plenty of room in the sideboard for ~ et al: Goblin Arsonist, Shamblin Goblin, Fireblade Charger, Festering Goblin. They take down Robber of the Rich and they kill Ragavan even if removed.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602776&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602776&type=card" width="265" /></a></div><div>Typically you'll run zero multi colour spells of your own and run ~ in metagames where every other deck has plenty of multicolour spells. Having said that, 4 colour decks typically only run about 25% multicolour spells, so ~ is not providing enough value to be a sideboard card. I think it's best as a metagame maindeck card, especially in artifact decks where 2drops are slim and you get the synergies.</div><div>Bad against Wrenn and Six, but not a toal disaster since you draw a card. </div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602655&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602655&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">I like ~ as a puzzle to solve. You can't just fill your yard with cantrips and fetches because then you won't copy something powerful (I say that but a 4/4 flier that ETB cantrips for three mana is really good). You can simply cast ~ for 6 mana but at that point you would rather just cast a Titan or a 6mana Chandra. You probably need to do weird things like:</div><div class="separator" style="clear: both; text-align: left;"><ul style="text-align: left;"><li>Use ~ as a stepping stone for Neoform and Eldritch Evolution.</li><li>Good hit with Dragonstorm as you're likely to cast Dragonstorm again with the trigger.</li><li>A nice creature to find with Primal Command to let you cast it again.</li><li>If the stars align you can cast ~ cheaply with 9 cards in the yard but before it resolves you can Dig Through Time away all the worst cards and probably recast Dig Through Time.</li></ul></div></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602689&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602689&type=card" width="265" /></a></div>Generally good beater that has synergy with +1/+1 counters and planeswalkers. <div>2 generic mana curves nicely with Ancient Tomb, City of Traitors, Mana Crypt.</div><div>The toxic might be relevant against infinite life combos, although they are super rare.</div><div>The ferocious mechanic may get revisited. The 4 power is also good with Rhonas the Indomitable.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602740&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602740&type=card" width="265" /></a></div>There are plenty of 3drop threat options but I can see ~ getting chosen if your deck is lacking answers to artifacts and enchantments like Umezawa's Jitte. You should try to sense if they have Jitte by their play patterns and deck strategy before committing your oil counters to either of the other abilities.<div>The 1mana ability is nice in initiative games, providing psuedo evasion and still letting ~ block if you manage to take the initiative off them.</div><div>It is bigger than any blocker you would expect to face. You can use the 2mana ability twice in the same turn to get a huge hit in, which makes ~ fast enough when you're racing combo.</div><div><div><div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602693&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602693&type=card" width="265" /></a></div><div>Infinite with Time Walk because for some reason the card you cast doesn't get exiled. Might even be a good Modern combo with Time Warp. Note that you won't be able to cast Time Walk from the graveyard using ~'s ability the same turn that you cast ~.</div>Also good in decks with powerful lands like Tolarian Academy, Gaea's Cradle and Urza's Saga. If you've built your deck around those lands, you probably win the game if you have them, so having contigency against Wasteland and Strip Mine is good. You will want to include cards with good activated abilities so that you can utilise any remaining mana after casting your single spell for the turn. Urza's Saga is a mana sync itself. Instants also work well with ~, although you can only activate ~ at sorcery speed, so you can't cast the instants in their turn with ~.</div><div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602697&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602697&type=card" width="265" /></a></div>Turns on Baird, Argivian Recruiter.</div><div>Good 1drop for Warrior tribal.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602733&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602733&type=card" width="265" /></a></div><div>Could be good in the same deck as Baird, Argivian Recruiter</div>Slayer's Stronghold</div><div>Resiliant Khenra</div><div>Sword of the Chosen</div><div>Mirkwood Trapper</div><div>The Royal Scions</div><div>Rancor</div><div>Audacity</div><div>Skullclamp</div><div>Rabbit Battery</div><div>Shadowspear</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602705&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602705&type=card" width="265" /></a></div>Decent option as a haymaker for the midrange Gaea's Cradle deck. Tim Hughes has had success for a long time with this strategy. All your cheap spells are mana dorks and the rest are haymakers. You want your haymakers to be resistant to creature sweepers because all your mana dorks are unavoidably weak to them already.</div><div>The fact that Nissa scales is really good with Gaea's Cradle. You can easily kill them immediately with the full cast -7.</div><div>A weakness of this deck is that it can lack disruption, so the -1 Naturalize ability is nice against random stuff like Helm of Awakening or Voltaic Key before the opponent untaps and kills you. It also kills Umezawa's Jitte if you already have ~ down before Jitte kills two of your mana dorks.</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602719&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602719&type=card" width="265" /></a></div>Hard to imagine losing after Natural Order-ing ~ on turn 3. I suppose the real question is if ~ is better than the competition:</div><div>Hornet Queen</div><div>Craterhoof Behemoth</div><div>Titan of Industry</div><div>Progenitus</div><div>Primeval Titan</div><div>Titania, Protector of Argoth</div><div>Cultivator Colossus</div><div>Atraxa, Grand Unifier</div><div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Hard to say. They're all better against different things and have different levels of hard-castability. I suppose 5mana threats like Titania, Protector of Argoth are going to trump the typical non-ramp creatures like Tasigur, the Golden Fang, Ledger Shredder, Tarmogoyf, Baleful Strix, etc, so you're probably better off capping at 5mana threats to ramp into with your mana dorks.</div></div></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602734&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602734&type=card" width="265" /></a></div>Not disruptive against combo but strong in a typical game of creatures and removal.</div><div>Ideally you'll have a creature ready to attack on the turn you cast ~. They will probably only have one blocker and ~'s +1 will let you get through the blocker to enable the second planeswalker activation. The +1 ability prevents the creature from attacking ~ next turn also. You can effectively lock down two of their creatures if you have the mana to recast the creature you returned.</div><div>Ideally you will be running cheap creatures with ETB's like Baleful Strix, Icefang Coatl, Mawloc and Flametongue Yearling.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602736&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602736&type=card" width="265" /></a></div>You really want to sacrifice something straight away, and there's a good chance that your 3drop got killed or countered, therefore I think ~ is only really good at sacrificing 2drops to find powerful 1drops. </div><div>You could use ~ as a tutor for a specific 1drop to combo with, e.g. Cauldron Familiar, but I think that's the wrong approach because if Cauldron Familiar isn't in your library then you're losing value. However, it doesn't hurt to have a combo or two in your deck that uses 1drops.</div><div>Sylvan Safekeeper is another combo 1drop if you can find Titania, Protector of Argoth consistently.</div><div><br /></div><div>I know I often mention Bloodghast but it really is the premium thing to sacrifice repetitively.</div><div>You can sacrifice delve creatures but most of the delve creatures are really good already so you'd rather not sac them.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602732&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602732&type=card" width="265" /></a></div>Generally strong must-kill creature. Obviously the biggest downside is that she dies to Lightning Bolt but 7PH mana is so good that you can run all the best creatures and eventually they'll run out of removal, i.e. some combination of:<div>Ragavan, Nimble Pilferer</div><div>Mother of Runes</div><div>Give of Runes</div><div>Deathrite Shaman</div><div>Tarmogoyf</div><div>Territorial Kavu</div><div>Scion of Draco</div><div>Orcish Bowmasters</div><div>Nishoba Brawler</div><div>Dauthi Voidwalker</div><div>Smuggler's Copter</div><div>Voltaic Brawler</div><div>Lurrus of the Dream-Den</div><div>Leovold, Emissary of Trest</div><div>Opposition Agent</div><div>Laelia, the Blade Reforged</div><div>Tasigur, the Golden Fang</div><div>plus all the support cards required, e.g. removal and minimum disruption against combo.</div><div><br /></div><div>Potential tribal synergies with Elf and Zombie creature types.</div><div>Green Sun'sable</div><div>Collected Companyable</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602748&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602748&type=card" width="265" /></a></div>A Corpse Dance for Hermit Druid combo; allowing you to return Hermit <i>and </i> activate immediately, which is especially good against removal. Unlike Corpse Dance, ~ can be cast proactively, which is good in the weird tempo dance that combo decks perform against disruption.<div>~ has seen play in Pioneer, bringing back Rona, Herald of Invasion, which combos with Retraction Helix and Mox Amber; however that is way too many cards for a singleton strategy. I just mentioned it to demonstrate ~'s potential.</div><div>I think if you're running a bunch of must-kill 1drops and 2drops that are good at blocking, then ~ is generally good. Assuming your 2drops dies immediately, you can return it with ~ turn 3 and only be down 1 mana and you've presented a planeswalker which the opponent needs to deal with lest it returns more dudes.</div><div>Mother of Runes is a nice one to bring back because you can block and activate immediately.</div><div>The mill is gravy although you may not want to run ~ if your deck contains combo cards that you really want in your library, or if some of your fetches are low on searchable lands.</div><div><br /><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602741&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602741&type=card" width="265" /></a></div>Acts similar to Tyvar, Jubilant Brawler when bring Hermit Druid back from the graveyard with haste. Doesn't matter if you exile Hermit Druid when the opponent dies that turn!</div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602739&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602739&type=card" width="265" /></a></div>Strong in decks with big powerful creatures, artifact combos and creature combos. </div><div>Saving Lurrus of the Dream-Den from a Lightning Bolt is enough to win the game. Even better if the creature you're saving has an ETB trigger. Evoking Solitude and bringing it back with ~ is strong. Same for Fury and Grief.</div><div>I haven't seen anyone run ~ in any format, she seems very underplayed to me.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602784&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602784&type=card" width="265" /></a></div>Can make tokens for Polymorph decks.</div><div>Gets better if you run equipment.</div><div><div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602691&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602691&type=card" width="265" /></a></div>Another rival for Qasali Pridemage. I think exalted is a little better than the extra power, but obviously your deck may not be white. ~ supercedes Outland Liberator but running both is totally acceptable. It's just that the first one makes all your creature tutors a lot better, especially if you're a Lurrus of the Dream-Den deck and/or have ways of returning creatures from the graveyard.</div><div>I've noticed 3 power is nice against the popular White Plume Adventurer because you can attack the turn after. Typically they'll chump with the mana dork that White Plume untapped and then White Plume becomes a 5/5, but killing the mana dork is nice.</div></div><div><br /></div><h3 style="text-align: left;">PROLIFERATE</h3><div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602715&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602715&type=card" width="265" /></a></div>Possible addition to a Hardened Scales deck, or Deploy the Gatewatch deck but probably only if those decks are 5 colours. Both of those decks would only work in certain metagames which don't have combo decks. Which can happen at local stores where you can predict what each player will play.</div></div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602621&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602621&type=card" width="265" /></a></div>Proliferate is very powerful with planeswalkers, sagas and Hardened Scales strategies. Removal is so important these days, ~ definitely has a home.</div><div><br /></div><div><div><div><div class="separator" style="clear: both;"><h3>ARTIFACT STRATS</h3></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602727&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602727&type=card" width="265" /></a></div>I can see this in a token deck with all the equipment tutors. Your primary plan is to beat down but in some matchups you can clamp all your tokens and out-grind your opponent. Being Boros gives you access to not only Steelshaper's Gift, Stoneforge Mystic and Open the Armory, but also Fighter Class.</div><div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602666&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602666&type=card" width="265" /></a></div>Could possibly go in an aggro Transmogrify/Polymorph deck where you force your opponent to tap out against your pressure and that lets you resolve the Transmogrify.</div><div>Other aggro tokens include: Sarcomancy, Ancestral Blade, Citizen's Crowbar, Call of the Conclave, Clowning Around, Ranger Class, Selesnya Charm, Staff of the Storyteller.</div><div><br /></div><div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602658&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602658&type=card" width="265" /></a></div>I like this in Rakdos Mishra's Workshop stompy alongside Chaos Defiler and Hellbrute.</div><div class="separator" style="clear: both;">~ is even good as a powerful Stoneforge Mystic option. you might assume Kaldra Compleat is a better option but ~ is far easier to hardcast.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602673&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602673&type=card" width="265" /></a></div>"Finisher" doesn't really match the flavour text. This guy would be first to charge I imagine. Very evocative though, you feel the power looking at the art. I also imagine this gigantic aggressive ogre standing placidly at the blacksmith whilst his armour gets measured and fitted.</div><div>You need to be a stompy artifact deck to take advantage of ~'s aggressive nature.</div><div>I think you're happy paying 3 mana for ~. It dodges a lot of popular removal thanks to its high mana cost and toughness.</div><div>Not being an artifact itself makes it worse with Mishra's Workshop and cards like Forging the Anchor or Tezzeret, Agent of Bolas, but I think you want your finisher cards to not be artifacts, so that you improve your resilience against hate like Shatterstorm and Null Rod.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602549&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602549&type=card" width="265" /></a></div>There could possibly be a 'Hammer Time' 7PH deck with Colossal Hammer and Belt of Giant Strength. You would run Steelshaper's Gift, Stoneforge Mystic, Urza's Saga, Open the Amory, Skullclamp, Umezawa's Jitte and perhaps blue for Trinket Mage and Tribute Mage. If you don't run the blue mages then you could run Lurrus to always have a cat and a way to get back your key equipment.<div>Lion Sash is even a cat you can tutor for!</div><div>You would need some ways of getting through blockers, e.g. Giver of Runes and Mother of Runes.</div><div>Of course you also need other ways of 'cheat equipping' Hammer, e.g. Sigarda's Aid, Puresteel Paladin, Ardenn, Intrepid Archaeologist, Shape Anew.</div><div>Deck seems my style.</div></div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602588&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602588&type=card" width="265" /></a></div>I can see this in a deck that consistently tutors for Cranial Plating. If the mana base can support Tempered Steel, that could also make ~ good.</div><div>2mana 1/1 is unforgivable without a way to make it huge though, so you really need that Cranial Plating.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602738&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602738&type=card" width="265" /></a></div><div><div class="separator" style="clear: both; text-align: left;">I always liked Blade Splicer. Was good to blink with the likes of Restoration Angel or sacrifice to Birthing Pod. Malcator trades the first strike for the potential of extra golems. If you can manage to get a second golem the turn ~ enters, that is game winning, 7 power for 3 mana, and perhaps another golem the next turn. You could get a second golem turn 3 with the first golem, an artifact land and a zero-mana artifact like Mishra's Bauble or Urza's Bauble.</div></div><div class="separator" style="clear: both; text-align: left;">~ is nice to Karakas, although it would be unusual for Karakas to be the correct points choice in an artifact deck when it's competing with Urza's Saga, Tolarian Academy, Mishra's Workshop, Sol Ring, Mana Crypt, Mana Vault, Time Vault, Tinker, Skullclamp, Ancient Tomb, Moxes...</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602752&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602752&type=card" width="265" /></a></div>I would only run ~ in a Mishra's Workshop deck. Otherwise you stand to lose too much tempo against removal. And of course you won't always naturally draw the Mishra's Workshop, so perhaps this deck requires a bunch of ways of finding Workshop, e.g. Sylvan Scrying, Expedition Map, Crop Rotation, Ancient Stirrings, Once Upon a Time.</div><div>~ practically turns all the spells in your hand into removal spells. Mishra's Workshop decks are typically low on removal spells, so this is nice.</div><div>Pro multicolour is good against Teferi, Time Raveler.<br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602753&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602753&type=card" width="265" /></a></div>Probably needs to be a Mishra's Workshop deck. ~ is weak by itself but add enough synergy and I think it becomes playable:</div><div>Give Walking Ballista deathtouch</div><div>Give Starscream, Power Hungry first strike (to give the opponent the Monarch and have one of your regular damage creatures take it back the very next phase)</div><div>Give Traxos, Scourge of Kroog lifelink</div><div><div class="separator" style="clear: both; text-align: left;">The lifelink is really nice against mono red. The flying is nice against initiative.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602786&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602786&type=card" width="265" /></a></div>Versatile yet slow.</div><div>Obviously you won't get any ETB value of things you're copying.</div><div>Copying Blinkmoth Nexus, Mishra's Foundry and Mishra's Factory gives you pump options.</div><div>~ can act as a backup Time Vault if you have the mana spare to copy Time Vault in response to opposing removal. Same goes for any critical artifacts I suppose, sideboard Grafdigger's Cage is another good example.</div><div>~ is good with Mana Crypt. It becomes a bit like an Ancient Tomb that enters tapped.</div><div>Note that ~ doesn't retain the copy ability, i.e. it's a one shot</div><div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div><h3 style="clear: both; text-align: left;">ARISTOCRATS</h3><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602620&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602620&type=card" width="265" /></a></div>You really need three creature in your graveyard ready to go, or a few creatures on the battlefield that you can sacrifice at will if need be, to save ~ from Lightning Bolt.<br />Perhaps with a sacrifice creature and enough fodder you can get enough triggers to kill them with:<br /><div>Blood Artist</div><div>Cruel Celebrant</div><div>Zulaport Cutthroat</div><div>Elas il-Kor, Sadistic Pilgrim</div><div><div>Spiteful Prankster</div><div>Judith, Scourge Diva</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=604919" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=604919" width="265" /></a></div>Performs a similar role to Drivnod, Carnage Dominus but you really need the life gain from Blood Artist et al to go off easily. Honestly ~ is probably not playable but she was right under Drivnod in my Gatherer search and was easy to say 'as above'.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602644&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602644&type=card" width="265" /></a></div>The flavour text is pretty dumb. Vraan wants to be the Father of Machines <i>and </i>believes he can kill the praetors, he doesn't need to be <i>hired </i>to achieve this goal. He can just try kill them whenever.<div>~ can go in any deck that can kill it's own creatures at will for value: persist combo, aristocrats, Academy Rector, Birthing Pod. Pyre of Heroes Vampire deck would be a great home for ~. Max out Bloodghast tutors, Blood Artist, etc.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602610&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602610&type=card" width="265" /></a></div>Good removal for tokens decks.</div></div><div><div><div><h3>SIDEBOARD CARDS</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602573&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602573&type=card" width="265" /></a></div>Gets better with time as power creep brings the mana value of creatures down.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602716&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602716&type=card" width="265" /></a></div>Good sideboard card against control decks if you run lots of removal yourself. Control decks do run creatures these days(because the initiative has forced them to, but those creatures aren't killing you quickly and therefore you have time to cast ~ and attack with him. Having removal of your own will prevent their creatures from blocking or racing ~.</div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602771&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602771&type=card" width="265" /></a></div>Acts a bit like Grafdigger's Cage and Weathered Runestone except it allows players to cast spells from libraries, so you can run Green Sun's Zenith, Collected Company, Realmwalker and Birthing Pod and not worry about the nombo that Grafdigger's Cage would've caused. Of course you can't stop their copies of those cards either, so it's a trade off.</div><div>Unlike Grafdigger's Cage, ~ is a creature, which makes it more tutorable.</div><div>There are a tonne of antigrayard sideboard options. It's important to really analyse which ones are the best for your strategy.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602757&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602757&type=card" width="265" /></a></div>Joins Ratchet Bomb and Powder Keg. These cards can be good against Time Vault + Voltaic Key combo, swarming aggro decks and slower hard to kill permanents like True-Name Nemesis, Back to Basics or Serenity if you're going first.<br /><div><br /></div><h3 style="text-align: left;">CURRENTLY NOT GOOD ENOUGH BUT HAS POTENTIAL</h3><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602577&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602577&type=card" width="265" /></a></div>At the moment I can't think of how this is better than Liquimetal Coating or Liquimetal Torque but it's such a warping effect that there has to be a powerful interaction eventually. Perhaps a permanent that sacrifices an artifact to make multiple non artifact tokens and goes infinite.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602586&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602586&type=card" width="265" /></a></div>Another potentially powerful card. I can't think of anything that its broken with though.</div><div>~ adds extra counters indiscriminately, so I can imagine something like a Myojin of Seeing Winds that only has 1 counter but that counter is super valuable. Or perhaps a card which does something powerful when it reaches 3 or 4 counters but there's a huge cost to adding them, like Magistrates Scepter but better.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602587&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602587&type=card" width="265" /></a></div><br /><div>If there's ever a mill deck, ~ gets in there. Say your aggro opponent kills you on turn4 consistently, can you race that? They remove a minimum 12 cards from their library with natural draws and fetchlands, leaving roughly 48 cards. The equivalent life total is about 18 thanks to minimum fetchlands or whatever. 18/48 = 0.375. Converting mill to damage; ~ at 3 mana would be 4 mana for 3.375, very bad. ~ at 4 mana is 5.625, also really bad.</div><div><br /></div><div>Getting ~'s -2 is powerful but if you can get 17 cards in your graveyard you can probably be doing more powerful things like Sailor's Bane, Octavia, Living Thesis, Bedlam Reveler, Emrakul, the Promised End or Living Death.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602628&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602628&type=card" width="265" /></a></div><div>I read up the lore and Rick Sanchez slayed Karumonix but then the Phyrexians resurrecuted him.</div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/1pLdgLheokU" width="320" youtube-src-id="1pLdgLheokU"></iframe></div>One day I'll make a Rat Colony/Relentless Rats deck just to have a laugh at Wednesday Highlander at Plenty of Games, Melbourne. There are a few powerful support cards already in Thrumming Stone, Desperate Research and Bloodbond March.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602720&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602720&type=card" width="265" /></a></div>This would be good in Doublestrike decks but unfortunately, like so many strategies, Wrenn and Six, Liliana, the Last Hope and Orcish Bowmasters kill nearly all the creatures in those decks. Perhaps if Wrenn and Six goes to 2 points we could see that strategey emerge.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602735&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602735&type=card" width="265" /></a></div>There are planeswalkers that are better at bringing you back from a tempo deficit but none of those have hexproof, which is huge when the opponent might have access to Leyline Binding, Otawara, Soaring City, Unholy Heat, Dreadbore, Brazen Borrower, Scalding Viper, Grist, the Hunger Tide.</div><div>You can cast game winning spells for much cheaper than 7 mana, and therefore you really need to be cheating ~ onto the battlefield to make her work. </div><div>I have ~ in the 'potentially playable' section because you may as well cheat in powerful creatures instead of planeswalkers. There are more powerful creatures and cheaper ways of getting them onto the battlefield. The only cheap way of sneaking planeswalkers onto the battlefield that I can think of is Arena Rector, which is very conditional. But perhaps in the future they might print a few good ways of cheating walkers onto the battlefield and using noncreature threats may have a strategic advantage. <br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602749&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602749&type=card" width="265" /></a></div>I had a whole proliferate category to in this set review but despite that I don't think there are enough cards which proliferate on turn 3 to make ~ playable. There may be in the future though! Proliferate is a fun mechanic, which I expect Wizards to keep using. Here are the current ≤3mana proliferate cards:</div><div>Thirsting Roots</div><div>Drown in Ichor</div><div>Huatli's Raptor</div><div>annnd those are the only decent ones I think.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602762&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=602762&type=card" width="265" /></a></div>Such a weird card, there's gotta be something there.</div><div>Having ~ with a Scorched Ruins in the graveyard is powerful. I looked for lands that could untap it, the closest I found was Oboro, Palace in the Clouds but that's mana neutral<br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div><div><h3 style="text-align: left;">CONCLUSION / BEST CARDS OF THE SET IN DESCENDING POWER ORDER</h3></div></div></div></div><div>Atraxa, Grand Unifier</div><div>Glissa Sunslayer</div></div></div></div></div></div></div><div>Mercurial Spelldancer</div><div>Melira, the Living Cure</div><div>Cankerbloom</div><div><br /></div><div>Thanks for reading, hopefully I gave you some ideas. Next set up is Phyrexia: All Will Be One - Commander.</div><div><br /></div><div>Mulch</div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-21934729106706551742023-07-03T23:42:00.001-07:002023-07-03T23:42:23.724-07:00Jumpstart 2022 - 7point Highlander Set Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSssNpNeedd68yqDbGRQz6a95AbYWfaiepmSsXbsUmqIbjs1XBFRyR-cbDohDC_wzv-6KPAC6BePd-ZAf6CDtbgQX5H3lCkfzpPzWtqDKImLPoj0P9cCbDaSlYcB0Xr8bay0DkRw0ClGgkbqgftEsXg-xlhagvp9byJqhQBgukdoGf4J1feZuvOTVARMRu/s900/ethszetjsjtrjdr.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="635" data-original-width="900" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSssNpNeedd68yqDbGRQz6a95AbYWfaiepmSsXbsUmqIbjs1XBFRyR-cbDohDC_wzv-6KPAC6BePd-ZAf6CDtbgQX5H3lCkfzpPzWtqDKImLPoj0P9cCbDaSlYcB0Xr8bay0DkRw0ClGgkbqgftEsXg-xlhagvp9byJqhQBgukdoGf4J1feZuvOTVARMRu/s320/ethszetjsjtrjdr.png" width="320" /></a></div><p></p><p><i>Set symbol too busy, needs to be simpler.</i></p><p><i>Release date: December 2nd 2022</i></p><div class="separator" style="clear: both;"><i><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank">Latest set released at the time of writing this</a> - The Lord of the Rings - Tales of Middle-earth</i></div><div class="separator" style="clear: both;"><i><br />Throughout my set reviews I use '~' to denote the subject card.</i></div><div class="separator" style="clear: both;"><i><br /></i></div><div class="separator" style="clear: both;"><span><a name='more'></a></span></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;">This is the third Jumpstart set (2020, 2021, 2022). The booster of the set are 20 cards with several basic lands in each; The idea of the Jumpstart sets is that you can shuffle 2 random boosters together facedown and make a 40 card ready-to-play deck to teach your friend how to play and demonstrate the fun random potential of the game. There are 768 reprints of uncomplicated cards and then there are 51 cards that have never been printed before. These are the cards we're interested in.<br /></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=589583&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=589583&type=card" width="265" /></a></div>I bet Fireshoes likes this card.</div><div class="separator" style="clear: both; text-align: left;">I've recently moved back to Melbourne but I was living in Geelong during the covid lockdowns. As the lockdowns lifted I organised a few 7PH tournaments at the local store and to my delight we got a little crew of 6 locals playing regularly on Wednesday nights. One such local was Nando, who has been a Goblin fan for about 20 years. It didn't take any convincing for him to build the Goblin deck. </div><div class="separator" style="clear: both; text-align: left;">When ~ got printed Nando was very high on her and added her immediately. I knew Goblins were desperate for 2drops but I had tried Spike Jester before and it was bad, so I dismissed ~ as another Spike Jester, but after the endless praise of ~ from Nando, I decided to give her a go and he was right, ~ is good enough. I'd say she's significantly worse than:</div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both;"><ul><li>Goblin Recruiter</li><li>Conspicuous Snoop</li><li>Rundvelt Hordemaster</li><li>Battle Cry Goblin</li><li>Moria Marauder</li><li>Grenzo, Dungeon Warden</li><li>Munitions Expert</li></ul></div><div class="separator" style="clear: both;">-and at about the same level as Warren Instigator and Metallic Mimic (Mimic has a low rank because it's not a Goblin outside of office hours. It won't take calls from Muxus, Snoop, Ringleader, Realmwalker or Hordemaster).</div><div class="separator" style="clear: both;">You need to tweek your card choices to get enough synergy for ~ to work: She really shines when you curve her into Goblin Rabblemaster/Legion Warboss/Squee, Dubious Monarch. Other less exciting interactions include:</div><div class="separator" style="clear: both;">Goblin Chieftain (but you often don't attack with Cheiftain himself because you don't want it to die)</div><div class="separator" style="clear: both;">Goblin Warchief</div><div class="separator" style="clear: both;">Goblin Ringleader</div><div class="separator" style="clear: both;">Murderous Redcap</div><div class="separator" style="clear: both;">Munitions Expert (extra power as a flash blocker)</div><div class="separator" style="clear: both;">Pashalik Mons (flash blockers)</div><div class="separator" style="clear: both;">Battlecry Goblin</div><div class="separator" style="clear: both;">Kiki-Jiki, Mirror Breaker</div><div class="separator" style="clear: both;">Den of the Bugbear</div><div class="separator" style="clear: both;">Cacophony Scamp (sideboard)</div><div class="separator" style="clear: both;">Fireblade Charger (sideboard)</div><div class="separator" style="clear: both;">-but all these add up to playability.</div></div></div><div class="separator" style="clear: both; text-align: left;"><br /></div><h3 style="clear: both; text-align: left;">CARDS THAT ARE NOT PLAYABLE NOW, BUT COULD BE IN FUTURE!</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=589567&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=589567&type=card" width="265" /></a></div>Let's see what juicy Krakens/Leviathans/Octopi and Serpents we can flip:</div><div class="separator" style="clear: both;">Thing in the Ice</div><div class="separator" style="clear: both;">Reservoir Kraken</div><div class="separator" style="clear: both;"><div class="separator" style="clear: both;">River Serpent</div><div class="separator" style="clear: both;">Striped Riverwinder</div><div class="separator" style="clear: both;"><div class="separator" style="clear: both;">Cryptic Serpent</div><div class="separator" style="clear: both;">Tolarian Terror</div></div><div class="separator" style="clear: both;">Sword Coast Serpent</div><div class="separator" style="clear: both;">Lava Serpent</div><div class="separator" style="clear: both;">Tidal Terror</div><div class="separator" style="clear: both;">Bladecoil Serpent</div><div class="separator" style="clear: both;">Wrexial, the Risen Deep</div><div class="separator" style="clear: both;">Hullbreaker Horror</div><div class="separator" style="clear: both;">Koma, Cosmos Serpent</div><div class="separator" style="clear: both;">Simic Sky Swallower</div><div class="separator" style="clear: both;">Trench Behemoth</div><div class="separator" style="clear: both;">Stormtide Leviathan</div><div class="separator" style="clear: both;">Trench Gorger</div><div class="separator" style="clear: both;">Inkwell Leviathan</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">So there's plenty of juice. Next question is, are there enough cards other than ~ to take advantage of all these ocean bois in our deck?</div><div class="separator" style="clear: both;">Kiora, Sovereign of the Deep</div><div class="separator" style="clear: both;">Quest for Ula's Temple</div><div class="separator" style="clear: both;">Runo Stromkirk (Startling Development)</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Ok, Quest for Ula's Temple is the real payoff here. The rest including ~ are not worth building a whole deck around. This is where our trail ends I believe. Not enough payoffs for running all the sea monsters.</div></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">There were a few cheap sea monsters in my Scryfall searches and it got me thinking, am I willing to pay 4mana to get this? The question reminded me of a realisation I had when building a blink deck with Thraben Inspector; I could make a tonne of clues with the Inspector but I never had the time to crack them. I realised that drawing a card in the midgame is worth less than 2mana in 7PH, which is pretty crazy compared to the format 10 years ago. Bringing that realisation back to ~, I think we would be happy as long as our flipped sea monster costs 3 or more. Of course we also need to recover the 2mana spent on ~ himself, so we want our first sea monster to cost ≥5mana. Also, we would need to make sure that we never whiff, otherwise we lose the game from tempo loss.</div><div class="separator" style="clear: both;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=589573&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=589573&type=card" width="265" /></a></div>No relation to Ashcoat Bears.</div><div class="separator" style="clear: both;">I'm not saying ~ is playable right now, but I can imagine there being a few rat tribal sets in the future, and who knows, could happen.</div><div class="separator" style="clear: both;">I intend to show up to my local Wednesday night 7PH one week with a Thrumming Stone + Rat Colony deck, just for laughs. Perhaps ~ will be in there.</div><div class="separator" style="clear: both;"><br /></div><h3 style="clear: both; text-align: left;">CONCLUSION</h3><div>This three-card set review took me ages. I tried going too deep on a few cards then realised they weren't playable. The main thing I got out of it is that I'm going to stop evaluating +1/+1 counter synergy cards so highly (Benevolent Hydra) until I build the deck again and see how it looks.</div><div><br /></div><div>Thanks, Mulch</div><p><span></span></p>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-7223061767800913142023-07-03T05:48:00.002-07:002023-07-03T17:36:13.253-07:00The Brothers' War Commander - 7point Highlander Set Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkiOYj-d-YxCklnTNBLCVdPSviB-iWGNm2iZEEVbu_neD5sf7vjMtV0pEyeVAbk3PcjeLhaRLmhG7RPSIWQCAO-JNhsNOITkxIHUrkmV51hf2g5jn-f54nk0RFZMgKljoAHvtfrIOX3EFQaSnKlddSJoIvK78LHXNi6G8QGjzFOJ5XimLXuvQI3FXy46NC/s134/BRC_expansion_symbol.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="125" data-original-width="134" height="125" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkiOYj-d-YxCklnTNBLCVdPSviB-iWGNm2iZEEVbu_neD5sf7vjMtV0pEyeVAbk3PcjeLhaRLmhG7RPSIWQCAO-JNhsNOITkxIHUrkmV51hf2g5jn-f54nk0RFZMgKljoAHvtfrIOX3EFQaSnKlddSJoIvK78LHXNi6G8QGjzFOJ5XimLXuvQI3FXy46NC/s1600/BRC_expansion_symbol.webp" width="134" /></a></div><p></p><p><i>Release date: November 18th 2022</i></p><div class="separator" style="clear: both;"><i><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank">Latest release at the time of writing this</a> - The Lord of the Rings - Tales of Middle-earth</i></div><div class="separator" style="clear: both;"><i><br />Throughout my set reviews I use '~' to denote the subject card.</i></div><div class="separator" style="clear: both;"><i><br /></i></div><div class="separator" style="clear: both;"><span><a name='more'></a></span><i><br /></i></div><div class="separator" style="clear: both;">Look, honestly, this one's gonna be sloppy. I'm just gonna smash it out and hopefully that'll help me catch up on these set reviews.</div><div class="separator" style="clear: both;"><i><br /></i></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=588400" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=588400" width="265" /></a></div>Dies to Wrenn and Six but she 2-for-1's really easy, which makes her worth the risk. You'll want at least 18 vehicle/artifact creatures in your deck for a ≈90% hit rate <i>and </i>you'll want them cheap enough to cast turn3. If you run a lot of acceleration, then you can get away with 4mana vehicles/artifact creatures.</div><div class="separator" style="clear: both;">You can use Springleaf Drum and Moonsnare Prototype to tap ~ turn2, but you'll hav eto get lucky to find a ≤1mana artifact creature to cast or have the fast mana to cast bigger dudes.<br /><i><br /></i></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588401&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588401&type=card" width="265" /></a></div>In a Hardened Scales strategy ~ will give you a Plains every turn. Not as good as Wrenn and Six because you're losing counters but Wrenn and Six <i>is</i> one the best 50 cards of all MtG.</div><div class="separator" style="clear: both;">~ can remove <i>any</i> kind of counter from <i>any</i> permanent. Removing lore counters from Sagas is pretty powerful. You can let the final chapter ability go on the stack, then remove a lore counter before it resolves, and do that every turn to keep getting the trigger. Here are the saga rules to confirm:</div><div class="separator" style="clear: both;"><ul data-darkreader-inline-bgcolor="" data-darkreader-inline-color="" style="--darkreader-inline-bgcolor: #16191a; --darkreader-inline-color: #c7c2ba; background-color: #222627; color: #ccc6bf; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13.2px; line-height: 1.4; margin: 0.5em 0px; padding: 0px 2.5em;"><li style="margin: 0px 0px 0.25em; padding: 0px;"><i>As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.</i></li><li style="margin: 0px 0px 0.25em; padding: 0px;"><i>Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.</i></li><li style="margin: 0px 0px 0.25em; padding: 0px;"><i>A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won't trigger again.</i></li><li style="margin: 0px 0px 0.25em; padding: 0px;"><i>Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.</i></li><li style="margin: 0px 0px 0.25em; padding: 0px;"><i>If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.</i></li><li style="margin: 0px 0px 0.25em; padding: 0px;"><i>If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won't cause a previous chapter ability to trigger.</i></li><li style="margin: 0px 0px 0.25em; padding: 0px;"><i>Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities—in the Dominaria set, this is always three—the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.</i></li></ul>You can regulate how burdensome The One Ring is on you.</div><div class="separator" style="clear: both;">There's gotta be some more broken stuff out there for this effect.</div><div class="separator" style="clear: both;"><i><br /></i></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588406&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588406&type=card" width="265" /></a></div>Spend the first couple turns dropping Eggs:</div><div class="separator" style="clear: both;">Mishra's Bauble</div><div class="separator" style="clear: both;">Urza's Bauble</div><div class="separator" style="clear: both;">Chromatic Sphere</div><div class="separator" style="clear: both;">Chromatic Star</div><div class="separator" style="clear: both;">Terrarion</div><div class="separator" style="clear: both;">Wizard Rockets</div><div class="separator" style="clear: both;">Conjurer's Bauble</div><div class="separator" style="clear: both;">Darkwater Egg</div><div class="separator" style="clear: both;">Mossfire Egg</div><div class="separator" style="clear: both;">Skycloud Egg</div><div class="separator" style="clear: both;">Shadowblood Egg</div><div class="separator" style="clear: both;">Sungrass Egg<br />Lotus Petal</div><div class="separator" style="clear: both;">Lodestone Bauble</div><div class="separator" style="clear: both;">- then turn3, cast Kinnan, Bonder Prodigy and crack all your eggs, make a bunch of powerstones...I dunno probably something there... With all those eggs you don't have to worry about the double black casting cost.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Would be pretty crazy with Krark-Clan Ironworks + Scrap Trawler + Mox Amber.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588407&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588407&type=card" width="265" /></a></div>That art looks awesome with the old border. Rawwwrrr! Powerful Dragonnnnn!<div>Artifact offering lets you cast ~ as though it had flash, which makes it good. Run out a Myr Enforcer/Sojourner's Companion/Thought Monitor on turn 4 with RR open off your Spire of Industry/Glimmervoid/Silverbluff Bridge. They go to kill the Myr Enforcer then BAM, 10 damage to your face!</div><div>Give Starscream doublestrike mmmm</div><div>Sacrificing Chaos Defiler is value.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588357&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588357&type=card" width="265" /></a></div>Esper Affinity top end. Reducing ~'s cost to 4mana is easy to do, which is about where this effect sits powerwise. The trick is making the mana work:<div><br /><div>24-25 LANDS TOTAL</div><div><br /></div><div>7 UNTAPPED ARTIFACT LANDS<br /><div>Vault of Whisper</div><div><div><div><div>Seat of the Synod</div><div>Tree of Tales</div><div>Ancient Den</div><div>Great Furnace</div><div>Darksteel Citadel</div><div>Treasure Vault</div></div></div><div><br /></div><div>3 BROKEN LANDS</div><div>Urza's Saga (finds Mox Opal)</div><div><div>Tolarian Academy</div><div>Once Upon a Time</div><div><br /></div><div>2 RAINBOW</div><div>Glimmervoid</div><div>Spire of Industry</div><div><br /></div><div>3 DUALS</div><div>Tundra</div><div>Scrubland</div><div>Underground Sea</div><div><br /></div><div>3 SHOCK</div><div>Hallowed Fountain</div><div>Watery Grave</div><div>Godless Shrine</div><div><br /></div><div>6 FETCH</div><div><br /></div><div>1 BASIC FOR INITIATIVE</div><div>Swamp/Plains/Island</div><div><br /></div><div>Mox Opal</div><div><br /></div><div>That's 15 of each colour source. It's borderline but can be done. May need to run Springleaf Drum and other colour fixers.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588412&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588412&type=card" width="265" /></a></div>Risky because it can be exiled or bounced and you get no value. However, if it lives you win the game, so perhaps it's a case of slamming scary threat after scary threat and eventually one of them will stick. Easier said than done when those threats cost a lot of mana and there is only 1 Mishra's Workshop in your deck. Better be lucky I guess.</div><div>Very nice with The Ozolith.<br /><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">BOOM. Set review done. Fast and sloppy. Hopefully no one reads it.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Regards,</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Mulch</div><p><span></span></p></div></div></div></div></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com2tag:blogger.com,1999:blog-4917369757695426375.post-80564847967987500092023-07-03T02:04:00.000-07:002023-07-03T02:04:04.352-07:00The Brothers' War - 7point Highlander Set Review<script src="https://deckbox.org/assets/external/tooltip.js"></script>
<p> </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg51pHjbMgdbVIlYO2Mrrsr7L1CFSP6RdI_KTq55mcezdWlUecP_T4X1c2WCXgA7vg3H27Sso6xjiNKBEs6cgQ6bhyYZzbwZ0_BolPlS7QLJUPP7sL5XmO3nYkGs5i64O-_KbxpZ7zVG82XvhsAtw_527K-3CWyoaoK9UH86bhva9HcXfQzIZiULYN5bD_M/s900/bro_expsym_m_web.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="900" height="273" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg51pHjbMgdbVIlYO2Mrrsr7L1CFSP6RdI_KTq55mcezdWlUecP_T4X1c2WCXgA7vg3H27Sso6xjiNKBEs6cgQ6bhyYZzbwZ0_BolPlS7QLJUPP7sL5XmO3nYkGs5i64O-_KbxpZ7zVG82XvhsAtw_527K-3CWyoaoK9UH86bhva9HcXfQzIZiULYN5bD_M/s320/bro_expsym_m_web.png" width="320" /></a></div>Great set symbol, I have to say.<p></p><p><i>Release date: November 18th 2022</i></p><div class="separator" style="clear: both;"><i><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank">Latest points change at the time of writing this</a> - The Lord of the Rings - Tales of Middle-earth</i></div><div class="separator" style="clear: both;"><i><br />Throughout my set reviews I use '~' to denote the subject card.</i></div><span><a name='more'></a></span><div class="separator" style="clear: both;"><br /><span></span></div><div class="separator" style="clear: both;">Hello! I'm still so far behind on set reviews! One more down! let's go:</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583596&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583596&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/v4nLrDtwBcs" width="320" youtube-src-id="v4nLrDtwBcs"></iframe></div><div>Excellent removal for Mono White. <a href="https://www.moxfield.com/decks/dXxlsoMQJUmh34anE2GegQ" style="text-decoration-line: underline;">Here</a> is my current 8point Monowhite list but there's also the nonLurrus version with the powerful initiative creatures, Mox Pearl, Palace Jailer and Solitude.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583601&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583601&type=card" width="265" /></a></div>I can see this generating a tonne of mana with Serra's Sanctum and Fastbond or Candelabra of Tawnos.<div>~ goes infinite with Paradox Engine and enough nonland mana producers to cover the activation cost + casting cost of your cheapest nonland permanent.</div><div><div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583636&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583636&type=card" width="265" /></a></div>Would be powerful in an Emrakul, the Promised End control deck:</div><div>Thoughtseize</div><div>Leyline Binding</div><div>Gitaxian Probe</div><div>Urza's Bauble</div><div>Mishra's Bauble</div><div>On Thin Ice<br /><div>Traverse the Ulvenwald</div><div>Arcum's Astrolabe</div><div>Abundant Growth</div><div>Lightning Bolt</div><div>Snuff Out</div><div>etc</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583633&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583633&type=card" width="265" /></a></div>Could be ok in Lurrus Breach? Probably too slow. I'd have to ask one of the experts.</div><div>Good at turning on delirium.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583669&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583669&type=card" width="265" /></a></div>I like her for sacrificing Bloodghast and using the powerstones to equip Skullclamp. Fits naturally into Aristocrats and Contamination (when I eventually build them). </div><div>She makes zombie tokens, which allow you to recast Gravecrawler to sacrifice again.</div><div>Is a 1mana legend for Mox Amber, which is big potential.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583677&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583677&type=card" width="265" /></a></div>Brennan Crawford played ~ in his <a href="https://www.moxfield.com/decks/UrCnIeFNPkWCmH9HzLcUMg" target="_blank">Lurrus Breach deck</a> to a top8 in Sydney last weekend.</div><div>Obviously less favoured than Thoughtseize, Inquisition of Kozilek, Duress of Dread Fugue, but to make it into a tuned list of one of the best strategies in the format is impressive. Whether Brennan sticks with ~ remains to be seen. I suspect he won't.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583679&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583679&type=card" width="265" /></a></div>"Jeff, thanks for coming by. *closes door* Take a seat. So as you may have heard we've been doing some restructuring lately and there have been some openings come up. Right now our team has too many hands, and there's an opportunity for someone to join the accounts team. There was some discussion and your name came up. We think you'd be a great fit for the role. You've already been allocated actually. Don't worry, they're a great bunch. Talk to Bec, she'll sort everything out for you. In the meantime we'll give you a few days to get the newcomers up to speed. Thanks Jeff"</div><div><br /></div><div>Surely there's something you can give your opponent that they really don't want...Immortal Coil...Lich's Tomb? Covid19?</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583684&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583684&type=card" width="265" /></a></div>Decent option for a Recurring Nightmare deck that uses Saffi Eriksdotter and cycling and rummaging to get creatures into the graveyard. The extra draws from cycling/rummaging will trigger ~'s drain ability ~, and you can set up a combo loop with a sac outlet, ~ and Saffi Eriksdotter.</div><div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583692&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583692&type=card" width="265" /></a></div>Nantuko Shade eat your heart out.</div><div>Hard to block. Kills quickly late game.</div><div>You can get punished by Bonecrush Giant, Mawloc or Flametongue Yearling for tapping out, but that's not game ending. </div><div>~ stops scary things like Protean Hulk combo, Uro, Titan of Nature's Wrath and Skullclamp.</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583805&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583805&type=card" width="265" /></a></div><div>She clearly creates purple soldier artifacts, cummon.</div></div><div>Basically all Young Pyromancer decks run blue already, so ~ is a big upgrade. Triggers off Urza's Bauble, Mishra's Bauble and random sideboard enchantments in the UR decks. The tokens are colourless so if someone brings their deck from 10 years ago, you'll be able to block that creature holding Sword of Fire and Ice.</div><div>~ isn't just for UR decks though; It is a good addition to artifact combo, especially since the tokens are artifacts. </div><div>Works well in Jeskai Ascendancy.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583695&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583695&type=card" width="265" /></a></div>If you can get 3 or 4 creatures in your graveyard consistenly then you have the best removal spell ever printed. You'll have to mill yourself or Wheel of Fortune to get that many dudes in the yard in a reasonable time. Obviously maximising on creatures is important. I think the natural home for ~ is a Survival of the Fittest Hogaak deck with cards like Satyr Wayfinder and Stitchers Supplier. Hogaak is severely underplayed in 7PH.</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583792&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583792&type=card" width="265" /></a></div>Good Recurring Nightmare enabler.</div><div>Black for convoking Hogaak, Arisen Necropolis and adds to the graveyard for delve too. That strategy often runs cards like Bloodghast and Pox Walkers that you would like in your graveyard.</div><div>The static ability is tricky to turn on in decks that naturally want ~. Maybe you can run Skullclamp, Urza's/Mishra's Bauble for delirium and delve. Ledger Shredder works too.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583712&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583712&type=card" width="265" /></a></div>Sees a bit of play in Pioneer so it's probably good enough in some 7PH combos. Digs for your combo and gives haste to your huge reanimated fatty or your Emry, Lurker of the Loch, Jegantha, the Wellspring or Crackling Drake.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583720&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583720&type=card" width="265" /></a></div>Strong aggro card. Surprised that I haven't seen him in recent mono red lists. Having said that, I haven't seen mono red do well this year. Brett Girvan, Riley Jones and Ethan Bird have been focusing too much on 'real formats' and going to 'pro tours'.</div><div>Legendary for Mox Amber. You may have to go multicolour for the critical mass of legendaries though.</div><div>~ allows you to chump attack and finish off the fat blocker with a burn spells and not feel too bad about it because you get the exiled card.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583722&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583722&type=card" width="265" /></a></div>That's me on the art, charging headlong into a Fury metagame and a 3-2 result with Goblins.</div><div>~ is insane if you can trigger it every turn but unfortunately for ~ there are only 9 fetches in Jund Goblins; 10 if you add Prismatic Vista. That's not enough to make ~ playable in a conventional Goblin list. Perhaps if you really tweak your build you can make ~ work, e.g. Fable of the Mirror-Breaker, Goblin Grenade, Fury, Pyre of Heroes, etc.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583710&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583710&type=card" width="265" /></a></div>If you find your black aggro deck running out of gas, ~ is a great option. Plays similarly to Skullclamp against aggro and midrange: you put the crown on a guy, attack, they don't block and you move the Crown onto a blocker second main. Eventually the opponent has to engage.</div><div>Surprisingly I don't want to run ~ in <a href="https://www.moxfield.com/decks/zZt5qKouPECtpw_l7spYlQ">my Black Metal deck</a> because I'm already weak to Null Rod et al and I already have plenty of gas.<div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583726&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583726&type=card" width="265" /></a></div>Hasn't seen play as far as I know, but I think this is pretty good in decks that need to discard key cards.</div><div>Answers Minsc and Boo, Timeless Heroes for 5 mana, albeit you spend 1 more mana than them and you take 4 damage...Minsc and Boo is too good.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583662&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583662&type=card" width="265" /></a></div>First let me say that Hermit Druid combo isn't what it used to be. Much more exile removal has been printed, as has better graveyard hate, and general disruption, but the tutors are all the same. </div><div>~ is a very minor upgrade to the suite of creatures you can run as lambs for Dread Return; how many lambs to run is a personal choice. I like to run 3: Narcomoeba of course, Fatestitcher and finally Combat Courier, which replaced Sacred Cat. I run the 3rd creature because this allows you to still combo if Narcomoeba is in your hand (Hermit Druid is available for saccing). It also lets you combo if you need to cast Cabal Therapy as well as Dread Return, which comes up a lot.</div><div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583730&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583730&type=card" width="265" /></a></div>Metagame card, but if ~ is better than Lightning Strike in your metagame then you should probably just switch decks.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583736&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583736&type=card" width="265" /></a></div>Excellent in mono mountains. Other benefits include Blood Moon, Ruination and Price of Progress.</div><div>You don't need to be all basics to turn on ~, but adding nonbasics will make Blood Moon, Ruination and Price of Progress worse. Adding green could give you access to tricks like dropping an extra land turn3 with Atarka's Command.</div><div><br /></div><div style="text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583810&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583810&type=card" width="265" /></a></div><div style="text-align: left;">Win condition for Food Chain + Misthollow Griffin combo.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583794&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583794&type=card" width="265" /></a></div>Amazing in Mox Amber decks.</div><div>Protects Lurrus of the Dream-Den</div><div>Can be cast for free with Bard Class.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583800&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583800&type=card" width="265" /></a></div>Vulnerable to removal so you shouldn't build your deck around her, but she's a great addition if incidentally all your spells are 1, 2 & 3 mana artifacts/creatures.<div>You can of course protect ~ with Mother of Runes et al.</div><div>Once she's online, for 4 mana she can net you 3 spells worth a total 5 mana, <i>every </i>turn, which is crazy. To maximise the chance of hitting all three mana values, you'll want a lot of cards in hand. This is easy if you cast ~ turn3, but late game you'll have less cards, which is why I think Skullclamp and Stoneforge Mystic are good choices for the deck.</div><div>You don't cast the cards that ~ returns, so she works well with cards like Eidolon of the Great Revel, Archon of Emeria and Thalia, Guardian of Thraben.<br /><div><div><div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583741&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583741&type=card" width="265" /></a></div>I have visions of ~ in a Grixis control deck with The Lost and the Damned, See the Truth, Reckless Impulse, Wrenn's Resolve and all the 1mana discards. </div><div>Notably, if you reveal an instant or a card with flash, you can get the end step powerstone trigger and <i>still </i>cast the exiled card before the end of the turn. V-v-v-v-v-value!</div><div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583758&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583758&type=card" width="265" /></a></div>Everyone has dreamed of running Phyrexian Obliterator. Just make sure your only basic lands are Swamps. NO LANDS THAT DON'T PRODUCE BLACK MANA. I'M SERIOUS.<br /><div><br /><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583769&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583769&type=card" width="265" /></a></div>Goes infinite with Acererak the Archlich + Kinnan, Bonder Prodigy.</div><div>Nice with companions Jegantha, the Wellspring and Keruga, the Macrosage.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583815&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583815&type=card" width="265" /></a></div>Good in Channel + Lich's Mirror combo.</div><div><br /></div><h3 style="text-align: left;">LAND STRATS</h3><div><br /></div><div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588286&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588286&type=card" width="265" /></a></div>Performs the role of Zuran Orb in the Fastbond + Crucible of Worlds/Ramunap Excavator combo.</div><div>~ triggers from lands entering the graveyard from anywhere, so dredging Life from the Loam gains a couple life most times, hopefully buying you the time to find a combo.</div><div>Plenty of players are happily running Endurance maindeck; Obviously ~ and Endurance have very different abilities but it shows that a 3/4 reach body for 3mana is passable.</div><div>Lands decks typically run a few land tutors, so melding Titania, Gaea Incarnate is a realistic possibility.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588291&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588291&type=card" width="265" /></a></div><div>Bothers me that they named the land yet didn't make it legendary, just like Valakut, the Molten Pinnacle.</div>Lands decks don't run many green legends, so this will enter tapped most of time, which hurts a lot. The token making ability is also sorcery-speed only, which makes it significantly worse.</div><div>Of course your opponent will have a whole turn before the meld occurs, so if they have removal they will probably use it to stop the meld. This scenario will make it rarely correct to search for Argoth. You're better off hoping you naturally have both.</div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588292&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="311" data-original-width="223" height="400" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588292&type=card" width="287" /></a></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583777&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583777&type=card" width="265" /></a></div>Go find Field of the Dead and Kessig Wolf Run.</div><div>Remember you can run a split of Forest and a Snow-Covered Forest to help Field of the Dead.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583839&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583839&type=card" width="265" /></a></div>Another Field of Ruin except it doesn't force either player to shuffle, which makes ~ slightly worse. Running colourless lands greatly limits which spells you can run. I can see ~ being played in a landfall deck to get extra triggers. I can also see it in a mono brown or Eldrazi deck where the metagame contains powerful lands that you need to kill, e.g. Urza's Saga, Tolarian Academy, Gaea's Cradle, etc.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583785&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583785&type=card" width="265" /></a></div>Crucible of Worlds is playable because it lets you go infinite with Fastbond and/or set up early Strip Mine locks. Comparitively, waiting until you reach 5 mana for ~ will give the opponent too much time to set up a board before they get Strip Locked. However, in the case of going infinite with Fastbond, ~ is effective. The graveyard tutors:</div><div><ul style="text-align: left;"><li>Entomb</li><li>Goblin Engineer</li><li>Intuition</li><li>Buried Alive</li><li>Unmarked Grave </li></ul></div><div>- can now act like Crucible of Worlds. That's a huge percentage increase in that effect. Obviously you're vulnerable to instant-speed creature and graveyard removal, but you were anyway with Ramunap Excavator. As always, Fastbond remains the bottleneck of the combo. There are much fewer tutors for enchantments than for creatures, artifacts and lands.</div><div><br /></div><div>~ has a very cheap unearth cost compared to its mana value, second only to Fatesticher. This opens up Birthing Pod, Eldritch Evolution and Neoform exploits.</div><div><br /></div><div><h3 style="text-align: left;">SOLDIER TRIBAL (LEGIT)</h3><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583608&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583608&type=card" width="265" /></a></div>Dies to Wrenn and Six but having some lategame reach is nice in aggro. </div><div>~ requires white to activate but I think ~ could work well with Gaea's Cradle.</div><div>There are now a tonne of W, 2/1's. Poor Savannah Lions, now only good in <a href="https://deckbox.org/mtg/Ruxa%2C%20Patient%20Professor" target="_blank">Ruxa</a> or Cat Tribal.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583610&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583610&type=card" width="265" /></a></div><div>The token ability is handy against sweepers, which is obviously a huge weakness of tribal decks. Especially with the popularity of Fury.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583647&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583647&type=card" width="265" /></a></div>Surprisingly there are more than 100 blue soldiers! And several of them are 7PH playable. At this stage I'm not sure whether I'll be Bant or Abzan when I build it:<div>Dennick, Pious Apprentice</div><div>Harbin, Vanguard Aviator</div><div>Lavinia, Azorius Renegade</div><div>Pippin, Guard of the Citadel</div><div>Lavinia of the Tenth</div><div>Zephy Sentinel</div><div><br /><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583795&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583795&type=card" width="265" /></a></div>Paul Atreides vibes.</div><div>Wing beater<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583659&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583659&type=card" width="265" /></a></div>I think you need to pickup a Soldier... to push ~ over line of playability. </div><div>Soldiers rarely have good ETB's so it's unlikely you'll get extra value there.</div><div>~ is playable in metagames where sorcery-speed targeted removal is popular. Currently we are in a Fury metagame so that is definitely the case.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583841&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583841&type=card" width="265" /></a></div>Nice freebie in Bant. You wouldn't run ~ if you weren't blue though.</div></div><div><div class="separator" style="clear: both; text-align: center;"><br /></div><h3 style="text-align: left;">ARTIFACT STRATS</h3><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583776&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583776&type=card" width="265" /></a></div>Amazing in artifact beatdown. Gets a lot better turn1 if you have Urza's Bauble/Mishra's Bauble/Mox Opal, etc. ~ will eventually become huge. Game winning 1drops are always worth taking note of.</div><div>Gets an extra boost in the Hardened Scales deck.</div><div>The 1 life <i>every</i> artifact is not to be overlooked also.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583808&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583808&type=card" width="265" /></a></div><div>I dunno who this character is but I like him.</div>Possible inclusion in Hardened Scales. I'm imagining putting a couple counters on Hangarback Walker then sacrificing it to Arcbound Ravager to make a few thopters and they each get counters.</div><div>~ is similar to Metallic Mimic but you'll get more triggers thanks to artifact lands.</div><div>Goes infinite with Lesser Masticore and a saccer.</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583607&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583607&type=card" width="265" /></a></div>Nice backup for artifact combo decks or nonblack creature combo decks, although I would only run this if the combo I'm trying to reassemble doesn't use the graveyard, otherwise they have probably brought in graveyard hate, which will make ~ ineffective.</div><div>Sevinne's Reclamation already exists but you can run both.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588288&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588288&type=card" width="265" /></a></div>Could go in eggs, I dunno, something like below. It's definitely not 60 cards and I didn't bother filling out the land base but you get the idea:</div><div><br /></div><div><div class="separator" style="clear: both;">EGGS</div><div class="separator" style="clear: both;">Mishra's Bauble</div><div class="separator" style="clear: both;">Urza's Bauble</div><div class="separator" style="clear: both;">Chromatic Sphere</div><div class="separator" style="clear: both;">Chromatic Star</div><div class="separator" style="clear: both;">Terrarion</div><div class="separator" style="clear: both;">Wizard Rockets</div><div class="separator" style="clear: both;">Conjurer's Bauble</div><div class="separator" style="clear: both;">Darkwater Egg</div><div class="separator" style="clear: both;">Mossfire Egg</div><div class="separator" style="clear: both;">Skycloud Egg</div><div class="separator" style="clear: both;">Shadowblood Egg</div><div class="separator" style="clear: both;">Sungrass Egg</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">MANA</div><div class="separator" style="clear: both;">Lion's Eye Diamond</div><div class="separator" style="clear: both;">Mox Opal</div><div class="separator" style="clear: both;"><div class="separator" style="clear: both;">Grim Monolith</div><div class="separator" style="clear: both;">Lotus Petal</div></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">COMBO</div><div class="separator" style="clear: both;">Auriok Salvagers</div><div class="separator" style="clear: both;">Displacer Kitten</div><div class="separator" style="clear: both;">Trinket Mage</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">GAS</div><div class="separator" style="clear: both;">Ratchet, Field Medic</div><div class="separator" style="clear: both;">Forging the Anchor</div><div class="separator" style="clear: both;">Wheel of Fortune</div><div class="separator" style="clear: both;">Memory Jar</div><div class="separator" style="clear: both;">The Reality Chip</div><div class="separator" style="clear: both;"><div class="separator" style="clear: both;">Expressive Iteration</div><div class="separator" style="clear: both;">Second Sunrise</div><div class="separator" style="clear: both;">Scrap Trawler</div><div class="separator" style="clear: both;">Open the Vaults</div><div class="separator" style="clear: both;">Expedition Map</div><div class="separator" style="clear: both;">Bolas's Citadel</div><div class="separator" style="clear: both;">The Mightstone and Weakstone</div></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">POINTS</div><div class="separator" style="clear: both;"><div class="separator" style="clear: both;">Balance</div><div class="separator" style="clear: both;">Sensei's Divining Top</div></div><div class="separator" style="clear: both;">Tolarian Academy</div><div class="separator" style="clear: both;">Mana Vault</div><div class="separator" style="clear: both;">Tinker</div><div class="separator" style="clear: both;">Urza's Saga</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">REDUCERS</div><div class="separator" style="clear: both;">Urza, Lord Protector</div><div class="separator" style="clear: both;">Herald of Kozilek</div><div class="separator" style="clear: both;">Etherium Sculptor</div><div class="separator" style="clear: both;">Stenn, Paranoid Partisan</div><div class="separator" style="clear: both;">Enthusiastic Mechanaut</div><div class="separator" style="clear: both;">Cloud Key</div><div class="separator" style="clear: both;">Foundry Inspector</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">LANDS</div><div class="separator" style="clear: both;">Glimmer Void</div><div class="separator" style="clear: both;">Spire of Industry</div><div class="separator" style="clear: both;"><div class="separator" style="clear: both;">7 artifact lands</div><div class="separator" style="clear: both;">City of Traitors</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588289&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588289&type=card" width="265" /></a></div><div class="separator" style="clear: both;">Artifact decks are hungry for mana and generally lack removal, so even though ~ is expensive I think it's good enough.</div><div class="separator" style="clear: both;">2drop colourless artifacts get a little better in decks with ~ because it's efficient to cast them the turn you tap out for ~.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588290&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="311" data-original-width="223" height="400" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588290&type=card" width="287" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583807&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583807&type=card" width="265" /></a></div>+2/+2 is huge. Goes straight into Tempered Steel artifact beatdown. I think you'll have to keep it to Azorius for mana consistency.</div><div class="separator" style="clear: both;">Nice with Blinkmoth Nexus and Mishra's Factory</div><div class="separator" style="clear: both;">That activated ability probably goes infinite somehow: Mana Echoes in a Myr deck?</div></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583632&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583632&type=card" width="265" /></a></div>Goes infinite with Tolarian Academy + Candelabra of Tawnos.</div><div>Keep replaying the with The One Ring.</div><div>The copy ability is protection against counterspells for Time Vault.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583635&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583635&type=card" width="265" /></a></div>I wouldn't call this "forging", would you? Pretty handy for the storytellers to have a character that can make almost any device imaginable at will.</div><div><br /></div><div>When you're building this deck, max-out on artifacts including all 7 untapped artifact lands. Then ~ should draw about 4 cards, which is game winning.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583643&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583643&type=card" width="265" /></a></div>Looks like draft chaff but I can imagine a deck that incidentally produces a lot of spare artifact tokens. Such a deck would effectively make ~ a 4/4 haste that ETB draws a card.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583723&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583723&type=card" width="265" /></a></div>Decent 2drop for mono red artifact stompy.<br /></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588284&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=588284&type=card" width="265" /></a></div></div><div>Strong in red artifact stompy. The unearth cost can be hard to pay for if one of your lands is Mishra's Workshop, but if you have a Workshop, you've probably won already.</div><div>Outside of artifact strats, I think ~ is good in hyperaggro hand dump decks: Rarely can an opponent safely choose to take 4 damage every turn, therefore ~ will naturally end up in your graveyard from combat. Which, is exactly where you want it for Reanimate, Unearth, Sorin, Vengeful Bloodlord, Balduvian Atrocity, etc. When it comes to ≤3 mana value, white is also good at reanimating: Sevinne's Reclamation, Recommission, Brought Back, Patch Up, Revival // Revenge.</div><div><br /></div><div><div style="text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583844&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583844&type=card" width="265" /></a></div><div>Generally the power ranking for colourless manlands currently goes like this:</div><div><ol><li>Blinkmoth Nexus - flying makes it better than Mishra's Factory because of the initiative and the monarch.</li><li>Inkmoth Nexus - see above.</li><li>Mishra's Factory</li><li>Mutavault - below Mishra's Factory because tribal decks are colour intensive and artifact synergies are more relevant in decks that can justify colourless lands. Also, this can't pump itself when blocking like Factory can.</li><li>Mishra's Foundry - below Mutavault because extra mana to activate.</li><li>Hostile Desert</li><li>Dread Statuary - I played this years ago and it was surprisingly good back then.</li><li>Mobilized District - below Dread Statuary because 4power important against Minsc and Boo, and because artifact synergies.</li><li>Faceless Haven - a better mana rate than ~ but I can only imagine this in a monocolour snow deck.</li><li>Frostwalk Bastion - see above</li><li>Stalking Stones - activation cost too high</li></ol></div><div><br /></div><div>There are heaps of other colourless lands which make tokens, but to simplfy things and narrow the scope I just ranked the ones that <i>become </i>creatures, which is better for taking initiative, alpha striking and killing planeswalkers.</div></div><div><br /></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583702&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583702&type=card" width="265" /></a></div>I run this in my Black Metal deck, which I've linked <a href="https://www.moxfield.com/decks/zZt5qKouPECtpw_l7spYlQ">here</a>. I can't imagine ~ being run anywhere else.</div><div>~ dies to Wrenn and Six but has a chance at vengeance by unearthing.</div><div>The graveyard exile ability triggers Imotekh the Stormlord, as does unearthing ~. In that scenario it may be correct to unearth second main after ~ died in combat, which is pretty funny.</div><div>Black Metal is a deck for a very specific metagame: graveyard-centric with everyone sleeping on artifact hate, very unlikely, <i>but!</i> Necrons are a patient race and their time will come. I don't mind waiting either, gonna take me decades to save up for Mishra's Workshop anyway.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583707&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583707&type=card" width="265" /></a></div>Yet another addition to Black Metal.</div><div>The return ability is very relevant but if the opponent is ahead, they can choose to deny it; The initiative and Blood Moon force everyone to run 1 or 2 basics, and fetchlands make those basics easy to access. Also, 7PH curves are low enough that most decks function well on 4 lands. Add those two facts together and the opponent can choose to sit on 3 nonbasics and 1 basic.</div><div>I don't think you would run ~ outside of artifacts because there are better coloured options that don't see play, e.g. Skyclave Shade.<br /><div><div><div class="separator" style="clear: both;"><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583814&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583814&type=card" width="265" /></a></div>I've seen this in Mishra's Workshop decks. Makes sense to me, it wins the game by itself, which is what you want when you spend the rest of your hand ramping. </div><div>If ~ gets counterspelled you still get the cast trigger and the ability to unearth and attack for a final trigger.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583820&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583820&type=card" width="265" /></a></div>Strong payoff for Tinker, Shape Anew and Channel. Hard to imagine losing against midrange or aggro after triple edict. ~ is maindeckable because creature decks are the large majority right now, but in some metagames ~ would be more suited to the sideboard.</div><div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583788&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583788&type=card" width="265" /></a></div><div>Robo ape dab.</div><div>I was recently made aware of <a href="https://tappedout.net/mtg-decks/t-pose-tribal/">T-pose Tribal</a> in Commander. Surely there's enough cards for Dab-pose.dec! That is Commander at it's best.</div><div><br /></div>Strong synergy with Walking Ballista, Hangarback Walker and the modular/Hardened Scales space.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583666&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583666&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Surprised that I have never seen anyone cast ~ ever in any format. Card advantage, unblockable, scaling. Seems good, what's going on!?</div><div class="separator" style="clear: both; text-align: left;">If this card is not as good as it seem it <i>must </i>be playable with Tolarian Academy and also in Lurrus Azorius. Tolarian Academy gets you to that final ability quickly.</div></div></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div><br /></div><div><h3 style="text-align: left;">PROTOTYPE SPELLS</h3><div>Prototype rule from gatherer:</div><div><br /></div><div><i>"When cast ~ as a prototyped spell, that spell has the mana cost, power, and toughness characteristics shown in its colored, secondary text box rather than the normal values of those characteristics. Its color and mana value are determined by that mana cost. The permanent that spell becomes as it resolves has the same characteristics. If the spell leaves the stack in any other way, or the permanent it becomes leaves the battlefield, it immediately resumes using its normal characteristics."</i></div><div><i><br /></i></div><div>Prototypes let you cheat on companion conditions, which is pretty cool, e.g.</div><div><br /></div><div>They are also good with flicker effects because they return full size. However, the prototypes with powerful ETB's have the 'if you cast it' clause, which stops too much abuse.</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583660&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583660&type=card" width="265" /></a></div><div>Another card that works for See the Truth.</div>Anything that recasts spells from the graveyard is powerful in 7PH. However, when you invest most of your points into Ancestrall Recall or Time Walk, you don't want to exile them. Therefore ~ is better suited as a general value card, e.g. Expressive Iteration/Hymn to Tourach - or as a backup for key combo spells that only need to resolve once, e.g. Flash/Tainted Pact/Demonic Consultation/Channel.</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583706&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583706&type=card" width="265" /></a></div>Also features in <a href="https://www.moxfield.com/decks/zZt5qKouPECtpw_l7spYlQ" target="_blank">my Black Metal deck</a>. </div><div>Having them pay life for ward is much better on aggressive cards. ~ is a midrange card but the ward is still a bonus. Ward is a triggered ability, so in the right spot you could pump ~ in response to ask them for more life, e.g. by saccing your Arcbound Ravager.</div><div>~ is very good in damage races, which comes up often in this initiative metagame.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583620&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583620&type=card" width="265" /></a></div>I think ~ would be good in blink decks, especially if they run Umezawa's Jitte.</div><div>You can prototype ~, draw a card, blink it into a 3/3 double strike and draw another card.<br /><div><br /></div></div><div><div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div><div><h3 style="text-align: left;">SIDEBOARD CARDS</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583597&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583597&type=card" width="265" /></a></div>Another Reclamation Sage. Nowhere near as powerful as Null Rod, Seeds of Innocence or Fracturing Gust, but if you're running a few artifacts/enchantments of your own that you don't want to mess with, and if you're running creature tutors, and if you're running blink effects, then ~ is good. I suppose she is also good if you're Human Tribal.</div><div><br /></div><div>~ is sorcery-speed, which makes her ineffective against artifacts and enchantments that effectively win the game the turn they enter, e.g. Time Vault, Bolas's Citadel, Aluren and Underworld Breach. Against those cards Cathar Commando, Qasali Pridemage and Outland Liberator are better.</div><div><br /></div><div>~ reminds me of a crazy game: Isaac Lee Vs Chifley Cole in the semis of Masters this year (2023). Chifley was applying a tonne of pressure with his Naya Initiative deck with Thalia, Guardian of Thraben on board. Isaac is on artifact combo and he casts multiple Timetwisters finding Zuran Orb at the last moment to pass the turn and survive Chifley's next attack on 1 life after saccing all his lands except Tolarian Academy. Isaac still has just enough mana to cast Karn and find Ensnaring Bridge. Chifley had none other than Loran of the Third Path on the battlefield to make Isaac draw a card in end step and another when untapped, allowing Chifley to attack, which was very sweet. A few turns and a few hundred game actions later, Isaac miraculously squeezes out the win, which was impressive considering we already played 8 rounds.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583611&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583611&type=card" width="265" /></a></div>Super niche but I can see this as a catch all for Esper combo decks that run the 2mana transmuters, i.e. Muddle the Mixture, Shred Memory and Dimir Infiltrator. You can exile their hate piece in their end step and combo off in your turn.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583642&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583642&type=card" width="265" /></a></div><div>Super niche but I can see this as a catch all for Dimir Time Vault decks that run the 2mana transmuters, i.e. Muddle the Mixture, Shred Memory and Dimir Infiltrator. You can bounce their hate piece in their end step and combo off in your turn.</div><div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583630&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583630&type=card" width="265" /></a></div>Good for counterspell decks that struggle to deal with the graveyard, e.g. Blue Moon or Mono Blue; and also want something against Time Vault and Underworld Breach combo, which have many ways of returning their key combo piece from the graveyard.</div><div><div><br /></div></div></div></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583686&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583686&type=card" width="265" /></a></div>Good in the sideboard of Hogaak decks against aggro.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583713&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583713&type=card" width="265" /></a></div>Excellent sideboard against both aggro and artifacts. This duality may have freed a sideboard slot for some players.<div>Creature decks often run equipment and moxes, so it's really nice to have the choice of which to kill.</div><div>~ further pushes the significance of 4toughness Vs 3toughness in this Lightning Bolt format.<br /><div><br /></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583721&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583721&type=card" width="265" /></a></div>Supplements Rampaging Ferocidon and Tibalt, Rakish Instigator, but Outside of Omnath, Locus of Creation lifegain isn't too popular right now (at least not in Melbourne).<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583761&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583761&type=card" width="265" /></a></div>You would prefer Creeping Corrosion, Seeds of Innocence and Collector Ouphe but if you expect to verse Tolarian Academy <i>and </i>it's a bad matchup for you <i>and</i> you have the sideboard space then you can run those 3 <i>and </i>Fade from History!<br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583782&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583782&type=card" width="265" /></a></div>~ adds utility to Karn, the Great Creator, Urza's Saga, Trinket Mage, Ranger-Captain of Eos and all the creature tutors. I wouldn't rely solely on ~ as your anti-artifact/enchantment card though because it doesn't deal with creatures, e.g. Eidolon of the Great Revel, Eidolon of Rhetoric and Traxos, Scourge of Kroog.</div><div>~ is also a nice blocker against mono red where the life gain trigger really matters.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583827&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583827&type=card" width="265" /></a></div>An inefficient Extract for decks which don't have access to said Extract or Hide // Seek.<div>Nice utility for Karn, the Great Creator.<br /><div><br /></div><div><br /></div></div><h3 style="text-align: left;">CONCLUSION</h3><div>Here are my pick for best cards in the set:</div><div><br /></div><div><a href="https://deckbox.org/mtg/Brotherhood%27s%20End" target="_blank">Brotherhood's End</a></div><div><a href="https://deckbox.org/mtg/Third%20Path%20Iconoclast" target="_blank">Third Path Iconoclast</a></div><div><a href="https://deckbox.org/mtg/Haywire%20Mite" target="_blank">Haywire Mite</a></div><div><a href="https://deckbox.org/mtg/Teething%20Wurmlet">Teething Wurmlet</a></div><div><a href="https://deckbox.org/mtg/Demolition%20Field">Demolition Field</a></div><div><br /></div><div>Glad to see a sideboard card taking first place; Means Wizards are learning to tone done the power level. Well done The Brothers' War development team!</div><div><br /></div><div>Mulch</div><div><br /></div><div><br /></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-11602821453935729832023-06-29T19:16:00.006-07:002023-07-02T04:24:46.921-07:00Transformers - 7point Highlander Set Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhK-oW9yIx2IUbFq5gKZHNV_D3VmBRq_sO1dS6dUIih-0wQNMCP1pxaQHyJM6GsPgcL7jDg8Hr7x73MmoGVJcDws0XDo0c2E5hruHIc5bSw4JJ40mXmBryDDaCFnaopqjZBVWkYK-RyXdL0D4MD4RMK5RPZtH3yOQAHfQfaPDiCRtsPsTvCoPjhabNJBfHv/s130/ILPgRZ0l96Yi.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="115" height="130" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhK-oW9yIx2IUbFq5gKZHNV_D3VmBRq_sO1dS6dUIih-0wQNMCP1pxaQHyJM6GsPgcL7jDg8Hr7x73MmoGVJcDws0XDo0c2E5hruHIc5bSw4JJ40mXmBryDDaCFnaopqjZBVWkYK-RyXdL0D4MD4RMK5RPZtH3yOQAHfQfaPDiCRtsPsTvCoPjhabNJBfHv/s1600/ILPgRZ0l96Yi.png" width="115" /></a></div><br /><p></p><div class="separator" style="clear: both;"><i>Release date: November 18th 2022<br /></i></div><div class="separator" style="clear: both;"><i><br /></i></div><div class="separator" style="clear: both;"><i><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank">Latest points change at the time of writing this</a> - The Lord of the Rings: Tales of Middle-earth<br />Throughout my set reviews I use '~' to denote the subject card.</i></div><div class="separator" style="clear: both;"><span></span><i><br /></i></div><div class="separator" style="clear: both;"><span><a name='more'></a></span></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p>Greetings earthling,</p><p>This is my Transformers 7point Highlander Set Review. These cards were released within The Brothers' War set, which is appropriate because many fights have been had between brothers over who gets to play with what transformer. I'd be interested to see the sales data on Autobots Vs Deceptacons. Transformers, amongst countless other franchises really hammered the 'good vs evil' narrative into us. Training the population to accept war against the bad guys. What does this have to do with which cards I should buy in case I want to add them to a 7point Highlander deck though? I dunno. I'm tired.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587892&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587892&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587893&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587893&type=card" width="265" /></a><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjR2deX8vizKLVYyY__V4bDY3EXq3yEjFGFSQK2-XudWfnb5xz6-YkzieL_8Vyh9OUufmA0mp6HxwRWlRrzVMFGoXXOVt_Xfs1goQX51f1rEvyz04IoZ3hSP-6_ae6jNgbkQ5NjfvPwxZagFOl8mgq0nO4R-MgZlSONsL88R9_-aHzIxguN3QJrvQGD1CmT/s926/Capture.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="108" data-original-width="926" height="74" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjR2deX8vizKLVYyY__V4bDY3EXq3yEjFGFSQK2-XudWfnb5xz6-YkzieL_8Vyh9OUufmA0mp6HxwRWlRrzVMFGoXXOVt_Xfs1goQX51f1rEvyz04IoZ3hSP-6_ae6jNgbkQ5NjfvPwxZagFOl8mgq0nO4R-MgZlSONsL88R9_-aHzIxguN3QJrvQGD1CmT/w640-h74/Capture.JPG" width="640" /></a></div>The favourite card of the #public-point-discussion Discord channel. The only question is, are you a Brash Veteran (Chifley) or a Streetwise Operative (UltraMega)? <div>Someone should make her into an emote for the server.</div><div><br /></div><div>~ is essentially suited to Rakdos Aggro decks which incidentally run several artifacts. Shocking insight.</div><div>Typically you'll cast her converted, hit for two (cause ain't no one blockin'. Pretty hard to set up a road block for a renegade motorbike) and then you dump your hand ASAP to pick up the intel cards. To simplify, ~ is a beater that draws multiple cards for just 3 mana collectively. She's good.</div><div><br /></div><div>~ has lots of nuance:</div><div><ul style="text-align: left;"><li>She is not a creature on their turn, allowing her to dodge creature sweepers and Wrenn and Six.</li><li>She is an artifact for delirium and Urza's Saga.</li><li>If you cast her converted she is a noncreature spell so she triggers Dragon's Rage Channeler, again tying into delirium.</li><li>She sacrifices artifacts to turn on revolt, i.e. Fatal Push</li><li>She discards cards, which has all kinds of applications.</li></ul><div>All the above add up to make ~ a very flexible card. All she asks is that you that you dump your hand and run several artifacts.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587894&type=card" style="margin-left: 1em; margin-right: 1em;"><span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587894&type=card" width="265" /><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587895&type=card" width="265" /></span></a></div><div>Watchwolf that draws cards.</div><div>Kind of amazed that I haven't see anyone cast ~. I suppose Winota, Joiner of Forces is more powerful and she asks that all your humans be as big as possible, whereas ~ asks that they all be 1mana or ≤3mana with haste.</div><div>~ can't be cast off Cavern of Souls/Unclaimed Territory/Secluded Courtyard naming "Human", and therefore he is realistically limited to 3colour decks. Furthermore, if the opponent has sorcery speed removal or removal that can't kill a 3toughness creature, then it will be your 1drop that dies. With that in mind, I think ~ is best in Jeskai where you have access to the haste humans:</div><div><div>Ash Zealot</div><div>Feldon, Ronom Excavator</div><div>Robber of the Rich</div><div>Mantis Rider</div><div>Reckless Stormseeker</div><div>Rem Karolus, Stalwart Slayer</div><div>Tajic, Legion's Edge</div></div><div><br /></div><div>to compliment the 1drops:</div><div><div>Benevolent Bodyguard</div><div>Champion of the Parish</div><div>Esper Sentinel</div><div>Mother of Runes</div><div>Recruitment Officer</div><div>Soldier of the Pantheon</div></div><div><div>Grim Lavamancer</div></div><div>Monastery Swiftspear</div><div>Soulscar Mage</div><div><br /></div><div>If you're casting 3mana haste humans then you'll want Gitaxian Probe and Mishra's/Urza's Bauble to convert ~ back to draw a card again next turn. Additionally, creature decks naturally want the powerful equipment so I think the deck calls for an artifact subtheme:</div><div>Urza's Saga</div><div>Weathered Wayfarer</div><div>Dragon's Rage Channeler</div><div>Inventor's Apprentice</div><div>Skullclamp</div><div>Umezawa's Jitte</div><div>Stoneforge Mystic</div><div>Metallic Mimic</div><div>Trinket Mage</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587876&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587876&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587877&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587877&type=card" width="265" /></a><br /></div><div class="separator" style="clear: both; text-align: left;">Amazing with artifacts that sac themselves for value:</div><div class="separator" style="clear: both; text-align: left;">Black Lotus</div><div class="separator" style="clear: both; text-align: left;">Lodestone Bauble</div><div class="separator" style="clear: both; text-align: left;">Mishra's Bauble</div><div class="separator" style="clear: both; text-align: left;">Urza's Bauble</div><div class="separator" style="clear: both; text-align: left;">Chromatic Sphere</div><div class="separator" style="clear: both; text-align: left;">Chromatic Star</div><div class="separator" style="clear: both; text-align: left;">Terrarion</div><div class="separator" style="clear: both; text-align: left;">Wizard Rockets</div><div class="separator" style="clear: both; text-align: left;">Conjurer's Bauble</div><div class="separator" style="clear: both; text-align: left;">Darkwater Egg</div><div class="separator" style="clear: both; text-align: left;">Mossfire Egg</div><div class="separator" style="clear: both; text-align: left;">Skycloud Egg</div><div class="separator" style="clear: both; text-align: left;">Shadowblood Egg</div><div class="separator" style="clear: both; text-align: left;">Sungrass Egg</div><div class="separator" style="clear: both; text-align: left;">Trinket Mage</div><div class="separator" style="clear: both; text-align: left;">Ingenious Smith</div><div class="separator" style="clear: both; text-align: left;">Tinker</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">There are plenty more, but not as efficient. You want roughly 11 eggs to have one reliably on turn 3. That's a lot of eggs. Probably means you'll have a low land count so that you don't flood on lands. Good news is that you will easily meet artifact synergy requirements. You'll definitely be running Tolarian Academy, Urza's Saga, Mox Opal.</div><div class="separator" style="clear: both; text-align: left;">So many eggs makes Second Sunrise a possibility.</div><div class="separator" style="clear: both; text-align: left;">If you're running some broken combo, the high egg count enables Scheming Symmetry.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">~ has a dichotomy: You want to play a grindy game where you draw lots of cards with him over time and remove any big blockers the opponent might have for the 2/4 body. However, a grindy game gives the opponent more chances to draw Null Rods. Also, to enable ~ you need to run a tonne of eggs, which is better for a combo strategy and can lead to flooding late game. Finding a happy middle ground will take lots of testing.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">A sweet trick you can do with ~, is that if the opponent tries to kill him with creature removal in their turn, you can gain life in response with something like Cling to Dust or Seed of Hope, and that will convert him into a vehicle to save him.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587884&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587884&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587885&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587885&type=card" width="265" /></a></div></div><div class="separator" style="clear: both; text-align: left;">The wiki for Slicer has a few gems:</div>"Following the Rebirth, Slicer followed Breakdown to Earth, where he landed in Toulon, France. Due to a malfunction with his Neuro-Centre Control Unit, his vocal processor got stuck with the local accent. "<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4RKn1yF1rzAeeHNq_ITdGd2OYUTS8JO1A06tuGU8Ein0NI_9ZA5xwzZOSyFCyqCnUiRjWw743jZVfMQ1486zwOCdkcVwqm4CdE64EPoks6kgt8Ayq3U6sKj9l-k4qESR2LwGOhiz6uKNoRUgMRu23CLZqXgCR0RoUdJlUDc-m9_4g-YUhNtkw2JIIY6Zh/s420/Capture.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="312" data-original-width="420" height="476" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4RKn1yF1rzAeeHNq_ITdGd2OYUTS8JO1A06tuGU8Ein0NI_9ZA5xwzZOSyFCyqCnUiRjWw743jZVfMQ1486zwOCdkcVwqm4CdE64EPoks6kgt8Ayq3U6sKj9l-k4qESR2LwGOhiz6uKNoRUgMRu23CLZqXgCR0RoUdJlUDc-m9_4g-YUhNtkw2JIIY6Zh/w640-h476/Capture.JPG" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;">"Prepare to be sliced! Oh-hoh-hoh...". Definitely announcing that one whenever I cast ~!</div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMEJCefk3MqMxxAlA02DkO6qJphUtUh7_eKDnjqRJla5QlqbcXguiy9H9ZfCYydhDgOvGuFuN7E_7AL7etIZ2PiURgA12YYrgRXlPx8NHQ82qZofiH_vyeCwfvX31dxVlVXPlVqACNh-3Cu10gt1ZtRufeiSRMqC8IRMO2zEbmS6TFtBSgSpVEg0nBFWTT/s490/dtyjyjt.JPG" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="277" data-original-width="490" height="362" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMEJCefk3MqMxxAlA02DkO6qJphUtUh7_eKDnjqRJla5QlqbcXguiy9H9ZfCYydhDgOvGuFuN7E_7AL7etIZ2PiURgA12YYrgRXlPx8NHQ82qZofiH_vyeCwfvX31dxVlVXPlVqACNh-3Cu10gt1ZtRufeiSRMqC8IRMO2zEbmS6TFtBSgSpVEg0nBFWTT/w640-h362/dtyjyjt.JPG" width="640" /></a><br /><div class="separator" style="clear: both; text-align: left;">Wiki shitposting is premium humour.</div><div class="separator" style="clear: both; text-align: left;">You can run ~ in red stompy. Most of the time you'll cast him as car and keep flipping him like a crêpe in their upkeep. If there's an opening with no blockers, then casting him front side will be worth the retaliatory 6damage.</div><div class="separator" style="clear: both; text-align: left;">~ is also a solid beater in aggressive Mishra's Workshop decks.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587882&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587882&type=card" width="265" /><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=587883&type=card" width="265" /></span></a></div><div class="separator" style="clear: both; text-align: left;">You need to be sure that you can take the monarch back before even putting ~ in your deck. ~ is very risky for this reason and you'll probably sideboard him out a bit. Having said that, if you make him work he hits for 2 immediately, then 4, then 6, plus 2 more for any extra card draws you snuck in whilst you were the monarch.</div><div class="separator" style="clear: both; text-align: left;">If you can somehow give ~ double strike then you can give the opponent the monarch with first strike damage and take it back in the same combat, which also means you'll get the front side life lose trigger the same turn. Pretty cool.</div><div><br /></div><div><div>Annnd that's it! Just 5 transformers that I would run.</div><div><br /></div><div>Roll out,</div><div><br /></div><div>Mulch</div></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-23796640722953515972023-06-29T06:56:00.000-07:002023-06-29T06:56:35.951-07:00Warhammer 40k 7point Highlander Set Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsJIGmRZdrloQoldf26KtHOb-8BAvdeubhrcycKmKGNRcX-GbuMIQfLMCylVPttSa3LNM2Vn8H0N1X2qhqsROKNPanGZZ7Or0-3PZOySiRHUW4bV_oGbSYuSacUb5DBlMTusqGYo9BSSBlrwLDEfI6xuzTEePo-_QPNeazLZLf2O08th6yhjvjnM_EWA/s300/download%20(1).png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="150" data-original-width="300" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsJIGmRZdrloQoldf26KtHOb-8BAvdeubhrcycKmKGNRcX-GbuMIQfLMCylVPttSa3LNM2Vn8H0N1X2qhqsROKNPanGZZ7Or0-3PZOySiRHUW4bV_oGbSYuSacUb5DBlMTusqGYo9BSSBlrwLDEfI6xuzTEePo-_QPNeazLZLf2O08th6yhjvjnM_EWA/s1600/download%20(1).png" width="300" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div>Amusingly, Warhammer 40k is to me, much like Chaos in the lore. When I was in primary school my cousin had a Tyranids codex that I snuck a browse of. The grim dark illustrations of mysterious horrifying creatures was completely different to anything I'd seen. At the end of High School I started playing Magic and visitng card stores. Naturally there were whispers of 40k here and there, tables off to the side in some stores. Occaissionally I would play Magic against players who "used to play a bit of 40k". I knew it was there but I would push it to the back of mind, I didn't want to try it for fear of enjoying it and splitting my attention. It might consume me like MtG already had.<div>"Try Kill Team" my 'friend' would say to me. Is that incense I smell burning?</div><div><br /></div><div>The world of Magic the Gathering has slowly changed over the years. Tournament systems restructured. Loosening of stringent game rules. Drafters only drafting once a week and keeping the cards they opened. I've returned to the town, Geelong where I learnt to play as a young man; the drafts don't fire and all I see are Commander Players, with their bottles of Coke and their phones out. The other night I crashed at an old friend's house, there was a glass cabinet of wonderfully painted minatures. And now, staring me in the face, the specter that lurked my mind all these years, Warhammer 40k is printed right there on a Magic the Gathering card <i>in my </i>7point Highlander deck. What was the last Magic tournament I had played? I actually can't remember...Mitch, I think his name was, gave me several audio books of the Horus Heresy a couple weeks ago. I'm 4 books in. </div><div><br /></div><div>The Emperor protects.</div><div><br /></div><div><br /></div><div>Like so many sets these days, Warhammer 40k was printed for Commander players and is officially Legacy and Vintage legal, and by extension it is legal in 7point Highlander. Unfortunately this means preconstructed decks, which don't tend to get sold back to card stores like rares from booster drafts used to. This means supply shortages and high costs for us 7point Highlander players. Do you know how hard it is to get a Chaos Defiler in Melbourne?</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCl5whZXcSDxPG5st3eaGNOCXeDvp7DMuOGQAVdtA8Y0YLMGQ0kwF_1zkbflD1cluyq9VCeY5TMGfMC3luRwFJLVrpQIJyAc7C1AW9af5uIu_ACLx8AWq_XIQuS-x12WBWoRk2dopMK9dss-V9Y9KXleIRq1RYmkCTgyWacj2my33Dx5i7Gv05LSp7Ug/s1353/Capture.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="379" data-original-width="1353" height="181" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCl5whZXcSDxPG5st3eaGNOCXeDvp7DMuOGQAVdtA8Y0YLMGQ0kwF_1zkbflD1cluyq9VCeY5TMGfMC3luRwFJLVrpQIJyAc7C1AW9af5uIu_ACLx8AWq_XIQuS-x12WBWoRk2dopMK9dss-V9Y9KXleIRq1RYmkCTgyWacj2my33Dx5i7Gv05LSp7Ug/w640-h181/Capture.JPG" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGmTpwLfTcyF6DK34pQA7bqwNyRzM2UeKWauaSNGiY8pp1DnHufYS-sCNSzLNrN6EfTcMZoANDu8V0Cl0eIk8y9NofnqlSsX3-eGK5hMF2C6fPr9iL0RSUWgJuE_mM0xJrsVEfcoTZ3lo7b5RN9n_fqJ-8nXTbLZRErNfpgeTF9AufWjhv_nxeoSAiuw/s852/Capture.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="852" data-original-width="766" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGmTpwLfTcyF6DK34pQA7bqwNyRzM2UeKWauaSNGiY8pp1DnHufYS-sCNSzLNrN6EfTcMZoANDu8V0Cl0eIk8y9NofnqlSsX3-eGK5hMF2C6fPr9iL0RSUWgJuE_mM0xJrsVEfcoTZ3lo7b5RN9n_fqJ-8nXTbLZRErNfpgeTF9AufWjhv_nxeoSAiuw/w360-h400/Capture.JPG" width="360" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXB697x1z-ZV5H1L7jeRsmUoYt03Sf9VjCAM6-KAZwVPDgFP3GQeFbowO0z3cggYbNiSW6OTGZ9zzvCuTMk_cMJBJLczwLBhc2BmNHd7bbG3ydMVr1Z7ToTbNNqnLWI3ouYBJA1zQOXsiROT5E5NmKCHMRlKtyERUJJLs99t80QB-8BMroJAuR3pqz1Q/s887/Capture.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="806" data-original-width="887" height="364" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXB697x1z-ZV5H1L7jeRsmUoYt03Sf9VjCAM6-KAZwVPDgFP3GQeFbowO0z3cggYbNiSW6OTGZ9zzvCuTMk_cMJBJLczwLBhc2BmNHd7bbG3ydMVr1Z7ToTbNNqnLWI3ouYBJA1zQOXsiROT5E5NmKCHMRlKtyERUJJLs99t80QB-8BMroJAuR3pqz1Q/w400-h364/Capture.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSOu5sD6jiWRtZAIPxLMrYtmmGjh7Xht1jfl1yxHyHtzDDUfm2WNTe0c26QM1t_a_zXkF-ogOhzQTj2zY--2A4ibmv_mUUyZQx_hezuvJc8TSJ6r7IJAfb2LUCVeVoTXFp6QTbgSbrOxmvWTYGzWnMAZJIFqLZx3nIlWcGnDnwfM6-N1hpVgXcS1IB6Q/s807/Capture.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="807" data-original-width="740" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSOu5sD6jiWRtZAIPxLMrYtmmGjh7Xht1jfl1yxHyHtzDDUfm2WNTe0c26QM1t_a_zXkF-ogOhzQTj2zY--2A4ibmv_mUUyZQx_hezuvJc8TSJ6r7IJAfb2LUCVeVoTXFp6QTbgSbrOxmvWTYGzWnMAZJIFqLZx3nIlWcGnDnwfM6-N1hpVgXcS1IB6Q/w366-h400/Capture.JPG" width="366" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7tm_NrDWYm8MgTNZ2b5p9ldb_8kss1n2YSZLivy1ZSlxGg0ftx5Rafsyg8dXMZc-XKg4jVbDppo6HQdHHbplYDhGI2She6tBryQhGkEu_r7nV7g_aNHT49lDM21HussMlVfppzWwCxQhGo8kGFPCoUkvK1tO72psaaKQItC9NTO_h_BpjX5ggb1leDA/s734/Capture.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="692" data-original-width="734" height="378" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7tm_NrDWYm8MgTNZ2b5p9ldb_8kss1n2YSZLivy1ZSlxGg0ftx5Rafsyg8dXMZc-XKg4jVbDppo6HQdHHbplYDhGI2She6tBryQhGkEu_r7nV7g_aNHT49lDM21HussMlVfppzWwCxQhGo8kGFPCoUkvK1tO72psaaKQItC9NTO_h_BpjX5ggb1leDA/w400-h378/Capture.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: left;">Kudos to Games Portal. Rest assured I bought one from them before publishing this post.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">From reading Chaos Defiler, you can see the pushed power of these supplementary Commander sets. This is a tragedy for the flavour and pure feel of our format. 7point Highlander used to provide so much nostalgia. Niche cards that didn't even get played in Standard could find a home here. These days though, it is half supplementary product like Modern Horizons and the other half is only the best of the best of the best Standard cards. After all that complaining though, from a competitive standpoint these sets can hide powerful gifts from the Chaos Gods allowing me to slay my enemies!</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580932&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580932&type=card" width="265" /></a></div>A black red card which destroys...enchantments...with upside. Such is the power of The Warp. </div><div>~ even kills True-Name Nemesis ffs. </div><div><br /></div><div>Printing better and better cards and only putting them in precons make Magic cards feel like Apple products. For me it all started with Scavenging Ooze, which initially was only available in a single $60 precon. Then there was Shardless Agent and Baleful Strix together. Then Dack Fayden, then Titania, Protector of Argoth, then True-Name Nemesis. All must-haves for 7point Highlander in their respective times.</div><div><br /></div><div>~ is excellent to bring in and out of play with Goblin Welder or Recurring Nightmare.</div><div><br /></div><div>I'm gonna say Chaos Defiler is the best creature that you can cast for 5mana, ever.<br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580971&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580971&type=card" width="265" /></a></div>Win condition with infinite mana. For example, Food Chain + Misthollow Griffin. I'm on the lookout for these win conditions because I want to build a Tainted Pact into Food Chain deck, which exiles the Misthollow whilst digging for the Food Chain. The win conditions need to win the game by themselves because theoretrically I may have zero cards in library at the end of Pacting.</div><div>Such a deck may also run Channel. I might be running the 2mana transmuters (Muddle the Mixture, Shred Memory, Dimir Infiltrator) to find Tainted Pact, and they also find Channel.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580900&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580900&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5_UOqE9U4_IMDmEP-bVwBT-h4N5J5VIptLR0YE5ZSPFbCTVV0KrYC5FxfsyaKh1zvHHS_e9aIWtGRqK_84MsID2C041FDUSlzxkMEN-q58vrPovkTzvAEPWx59hYQ9z_wEbocDtR2SaaUSu1MeL9hxyOhaPOWc_yMjd7RAvnoH_TU007lAF9wBJ4aDFB-/s606/FHDrbSMXoA4A-fg.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="454" data-original-width="606" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5_UOqE9U4_IMDmEP-bVwBT-h4N5J5VIptLR0YE5ZSPFbCTVV0KrYC5FxfsyaKh1zvHHS_e9aIWtGRqK_84MsID2C041FDUSlzxkMEN-q58vrPovkTzvAEPWx59hYQ9z_wEbocDtR2SaaUSu1MeL9hxyOhaPOWc_yMjd7RAvnoH_TU007lAF9wBJ4aDFB-/s320/FHDrbSMXoA4A-fg.jpg" width="320" /></a></div><div>Another win condition for Food Chain combo.</div></div></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580836&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580836&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmjkztlIjGDJ-I7TSBnLQh3OQzct8u5cJ9THZrq2sLmrfksdZrffEzqjNECxkBdp9h697_8JI-lOIyWRXTbJFururA6HkogdKwI09ebqxbgPTEGgh7RQpEkjjlKS73VLyA11_4RHEnQ9Zxwonwv6kRDmwiPChAf25fPQCrMv4GcfSxxlS40MGGfqdv_w/s204/200px-Kaptain_K.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="204" data-original-width="200" height="204" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmjkztlIjGDJ-I7TSBnLQh3OQzct8u5cJ9THZrq2sLmrfksdZrffEzqjNECxkBdp9h697_8JI-lOIyWRXTbJFururA6HkogdKwI09ebqxbgPTEGgh7RQpEkjjlKS73VLyA11_4RHEnQ9Zxwonwv6kRDmwiPChAf25fPQCrMv4GcfSxxlS40MGGfqdv_w/s1600/200px-Kaptain_K.webp" width="200" /></a></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">In some decks ~ will be an upgrade on Loran of the Third Path. Definitely in Warrior tribal.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">The 'Squad' mechanic is another outlet to win with infinite mana. There are other reasonable Squad creatures:</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580840&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580840&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580849&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580849&type=card" width="265" /></a><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580842&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580842&type=card" width="265" /></a></div></div></div><div class="separator" style="clear: both; text-align: left;">Vanguard Suppressor is the weakest of these and admitedly may not be good enough. In the case of winning with Tainted Pact + Food Chain, tt doesn't matter that you'll draw your library when you hit the opponent with 1,000,000 Vanguard Suppressors because they'll already be dead.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580839&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580839&type=card" width="265" /></a></div>You really want to miracle cast ~ against everything but aggro.<div><br /></div><div>~ is quite a unique card wording wise. I'm always impressed by how well Matt Sperling articulates Magic theory. Here is a great example of his verbal sparring:</div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/I8VOt47Zc5M" width="320" youtube-src-id="I8VOt47Zc5M"></iframe></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">If ~ gets popular, all the hardcore spikes should alter the way they draw cards, as to bluff that ~ is in their deck lol.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">As with all Miracle cards, the trick is getting them from your hand to the top of your library. The best way is obviously Brainstorm. Jace, the Mind Sculptor is no longer pointed, which is great for miracle players. Until Warhammer 40k, the Miracle mechanic wasn't on creatures. This opens up options for tutors such as Worldly Tutor, Sylvan Tutor and Congregation at Dawn. I wouldn't run Sylvan Tutor unless I had a bunch of ways to immediately draw the card, otherwise there's too many ways the opponent could mill or shuffle her away in the span of a turn.</div><div class="separator" style="clear: both; text-align: left;">My mate Matt has built a sick Naya Winota deck and he runs Worldly Tutor. ~ seems like a great fit for his deck postboard.</div><div class="separator" style="clear: both; text-align: left;">Congregation at Dawn putting all three Miracle creatures on top is gas, i,e, Triumph of Saint Katherine, Zephyrim, Sister Repentia:</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580964&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580964&type=card" width="265" /></a></div>Only good enough when you Miracle cast her. Therefore you really want ways of putting her on top or plenty of ways to cycle/rummage. Or you want to exile her for value with something like Solitude, Grief or Sickening Shoal.<div>Nice big Human to Winota out. Little bit better in Warrior tribal.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580847&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580847&type=card" width="265" /></a></div>I didn't list ~ amongst the squad cards that are good in Tainted Pact + Food Chain + Squee, the Immortal because if you end up with a small library after finding Food Chain with Tainted Pact, then the draw triggers will kill you. However, if you're running a Food Chain deck without Tainted Pact then ~ will go a long way to finding your actual win condition. Each copy is a body you can exile to Food Chain for 4 mana and any further creatures you draw into can continue the chain. <a href="https://www.moxfield.com/decks/vDSesMN9O0iWpPnojX2NvQ">Here's my Yorion Aluren</a> deck which I'm going to try ~ in. I've put a lot of work into the deck, it's great fun to play. The problem is that it doesn't combo reliably on turn 4. <div>...oh wow, I only just realised ~ is an artifact. It really bothers me how lazy they were not creating a special artifact creature border. Being an artifact in my deck is great for Enlightened Tutor. </div><div>Being blue is also nice for Cavern Harpy...ooo, each squad payment nets 2 mana with Food Chain, which means at 3 squad payments you have 6 mana, which covers the sum of ~ + Cavern Harpy and you net 4 cards + 1 mana for 1 life per Harpy activation. So 9 mana total is the magic number. However, even if you have less than that, each card you draw from ~ triggers could be a creature, which is effectively another mana thanks to Food Chain. Hypothetically you could start at just 5 mana for 1 squad payment but draw into several cantrip creatures and climb to 9 mana. Eventually you'll draw your deck and kill them.</div><div><br /><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580845&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580845&type=card" width="265" /></a></div>If you already own a Eureka you could build Hypergenesis. You simply run all the best ≤5 mana cascade spells + all the biggest game winning threats to put in with Hypergenesis, with enough of those threats being blue to support Force of Will and Misdirection (~ is blue, which is nice). You have Lutri as your companion for some counterspell protection and 2/3 of your lands be ones which ETB tapped but sacrifice for 2 mana. Basically you maximise turn3 Hypergenisis.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580904&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580904&type=card" width="265" /></a></div><div>You could set up a triple cascade of ~ into Bloodbraid Elf into Shardless Agent with Congregation at Dawn. This was always possible with the First Sliver but now we can do it without black mana. ~ works nicely with this setup as you'll effectively get a Lightning Bolt.</div><div>~ is a win condition with Food Chain + Squee, the Immortal.</div><div><br /></div><h3 style="text-align: left;">MISHRA'S WORKSHOP CARDS</h3><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580947&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580947&type=card" width="265" /></a></div></div><div>After you add all the artifact lands, Mishra's Workshop, Tolarian Academy, City of Traitors etc, the rest of your lands need to be dual lands if you want to run two-colour cards like ~ and Chaos Defiler.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580974&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580974&type=card" width="265" /></a></div>Vigilance is nice against aggro. Tolarian Academy can pay for the unearth.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580982&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580982&type=card" width="265" /></a></div>Good enough to Greasefang, Okiba Boss: 10 damage per turn.<div>The 'Crew 1' is a flavour fail. In Warhammer lore, knights are extremely difficult to crew.</div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580989&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580989&type=card" width="265" /></a></div><div>Another Greasefang vehicle. Also just generally solid. Crews itself, which is nice.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580985&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580985&type=card" width="265" /></a></div>Best Greasefang vehicle yet. Unfortunately there's only 1 Greasefang, so we'll need to wait for more vehicle support, which will surely come.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580984&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580984&type=card" width="265" /></a></div>Honestly this is just a straight up decent card even without any artifact synergies. 5 power, card advantage, evasion, resilience to creature sweepers.</div><div>Only downside is that it nombos with artifact hate like Null Rod and Seeds of Innocence if you want to run them yourself.</div></div></div><div><div><div><br /></div></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580852&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580852&type=card" width="265" /></a></div>Such a game bending card has gotta be good somewhere. I had a think for a couple minutes but nothing super weird came to mind; best I came up with is to chuck ~ into a Krark-Clan Ironworks type deck with Scrap Trawler and a Mox to generate a tonne of Necrons...well Necrons are made of metal, let's say several tonnes of Necrons.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=582567&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=582567&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">In metagames where most decks use the graveyard, maindecking Relic of Progenitus et al is 'ok', and when they're in an artifact deck they go from 'ok' to 'good'. I'm referring to Relic of Progenitus, Scrabbling Claws, Phyrexian Furnace and Nihil Spellbomb. Unlicensed Hearse is in this group too but it is a very different card to the others.</div><div class="separator" style="clear: both; text-align: left;">They are zero mana to activate and they activate at instant speed. Combined with ~ they enable you to get at least a couple Necron tokens even if ~ dies the same turn it enters. And if it doesn't die then you'll bury the opponent with Necrons.</div><div class="separator" style="clear: both; text-align: left;">If you have the Relic, ~ truely is terrifying, putting at least 9 extra power in play on the first turn, which is more than than the mighty Traxos, Scourge of Kroog. The downside is that ~ only goes in a very specific deck; that BB mana requirement is difficult in an artifact deck due to the demand for 6 nonblack artifacts lands plus Tolarian Academy, City of Traitors, Mishra's Workshop and Ancient Tomb.</div><div class="separator" style="clear: both; text-align: left;">~ uses the graveyard but opposing graveyard hate actually <i>assists</i> him (unless there's a Rest in Peace already on the battlefield because the artifact will never reach the graveyard).</div><div class="separator" style="clear: both; text-align: left;">The +2/+2 and menace is nice for taking The Initiative and it generally gives you the biggest dude on the battlefield.</div><div class="separator" style="clear: both; text-align: left;"><a href="https://www.moxfield.com/decks/zZt5qKouPECtpw_l7spYlQ">Here's my Necron deck</a>, which includes ~ and several other Necrons:</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580888&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580888&type=card" width="265" /></a></div>Doesn't apply much pressure but flying is decent against initiative. Being an artifact contributes to your synergies, so all up the seemingly weak baseline is acceptible. 1 toughness dies to Wrenn and Six but that's ok due to the powerful Unearth ability. Often you'll be hoping that ~ dies.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580874&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580874&type=card" width="265" /></a></div>A lot of collective power and toughness for its mana cost. You'll either need lots of disruption to have a 5drop be relavent against combo or you'll to jump the curve with Mishra's Workshop. In addition to either of those criteria, you'll also want removal for blockers or anthems to give you enough power that you don't care if your guys aren't trading favourably because you're dealing so much damage to the opponent.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580880&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580880&type=card" width="265" /></a></div>Surprisingly good. Needs to be killed but you still get that extra unearth turn. Mass menace wins races.<div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580873&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580873&type=card" width="265" /></a></div>Another Disciple of the Vault for a possible Krark-Clan Ironworks, Scrap Trawler, Myr Retriever, Mox Opal chain/loop deck.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580883&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580883&type=card" width="265" /></a></div>Brings back any number of artifact lands. Has gotta be playable somehow. If you have another artifact which gets back ~ from the yard somehow, e.g. Myr Retriever, plus you have a way of sacrificing artifacts repeatedly, then you could create an infinite loop with enough artifact lands and 'ritual rocks' like Grim Monolith and Mox Opal.<br /><div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580864&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580864&type=card" width="265" /></a></div><div>Casting ~ turn 3 off a Mishra's Workshop feels amazing.</div><div>Currently ~ is super effective in my Necron Umori deck thanks to surprise factor. ~ is an unknown card and an instant speed removal spell is something you don't expect from an Umori artifact deck.</div><div>Unintuitively you can mill yourself even if you target an opponent's creature. The trigger has the chance to mill creatures which can return from your graveyard, e.g. Scrapheap Scrounger, Razorlash Transmogrant or an Unearth creature.</div>Surprisingly, there are very few creatures with an unconditional ETB destroy target creature ability. Ravenous Chupacabra is the most well know and was only printed recently. The others are <div><div>Noxious Gearhulk</div><div>Patron of the Vein</div><div>and also:</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580872&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580872&type=card" width="265" /></a></div><div>Really bothers me that they didn't take effort to create a different border for artifacts and nonartifacts. Makes it so easy to miss artifacts, which is really important with Karnstructs and Nettlecyst.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580869&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580869&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Another False Cure/Tainted Remedy. There probably isn't enough targeted lifegain for Highlander, but there might be in the future:</div><div class="separator" style="clear: both; text-align: left;">Invigorate</div><div class="separator" style="clear: both; text-align: left;">Refreshing Rain</div><div class="separator" style="clear: both; text-align: left;">Aria of Flame</div><div class="separator" style="clear: both; text-align: left;">Fiery Justice</div><div class="separator" style="clear: both; text-align: left;">Heroes' Reunion</div><div class="separator" style="clear: both; text-align: left;">Rest for the Weary</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580871&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580871&type=card" width="265" /></a></div>Possible applications as a creature to sacrifice to Dread Return after milling your library with Hermit Druid and casting a 'free' spell from your graveyard like Cabal Therapy to clear instant speed graveyard hate away from the opponents hand before you commit to Dread Return.</div><div>Aside from the combo Dread Return application, ~ could be used dredge style. 3/1 deathtouch is a considerable body compared to the usual '2/1 can't block' on other recurring creatures. The key to this strategy though, is having enough removal to remove big blockers and also having enough disruption against fast combo decks.</div><div>Zombie for Gravecrawler.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580899&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580899&type=card" width="265" /></a></div>I'll make a Liliana's Contract deck one day. I think this set has the most demons in a single set ever, not including the changeling sets.</div><div>I think for ~ to be playable you need to cast another demon with it on the same turn, otherwise it could die to a cheap removal effect for no value, which means your deck needs a tonne of demons which cost 2 generic mana and 1 coloured mana. As of now there aren't many good ones; I only like Varragoth, Bloodsky Sire and Realmwalker.<br /></div></div></div><div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580918&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580918&type=card" width="265" /></a></div>An upgrade to Phantasmagorian in Hermit Druid combo because it's much better for your beatdown plan, which comes up postboard. Phantasmagorian/Old One Eye is useful when you activate Hermit Druid but your Dread Return or support cards are in your hand. Old One Eye relies on you activating Hermit Druid in your drawstep so that you get the discard trigger, you will have already drawn for the turn so you won't die to having no library.</div><div>Honestly these days Hermit Druid is too easy to disrupt to be good. You're better off running Thassa's Oracle or Underworl Breach combo, but hypothetically those two better options could gain further points and change that.</div><div><div><br /><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580923&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580923&type=card" width="265" /></a></div>Very slow but could be used to have Dark Depths enter with zero ice counters on it. Of course ~ would need to leave afterwards for Dark Depths to pop, but that creates a good barrier against attacks.</div><div>Marit Lage is much easier to deal with these days but at least this way if they do deal with it, you don't lose <i>two</i> lands like you do with Thespian's Stage + Dark Depths.</div><div>Some lands decks run Green Sun's Zenith to find Ramunap Excavator, so ~ adds more utility there.</div><div>Realistically ~ is probably unplayable but if I'm wrong then it's worth noting that it kill Urza's Saga in a similar way that Blood Moon does, i.e. Sagas with no chapter abilities sacrifice to state based effects.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580961&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580961&type=card" width="265" /></a></div>You don't really want to hold up mana for counterspells in this deck because your game plan needs to keep you alove whilst you're tapping out for cards exiled by ~. You also want the game to go long to let card advantage from ~ take over the game. Therefore you want to be a tapout control deck relying on discard, removal and static disruption to stop your opponent's bullshit.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580955&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580955&type=card" width="265" /></a></div>Already widely adopted. Card advantage. Flexible.</div><div>The Iniative is a much ridiculed ridiculous tool against non-creature decks and once you add the initiative to the game, you want to run as many initiative creatures as you can because they're the best way of getting it back. Furthermore, except for the 3mana White Plume Adventurer, the rest of the initiative creatures are basically 4mana; therefore you need to run mana dorks to cast your initiative creatures fast enough to race combo decks. This is where Mawloc comes it. It preys on mana dorks and is itself a creature to attack and potentially gain the initiative with.</div><div>Greens Sun's'ing for it is fine in a manadork format.</div><div>The exile clause is handy against Skullclamp and other death triggers.</div><div>The other day I tapped out to try ravenous my Mawloc and exile their Uro, however I ran straight into Daze. In hindsight I could've won the game some other way and played around Daze. What I'm saying is that if your blue tempo opponent has been sitting on a card for a long time, think about Daze and whether you really need that extra counter on ~.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580962&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580962&type=card" width="265" /></a></div>Very powerful. It won't take long to recover the tempo loss of casting ~.</div><div>Best in an Ancient Tomb, Mana Crypt deck. Ironically ~ itself isn't ideal to cast off Tomb and Crypt (not without Mossfire Valley anyway!) but your deck should be full of powerful creatures that cost 2 and a coloured mana. Typically you will cast ~ on turn4 and immediately cast a 3drop.</div><div>You could even run~ in an artifact deck with creatures that cost "2"</div><div>~ resets each turn, so creatures with flash get a little extra value. However, I checked and you'll probably have to go Temur colours to access decent flash creatures.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580926&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580926&type=card" width="265" /></a></div>Vulnerable to removal but is good against some combos like Flash where they're relying on creatures dying over and over (Mogg Bombers plus 7x 0/0's, or Samwise Gamgee + Cauldron Familiar + Viscera Seer).</div><div>Obviously only good in aggro decks. Weilds a Jitte well. By the Throne, there better be an equipment called 'Chainsword' in this set.<br /><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580933&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580933&type=card" width="265" /></a></div>Similar to Indomitable Creativity in that you can target multiple things and therefore play around removal, which is wayyyy better. Instant speed is also strong against counterspells.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580946&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580946&type=card" width="265" /></a></div><div>Far too Star Warsey. Not sure which came first.</div>TRIPLE damagé <i>and</i> efficient against all removal except...Liliana of the Veil. Even against Karakas, which is impressive.</div><div><br /></div><div>Moria Marauder</div><div>Wrenn and Six</div><div>Goblin Chainwhirler</div><div>Walking Ballista</div><div>Orcish Bowmasters</div><div>Fury</div><div>Pyrokinesis</div><div>Mana dorks</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580951&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580951&type=card" width="265" /></a></div>Not often a lands deck runs blue, but ~ would be strong there. Colour fixing presumably easy when your game plan involves searching for lands anyway.</div><div>Could be good in a Jeskai aggro deck with <a href="https://deckbox.org/mtg/Pia%20Nalaar%2C%20Consul%20of%20Revival">Pia Nalaar, Consul of Revival</a> and all the Light up the Stage, Wrenn's Resolve, Reckless Impulse effects. This would also support See the Truth. You could run Snapcaster Mage and Finale of Promise, etc.</div><div>If Nathan Basser were to add U to his <a href="https://www.moxfield.com/decks/0VWc7Vxwn0mVE3su1jjXpA" target="_blank">mono R storm deck</a>, then ~ would be quite powerful.</div><div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580954&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580954&type=card" width="265" /></a></div>If your opponent isn't running creatures, then chances are they'll be using their graveyard for something, so ~ is rarely bad. If the opponent is running creatures you'll want plenty of cheap removal to feed them to ~.</div><div>~ is a little clunky. It matches up poorly against Fatal Push, Teferi, Time Raveler and Jace, the Mind Sculptor, for example. Having said that, I can imagine situations where this is a 5/5 and it exiled an Uro, so I can't really call it unplayable.</div><div>Not being instant speed makes ~ worse than other graveyard hate such as Endurance or Scavenging Ooze, so I think this would be run in addition to those cards in a graveyard-centric metagame.<br /><div><br /></div><div><div class="separator" style="clear: both; text-align: left;"><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580988&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580988&type=card" width="265" /></a></div>Powerful in mono colour decks with tonnes of card advantage. You need a good reason to be mono colour though. The big reasons are:</div><div>Islands: Back to Basics, Mystic Sanctuary</div><div>Mountains: Blood Moon, Ruination, Blood Sun, Magus of the Moon, </div><div>Swamps: Contamination</div><div>Plains: Suppression Field, Enlightened Tutor</div><div><br /></div><div>There's not enough in any colour to consistently draw one. Of course you also have immunity to opposing nonbasic hate, which could be worth it in a heavy Blood Moon meta. And of course you have excellent colour consistency.</div><div><br /></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580990&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580990&type=card" width="265" /></a></div>Good value if you're running big creatures and have a strategy which leads to long games, i.e. games where you get enough mana to activate ~.</div><div>~ can put Emrakul, the Aeons torn onto the battlefield if she's in the top 4, which is cool.</div><div>Good land to find with Primeval Titan if you expect them to destroy the Titan.<br /><div><br /></div><h3 style="text-align: left;">SIDEBOARD</h3><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580875&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580875&type=card" width="265" /></a></div>Easy to dismiss this because it almost looks like draft chaff. However, I think it's quite good against aggro; Kalitas, Traitor of Ghet and Kamber, the Plunderer are better but often you need to replace a lot of cards that are bad against aggro and ~ is 3rd in line (but 4th really because Laurine, the Diversion).</div><div>I've already boarded in ~ in a match and it was great against monored. The combination of >3 toughness + lifelink is game winning.<br /><div class="separator" style="clear: both;"><br /></div></div></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580958&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580958&type=card" width="265" /></a></div>I can imagine this in the sideboard of a Past in Flames deck.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580944&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580944&type=card" width="265" /></a></div>Esper Affinity anti-creature card. Even better with a Modular subtheme.</div><div><br /></div><div><div><br /></div><div><h3 style="text-align: left;">BEST CARDS OF WARHAMMER 40k</h3><div>In power order:</div><div><br /></div><div>Mawloc</div><div>Chaos Defiler</div><div>Shadow in the Warp</div></div></div></div></div></div></div></div><div>Ghyrson Starn, Kelermorph</div><div><br /></div><div>That concludes the set review,</div><div><br /></div><div>Thanks for reading. Hopefully I can catch up on a few more set reviews whilst I'm locked in my room with Covid for a few days (probably got it at the airport or on the plane coming back from the Regional Championships in Sydney. Totally worth it). Shout out to Juzza for hospitality, and Jack and Ryan. </div><div>Good to meet a fellow Goblin in Tyrone. Graham might be uploading lists from the two Highlander events in the coming days.</div><div><br /></div><div>Mulch</div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-14719158919748718022023-03-18T21:34:00.003-07:002023-06-18T01:13:02.663-07:00Unfinity 7 Point Highlander Set Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSv3ALiOOiOUYO-D9bKDUnMkmRz6zmiBqDD8IQkljeyIZsU9XvOC-GvPK8QOqFfvwhOUFECPmK9uvCxCBVcWZhtLS95br5V9mjDubQM4ebHZw5m9PZpA5_3qBDWSvunoaZQQLA0YDXrN9Vr7C8hKqdmZX815eNb2HsMINL9Pr0TPbQdJ-cv8dAYx7x3Q/s500/aIUP2g0UgEm_500x_6.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="250" data-original-width="500" height="160" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSv3ALiOOiOUYO-D9bKDUnMkmRz6zmiBqDD8IQkljeyIZsU9XvOC-GvPK8QOqFfvwhOUFECPmK9uvCxCBVcWZhtLS95br5V9mjDubQM4ebHZw5m9PZpA5_3qBDWSvunoaZQQLA0YDXrN9Vr7C8hKqdmZX815eNb2HsMINL9Pr0TPbQdJ-cv8dAYx7x3Q/s320/aIUP2g0UgEm_500x_6.png" width="320" /></a></div><div><br /></div><div><div><i>Unfinity [UNF]</i></div><div><i>Release date: October 7, 2022</i></div><div><i><br /></i></div><div><i>Latest points change at the time of writing this - Phyrexia: All Will be One</i></div><div><i>Throughout my set reviews I use '~' to denote the subject card.</i><span><a name='more'></a></span></div></div><div><br /></div>Hello,<p></p><p>This is my first un-set review. Until now all un-cards were silver bordered and clearly not legal in tournament play. However, Hasbro shareholders want money, so Unfinity is a blackbordered set with some tournament legal cards; an acorn holofoil symbol indicates <i>illegal</i>, whereas a regular elipse holofoil symbol indicates <i>legal </i>in Legacy, Vintage and therefore Highlander. Yay. </p><p>This set is pretty crazy, especially Stickers and Attractions. Whenever there's a weird mechanic in a set, there is often something broken, e.g. companions, delve, dredge, artifact lands, initiative. Additionally, Unfinity is not legal in most popular competitive formats so much fewer players have had a seriously look for things to abuse. This gets me excited.</p><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=580701" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=580701" width="265" /></a></div>~ recieved a point in the latest points announcement. Players have faced ~ enough by now that I don't have to analyse him much.</div><div>Even though you don't have control over which of the outcomes you get, it doesn't matter cause they're all very strong. Rolling a 3 is the only outcome which doesn't defend ~.<br />~ is especially good with Time Walk because the 3roll gets much stronger.</div><div><br /></div><div><a href="https://ultimateguard.com/en/blog/frank-karsten-unfinity-math-goblin-and-comet-stellar-pup#:~:text=So%200.75%20percent%20of%20the,the%20game%20on%20the%20spot!" target="_blank">Frank Karsten did the math</a> and says that ~ has a 0.75% chance to win the game immediately.</div><div><br /></div><div>~ would be a part of Squirrel tribal if that ever happens:</div><div>Chatterfang, Squirrel General</div><div>Deep Forest Hermit</div><div>Squirrel Sovereign</div><div>Metallic Mimic</div><div>Deranged Hermit</div><div>Gaea's Cradle</div><div>Realm Walker</div><div>My good friend Russel gave me a beautiful squirrel token November last year. If ~ makes it into a deck of mine, I definitely need to fork out for another 3 or 5 of these:</div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=5607&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="310" data-original-width="223" height="310" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=5607&type=card" width="223" /></a></div><div><div class="separator" style="clear: both; text-align: center;"><br /></div></div></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580619&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580619&type=card" width="265" /></a></div>An improved Servo Exhibition. </div><div>~ is bad by itself so needs something to make those Clowns perform. Excellent with Tempered Steel.</div><div><div>Good with Skullclamp and in the same colour as Steelshaper's Gift, Stoneforge Mystic and Open the Armory. </div><div>Provides an average of 2.33 Clowns.</div><div>Could be used in a Shape Anew deck.</div></div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580627&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580627&type=card" width="265" /></a></div>Horrendous if you have ≤2 creatures but Once you have ≥4 creatures this gets genuinely good. I can see it in Aristocrats, Elves and Tokens.<div>If you're running ~ in your green deck you should consider Dryad Arbor for the extra pump.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=580708" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=580708" width="265" /></a></div>Decent mass pump. The opponent chooses which of the three sectors their dudes go into before you do. Therefore, unless they have three dudes or more, you can put all your creatures into the sector they aren't occupying and have them be unblockable next turn unless the opponent plays a blocker or two on their net turn, which I suppose is likely.</div><div>Best in super go-wide strategies but also decent value with Hardened Scales and Persist strategies.<br /><div><br /><div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580658&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580658&type=card" width="265" /></a></div>Goes infinite with Dualcaster Mage.</div><div>Good in decks with powerful death triggers because even if the opponent destroys your creature in response, you get value.</div><div>You can chump block and then ~ your blocker before damage.</div><div>Decent with ETB creatures. If your creatures have ETB's <i>and</i> death triggers, even better, e.g. Chaos Defiler.</div><div>~ doesn't work with indestructible creatures due to the "if that creature dies this way" clause. Also doesn't work if Leyline of the Void or Voidwalker exile the creature rather than it dying.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580693&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580693&type=card" width="265" /></a></div>Common knowledge that 7 is the most common sum of two d6. That is a tonne of cards. You get all your lands back to hand, your Baubles, Lotus Petal, Lion's Eye Diamond, Black Lotus then ≈7 mana worth of spells. ~ should win the game in a Storm deck. Imagine casting ~ and sacrificing Lion's Eye Diamond in response.</div><div><br /></div><div>Handy that ~ is an instant, letting you, the Storm player strain the oppponent's counterspell mana across their end step and your next turn.</div><div><br /></div><div>~ getting back all your lands is pretty crazy for Fastbond and Manabond.</div><div>Strong with Wrenn and Seven's +0 ability too.</div><div><br /></div><div>~ gets back Time Walk, which recovers a lot of the tempo loss from a 5mana spell.</div><div><br /></div><div>~ is a nice topend for fair Lurrus decks, which are packed with cheap cards.</div><div><br /></div><div>~ doesn't target, which gives you resilience against some graveyard hate.</div><div><br /></div><h3 style="text-align: left;">STICKERS</h3><div style="text-align: center;"><i>example</i></div><div style="text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583544&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="400" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583544&type=card" width="286" /></a></div><div><h4>WHAT ARE STICKERS</h4><i>123.1. A sticker is a marker placed on an object that modifies its characteristics and/or interacts with a<br />rule, ability, or effect. Stickers are not objects. Notably, a sticker is not a counter or a token.<br />Changes to an object from stickers are not part of its copiable characteristics. There are four kinds<br />of stickers: name stickers; ability stickers; power and toughness stickers; and art stickers.<br /><br />123.2. Stickers are found in boosters of the Unfinity expansion on numbered inserts. Each insert has a<br />predetermined combination of stickers. Any rule that refers to a sticker sheet refers to the specific<br />combination of stickers found on one of those inserts. Sticker sheets are not cards and have no<br />characteristics. Each sticker sheet can be found at Gatherer.Wizards.com.<br /><br />123.2a In constructed play, a player who chooses to play with stickers must start the game with at<br />least ten sticker sheets selected before play begins, and each of their sticker sheets must be<br />unique. There is no maximum number of sticker sheets a player may start the game with. Each<br />player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at<br />random. See rule 103, “Starting the Game.”</i></div><div><i><br /></i></div><div>So if there are players in your metagame running Sticker cards, and you're running Ragavan, Nimble Pilferer, or any card which lets you cast your opponent's spells, then you should present your own Sticker deck if you want full value.</div><div><div><i><br /></i></div><h4>HOW TO USE STICKERS</h4><div><span style="font-style: italic;">123.3. If an effect instructs a player to put a sticker on an object, that player chooses a sticker that is not</span></div><div><div style="font-style: italic;">currently on any objects they own from among the stickers they have access to and puts it on that</div><div style="font-style: italic;">object.</div><div style="font-style: italic;"><br /></div><div style="font-style: italic;">123.3b A player can’t put a sticker on an object that they don’t own. If an effect would cause them</div><div style="font-style: italic;">to do so, that part of the effect does nothing.</div><div style="font-style: italic;"><br /></div><div style="font-style: italic;">123.3c A sticker may have a ticket cost represented by a number inside a ticket symbol (see rule</div><div style="font-style: italic;">107.17a). In order to put a sticker with a ticket cost on an object, the player who owns that</div><div style="font-style: italic;">object must pay that much {TK}. If they don’t have that much {TK}, they can’t put that sticker</div><div style="font-style: italic;">on an object.</div><div style="font-style: italic;"><br /></div><div style="font-style: italic;">123.5. Stickers on an object are not retained as that object moves to a hidden zone. Stickers are retained</div><div style="font-style: italic;">as that object moves to a public zone and continue to apply to the new object it becomes in that</div><div style="font-style: italic;">zone; this is an exception to rule 400.7.</div><div style="font-style: italic;"><br /></div><h4 style="text-align: left;">TLDR</h4><div style="font-style: italic;"><span style="font-style: normal;">Basically you get 3 random sticker sheets from your deck of 10 sticker sheets at the start of the game. Some cards give you tickets, which is a lot like the energy resource from Kaladesh. You can spend tickets on stickers and the stickers change the text of objects you put them on. The stickers remain as long as the object is in a public zone, e.g. from battlefield to graveyard to exile would keep the sticker the whole time, but if it goes to hand or library it will be removed. I feel sorry for the rules writing team.</span></div><div style="font-style: italic;"><span style="font-style: normal;"><br /></span></div><h4>NAME STICKERS</h4><div style="font-style: italic;">123.6. A name sticker consists of only a single word. A name sticker on a permanent or on a card in a</div><div style="font-style: italic;">zone other than the battlefield causes the word on that sticker to be added to the text of that object’s</div><div style="font-style: italic;">name. This is a text-changing effect. See rule 613.1c and rule 612, “Text-Changing Effects.”</div><div style="font-style: italic;"><br /></div></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580670&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580670&type=card" width="265" /></a></div></div><div>Trained Blessed <u>Mind</u> - 1</div><div>Playable <u>Delusionary</u> Hydra - 6</div><div>Unassuming <u>Gelatinous</u> Serpent - 5</div><div><u>Unsanctioned</u> Ancient Juggler - 5</div><div><u>Phyrexian</u> Midway Bamboozle - 4</div><div><div><u>Misunderstood</u> Trapeze Elf - 4</div><div><u>Narrow-Minded</u> <u>Baloney</u> Fireworks - 4</div></div><div>Eldrazi <u>Guacamole</u> Tightrope - 4</div><div>Ancestral Hotdog <u>Minotaur</u> - 4</div><div>Unglued <u>Pea-Brained</u> <u>Dinosaur</u> - 4</div><div><br /></div><div>So you're guaranteed to net at least R. A huge upgrade on Priest of Urabrask.</div><div><br /></div><div>Gives you infinite R with Cloudstone Curio and a zero-mana nonartifact creature.</div><div><br /></div><div>JP Kelly was part of the winning team for the Plenty of Games 7point Highlander championships earlier this year, playing ~ as another ritual in his Storm deck.</div><div><br /></div><div>~ is good in Goblin builds that are running Lutri, the Spellchaser. ~ can also contribute to an alternative Goblin Recruiter pile: Typically you cast Conspicuous Snoop, then protect it with Goblin Chirurgeon whilst you wait for summoning sickness to wear off, then you reveal Kiki-Jiki on top and make infinite Snoop copies. However, with ~ you can go turn2 Goblin Recruiter, turn3 Conspicuous Snoop + Impulsive Pilferer + Skirk Prospector + Mogg War Marshal + ~ + Muxus. Then Muxus puts a game winning combination of Goblins onto the battlefield. I can see this combo being better in an aggro metagame where Impulsive Pilferer and Mogg War Marshal would be much better.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580653&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580653&type=card" width="265" /></a></div>Joins Animate Dead, Dance of the Dead and Necromancy as ways of going infinite by reanimating Worldgorger Dragon or Abdel Adrian, Gorion's Ward. <a href="https://www.moxfield.com/decks/i1h5WtaA70W8UWPInij8cg" target="_blank">Angus has actually cut ~</a> since I saw them playing it last year.</div></div><div><br /></div><div>So as far as I can tell, name stickers are good with Mind Goblin but they can also be useful against Pithing Needle effects.</div><div><br /></div><h4 style="text-align: left;">ART STICKERS</h4><div><br /></div><div>Art stickers are useless apart from being hilarious.</div><div><br /></div><div><br /></div><h4 style="text-align: left;">ABILITY STICKERS AND 'POWER AND TOUGHNESS' STICKERS</h4><div>Unlike name and art stickers, ability stickers and P/T stickers have a ticket cost. The minimum ticket cost of these stickers is 2 tickets. There are several cards which provide a single ticket, but there is not enough of them to reliably combine two single tickets to meet the minimum 2 requirement. Instead the realistic approach is to only use cards which provide multiple tickets. There is only one card, <a href="https://deckbox.org/mtg/Ambassador%20Blorpityblorpboop">Ambassador Blorpityblorpbloop</a> that provides more than two tickets, he provides 3. However, he is a 5drop with no qualities that make up for entering the battle so late.</div><div>We are left with a small handful of playable sticker cards but can't analyse them without knowing the stickers they are buying us:</div><div><br /></div><div>We can't rely on having any individual sticker sheet because it may not be of the three we get at the start of the game, so what we have to do is look for a strategy benefited by at least 8 sticker sheets. The only strategy I could think of was, sticking a 5/1 on Bloodghast. </div><div>Bloodghast's unmatched ability to return from the graveyard combines wonderfully with sticker persistence. This ability also enables us to use unpointed tutors such as Entomb and Unmarked Grave to reliably make it the centrepiece of our strategy. There are other recurring creatures such as Gravecrawler and possibly Bloodsoaked Champion but Bloodghast is the best.</div><div><br /></div><div><div>Here are the 5 stickers which can make Bloodghast a 5/1:</div><div>Wild Ogre Bupkis</div><div>Unique Charmed Pants</div><div>Trendy Circus Pirate</div><div>Primal Elder Kitty</div><div>Contortionist Otter Storm</div><div><br /></div><div>There are excess stickers to choose from, which make Bloodghast a 4/1 or 4/2. As long as you have at least 3 of these to supplement the five above then you'll be guaranteed a way to pump Blooghast:</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583565&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583565&type=card" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583581&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583581&type=card" /></a><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583544&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583544&type=card" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583576&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583576&type=card" /></a><br /><br /></div><div><br /></div><div>The best sticker sheet for Bloodghast is Carnival Elephant Meteor, giving the ability of "Sacrifice this permanent: Draw two cards." is crazy good.</div><div><br /></div><div>Unhinged Beast Hunt goes infinite life with <a href="https://deckbox.org/mtg/Famished%20Paladin">Famished Paladin</a>. Famished Paladin is pretty bad though. Perhaps in a Bloodghast deck splashing white you could run Living Wish with Famished Paladin in the sideboard in case Unhinged Beast Hunt is one of your 3 stickers for the game.</div><div><br /></div><h4>STICKERS THAT ARE POWERFUL WITH A SACRIFICE OUTLET</h4><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583553&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583553&type=card" /></a></div><div>Saccing Bloodghast to <a href="https://deckbox.org/mtg/Unsummon">unsummon</a> is excellent tempo.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583573&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583573&type=card" /></a></div><div>Goes infinite with any noncreature nonland which sacrifices itself for some value, i.e. Mishra's Bauble, Urza's Bauble and Lotus Petal. This is crazy powerful and I will definitely be abusing it in the future.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583572&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583572&type=card" /></a></div><div>If the opponent is hellbent you can sacrifice Bloodghast in their draw step to lock them out of sorcery speed cards.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583562&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583562&type=card" /></a></div><div>Goes infinite with Cauldron Familiar and an unrestricted sac outlet. The downside of running this combo is that you'll need other food generators to make Cauldron Familiar decent in the absence of Giant Mana Cake.</div><div><br /></div><div><br /></div><div>A second power and toughness sticker on Bloodghast will just overwrite the first one, so if you're running multiple sticker cards or you plan to recur the one you are running, then it's a good idea to run death trigger sticker sheets to get full value.</div><div><br /></div><div>There is the risk that your stickered Bloodghast will get bounced or exiled. Running sacrifice outlets is a great way to reduce the chance of that happening. You'll want sac outlets that require zero mana, so that you can tap out each turn.</div><div> </div><div>Pull from Eternity is a cute way of getting Bloodghast back if it gets exiled.</div></div><div><br /></div><h4 style="text-align: left;">STICKER 'PUTTERS'</h4><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580633&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580633&type=card" width="265" /></a></div><div>I'll get to Attractions later. ~ is more more powerful when choosing the two sticker options but occaisionally you might open an Attraction instead. </div><div><br /></div>Can be found with Spellseeker.<div><br /><div>~ and the other two sticker cards don't target, so if you control Bloodghast <i>and </i>Gravecrawler, then you're still ok if they remove one in response. <br />If Bloodghast is your only creature, hold up a fetchland if you can so that you can bring back Bloodghast in time to get a sticker even if the opponent destroys Bloodghast in response.</div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580684&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580684&type=card" width="265" /></a></div>Good for all the same reasons as Command Performance.</div><div>~ is a creature, which makes it much easier to recur than Command Performance.</div><div>~ is a <i>green </i>creature, which is excellent for Green Sun's Zenith and casting Hogaak, Arisen Necropolis, which is a natural fit in a Bloodghast deck.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580689&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580689&type=card" width="265" /></a></div>Requires an opposing creature to cast, but that's not a problem in this metagame where everyone needs to run creatures to compete against The Initiative and busted Planeswalkers.</div><div> </div><div><div>If Trendy Circus Pirate is one of our 3 sticker sheets then we have the option of giving Bloodghast Deathtouch if 5power isn't enough. The art is misleading, I presumed it was a fight effect, but it's just damage equal to power, much better.</div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580691&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580691&type=card" width="265" /></a></div>~ only does power and toughness stickers but that's fine; effectiveness is guarantee if 8 of our 10 sticker sheets can pump Bloodghast, i.e. the five 5/1's and at least three 4/X's.</div><div><br /></div><div>~ curves nicely with Bloodghast, Entomb and Unmarked Grave, allowing a turn3 attack for 5, and a land drop to immediately bring back Bloodghast.</div><div><div>~ is cheap and green for Hogaak, the Arisen Necropolis.</div><div>~ curves nicely with Gravecrawler and Bloodsoaked Champion, allowing turn2 attack for 5.</div><div class="separator" style="clear: both; text-align: center;"><br /></div></div></div></div></div></div></div></div><h3 style="text-align: left;">ATTRACTIONS</h3><div class="separator" style="clear: both; text-align: center;"><i>example</i></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583452&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583452&type=card" width="265" /></a></div><h4 style="clear: both; text-align: left;">What the fuck is an Attraction?</h4><div class="separator" style="clear: both; text-align: left;"><i>"718.2. Attraction cards do not begin the game in a player’s deck and do not count toward maximum or
minimum deck sizes. Rather, a player who chooses to play with Attraction cards begins the game
with a supplementary Attraction deck that exists in the command zone. Each Attraction deck is
shuffled before the game begins."</i></div><div><i><br /></i></div><div><i>"718.2a In constructed play, an Attraction deck must contain at least ten Attraction cards and each
card in an Attraction deck must have a different English name."</i></div><div><i><br /></i></div><h4 style="text-align: left;">How do I open my Attractions?</h4><div><i>"701.48a A player may open an Attraction only during a game in which that player is playing with</i></div><div><i>an Attraction deck (see rule 718, “Attraction Cards”)."</i></div><div><i><br /></i></div><div>So if there are players in your metagame running Attraction cards, and you're running Ragavan, Nimble Pilferer, or any card which lets you cast your opponent's spells, then you should present your own Attraction deck if you want full value.</div><div><i><br /></i></div><div><i>"701.48b To open an Attraction, move the top card of your Attraction deck off the Attraction deck,</i></div><div><i>turn it face up, and put it onto the battlefield under your control."</i></div><div><i><br /></i></div><h4 style="text-align: left;">When do you roll for your attractions?</h4><div><i>"718.4. As a player’s precombat main phase begins, a player who controls one or more Attractions rolls
to visit their Attractions. This turnbased action doesn’t use the stack. "</i></div><div><i><br /></i></div><h4 style="text-align: left;">What happens if I roll succesfully?</h4><div><i>"718.5. Each Attraction card has an ability that begins with the word “Visit” followed by a long dash in
its rules text. This is a visit ability. A visit ability triggers whenever you roll to visit your Attractions
and the result matches one of the lit-up numbers. See rule 702.159, “Visit.” "</i></div><div><i><br /></i></div><div>The visit ability goes on the stack and can be responded to.</div><div><i><br /></i></div><h4 style="text-align: left;">What happens if my Attraction gets removed?</h4><div><i>"718.6. If a card with an Astrotorium card back would be put into a zone other than the battlefield, exile,
or the command zone from anywhere, instead its owner puts it into the command zone. This
replacement effect may apply more than once to the same event. This is an exception to rule 614.5. "</i></div><div><i><br /></i></div><div><i>"718.6a Each card owned by the same player that has been put in the command zone this way is kept
in a single face-up pile separate from any player’s Attraction deck. This pile is informally
referred to as that player’s “junkyard.” The pile is not its own zone."</i></div><div><i><br /></i></div><h4 style="text-align: left;">Attraction Analysis</h4><div>Attractions are artifacts, so straight up the cards that open them can be used for all the artifact synergies. </div><div><br /></div><div>The playable cards which make the Attractions are not artifacts themselves so there's potential to abuse <a href="https://deckbox.org/mtg/Shape%20Anew">Shape Anew</a> and <a href="https://deckbox.org/mtg/Reality%20Scramble">Reality Scramble</a>.</div><div><br /></div><div>An Attraction deck requires at least 10 Attractions. There are only 22 Vintage legal Attractions and many of these are unplayable due to weak visit abilities, e.g. tap a creature. The small pool of playable Attractions to choose from narrows our strategic options. To me there are 7 Attractions that are good in typical creature based midrange decks. I'll briefly talk about those now, then after I'll list the creatures which open these Attractions and suggest what the remaining 3 Attractions should be in your Attraction deck according to the strategy.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583478&type=card" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583478&type=card" /></a></div><div style="text-align: left;"></div><div class="separator" style="clear: both;">Effectively draws a card every 2 turns. I think this is the strongest Attraction.</div><div class="separator" style="clear: both;">You'll want all your cards to be proactive because you can only case the exiled cards this turn, e.g. bad with counterspells. </div><div class="separator" style="clear: both;">You'll want a low curve to decrease the likelihood of exiling a card that is too expensive to cast.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583450&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583450&type=card" /></a></div><div class="separator" style="clear: both;">You can get a little more value from this if you have creatures with ETB triggers or if you can sacrifice your creatures for value before they get exiled by the end step trigger.</div><div class="separator" style="clear: both;">Particularly strong with Solitude, Fury and Grief, which you can get into your graveyard easily.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both;"><span><div class="separator" data-darkreader-inline-color="" style="--darkreader-inline-color: #37a7ff; clear: both; color: #2f92ff; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583464&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583464&type=card" /></a></div></span><i>"702.159b Some Attractions instruct a player to “claim the prize,” followed by a second paragraph that starts with the word “Prize” and a long dash. This text is part of its visit ability. To claim the prize of an Attraction, perform the actions listed after the long dash."</i></div><div class="separator" style="clear: both;"><i><br /></i></div><div class="separator" style="clear: both;">This rule clarifies that "Prize" is not a separate trigger. Which means you can't blink ~ in response to the visit trigger to keep ~ around.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">~ creates treasures, which are also artifacts, so you get extra artifact presence for Tolarian Academy and '<a href="https://deckbox.org/mtg/Urza%27s%20Saga">Karnstructs</a>'.</div><div class="separator" style="clear: both;"><span><div class="separator" data-darkreader-inline-color="" style="--darkreader-inline-color: #37a7ff; clear: both; color: #2f92ff;"><span data-darkreader-inline-color="" style="--darkreader-inline-color: #e0dcd7; color: #edebe8;"><br /></span></div></span><div class="separator" data-darkreader-inline-color="" style="--darkreader-inline-color: #37a7ff; clear: both;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583438&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583438&type=card" /></a></div><div class="separator" style="clear: both; text-align: left;"><a href="https://www.youtube.com/watch?v=unw7f5r6sls&ab_channel=Voyage" target="_blank">Jumanji anyone?</a></div><div class="separator" style="clear: both; text-align: left;">If you sacrifice ~, any creatures still phased out will be trapped on the Ferris Wheel forever <i>unless</i> you open another Attraction and roll a 3 or less, in which case they will phase back in. If you're running ~ you should try included cards which can remove it, e.g. Arcbound Ravager or Greater Gargadon.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><div>The common and uncommon Attractions have 4 printings each. All of them visit on a 6 and none of them visit on a 1. ~ however, has just 1 printing. The rest of the rare Attractions have 2 printings each. I'm talking 0.001%'s here but if you're the kind of player who likes big wins then you could align all your Attactions to visit on the same numbers. Or if you like to hedge your bets, then you could spread the visit numbers.</div></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583408&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583408&type=card" /></a></div>Can be a liability if their lowest toughness creature has an ETB trigger. For this reason you should run lots of removal spells to control which of their creatures gets bounced.<br /></div></div></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583452&type=card" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583452&type=card" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583486&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583486&type=card" /></a></div><div class="separator" style="clear: both; text-align: left;">These two are straight forward.</div><span><!--more--></span><div><br /></div><h4 style="text-align: left;">ATTRACTION OPENERS</h4><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580654&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580654&type=card" /></a></div>~ goes straight into any black aggro deck.<div>~ is a Zombie for Gravecrawler. </div><div>In addition to the 7 general midrange Attractions mentioned earlier, using an aggressive strategy enables 4 other Attractions (depending on your deck you'll choose the weakest of these 11 to remove, to make 10 Attractions for your Attraction deck):</div><div class="separator" style="clear: both;"><span><div class="separator" data-darkreader-inline-color="" style="--darkreader-inline-color: #37a7ff; clear: both; color: #2f92ff; text-align: center;"><br /></div></span></div><div class="separator" style="clear: both;"><div class="separator" style="clear: both; text-align: center;"><span><span><div class="separator" data-darkreader-inline-color="" style="--darkreader-inline-color: #37a7ff; clear: both; color: #2f92ff; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583480&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583480&type=card" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583462&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583462&type=card" /></a><br /><br /></div><div class="separator" data-darkreader-inline-color="" style="--darkreader-inline-color: #37a7ff; clear: both; color: #2f92ff; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583470&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583470&type=card" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583457&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583457&type=card" /></a></div><span><!--more--></span><div class="separator" data-darkreader-inline-color="" style="--darkreader-inline-color: #37a7ff; clear: both; color: #2f92ff; text-align: center;"><br /></div></span></span><div class="separator" style="clear: both;"><span><span><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580649&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580649&type=card" width="265" /></a></div><div style="text-align: left;">"Lifetime" Pass Holder is laughably better that ~. However, it might be <i>just</i> good enough to make it into a Vampire tribal deck. Vampires tribal is aggressive; you would use the same aggressive Attractions as "Lifetime" Pass Holder with the addition of Hall of Mirrors, which is great for turning all your tokens into lords:</div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583449&type=card" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583449&type=card" width="265" /></a></div><div style="text-align: left;"></div><div style="text-align: left;"><br /></div><span><!--more--></span><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580641&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580641&type=card" width="265" /></a><br /></div></span></span><div style="text-align: left;">~ isn't aggressive enough for Swinging Ship, Merry-Go-Round, Roller Coaster or Kiddie Coaster to be useful. The other strategy that ~ could be used for is Artifact synergy. There are two Attractions I haven't mentioned yet which produce additional artifacts:</div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583422&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583422&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583418&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583418&type=card" width="265" /></a><br /></div><div class="separator" style="clear: both; text-align: left;">As has been suggested earlier, you can take advantage of your high artifact count with Tolarian Academy, Urza's Saga, Urza, Lord High Artificer, Karn, Scion of Urza, Nettlecyst, etc. Doesn't matter how shitty your artifacts are, they still contribute.</div><div class="separator" style="clear: both; text-align: left;">It's worth noting that Seasoned Buttoneer and Dee Kay, Finder of the Lost are bad with Mishra's Workshop. If you are running Workshop, you'll need to be careful not to run too many nonartifact spells. Alternatively you can run lots of nonartifact spells are cut the Mishra's Workshop, which will save you a lot of hassle borrowing or buying such a monetarily expensive card.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">So adding Concession Stand and Clown Extruder to the 7 general midrange Attractions I listed earlier, that is 9 Attraction total. Need one more for our Artifact deck. The final two options are Hall of Mirrors or Love Tunnel:</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583449&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583449&type=card" width="265" /></a></div><div style="text-align: left;">Weak against heavy removal but could be good anyway if you run a bunch of creatures which create token creatures when they enter. Cards which come to mind are:</div><div style="text-align: left;">Breya, Etherium Sculptor</div><div style="text-align: left;">Imotekh the Stormlord</div><div style="text-align: left;">Third Path Iconoclast</div><div style="text-align: left;">Jan Jansen, Chaos Crafter</div><div class="separator" style="clear: both; text-align: left;">Sai, Master Thopterist</div><div class="separator" style="clear: both; text-align: left;">Myr Battlesphere</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583488&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=583488&type=card" width="265" /></a></div><div style="text-align: left;">~ is good in two scenarios. The first scenario is when the opponent doesn't have a create with an ETB trigger. In that case, you get an other Attraction by blinking your Attraction opening creature, whilst the opponent gets no value. If you run lots of removal you can remove their ETB creatures, however most of the value of ETB creatures is <i>in </i>their ETB trigger, so that's not the best plan. Also, this is all in the context of an Artifact strategy, and those strategies are not good at running removal. Therefore, the second and far more likely scenario is that you have a huge creature which can fight one of your opponent's and live. This is a speciality of Artifact strategies, see Urza's Saga, Urza, Lord High Artificer, Karn, Scion of Urza, Nettlecyst, Traxos, Scourge of Kroog, etc.</div><span><span><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://cards.scryfall.io/normal/front/a/0/a08b8ff8-13e4-46e7-b028-d055e4548f6a.jpg?1673914943" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="680" data-original-width="488" height="400" src="https://cards.scryfall.io/normal/front/a/0/a08b8ff8-13e4-46e7-b028-d055e4548f6a.jpg?1673914943" width="287" /></a></div><div style="text-align: left;">Demands removal, otherwise those Attractions are going to add up. As with Seasoned Buttoneer, I think you'll need some artifact synergies to make ~ good enough, despite how much better ~ is.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">Hall of Mirrors is powerful with ~ if ~ lives.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">Pick-a-Beeble is the only Attraction which triggers ~'s powerful prize 'vindicate' ability. It would be pretty special to trigger it. </div><div style="text-align: left;"><br /></div><div style="text-align: left;">For some reason the only multicoloured cards from Unfinity available on Gatherer.com are Comet, Stellar Pup and Space Beleren. For a minute I was wondering if there was some kind of digital erasure going on like in the past; is 'The Most Dangerous Gamer' too edgy? But there was clearly just some oversight by whomever manages Gatherer.com. The rest of the multicolour cards are available on other card browsers, hence the different size and white corners of ~ above. Honestly if Ben Newman hadn't been naming "The Most Dangerous Gamer" with his Demonic Consultation + Thassa's Oracle combo for a couple months, then I wouldn't know ~ existed. Side note, I think Ben's onto "Sloppity Bilepiper" now. Too edgy indeed.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://cards.scryfall.io/normal/front/6/6/6607b2ac-e196-4586-b7a5-7c68621084c4.jpg?1673914881" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="680" data-original-width="488" height="400" src="https://cards.scryfall.io/normal/front/6/6/6607b2ac-e196-4586-b7a5-7c68621084c4.jpg?1673914881" width="288" /></a></div><div style="text-align: left;">Can be Karakas'd late game to open more Attractions, as can The Most Dangerous Gamer.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">Other cards also trigger when you roll a dice; however, most of them have the safety clause "one or more". Perhaps you could design your deck to consistently roll a lots of dice, for example by finding Clown Car with Trinket Mage and casting it with Tolarian Academy.</div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580713&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580713&type=card" width="265" /></a></div><br /><h4 style="text-align: left;">CONCLUSION</h4><div style="text-align: left;">Awesome, finally done. What a weird set. As usual, here are my picks for best cards in rough order of power level:</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><a href="https://deckbox.org/mtg/Comet%2C%20Stellar%20Pup">Comet, Stellar Pup</a></div><div style="text-align: left;"><a href="https://deckbox.org/mtg/%22Lifetime%22%20Pass%20Holder">"Lifetime" Pass Holder</a></div><div style="text-align: left;"><a href="https://deckbox.org/mtg/Pair%20o%27%20Dice%20Lost">Pair o' Dice Lost</a></div><div style="text-align: left;"><a href="https://deckbox.org/mtg/Finishing%20Move">Finishing Move</a></div><div style="text-align: left;"><a href="https://deckbox.org/mtg/Clandestine%20Chameleon">Clandestine Chameleon</a></div><div style="text-align: left;"><br /></div><div style="text-align: left;">See you on the stickered field of battle,</div><div style="text-align: left;"><br /></div><div style="text-align: left;">Mulch</div><br /></span></span></div><span><span><br /><br /><u data-darkreader-inline-color="" style="--darkreader-inline-color: #37a7ff; color: #2f92ff;"><br /></u></span></span></div><span><br /><u data-darkreader-inline-color="" style="--darkreader-inline-color: #37a7ff; color: #2f92ff;"><br /></u></span></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><span data-darkreader-inline-color="" style="--darkreader-inline-color: #37a7ff; color: #2f92ff;"><u><br /></u></span></div><br /><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><i><br /></i></div><div><br /></div><div><br /></div></div></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-65975844112417366692023-03-05T21:49:00.003-08:002023-03-05T21:49:33.435-08:00Dominaria United Commander (DMC) 7point Highlander Set Review<script src="https://deckbox.org/assets/external/tooltip.js"></script>
<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL9xnW2QI5vBdiOBvrKRabU_vb6c1V-wat4trhs9driEROSSM-TPLiIwr-2c0FlPcN5CWFl2bsiMqBPpevxGM3FsS0qkHr5z6ZBg-1q2u6DM-LDaAGK2NpArLaBHKpqoRCXBmaCmLRtGySOUIXKSLqlbgyhhn0gy_b-UIC0A3CdWmSbU9eQXRYvYCfzw/s261/DMC_expansion_symbol.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="250" data-original-width="261" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL9xnW2QI5vBdiOBvrKRabU_vb6c1V-wat4trhs9driEROSSM-TPLiIwr-2c0FlPcN5CWFl2bsiMqBPpevxGM3FsS0qkHr5z6ZBg-1q2u6DM-LDaAGK2NpArLaBHKpqoRCXBmaCmLRtGySOUIXKSLqlbgyhhn0gy_b-UIC0A3CdWmSbU9eQXRYvYCfzw/s1600/DMC_expansion_symbol.webp" width="261" /></a></div><br /><p></p><div class="separator" style="clear: both;"><i>Release date: September 9th 2022<br /></i></div><div class="separator" style="clear: both;"><i><br /></i></div><div class="separator" style="clear: both;"><i><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank">Latest points change at the time of writing this</a> - Phyrexia: All Will be One<br />Throughout my set reviews I use '~' to denote the subject card.</i></div><span><a name='more'></a></span><div class="separator" style="clear: both; text-align: center;"></div><div><br /></div><div><div>Wizards of the Coast are printing an overwhelming amount of cards for the Commander players base. Their focus used to be on Standard and Draft; they would hype Standard and Draft up with the Pro Tour, then the rotational nature of Standard and the natural one-and-done nature of Draft would keep the money rolling in for the company; Now they've put a big if not bigger focus on Commander, but Commander doesn't have the rotational nature of the other two formats. Commander decks are 100 cards, it's quite an investment to build one. And with the practically infinite amount of legends available, Commander players must have an insurmountable backlog of decks they want to build. Much like video game players who work full time jobs. Ain't no way are they getting through them all.</div><div>You also wouldn't take apart old decks because they're still legal and you invested so much into them. This would lead to Commander players simply buying up more of the second hand market to build new decks, driving up prices for us 7point Highlander players. Dammit.</div><div><br /></div><h3 style="text-align: center;">5-COLOUR</h3><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580155&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580155&type=card" width="265" /></a></div>Strong in a Niv-Mizzet Reborn deck.</div><div>Cute with Bring to Light, or any multicolour spell which finds more multicolour spells; Eladamri's Call.</div><div>Some hybrid mana cards are more colours than their mana value, giving you a little extra value with ~. Cascade spells are also better with ~.</div><div>Companions are all multicolour.</div><div>Cute with Painter's Servant.</div><div>Manamorphose is cute.</div><div>Kills with Squee, the Immortal + Food Chain.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580443&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580443&type=card" width="265" /></a></div><div>Decent in the 5 colour deck. Basically every spell you cast gains scry 1 and if you're lucky you'll get an Angel.</div><div>Fallaji Wayfarer can trigger ~ turn3.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580159&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580159&type=card" width="265" /></a></div>Anything which can create zero-mana spells is worth paying attention to. <div>Perhaps a Human tribal deck with Realmwalker could cast creatures off the top well with ~.</div><div>All the companions are multicolour. Jegantha is the likely companion to use.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=580466" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=580466" width="265" /></a></div><div>The Kavus that ~ creates are all colours but I don't think you'll have time to +1 him against combo; You'll need the -3 to be effective immediately, which means running a bunch of multi colour creatures. </div>With the exception of Fallaji Wayfarer and hybrid mana creatures, you can only get as many colours on a creature as its mana value, so to maximise ~ we want as many 3's and 4's as possible whilst still having the minimum number of 1's and 2's to consistently curve out. Not sure what that minimum number is, from experience I want at least 17 plays for the first two turns, but that might be antiquainted from the power creep of recent years.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580163&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580163&type=card" width="265" /></a></div>Shock and draw are the best of the modes. oh no, I just reminded myself of the Iraq war. So horrible. Now I'm sad. Oh man, even the name of the card... <div>MtG-wise it's hard to imagine ~ not winning the game when you cast it. It even disrupts most combos with the Naturalize and graveyard exile modes. Thassa's Oracle and Flash are two popular combos that come to mind which ~ doesn't stop.<br /><div>~ is like an instant speed Cruel Ultimatum which is easier to cast. <i>There is always a greater power.</i></div><div>Ways that you can cheat-cast ~, which come to mind are Mizzix's Mastery and Dream Halls.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580162&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580162&type=card" width="265" /></a></div>Might look like a big dumb timmy card, and it is, but I think it's good. It's bad on defense so you'll need to be at least equal on tempo when you cast ~. I think ~ works best with lots of removal spells to ensure you stay ahead on tempo and discard spells to protect ~ and not die to combo when you tap out for ~. Force of Will and Force of Negation are better than discard, ~ can also be exiled to Forces if necessary. ~ is probably better as 1WUBRG than it would be at 2WBRG for that reason.</div><div><br /></div><div><h3 style="text-align: center;">LEGENDARY</h3><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580491&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580491&type=card" width="265" /></a></div>Mox Amber hyper aggro.<div>Warrior Tribal.<br /><div>Could also go in the 'Feather' deck that runs all the creature targetting cantrips and payoffs such as Feather, the Redeemed, Ink-Treader Nephalim and Duplimancy</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=597910&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=597910&type=card" width="265" /></a></div>All legends, Mox Amber, etc, etc.</div><div>This is the first Mercenary printed since Prophecy in the year 2000. Could be a sign of things to come? Get your Cateran Summons now! </div><div>Crews Mighty Servant of Leuk-o on curve.</div><div>Compatible with Kaheera, the Orphanguard.</div><div>Most decks are running forests at the moment for Minsc and Boo, Timeless Heroes, Wrenn and Six, Mawloc and more. This makes the forestwalk of the tokens better.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=580465" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=580465" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Apparently this bitch created, corrupted, enslaved and faught with Dakkon Blackblade. Enslaved a couple elder dragons and Sol'Kanar the Swamp King, and has sided with the Phyrexians. I have no idea how such a being could have white mana, but hey.</div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg60UdNjcg4L2Ko7fmhuTfxHZsmOYGWcejf5YuUadKaJXSspDcTEmUeXW2a3k3ghVMSrE7IqMONS9Ym4f6qKTs5zNh5_geQJ0I3BUqFLUNzRdNBGjgqfaQCNF_GC8YTeCeWKrBzniqmlFKnvg8_tVK_niGpfrKUHaz9irtfMLkwKcgJswsrBsf2rh-RIw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="517" data-original-width="1010" height="164" src="https://blogger.googleusercontent.com/img/a/AVvXsEg60UdNjcg4L2Ko7fmhuTfxHZsmOYGWcejf5YuUadKaJXSspDcTEmUeXW2a3k3ghVMSrE7IqMONS9Ym4f6qKTs5zNh5_geQJ0I3BUqFLUNzRdNBGjgqfaQCNF_GC8YTeCeWKrBzniqmlFKnvg8_tVK_niGpfrKUHaz9irtfMLkwKcgJswsrBsf2rh-RIw" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;">That -3 is powerful and weird. Obviously you want a bunch of ≤3 mana value legends to protect her but you can also get some synergy from the treasures she creates. Affinity for Artifacts is a good mechanic for it. A trick with Affinity for Artfacts spells is you can announce the spell, which sets the amount of mana you'll need to spend, and then you can sacrifice the treasures to pay for it. This is cool but most Affinity for Artifact cards are blue, and we're talking about casting a 1RWB spell. You'll probably need to devote some spell slots to mana mixing.</div><div class="separator" style="clear: both; text-align: left;">Affinity for Artifacts is not the only thing you could abuse:</div><div class="separator" style="clear: both; text-align: left;"><ol style="text-align: left;"><li>Disciple of the Vault</li><li>Time Sieve</li><li>Tolarian Academy</li><li>Karnstructs from Urza, Lord High Artificer, Urza's Saga and Karn, Scion of Urza</li></ol></div><div class="separator" style="clear: both; text-align: left;">~ puts <i>all</i> legendary cards into hand, not just creatures, which means 3. and 4. from the list above work well. Running a bunch of legendary lands is a good idea if the colour requirements work. This would benefit Yoshimaru, Ever Faithful too.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580444&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580444&type=card" width="265" /></a></div><div style="text-align: left;">And the Legendary support keeps on coming. ~ is not as aggro as you'd like but the menace helps a lot against The Initiative.</div><div style="text-align: left;">Ideally you'll cast ~ on turn5 so that you can get 1 or 2 triggers before the opponent untaps and potentially kills him.</div><div style="text-align: left;"><br /></div><h3 style="text-align: center;">LANDS</h3></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580493&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580493&type=card" width="265" /></a></div><div>You must play with green sleeves on your cards if ~ is in your deck. That's the rule.</div><div>~ is best in 5colour Elemental decks where her creature type matters and you have maximum fetchlands to get as many Badgers as possible.</div>~ is more of a 6drop because you want to play a fetchland immediately to get 2 Badgers before ~ dies. There's a minigame that arises here, the same as it does for Tireless Tracker; if the opponent has instant speed removal, then you don't want to immediately crack the fetchland because if they kill ~ in response to cracking the fetchland you'll only get 1 Badger. Instead you want to pass the turn, then if they target ~ in your end step then you can get the 2nd Badger. Otherwise you just wait, forcing them to hold up the removal or you simply crack the fetch if you need the mana from the fetchland more than the Badger.</div><div><br /></div><div>~ dies to Armageddon and Dress Down.</div><div><div class="separator" style="clear: both; text-align: left;"><br /></div></div><div class="separator" style="clear: both; text-align: left;">The protection ability is a bonus against Teferi, Time Raveler, Jace, the Mindsculptor, Oko, Theif of Crowns and other planeswalkers that would spoil the Badger party.</div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/EIyixC9NsLI" width="320" youtube-src-id="EIyixC9NsLI"></iframe></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=597908&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=597908&type=card" width="265" /></a></div><span style="text-align: left;">oooo what deserts do we have? mmmm desserts.</span><div style="text-align: left;">Fastbond is definitely one of our points. Then once we're a land strategy then the rest will be some combination of Wasteland, Strip Mine, Crop Rotation, Urza's Saga, Green Sun's Zenith (~, Ramunap Excavator), Karakas, Wrenn and Six.</div><div style="text-align: left;"><br /><div>We actually want deserts we can sacrifice so that we can keep making Sand Warriors.</div><div><ul><li>Dunes of the Dead is good but only if you we can sac it to for good value, e.g. Lotus Field, Elvish Reclaimer, Crop Rotation...</li><li>The coloured untap series are good, but with colourless deserts in our deck we're only interested in the Naya ones: Hashep Oasis, Ramunap Ruins and Shefet Dunes.</li><li>Hostile Desert is good. We'll need max fetchlands and maybe Wasteland Strip Mine to exile to it.</li><li>Scavenger Grounds is good against Underworld Breach combo and Uro, Titan of Nature's Wrath.</li><li>Sunscorched Desert + a sacrificer + Fastbond could create a Channel Fireball-esc combo.</li><li>There's another 8 untapped colourless deserts if we want them.</li></ul></div><div><div>Another card that likes Deserts is Hour of Promise, which also finds Field of the Dead.</div><div>You can Scapeshift prematurely if you have ~ and you think he isn't going to get removed. 8 Sand Warriors is worth a 4mana spell. If we're running Field of the Dead and Scapeshift, then we won't want to be sacrificing our lands because we aim to get to 7. We'll have to choose between Wasteland and Field of the Dead.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580168&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580168&type=card" width="265" /></a></div>Another Amulet of Vigor, just for land though.</div><div style="text-align: left;">Strong with:</div><div style="text-align: left;">Karoos, e.g. Golgari Rotfarm<br /><div>Lotus Field</div><div>Thawing Glaciers</div><div>Myriad Landscape</div><div>Scapeshift</div><div>Primeval Titan</div><div><br /></div><div>You can use fetchlands to find shocklands tapped to tap down the opponent's blockers and maybe even a Grim Monolith, Basalt Monolith or Mana Vault.</div><div><br /></div><h3 style="text-align: center;">TRIBAL</h3></div></div></div><div><div class="separator" style="clear: both; text-align: left;"><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=597911&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=597911&type=card" width="265" /></a></div>Ever since I discovered the power of Goblin Recruiter, I've kept an eye on Dwarven Recruiter and any dwarves that get printed. At the moment the best I have is (imagine this list as a stack of Dwarves from Dwarven Recruiter):</div><div>Realm Walker</div><div>1mana Dwarf</div><div>Magda, Brazen Outlaw</div><div>Dwarven Bloodboiler</div><div>1mana Dwarf</div><div>1mana Dwarf</div><div>1mana Dwarf</div><div>1mana Dwarf</div><div>yeeeah it's still missing the punch of the Goblin Recruiter pile.</div><div><br /></div><div>~ is the best Dwarf payoff yet but unfortunatley most Dwarves were printed 30 years ago before Modern Horizons made 70% of cards obsolete.</div></div></div><div>Good Dwarves include:</div><div>Countless Gears Renegade</div><div>Dwarven Blastminer</div><div>Dwarven Miner</div><div>Magda, Brazen Outlaw</div><div>Veteran Motorist</div><div>Metallic Mimic</div><div>Aerial Responder</div><div>Depala, Pilot Exemplar</div><div><div>Dwarven Bloodboiler</div><div>Dwarven Recruiter</div></div><div>Realmwalker</div><div>Fairgrounds Warden</div><div>Priest of Ancient Lore</div><div>Solemn Recruit</div><div>Torbran, Thane of Red Fell</div><div><br /></div><div>The following are equipment focused. To get a critical mass of playable Dwarves you probably have to add an equipment strategy.</div><div>Toolcraft Exemplar</div><div>Sram, Senior Edificer</div><div>Reyav, Master Smith</div><div>Koll, the Forgemaster</div><div>Digsite Engineer</div><div>Bruenor Battlehammer</div><div><br /></div><div>What card fucks this strategy? You guessed it, Wrenn and Six. Regardless there's only 1 good 1drop, so unless they print another ≈5 good 1drop Dwarves and point Wrenn and Six, ~ is unplayable.</div><div><div><br /></div></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=597923&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=597923&type=card" width="265" /></a></div>~ was in the <a href="https://www.moxfield.com/decks/vdFhpIBBqU-iPwXIQ1oDmA" target="_blank">winning Nationals list from 2023</a>. Amazing.<div>I mean if your entire deck is dudes and lands, drawing 7 is well worth 7 mana.</div><div>Insane hit off Winota, Joiner of Forces (which is what Joshua was doing in his winning list). Josh had Gaea's Cradle to help cast ~, which is a great idea.</div><div>~ is a fantastic Food Chain hit, you're likely to hit 4 creatures, which is surely a win.</div><div>Oooo you can cheat ~ in with Preeminent Captain!</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580489&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580489&type=card" width="265" /></a></div>Not much strategy to report here. Apart from Merfolk Tribal perhaps you could do something crazy with Arcane Adaptation.</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><div style="text-align: left;"><h3 style="text-align: center;">MISCELLANEOUS</h3></div></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=597922&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=597922&type=card" width="265" /></a></div><div>Note that you gain 2 life from the shock trigger.</div>Super strong with Pyrokinesis; if you distribute between 4 creatures that's 2 to each, an additional 2 from ~ and 11 life. Fury would be good too despite not getting the trigger from ~.</div><div>Other nice cards with ~ include:</div><div>Gut Shot</div><div>Soul Spike</div><div>Gitaxian Probe</div><div>Force of Will</div><div>Basically any instant and sorcery. I was focusing on the zero-mana ones because ~ will likely die before you can untap. The trick is having the resources remaining after making it to 5 mana when everyone else is focused on spells costing 4 or less. I'm not sure it's possible but I'll give ~ a go.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=580164" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=580164" width="265" /></a></div>Good with fetchlands. You cast ~ turn 4 then immediately crack the fetchland and ~ gets you a second land.<div>2/2 flying deathtouch lifelink is strong at racing, especially in the air where Initiative creatures are unlikely to be.</div><div>~ is excellent with Birthing Pod, giving you double value, even if you sac ~ himself, you'll still get double dudes.</div><div>Good with Priest of Fell Rites if you have two targets in the graveyard.</div><div>Good with Yawgmoth, Thran Physician...man Yawgmoth would've loved to work on vampires back in the day. Phyresis is Covid19 and vampirism is the common flu.</div><div>~ is good with Eater of Virtue and Soulflayer.</div><div><div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580161&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580161&type=card" width="265" /></a></div>I love the challenge of getting around 'no shenanigans' clauses. This one was tough.</div><div>You could exile it with Ludevic, Necrogenius, which is something you can't do with Emrakul, the Aeon's Torn or the other titans. </div><div>Similarly you can copy it with Dimir Doppelganger or Shadow Kin.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580165&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=580165&type=card" width="265" /></a></div>As discussed in my Baldur's Gate set review, ~ can be used in the combo of Trinket Mage + Displacer Kitten. basically you find and cast all zero-mana artifacts in your deck and mana artifacts like Lotus Petal can get you to enough mana to crack eggs and even ~ if you have enough mana artifacts. You don't win at the end but you should have enough value to take the game.</div><div><br /></div><div>~ is a strong sideboard card against Time Walk decks, especially since it has flash, providing the opportunity to counter Time Walk, rather than them keeping Time Walk in hand until they have removal for ~. Time Walk is 5 points and truly busted when returned from graveyard and cast multiple times in a game. This means that such decks are running many cards to find Time Walk and to return it from graveyard. This means that ~ shuts down all of that or at least forces the opponent to find/recur far worse spells, or have artifact removal to search for. Either way it's an excellent exchange for you, the ~ player.</div><div>There's at least 3 regulars in the Melbourne metagame playing Omnath Time Walk consistently. The popularity of Time Walk makes ~ a real consideration for any deck with Trinket Mage or Urza's Saga. Graveyard hate is also effective against Time Walk recursion, but not as much as ~. The versatility of graveyard hate makes it a better option most of the time, but if your deck can also make good use of ~'s activated ability, then ~ is better. Some cards which work well with ~ include:</div><div>Krark-Clan Ironworks</div><div>Rain of Filth</div><div>Squandered Resources</div><div>Phyrexian Altar</div><div><br /></div><div>Brings back any fetchlands you may have sacrificed that turn too.</div><div><br /></div><div>~ is symetrical, which is pretty funny with Emrakul, the Promised End, although probably win-more.</div><div>Paradox Engine could be a good way of untapping everything which ~ brings back tapped.<br /><div><br /></div><div><h3 style="text-align: center;">CONCLUSION<br /></h3></div></div></div></div></div><div>That does it for the Dominaria United Commander set review. The best two cards of the set I would say are <a href="https://deckbox.org/mtg/Dihada%2C%20Binder%20of%20Wills">Dihada, Binder of Wills</a> and <a href="https://deckbox.org/mtg/Torsten%2C%20Founder%20of%20Benalia">Torsten, Founder of Benalia</a>. They are both niche cards but some cards have to be the best in this set.</div><div><br /></div><div>Hopefully we'll jam games soon,</div><div><br /></div><div>Mulch</div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-60182274533284855482023-02-27T05:06:00.001-08:002023-02-27T05:06:17.786-08:00Dominaria United: 7PH Set Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJTux9ZWp7RDxZWl3yX7_lRv7OdTffvtMCJM__LH4qjNY061pq6IREjkFyas3Yu3CeJPYMV_UmAIOs_AfQfvOJVpe1N9CZzIHRjwhxApiTPTlfGgxROnqLPrBeaOHrUARQ8O8gDWLZUUMXiJxsyASRAQHjKU8gZxuDyZXLZ7PVHui8VZbLpNKS5DBLhA/s261/Dominaria-United-set-symbol.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="250" data-original-width="261" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJTux9ZWp7RDxZWl3yX7_lRv7OdTffvtMCJM__LH4qjNY061pq6IREjkFyas3Yu3CeJPYMV_UmAIOs_AfQfvOJVpe1N9CZzIHRjwhxApiTPTlfGgxROnqLPrBeaOHrUARQ8O8gDWLZUUMXiJxsyASRAQHjKU8gZxuDyZXLZ7PVHui8VZbLpNKS5DBLhA/s1600/Dominaria-United-set-symbol.png" width="261" /></a></div>Catching up on these set reviews is even easier to do when I'm using them to procrastinate from job applications. By the way, if you need someone to draw or model something in the engineering industry hit me up!<div><br /></div><div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=574587" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=574587" width="265" /></a></div>~ is a very interesting card to me because it's so expensive money-wise. When I first saw her I was like, yeah this is a great card but it just dies to Fatal Push. I thought that potentially horrible exchange would keep her in check. But clearly fucking not. My local store is charging a hideous amount for her (25th Feb 2023). What is happening?</div><div><br /></div><div><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjnwuc7egqR-eRlbnmH8ADXsYtBSn1dWjkqtFIjUxw7GvRnhTp3WXqUqmZFiKOyuYuX8hiEwjHijI1AWKwt04vaJr3FgUUxLH_J6y5jCBFgbwq0702AkOjAGhAFQT8oBO4sXfF0YkIh_xZr2xL5NcWIw-rYEK7KNm5TCfwIatxYWHzvxjnXsxbUmxDvXA" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img alt="" data-original-height="1153" data-original-width="1187" height="622" src="https://blogger.googleusercontent.com/img/a/AVvXsEjnwuc7egqR-eRlbnmH8ADXsYtBSn1dWjkqtFIjUxw7GvRnhTp3WXqUqmZFiKOyuYuX8hiEwjHijI1AWKwt04vaJr3FgUUxLH_J6y5jCBFgbwq0702AkOjAGhAFQT8oBO4sXfF0YkIh_xZr2xL5NcWIw-rYEK7KNm5TCfwIatxYWHzvxjnXsxbUmxDvXA=w640-h622" width="640" /></a></div><div>Obviously there are other factors going on, like black having a lot of support in Standard, and it being harder to enable revolt in Pioneer without fetchlands. Still doesn't justify the price tag in my opinion. It's sad cause I want her.<br />Really nice against all the blue cantrips. The more hate for Brainstorm, Preordain and Ponder, the better for the diversity of the format.</div><div>She gets Karakas'd in upkeep.</div><div><div class="separator" style="clear: both; text-align: center;"><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574483&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574483&type=card" width="265" /></a></div>Generally you can only afford to run 3 or 4 expensive spells due to curve. ~ is a fine option.</div><div>Wrecks aggro.</div><div>Flying is nice for pressuring planeswalkers that make tokens. Flying also nice for taking The Initiative and racing.</div><div>The kicker shocks are handy against some must-kill creatures like Dauthi Voidwalker, Deathrite Shaman and Reflection of Kiki-Jiki.</div><div>~ improves if you can protect her with discard/Mother of Runes/Giver of Runes/Skrelv, Defector Mite.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574512&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574512&type=card" width="265" /></a></div>Powerful must-answer threat. Realistically a 5drop since you want to play a fetchland with her at minimum. Fetchlands actually net you life in this case.<div>You might want to mark which permanents have been cast with ~ so that you remember to exile them and gain the life when they die. I personally would lift the card out of the sleeve a little. I do this with Oko, and exert and Fractured Identity.<br /><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574495&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574495&type=card" width="265" /></a></div></div><div>I often view 'Baneslayers' like ~ as sideboard cards against aggro because they're too much of a tempo loss if they get removed. ~ is still a good sideboard card but if you can reanimate one of the reconfigure equipment from Neon Dynasty then I think she's good enough for maindeck. Here are some options that could fit with ~:</div><div>Lion Sash</div><div>Lizard Blades</div><div>Blade of the Oni</div><div>Leech Gauntlet</div><div>The Reality Chip</div><div>Clousteel Kirin</div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiBbWhVV--PcBtYEH0a0k5njf9lRIGd43uZ1QsDYSoewzYC6JxHkIo02G-lYxg75SZs8kyXDPGvOQgYNfFhFMqO3NPs5HgMKQR6Dk8E2Vw7AGvOGVqwAJdXjHB3SvjzA_s_g6FjqNBmHTke2jgV0Hu7pCmrTWWIKeaLhP39Lr2etbzM9Hv4_S1KwklAhg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="342" data-original-width="1395" height="157" src="https://blogger.googleusercontent.com/img/a/AVvXsEiBbWhVV--PcBtYEH0a0k5njf9lRIGd43uZ1QsDYSoewzYC6JxHkIo02G-lYxg75SZs8kyXDPGvOQgYNfFhFMqO3NPs5HgMKQR6Dk8E2Vw7AGvOGVqwAJdXjHB3SvjzA_s_g6FjqNBmHTke2jgV0Hu7pCmrTWWIKeaLhP39Lr2etbzM9Hv4_S1KwklAhg=w640-h157" width="640" /></a></div></div><div><br /></div><div>Strong sideboard against aggro, especially if you can protect her with discard/Mother of Runes/Giver of Runes/Skrelv, Defector Mite; or better yet, bring back an aura or equipment that protects her, e.g. Lightning Greeves or Swiftfoot Boots.</div><div><br /></div><div>Pretty sweet with Eater of Virtue</div><div><br /></div><div>Good with Champion's Helm in a legendary deck.</div><div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574503&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574503&type=card" width="265" /></a></div>I've tried ~ in a mono white Lurrus equipment deck and it was pretty good. ~ is more suited to a metagame lacking in combo because in that case combat more important than disruption. </div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574700&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574700&type=card" width="265" /></a></div>I can see ~ in a Scapeshift deck, as a big threat that must be answered but also gets closer to the critical 7 lands for Valakut. I don't think the power level is there outside of that strategy though.</div><div>The trigger doesn't target, so even if there isn't a land in the graveyard when you cast ~, you can respond to the trigger by discarding a land to his abilities, and still get back the land you discarded.</div><div>Note that ~ gets lands from <i>any</i> graveyard, not just your own.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574526&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574526&type=card" width="265" /></a></div>Bad combo with Shreiking Drake; effectively you can pay 2 life to draw a card. Hard to justify when you could simply cast Yawgmoth's Bargain instead.</div><div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574515&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574515&type=card" width="265" /></a></div>I know it's unlikely but I've always wanted to gain infinite life with Boros Reckoner and Rush of Vitality, but now I have an on-colour version! </div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574520&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574520&type=card" width="265" /></a></div>Excellent payoff for 'mono instant speed' deck. Presumably the opponent will have lots of sorcery-speed spells and won't be able to abuse ~ like you can.</div><div>To maximise ~ you'll want most of your spells to be cheap, so that you can cast all those extra cards you draw.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574522&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574522&type=card" width="265" /></a></div>The flier is good for taking The Initiative.<div>Good with Yorion.</div><div>My Aluren deck values ≤3 mana creatures which ETB draw a card because they let you dig through your deck trying to find a Recruiter or Cavern Harpy. ~ being blue is an extra bonus because of Cavern Harpy.</div><div>Curves with Mana Crypt and Ancient Tomb.</div><div>~ is perfect with Winota. Its a Human to be found with her but also creates a nonHuman, which triggers her <i>and</i> the token is on curve for a turn4 Winota <i>and</i> the token has evasion, making it likely to survive.</div></div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574694&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574694&type=card" width="265" /></a></div><div>Zero-mana damage sources let you get that trigger even if you cast ~ on curve. The ones that come to mind are:<br />Fury<br />Pyrokinesis<br />Seal of Fire<br />Chandra, Torch of Defiance<br />Arlinn Kord<br />Minsc & Boo, Timeless Heroes<br />Comet, Stellar Pup</div><div>Garruk Relentless</div><div><br /></div><div>You don't need to run ~ with other dragons, but you so really want that trigger the first turn so that you get enough value before she dies.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574698&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574698&type=card" width="265" /></a></div><div>Excellent payoff for a lifegain strategy. Only downside is that lifegain decks tend to not be blue, so you would have to lightly splash.</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574553&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574553&type=card" width="265" /></a></div>There are about twenty 1mana instants that target a creature and draw a card. You could fill your deck with those, some creatures and a bunch of payoffs like ~ and the following:</div><div><div>Feather, the Redeemed</div><div>Mavinda, Student's Advocate</div><div>Silverfur Partisan</div><div>Wild Defiance</div><div><div>Ink-Treader Nephilim</div><div>Storm-Kiln Arcanist</div></div><div>Mirrorwing Dragon</div></div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574681&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574681&type=card" width="265" /></a></div><div>Another payoff for the 'Feather' deck.</div><div>If you don't have another creature of your own then you can target your opponent's creatures to get the copy of the cantrip and draw two cards. If you do have a second creature but it's summoning sick, then it would typically be better to target the opponent's creature in case they have removal.</div><div>~ strong in the Bogle deck if that gets the extra few 1mana hexproof creatures it needs to become viable.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574650&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574650&type=card" width="265" /></a></div><div>Combo potential with Jeskai Ascendancy; snowbally because every untap animates another lands which is another mana every untap.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574726&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574726&type=card" width="265" /></a></div>Could be good in mono colour combo decks for digging to the combo pieces.</div></div><div><br /></div><div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574615&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574615&type=card" width="265" /></a></div>Vulnerable to removal but very powerful if it lives. Haste creatures support ~ well because not only will they bait out removal so that ~ can live, they can also crew ~ immediately if they enter. The rest of your deck will be removal spells that ~ can cast to stop blockers from killing her.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574678&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574678&type=card" width="265" /></a></div><div>Goes in one of my favourite imaginary archetypes, Aristorcrats. But hey, they're only imaginary until someone does well with them!</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574685&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574685&type=card" width="265" /></a></div><div>I could imagine ~ in a Mardu Aristocrats deck, which a large Skullclamp focus:<br /><div>Grim Initiate</div><div>Doomed Traveller</div><div>Hunted Witness</div><div>Garrison Cat</div><div>Nested Shamber</div><div>Crawling Chorus</div><div>Bloodghast<br />Entomb</div><div><div>Blood Artist</div><div>Cruel Celebrant</div><div>Zulaport Cutthroat</div><div>Elas il-Kor, Sadistic Pilgrim</div><div>Corpse Knight<br /><div>Judith, Scourge Diva</div><div>Grim Haruspex</div><div>Mayhem Devil<br /><div>Carrion Feeder</div><div>Viscera Seer</div><div>Cartel Aristocrat</div><div>Goblin Bombardment<br /><div>Rally the Ancestors</div><div>Return to the Ranks</div><div>Immortal Servitude</div><div>Ascend from Avernus</div><div>Skullclamp</div><div>Stoneforge Mystic</div><div>Steelshaper's Gift</div><div>Fighter Class</div><div>Open the Armory<br />Diabolic Intent</div></div></div></div></div></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574679&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574679&type=card" width="265" /></a></div><div>Back before Thassa's Oracle I had a Sultai Hogaak deck which Birthing Pod and needed a 4drop black or green dude to kill Scavenging Ooze and Deathrite Shaman. For a while I tried Hostage Taker but it would die and they'd get the Scooze back. I also tried Ravenous Chupacabra but too often I'd hit 4mana and against control or combo and it would be bad. ~ would be a perfect fit in that spot.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574706&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574706&type=card" width="265" /></a></div><div>~ would actually be a good fit in that Sultai Hogaak deck too.</div><div>Strong madness outlet. Yet another one of my imaginary archetypes that I'll eventually make work.</div><div>~ is a bit like a bad Jace, Vryn's Prodigy.</div></div><div><div><div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574537&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574537&type=card" width="265" /></a></div>Always worth paying attention to new tutors in 7PH, especially creature based ones that can be abused with blink effects. I'm surprised ~ hasn't taken off considering how good Spellseeker is. Of course it's a whole mana more, but it's also triple the size.</div><div>Here are some sweet things we can search for:</div><div>Ancestral Recall</div><div>Demonic Consultation (for Thassa's Oracle combo turn5)</div><div>Red and Blue Elemental Blasts (postboard)</div><div>Ephemerate (for value)</div><div>Summoner's Pact (for Protean Hulk to combine with Flash next turn)</div><div>Swords to Plowshares / Fatal Push / Lightning Bolt</div><div>Thoughtseize</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574544&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574544&type=card" width="265" /></a></div>Mother of Runes, Thoughtseize and Blossoming Defense are better for protecting your combo creature but perhaps you're not any of those colours and that is when ~ could sneak into a deck.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574547&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574547&type=card" width="265" /></a></div>I like this in control decks with all the good good ways of protecting it and also disrupting combo opponents from comboing off teh turn you tap out for ~. I'm talking Thoughtseize, Inquisition of Kozilek, Duress, Dread Fugue, Force of Will, Force of Negation, Mana Drain. Then all your two-drops are creatures for taking The Initiative, and then all your 3's and 4's are removal. Then you have a couple haymakers like ~ to take over the game.</div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574559&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574559&type=card" width="265" /></a></div></div><div>Returning a creature and giving it haste is excellent for combos such as Hermit Druid and Devoted Druid + Vizier of Remedies. There are cards that are cheaper than ~ for bringing back a creature and giving it haste, e.g. Shallow Grave, Postmortem Lunge and Corpse Dance. However, being a creature itself gives ~ extra utility to tutors like Worldly Tutor, Eladamri's Call, etc. And it can be the 3rd creature required to sacrifice to Dread Return in Hermit Druid combo. </div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574585&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574585&type=card" width="265" /></a></div>Good combo control card. If you don't cast a counterspell or removal spell then you can EoT ~ to dig for your combo, potentially putting cards in your graveyard that you wanted there anyway.<br />Fuels delve and escape nicely.</div><div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574564&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574564&type=card" width="265" /></a></div>~ is vulnerable to all popular removal but you'll probably get at least one end step trigger, which would be enough value if what sacrificing something for almost no loss. The best example I can think of is Bloodghast, which can also be tutored for with Entomb and Unmarked Grave. Other good sacrifice fodder I can think of is Jadar, Ghoulcaller of Nephaliaand Hidden Stockpile.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574567&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574567&type=card" width="265" /></a></div>Could be good in graveyard based combo decks which naturally have a lot of mana. My reasoning is that the first chapter trigger is good for hitting a potential Faerie Macabre or Endurance from the opponent's hand. However, that line is quite slow, so you need some natural acceleration to get ~ out quickly, or perhaps you're a combo control deck which can buy time with disruption.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574573&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574573&type=card" width="265" /></a></div><div>Lurrus decks want mana sinks because they lack expensive spells. </div><div>Mana sinks that have cheap mana costs are strong against counterspells.</div><div>The way ~ naturally curves out wants you to run a lot of 1drops so that you can cast ~ turn1, then turn2 attack for 2 and cast another 1drop. Then turn3 attack for 3 and cast another 1drop.</div>~ is better in reactive decks where you often have unspent or leftover mana from holding up removal or counterspells.</div><div>If March of the Machines gives us ways of turning creatures into phyrexians, then you can active the final ability of ~ without having to activate the first two abilities.</div></div><div><div class="separator" style="clear: both; text-align: center;"><br /></div></div></div><div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574599&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574599&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Win condition with Squee, the Immortal + Food Chain</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574623&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574623&type=card" width="265" /></a></div><div style="text-align: left;">Another win condition for Squee, the Immortal + Food Chain! And ~ is actually an ok card without the combo.</div><div style="text-align: left;">Nice cheap Dragon for Crucible of Fire.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574619&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574619&type=card" width="265" /></a></div><div style="text-align: left;">There could be some sweet deck with The Great Henge and Not of this World with cheap big dudes. Ideally you want your huge creature to resolve and then be able to cast ~ immediately before the opponent gets priority to remove your big guy. You also need to be doing this in the first four turns of the game to not be too slow. Suicide could be a good home:</div><div style="text-align: left;">Death's Shadow</div><div style="text-align: left;">Shadow of Immortality</div><div style="text-align: left;">Rotting Regisaur</div><div style="text-align: left;">Wall of Blood</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574629&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574629&type=card" width="265" /></a></div><div>Can copy Time Walk even if the original Time Walk gets countered. The old Fork variants targeted the Time Walk and therefore there was risk. This new formating is better against counterspells. Here are some more like this:<br /><div>Dual Strike</div><div>Teach by Example</div><div>Doublecast</div><div>Galvanic Iteration</div><div>Sea Gate Stormcaller</div><div>This is enough that tutoring for Time Walk and consistently copying it the following turn is a reality. Sea Gate Stormcaller is special because it won't trigger the others. This means you can go ~ into Sea Gate Stormcaller into Time Walk (yes, 6 mana is a lot) and get two copies.</div><div>The new Mercurial Spelldancer fits well into this plan too.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574663&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574663&type=card" width="265" /></a></div><div>Metagame dpendant card. Has just enough utility to be reasonable. I can imagine a metagame where artifacts and enchantments are popular. Perhaps there's a couple Underworld Breach or Time Vault decks that have lots of ways to return their namesake card from the graveyard.</div><div>Unlike much removal, ~ deals with the indestructible enchantment gods.</div><div>The exile is nice against Wurmcoil Engine and Hangarback Walker.</div></div><h3 style="text-align: center;">AGGRO</h3><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574675&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574675&type=card" width="265" /></a></div><div>Third Path Iconoclast is in this format, so for ~ to be good enough, you need to be triggering him consistently turn2. Did some scryfalling and it looks like you'd be Naya aggro:</div><div>Kird Ape</div><div><div>Wild Nacatl</div><div>Loam Lion</div><div>Skyshroud Elite</div><div>Sunblade Elf</div><div>Narnam Renegade</div></div><div><br /></div><div>Those are the generally good aggro ones. We need more but the remaining ones diverge and for synergy sake we'll need to only choose one group. One group is the Pelt Collectors that will need a progression of bigger and bigger creatures, i.e. almost all your spells being creatures:</div><div><br /></div><div>Pelt Collector</div><div>Experiment One</div><div>Evolving Adaptive</div><div><br /></div><div>The other group need as many fetchlands as you can run, and in Goblin Blast-Runner's case, you'll want Wasteland and Strip Mine too but that's ok cause those cards fit the aggro strat anyway.</div><div><br /></div><div><div>Akoum Hellhound</div><div>Steppe Lynx</div><div>Goblin Blast-Runner</div><div>Ignoble Heirarch</div><div>Noble Heirarch</div><div><br /></div><div>The Heirarchs are a little sketchy cause they aren't very aggro and you can't always attack with a 1/2 on turn2 cause the opponent might have a blocker. You'll want to run Fury and Solitude if you can support them.</div></div></div></div></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574670&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574670&type=card" width="265" /></a></div>Solid aggro creature. Reminds me of Flinthoof Boar. The domain creatures: Nishoba Brawler, Territorial Kavu and Scion of Draco are much more powerful, so ~ is more playable in Gruul aggro where you're relying on more consitent mana, value lands and Blood Moons to make up the power difference of the rest of your cards.</div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574620&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574620&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Nice aggressive 1drop. Always great when pure aggro gets a boost.</div><div class="separator" style="clear: both; text-align: left;">Flying is very strong in the Initiative meta.</div><div class="separator" style="clear: both; text-align: left;">Haste is nice with Embercleave if you're going wide.</div><div class="separator" style="clear: both; text-align: left;">Nice to Skullclamp if your deck is designed to get three attackers for the reanimation.</div><div class="separator" style="clear: both; text-align: left;">A bonus is that you get to do the chicken dance when you attack with ~.</div></div></div></div><h3 style="text-align: center;">DOMAIN CARDS</h3><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574504&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574504&type=card" width="265" /></a></div>Easy to get 4 basic land types and make this cost 1W. Not much harder to get 5 basic land types to make ~ cost just W. </div><div>5 colour decks can run Scion of Draco, Nishoba Brawler and Territorial Baloth; at that point it becomes worthwhile to run a triome or two. Triomes reduce ~'s cost, but they also effectively cost a mana to play because they ETB tapped.</div><div>'Flash remove anything for 1W or W' is an excellent rate. The downside of course is the possibility of ~ getting destroyed and the thing returning. Therefore, ~ is bad against cards with ETB or LTB triggers. Also, if the opponent has mana open and you're thinking about attacks, you need to consider the possibility of them destroying ~ midcombat and blocking with the creature they bring back or whatever. Popular removal for ~ includes:</div><div>The opponent's Leyline Binding</div><div>Boseiju, Who Endures</div><div>Assassin's Trophy</div><div>Vanishing Verse</div><div>Unexpectedly Absent</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574654&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574654&type=card" width="265" /></a></div>5/3 trampls is excellent but 4/3 trampls is good enough in today's metagame too. Your opponent can drop a White Plume Adventurer and you can swing in for guaranteed damage.</div><div>Big enough to attack into a Ledger Shredder for a couple turns.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574621&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574621&type=card" width="265" /></a></div>I wouldn't run this unless Wrenn and Six gets a second point. You've been warned.</div><div>Hopefully it does, so that all these sweet 1toughness creatures get unlocked.</div><div>WUBRG Warriors would be awesome, so that you can get full value with ~ and activate Najeela's ability. Unfortunately for these two, Cavern of Souls and Unclaimed Territory don't contribute.</div><div><br /></div><h3 style="text-align: center;">TRIBAL</h3><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574695&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574695&type=card" width="265" /></a></div><div>The key to Dragon tribal is having enough things to do turn 1 and 2 to keep up on tempo until your Dragons can start to take over the mid to late game. Korlessa, Scale Singer just got printed. You'd want cards like Mana Drain and Remand that keep you up on tempo but also give you resources to get to your expensive Dragons.</div></div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574568&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574568&type=card" width="265" /></a></div>Good recurring threat for hyper aggro and Warrior Tribal.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574651&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574651&type=card" width="265" /></a></div>Possible inclusion for Warrior Tribal, especially in builds which generate tokens.<div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574518&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574518&type=card" width="265" /></a></div></div><div>Yes, Soldiers are playable. They're actually really good against Underworld Breach combo. So if you're looking to beat Brennan Crawford ;) , then check out:</div><div><br /><div>Dryad Militant</div><div>Thalia, Guardian of Thraben</div><div>Cathar Commando</div><div>Sungold Sentinel</div><div>Aegis of the Gods (Intuition)</div><div>Dennick, Pious Apprentice (Sevinne's Reclamation)</div><div>Lavinia, Azorius Renegade (Lion's Eye Diamond)</div><div>Ranger-Captain of Eos</div><div>General Kudro of Drannith</div><div>Loxodon Gatekeeper (Lion's Eye Diamond)</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574684&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574684&type=card" width="265" /></a></div>~ might push the Soldier deck into green. ~ can be found with Green Sun's Zenith and Collected Company.</div><div>~ is a decent mana sink for Gaea's Cradle, although you do need some white mana.</div><div>~ could also go in a Human Tribal deck, although the tokens he makes aren't Humans.<br /><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574509&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574509&type=card" width="265" /></a></div>Weak stats but I think this would be good enough in a Winota deck since it's a Human to hit <i>and </i>it creates a nonHuman to trigger Winota.</div><div>Ideally you run Skullclamp and equipment tutors.</div><div>Decent in Soldier tribal giving two bodies to get buffed by lords. </div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574499&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574499&type=card" width="265" /></a></div><p>A little underpowered for a general aggro deck. I think you'd need tribal Soldier synergies to push it over the edge.</p><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574586&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574586&type=card" width="265" /></a></div></div><div class="separator" style="clear: both; text-align: left;">Clerics are more of a combo tribe that try to sacrifice Academy Rector or loop Clerics with Orah, Skyclave Hierophant; ~'s lord ability is less useful in Clerics than it would be a combat-based tribal deck. However, I still think ~ is good. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574482&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574482&type=card" width="265" /></a></div>Threat and disruption.<div>Curves with Mana Crypt, Ancient Tomb, City of Traitors.</div><div>Relevant creature types for potentially powerful cards like Champion of the Parish, Orah, Skyclave Hierophant.</div><div>You don't have to name a card in their hand.</div><div>Unlike some of these effects, you can name lands, e.g. fetchlands. If you Collected COmpany into ~ then you can name the fetchland they have on the battlefield and they won't have the opportunity to crack it.</div><div>See their hand is nice information even if there isn't something good to name.</div><div>~'s weakness is that a 3/3 vigilance for 3 is below curve. Ideally it would have 4 toughness to survive a Lightning Bolt or Endurance fight.</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574507&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574507&type=card" width="265" /></a></div>Good grindy creature. Ideally you'll want ways to increase its power to maximise the lifelink.</div><div>Gets better with Lurrus as your companion.</div><div>Gets better in Cleric tribal.</div></div></div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574555&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574555&type=card" width="265" /></a></div>I would run this in my Merfolk tribal deck if it was just a 1/1 lord but they gave it FLASH, which is an awesome combat trick <i>and</i> they gave it the tax ability. Flash makes the tax ability a surprise, especially in 7PH where's only one ~. Disruption on a creature is so valuable for tribal decks because disruption is necessary against combo but you'd rather not run anything that isn't of your tribe and not contributing to synergy.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574556&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574556&type=card" width="265" /></a></div>Merfolk has a few counterspells to protect ~. They also have ways to pump ~, which lets it take bigger dudes. I think ~ is maindeckable in Merfolk.</div><div>Outside of Merfolk I think ~ is just a little too small at 3mana to reliably take a threat, and too vulnerable to removal in general.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574622&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574622&type=card" width="265" /></a></div>YESSSSSS! Dominaria United has been out for a long time now but my excitement from this printing still lingers. When I first saw a text spoiler of it I didn't believe it. I didn't want to get my hopes up, and then it was true.</div><div>I'm a huge 7PH Goblin fan. I wrote a primer on my build of the deck, which you can find on this blog and another slightly different version on 7PH.com.au. In that article I put a big emphasis on how Goblins is (still) starved for quality 1 and 2 drops.</div><div>~ does die to Wrenn and Six but it's bearable because there's a chance you hit a Goblin off the top. Note that it's until the end of your <i>next </i>turn, so you always have a window to cast any Goblin you hit, unless it's too expensive.</div><div>~ specifies Goblin <i>creature</i> card, which means no Tarfire. Yet another reason why I prefer not to run Tarfire. The others being Muxus, Realmwalker and simply not getting pumped by lords such as ~.</div><div><br /></div><div>If ~ is on the battlefield it can make your Goblin Recruiter piles even trickier. Recruiter is a <a href="https://www.youtube.com/watch?v=92aaOHK2OhY&ab_channel=Backslash123" target="_blank">mindjob</a>. <br /><div>If you already have a sacrificer and ~ then you can use the triggered ability to clear away dummy Goblins in your stack to trick the opponent into using removal when Goblin Chirurgeon is hidden underneath. However there's also the chance for the opponent to use their removal to clear away Kiki-Jiki before Conspicuous Snoop loses summoning sickness, so you need to put a bunch of dummies in there to stop that from happening. Dummies being single R cost Goblins, which you can cycle through with Skirk Prospector for free effectively.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574647&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574647&type=card" width="265" /></a></div>I've never built Elves but I presume this is best Elf lord ever printed. The thing that Elves do best is generate a tonne of mana, ~ is going to draw a tonne of cards if she lives. And even if she dies as soon as possible, you probably got 1 draw out of her and she's only 2mana to cast, not a big deal if she dies.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574699&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574699&type=card" width="265" /></a></div>Decent curve topper. Most decks only have room for one maybe two 5drops, so the slot is hotly contested. Kess is arguably a better 5drop because you want to immediately cast a cantrip or Lightning Bolt to get some value before she dies. However she does rely on the graveyard. Chaos Defiler is probably a better 5drop than ~ too. Therefore I only really see ~ getting played if the deck doesn't have the 1drops required for Kess or maybe it's an Elemental or Demon Tribal deck.</div><div>Very rarely will the game go long enough for you to be forced to choose the 'donate' option. But just in case it's a good idea to run a bounce effect like Jace, the Mind Sculptor.</div><div><br /></div><h3 style="text-align: center;">MOX AMBER</h3><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574693&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574693&type=card" width="265" /></a></div><div>All legendary deck? Could be good enough, especially if there are some ETB, LTB and death triggers about.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574683&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574683&type=card" width="265" /></a></div><div>All you creatures are legends and ~ can create some HUGE attacks.</div><div>Kari Zev, Skyship Raider is a little better thatn usual in this deck because her <i>and</i> Ragavan get buffed by ~. Kari Zev also double triggers Yoshimari, Ever Faithful. <br />Perhaps you want to be Human tribal deck to gain access to Cavern of Souls, Unclaimed Territory and Secluded Courtyard for better mana.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574732&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574732&type=card" width="265" /></a></div>Fantastic land for the legendary deck.<div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574524&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574524&type=card" width="265" /></a></div>I think this is only good on legendary creatures, and you want as many evasion legends as you can. The ward and +1/+1 just push it enough. If you tried to use it as a Sixth Sense on an evasion creature, you would be exposing yourself too much to removal. You wouldn't even put it on a hexproof creature because they tend to not have evasion and therefore blockers will stop you drawing cards.</div><div> </div><h3 style="clear: both; text-align: center;">PROWESS</h3><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574530&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574530&type=card" width="265" /></a></div>Brennan played this in his Lurrus Underworld Breach deck for a while. It's a permanent for Lurrus and Sevinne's Reclamation, and it lets you flashback key instant and sorceries, which makes it more of a combo card.<div><br /><div>Chapter 1 recovers some or all the mana you spend on ~. If you can cast a 2mana spell here, then ~ is effectively a zero-mana Regrowth that mills too. Obviously you need your chapter 1 spell to be proactive. Hymn to Tourarch and Expressive Iteration are strong options.</div><div><br /><div><div>Chapter 2 is great for fueling delve and escape.</div><div><br /></div><div>Chapter 3 lets you flashback the key instant and sorceries like Tainted Pact, Intuition and Channel.</div><div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574532&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574532&type=card" width="265" /></a></div>Strong in the prowess deck which aims to keep its graveyard i.e. instead of using powerful delve cards, you keep your graveyard for cards like:</div><div>Bedlam Reveler</div><div>Cryptic Serpent</div><div><div>Enigma Drake</div><div>Spellheart Chimera</div><div>Experimental Overload</div><div>Blitz of the Thunder Raptor</div><div><br /></div><div>There is merit to this build because you retain your graveyard resource, which means you can run more payoffs. The downside is that you're weaker to graveyard hate.</div><div><br /></div><div>~ may also be used in a storm deck. I know Gene Holland has been working hard on his High Tide deck and it's getting very tuned.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574552&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574552&type=card" width="265" /></a></div>This is another excellent example of the payoffs I was referring to with Haughty Djinn, i.e. benefits of keeping a huge graveyard of instants and sorceries.</div><div>Mental Note and Thoughtscour help a lot.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574602&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574602&type=card" width="265" /></a></div>Good payoff for the all instants/sorceries aggro prowess deck. Not as powerful as Young Pyromancer, Thirp Path Iconoclast and Sprite Dragon, <i>but</i> it doesn't die to Wrenn and Six.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574676&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574676&type=card" width="265" /></a></div>Another good payoff for Prowess. Works especially well with Young Pyromancer and Third path Iconoclast, pumping all those tokens. Maybe ~ is naturally enough Wizards for that deck to run Wizard's Lightning.</div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574613&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574613&type=card" width="265" /></a></div>Another 4mana 'win the game in a few turns if it doesn't die' planeswalker. May get chosen over others if that deck can trigger prowess easily, especially if at instant speed for zero mana to get surprise profitable blocks.</div><h3 style="clear: both; text-align: center;">HARDENED SCALES</h3></div></div><div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574640&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574640&type=card" width="265" /></a></div><div style="text-align: left;">Excellent curve topper a Hardened Scales deck designed to maximise the three green Evolve 1drops. Here are the cards you can cast for 2 life the moment ~ enters:<br /><div>Hardened Scales</div><div>Mold Adder</div><div>Swarm Shambler</div><div>Evolving Adaptive</div><div>Experiment One</div><div>Pelt Collector</div><div>Narnam Renegade</div><div>Teething Wurmlet</div><div>Willow Geist</div><div>Ascendant Packleader</div></div><div style="text-align: left;"><br /></div><div style="text-align: left;">That's enough 1drops that there's a decent chance you still have one in hand by the time you can cast ~, without having skipped a mana until that point. As long as you get 1 trigger off ~ then it's fine.</div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574655&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574655&type=card" width="265" /></a></div><div style="text-align: left;">Another threat for the Hardened Scales deck. Honestly you probably only run this deck in a metagame with low amounts of combo because you're too busy setting up your synergies to disrupt the opponent.</div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=577352&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=577352&type=card" width="265" /></a></div><div style="text-align: left;">More Hardened Scales shenanigans.</div><div style="text-align: left;">~ obviously gets better with more creatures.</div><h3 style="clear: both; text-align: center;">ARTIFACTS</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574701&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574701&type=card" width="265" /></a></div><div style="text-align: left;">Eggs combo. Run ~ and other ways of making artifacts cost 1 less:<br />Etherium Sculptor</div><div style="text-align: left;">Enthusiastic Mechanaut</div><div style="text-align: left;">Helm of Awakening (if you're desperate)</div><div style="text-align: left;">Cemetery Prowler</div><div style="text-align: left;">Herald of Kozilek</div><div style="text-align: left;">Cloud Key</div><div style="text-align: left;">Foundry Inspector<br />Urza, Lord Protector</div><div style="text-align: left;"><br /></div><div style="text-align: left;">Fill your deck with every egg:<br /><div>Conjurer's Bauble</div><div>Chromatic Sphere</div><div>Chromatic Star</div><div>Darkwater Egg</div><div>Mossfire Egg</div><div>Skycloud Egg</div><div>Shadowblood Egg</div><div>Sungrass Egg</div><div>Sensei's Divining Top*</div><div><br /></div><div>plus a bunch of ways to make them free, like ~ and<br /><br />You can run mass artifact reanimation to keep the egg cracking going:</div><div><br /><div>Second Sunrise</div><div>Scrap Mastery</div><div>Open the Vaults</div><div>Roar of Reclamation</div></div><div>Brilliant Restoration</div><div><br /></div><div>You might need some extra mana:</div><div><br /></div><div><div>Mox Opal</div><div>Chrome Mox</div><div>Mox Diamond</div><div>Mana Vault*</div><div>Lion's Eye Diamond</div><div>Black Lotus****</div><div>Lotus Bloom</div></div><div><br /></div><div>And then of course some Storm spell to win the game like Aetherflux Reservior </div><br /></div><div style="text-align: left;">Honestly there probably aren't enough eggs for this strategy to work, but that could change in the future. Doesn't hurt much to be aware of the possibilities. There's also the problem that the deck is vulnerable to storm hate, graveyard hate <i>and </i>artifact hate. To make up for this, the deck would need to be super fast and consistent.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574682&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574682&type=card" width="265" /></a></div><div>If you're running red in an artifact deck it's because you're trying to abuse Goblin Welder and Goblin Engineer, perhaps Daretti, Scrap Savant. That means you've got some really high cost artifacts like Portal to Phyrexia and Myr Battlesphere. ~ can put a couple cheap things in and eventually get to the big stuff. Lightning Greeves might actually be good in this archetype.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574686&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574686&type=card" width="265" /></a></div><div>I had a go at running ~ with Paradox Engine in Pioneer and it was pretty good.</div><div>The more artifacts you run that can be cast for G, the better your ~ turns will be.</div><div>~ gets around Null Rod, which is like. Much like Urza, Lord High Artificer does.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574712&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574712&type=card" width="265" /></a></div><div>This looks like jank. But I realised that two mana is a small price to pay for the mono brown artifact deck to play Mishra's Workshop, Tolarian Academy or Urza's Saga on turn2. Now of course you're not guaranteed to hit one of those off the 5 cards from ~, but the chance might be worth it.</div><div>I chucked the numbers into Aetherhub.com's hypergeometric calculator and it spat out 26%. Not great. I dunno, could still be good.</div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgsp4FYzooJbqjaDC5_T2OaoiYsTvHznLeQXAOsHzL1iGeLBuh8xqXCFWIwfTERURQNi5Prio8YGeL4QJ0bYf1-kUBcPNciAxCNmCyEHeSM0gRbkiTQ5hNr4X6Qe60efhtt3bzbpXQVEJB-z02FW1_nFrZZI3tLD9rxuXh5f7knPllmgiG5BZy6frCgUw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="367" data-original-width="604" height="194" src="https://blogger.googleusercontent.com/img/a/AVvXsEgsp4FYzooJbqjaDC5_T2OaoiYsTvHznLeQXAOsHzL1iGeLBuh8xqXCFWIwfTERURQNi5Prio8YGeL4QJ0bYf1-kUBcPNciAxCNmCyEHeSM0gRbkiTQ5hNr4X6Qe60efhtt3bzbpXQVEJB-z02FW1_nFrZZI3tLD9rxuXh5f7knPllmgiG5BZy6frCgUw" width="320" /></a></div><div class="separator" style="clear: both;">That deck runs Expedition Map, which doesn't let you play the land until turn3, so you could look at the chance of whiffing to be the price of the extra power of having your busted land a turn earlier.</div></div></div><h3 style="text-align: center;">SIDEBOARD</h3></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574571&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574571&type=card" width="265" /></a></div>Could be another copy of Languish in a 4 colour deck full of 5toughness creatures.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574576&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574576&type=card" width="265" /></a></div>Could be a good metagame choice in an aggro deck to compete with sideboard cards that gain life.</div><div>You might be able to shut down some infinite life combos like Zuran Orb + Fastbond + Crucible of Worlds.<br /><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574497&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574497&type=card" width="265" /></a></div>Niche sideboard card. In your meta there might be a control deck with Moat and big fliers, or perhaps Blood Moon/Back to Basics with big delve creatures.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574714&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574714&type=card" width="265" /></a></div>You could run this in the sideboard of a mono colour or colourless deck with Mishra's Workshop.<br />The activated ability is quite slow considering that ~ enters tapped. We're more interested in that passive ability which shuts of fetchlands. ~ could be a good sideboard card against Lands decks which recur their fetchlands from the graveyard. ~ is also decent against Storm combo if you can cast it before they combo off; it shuts off Bolas's Citadel and Necropotence.</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574516&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=574516&type=card" width="265" /></a></div>Good sideboard card that hits aggro decks <i>and</i> artifact decks. Artifact decks have few ways to remove ~ and they tend to have fewer ETB triggers than other decks. Of course there are better hate cards against artifacts but those aren't also strong against aggro.</div><div>I wouldn't run this if it hit lots of your things. Hard control is too difficult to do these days thanks to The Initiative and broken planeswalkers, therefore ~ is only really suited to combo decks.</div><div><br /></div><div>Weird combo:<br />Step1 cast a ≤2 mana creature with an ETB that gives you some value.</div><div>Step2 cast an Oblivion Ring (or Detention Sphere).</div><div>Step3 exile the O-Ring with Leonin Relic-Warder.</div><div>Step4 cast ~ to exile the Leonin-Relic Warder and the value ETB dude. The Leonin Relic-Warder leaving will bring back the O-Ring. Then you exile the ~ with the O-Ring, which will bring back Relic-Warder and the value ETB dude, and so on and so forth until the value ETB dude wins you the game.</div><div><br /></div><div><h3 style="clear: both; text-align: center;">CONCLUSION</h3></div></div></div></div></div></div><div>Ok! that does it for Dominaria United. Was a pretty big one, 77 highlander playable cards (by my standards anyway). Largest general category of playable cards was tribal; Special mention to the series of 2mana lords. Prowess got some nice payoffs (not that they were in need).</div><div>Here are my picks for best cards in the set in rough power order:</div><div><br /></div><div>Leyline Binding</div><div>Nishoba Brawler</div><div>Leaf-Crowned Visionary</div><div>Rundvelt Hordemaster</div><div>Plaza of Heroes</div><div>Micromancer (Ancestral Recall)<br />Sheoldred, the Apocalypse</div><div><br /></div><div>Special mention to Vodalian Hexcatcher which could quite possibly be the best lord ever except Merfolk has almost zero good 1drops and therefore the deck is bad.</div><div><br /></div><div>Cheers,</div><div><br /></div><div>Mulch</div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-82665439530912401712023-02-19T04:21:00.008-08:002023-03-05T20:13:29.107-08:00Commander Legends: Battle for Baldur's Gate - 7point Highlander Set Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPxeZctgtqHjRdhnliiHJDeWQC_Zt5VtRZBHcEnd3qLFq4779f1Dog9eEaf50fqyv14tGxdoMyhYWoBtQd8xwIWUAoEG1oTEnWOtGL6-_9gPNMdSj3AZS01NrERKcl59CjNdNpsjBZHb2hwvit07GUxANh8gWJpjTWR5DZfnw6CZGoZifkA-qAXXqZXA/s517/CLB_M.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="517" data-original-width="376" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPxeZctgtqHjRdhnliiHJDeWQC_Zt5VtRZBHcEnd3qLFq4779f1Dog9eEaf50fqyv14tGxdoMyhYWoBtQd8xwIWUAoEG1oTEnWOtGL6-_9gPNMdSj3AZS01NrERKcl59CjNdNpsjBZHb2hwvit07GUxANh8gWJpjTWR5DZfnw6CZGoZifkA-qAXXqZXA/s320/CLB_M.png" width="233" /></a></div><div class="separator" style="clear: both; text-align: left;"><i>Release date: June 3rd 2022<br /></i></div><div class="separator" style="clear: both; text-align: left;"><i><br /></i></div><div class="separator" style="clear: both; text-align: left;"><i><a href="https://7ph.com.au/points-update/points-announcement-phyrexia-all-will-be-one/" target="_blank">Latest points change at the time of writing this</a> - Phyrexia: All Will be One<br />Throughout my set reviews I use '~' to denote the subject card.</i></div><div class="separator" style="clear: both; text-align: left;"><span></span><i><br /></i></div><div class="separator" style="clear: both; text-align: left;"><span><a name='more'></a></span><i><br /></i></div><div class="separator" style="clear: both; text-align: center;"><br /></div>Longest, blog name, ever.<p>It's a shame that I didn't do this set review ages ago because I believe I would've identified the strength of the Initiative mechanic early. I remember work was crazy at the time and my 7PH research fell by the wayside.</p><p>Let's start with the defining mechanic of the set, which has been so influential:</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiomJbDBivHSLF6s2G_OUbDqJY24Z9SEFgPVlKIn_x1WWUGNgOK62LDpGCnBHmDOEZrlfi8iGdmFyWkqasFnsNhnPdRLiWANTAC4SDXkBSMhkeMbKIROUtbdpK6nX3C-wBShjtLbqQIbDwnyKFyJVJJOrLq5x5SC5LkTUC52OiX47g2JkeozKGuHIXx6w/s936/tclb-20-the-initiative.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="936" data-original-width="672" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiomJbDBivHSLF6s2G_OUbDqJY24Z9SEFgPVlKIn_x1WWUGNgOK62LDpGCnBHmDOEZrlfi8iGdmFyWkqasFnsNhnPdRLiWANTAC4SDXkBSMhkeMbKIROUtbdpK6nX3C-wBShjtLbqQIbDwnyKFyJVJJOrLq5x5SC5LkTUC52OiX47g2JkeozKGuHIXx6w/s320/tclb-20-the-initiative.jpg" width="230" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBO5k5UYmfI7rdHYJQAd8vX8jX4OEkkvOYmMeUGNrkpZ0PAF5-__6yDnkJDdINFpwOzeuTRywfY5Cu0nzQbVlSHT76myD-S-Tyj6YJYFAc3Tc2crEIZH_QdBwGL4usCo1uASzgNWeTNVgOLOxYVNxjNYjlSZ7zIFVN_ql7eDOpGe3VYFAqy3u3kB9oJg/s936/tclb-20-undercity.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="936" data-original-width="672" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBO5k5UYmfI7rdHYJQAd8vX8jX4OEkkvOYmMeUGNrkpZ0PAF5-__6yDnkJDdINFpwOzeuTRywfY5Cu0nzQbVlSHT76myD-S-Tyj6YJYFAc3Tc2crEIZH_QdBwGL4usCo1uASzgNWeTNVgOLOxYVNxjNYjlSZ7zIFVN_ql7eDOpGe3VYFAqy3u3kB9oJg/s320/tclb-20-undercity.jpg" width="230" /></a></div><div class="separator" style="clear: both; text-align: left;">Some important rules exerts:<br /><br /><div class="separator" style="clear: both;"><i>722.2. There are three inherent triggered abilities associated with having the initiative. These triggered</i></div><div class="separator" style="clear: both;"><i>abilities have no source and are controlled by the player who had the initiative at the time the</i></div><div class="separator" style="clear: both;"><i>abilities triggered. This is an exception to rule 113.8. The full text of these abilities are “At the</i></div><div class="separator" style="clear: both;"><i>beginning of the upkeep of the player who has the initiative, that player ventures into Undercity,”</i></div><div class="separator" style="clear: both;"><i>“Whenever one or more creatures a player controls deal combat damage to the player who has the</i></div><div class="separator" style="clear: both;"><i>initiative, the controller of those creatures takes the initiative,” and “Whenever a player takes the</i></div><div class="separator" style="clear: both;"><i>initiative, that player ventures into Undercity.” See rule 701.46, “Venture into the Dungeon.”</i></div><div class="separator" style="clear: both;"><i><br /></i></div><div class="separator" style="clear: both;">This clarifies that the person who has the initiative controls the triggers, which is important for determining what order triggers go on the stack.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><i>722.5. If the player who currently has the initiative is instructed to take the initiative, this causes the last
triggered ability in 722.2 to trigger but does not create a second initiative designation.</i></div><div class="separator" style="clear: both;"><i><br /></i></div><div class="separator" style="clear: both;">So if you already have the initiative and you take it again, you'll still trigger a progression.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">If you completed the Undercity the last time you took the initiative and you take the initiative again, you just circle back to the Secret Entrance. It never ends, like <a href="https://www.youtube.com/watch?v=ARpPuMCa_4E&ab_channel=SweetPhil" target="_blank">Mephisto runs in DiabloII</a>.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">If you're already in a different dungeon, i.e. Lost Mine of Phandelver, Dungeon of the Mad Magi or Tomb of Annihilation, when you 'take the initiative', you advance through the dungeon you're already in, and you only venture into the Undercity when you've come out of the other dungeon.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Ok, rules stuff over.</div><span><!--more--></span><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Basically, if you keep the initiative, you win.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">If an opponent casts an initiative creature, ideally you'll have your own initiateive creature to take it back, <i>or </i>you'll have a removal spell for their initiative creature <i>and</i> an attacking creature to take the initiative off them. The next best thing is to have a creature that is too big for them to block or your create simply has evasion, in which case the opponent can attack you back to race; And in that case they had the initiative first, so they might win the race anyway.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">If your deck is using the initiative mechanic, then you must design it to hold and take back the initiative as easily as possible. The easiest way to take and hold the initiative is to play a creature which takes the initiative. That way you don't need to attack <i>and</i> you have a decently sized untapped blocker. This is where things get interesting: </div><div class="separator" style="clear: both;">To maximise the chances of casting an initiative creature you want to run as many as you can, which means more colours and more ≥4 mana initiative creaures, both of these things reduce the chances of curving out. </div><div class="separator" style="clear: both;">The other interesting consideration is the existence of fast combo decks; Fast combo will beat you in a race, therefore you'll need disruption to slow them down. However, disruptive cards are typically poor at keeping tempo: discard doesn't effect the battlefield and disruptive creatures are typically smaller than creatures dedicated to attacking and blocking. The exception to disruption being tempo-negative is of course Force of Will, Force of Negation and Mana Drain. There is a reason why these cards are so popular (personally I believe Mana Drain should never have gone to zero points, but that's another article).</div><div class="separator" style="clear: both;">So stepping back, I propose that initiative decks are best in metagames with a lack of fast combo. </div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">It remains to be seen if initiative beats all non-combo strategies. The hope for other strategies is that being an initiative deck means running a ton of creatures, which means less removal and disruption, therefore other decks may have the space to 'get big' and do more powerful things than the Undercity.</div><div class="separator" style="clear: both;"><br /></div><span><!--more--></span><div class="separator" style="clear: both;">Musings:<br /><br />Most of the cards which take the initiative are creatures, and all of them have at least 3 toughness. This means that Stomp // Bonecrusher Giant and all the Shocks are worse than they used to be.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Giving yourself Shroud or Hexproof with something like Leyline of Sanctuary forces the opponent to not go into the powerful Trap room, otherwise they'll have to target themselves.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">The Forge is good for the Hardened Scales strategy (that I always talk about but never build). Similarly good with Walking Ballista and Persist creatures.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">All the initiative creatures are strong with blink effects because you can use them to untap for surprise blocking and also get extra triggers to accelerate through the Undercity. There's also the chance that you can respond to removal to save your creature, which is some sweet value.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Everyone will be running a couple basic lands now thanks to the Secret Entrance room. Therefore the chance of depleting your opponent's basics with Feild of the Dead, Demolition Field, Ghost Quarter, Path to Exile, Assassin's Trophy, etc, is reduced.</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">A good strategy could be to cast Moat, then run as many Inititative creatures you can to counter the opponent's chances or ending up with The Initiative.</div><span><!--more--></span><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both;">Let's get into the initiative cards:</div><div class="separator" style="clear: both;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562932&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562932&type=card" width="265" /></a></div>It's a sad day when my set review is so late that a card I review has already had enough time to earn a point (it has happened before). ~ has definitely caused a plume of white decks.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">If the opponent doesn't contest the initiative, ~ kills shockily fast; If you cast ~ turn3, on turn4 it attacks for 5, then turn5 the trap does another 5 and you attack for yet another 5. 15 damage by turn5 from a single 3mana spell.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">If you cast ~ on turn2 off turn1 mana dork, all it takes is another creature on turn3 or a burn spell, combined with a couple fetchlands from the opponent and you have a midrange deck dealing 20 damage on turn4, i.e. racing a combo deck with an average hand and no disruption. That kind of power unbalances a format. </div><div class="separator" style="clear: both; text-align: left;">The initiative needs to be slowed down by a turn so that it has a natural enemy in combo. We also don't want players' options to be 'play fast combo' or 'play a deck with cheap creatures that can take the initiative and keep it'. It would be a shame to lose grindy control decks and ramp decks from the metagame.</div><div class="separator" style="clear: both; text-align: left;">The other initiative creatures are at least a turn slower, which is why ~ earned its point. Not only that, ~ has that untap trigger, which effectively gives it vigilance; being able to beat down whilst still blocking to keep the initiative. If you cast ~ off a mana dork you can untap the mana dork to have two blockers; Or if you have a 1mana removal spell, the mana dork can cast it.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">After ~ there are a bunch of 4drops, all of them playable. I'll list them in increasing order of strength:</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563047&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563047&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Sometimes the goad ability will force a chump attack.</div><div class="separator" style="clear: both; text-align: left;">Is a powerful human to hit off Winota.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563038&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563038&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Typically the opponent won't have enough life to afford taking the 5 lifeloss from blocking. However, ~ only has 1 power, 3 if you put the two +1/+1 counters on it with the Forge; that is few enough that the opponent has the option of trading the initiative back and forth and possibly racing you. Therefore, ~ typically needs support.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562937&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562937&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Flying typically lets you take the initiative back and also block fliers which would take it from you.</div><div class="separator" style="clear: both; text-align: center;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563024&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563024&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Lifelink lets you race. You're happy to trade the initiative back and forth because your big lifelinker will win the race.</div><div class="separator" style="clear: both; text-align: center;"><br /><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563025&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563025&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">A bigger initial body makes it hard for the opponent to attack into you on the first initiative turn.</div><div class="separator" style="clear: both; text-align: left;">The replacement effect prevents a few important triggers from happening, e.g. Skullclamp and Protean Hulk.</div><div class="separator" style="clear: both; text-align: left;">Another powerful human to hit off Winota.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563143&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563143&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Vigilance is attack and defense, <i>and ~ </i>has the mana ability for some tempo regain after blocks.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563050&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563050&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">~ is a strong threat even if the opponent had a Torpor Orb effect.</div><div class="separator" style="clear: both; text-align: left;">The trample helps get initiative back, so does the extra card from attacking, especially if you flip over removal or an extra blocker.</div><div class="separator" style="clear: both; text-align: left;">Yet another powerful human to hit off Winota.</div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567225" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567225" width="265" /></a></div></div><div style="text-align: left;">Winota really got a boost from this set.</div><div style="text-align: left;">~ has a respectible size. She's unblockable and therefore excellent at taking back the initiative. Gets bigger from explore.</div><div style="text-align: left;">You get a bonus attack trigger if you already had a cleric, rogue, wizard or warrior ready to attack.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">Now onto the 5drop initiative creatures:</div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562904&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562904&type=card" width="265" /></a></div>Vigilance is very strong in an initiative game. The downside of course is being a 5drop; Counterspell wrecks you. Weirdly players have been cutting Counterspell (ultimately thanks to Ragavan), which gives expensive cards a chance. <br />All the 5drop initiative creatures seem to play out similarly, they're big enough that the opponent can't attack and therefore you keep the initiative and win, or they had to chump attack with two creatures and lose an attacker, which is enough tempo for you to win the race anyway.<div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563098&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563098&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563176&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563176&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563037&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563037&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562952&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562952&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><div style="text-align: left;">Feywild Caretaker is a step above the others because it provides an extra blocker for keeping the initiative.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562983&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562983&type=card" width="265" /></a></div><div style="text-align: left;">Tempo is everything in an initiative game, therefore 6 mana is worse than usual. But I have to give ~ a 'playable' stamp since it's an initiative creature which can attack, and ~ is blue which helps the ultimate tempo card, Force of Will.</div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567250" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567250" width="265" /></a></div>I wouldn't maindeck this as it's not a creature or removal and therefore the risk of losing the initiative is high. However, if you're running Karn, the Great Creator, ~ is a good sideboard option.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567236" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567236" width="265" /></a></div>There's a risk that the opponent has incidental graveyard removal. Therefore, I would only run ~ in a deck with lots of ways to kill Scavenging Ooze, Deathrite Shaman and Voidwalker.<div>The exile clause makes ~ a bit stronger than traditional reanimate effects because if your opponent bounces the creature it won't go back to their hand.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562930&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562930&type=card" width="265" /></a></div>Good in Soldier tribal. It doesn't help you defend but in Soldier tribal you'll almost always have an attacker ready to get tokens and the tokens will ensure you get back the initiative.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=567227&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=567227&type=card" width="265" /></a></div>I almost can't believe no one has mentioned this card and I haven't seen it until now. Unfortunatly ~'s triggers will go on the stack on top of the opponent's, therefore in the case of initiative, the opponent will end up with the initiative.<div>I still think this card is good though. Flash 2/3 ward can gobble up random dorks and ETB creatures like Fury and Solitude are super popular.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563168&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563168&type=card" width="265" /></a></div>When I first saw the art for this I thought he was holding a knife to his throat. <div>Yet another card that got a point before I reviewed it. By now you'll be well acquainted with Minsc and especially Boo. I'm not enlightening anyone here but let's do a brief analysis:</div><div><div>If you simply have a Dreadbore against ~ there's still a 4/4 trample that has probably hit you for 4 already. This demonstrates how bad sorcery-speed removal is against ~. To get a good exchange you need a counterspell or instant removal with good timing:</div><div>If you have instant removal like Leyline Binding, or a Lightning Bolt ready the moment ~ enters, you can respond to the ETB trigger and all they'll get for their 4mana is a 1/1 haste Hamster. This is an amazing exchange compared to the alternative; If you don't kill Minsc in this narrow window then you're going to need 4 power of creatures ready to attack Minsc, plus removal for the 4/4 Boo and any other blockers they have. If you only have one of those things then you're in trouble; If you just have the removal and <4power, Minsc lives through the attack and the next turn they make another 4/4 Hamster. If you have just have the ≥4 power, you probably can't attack because the 4/4 will eat one of your attackers or trade.</div><div>If they get one turn without you interacting they sac Boo to kill one of your guys and they draw 4 cards, which is practically game over.</div><div>It's worth noting that sacrificing a creature is not part of the cost of ~'s -2 ability, Which means you can kill Boo in response; In that case they can still sacrifice a different creature but presumably that different creature won't be a Hamster and therefore they won't draw cards. If the ~ player is switched on, they'll recognise your ability to remove Boo in response and they'll simply +1 ~ instead, making ~ harder to kill.</div><div>I haven't got the right words here but game theory-wise the ~ player has all the agency. To simplify, there are two scenarios I explained earlier where ~ can have a bad exchange, otherwise ~ is likely to win. The ~ player choosees when to cast ~, you don't know if they have ~ and the ~ player has all their other resources available to create a favourable scenario.</div><div><br /></div><div>~ and other powerful planeswalkers combined with The Initiative, force players to either run cheap high-power creatures or be a fast combo deck. This is sad for old strategies like Control, Ramp and Prison.</div><div><br /></div><div>Karakas is a nice answer to ~ because you can bounce Boo every turn.</div><div><br /></div><div><div><div><div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562885&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562885&type=card" width="265" /></a></div>Angus McKay has been slaying with his reanimator deck featuring ~ as a second copy of Worldgorger Dragon. They achieved 10th at CanCon 2023 and also top 8'd the 60+ player 7PH Highlander side event at the Sydney Regional Championships in November last year. <a href="https://www.moxfield.com/decks/UkhfSh7YDUOOTOEvyt-lrA" target="_blank">Here's their list from CanCon</a>.<br /><br />So yeah, reanimating ~ with an Animate Dead, Dance of the Dead or Necromancy is infinite 1/1's. ~ reads "any number of", so once you have 1,000,000,000 1/1's you can choose 'none' and stop the loop, whereas Worldgorger Dragon doesn't give you the option and will draw the game if you can't break the loop somehow.<div><br /></div><div>~ is nice in a Yorion deck for value.</div><div><br /></div><div><i>Tell ya what, I do a lot of Scryfalling for these set reviews, and the addition of Arena-only cards is really annoying. I now have to specify vintage legal for every search I do.</i></div><div><i><br /></i><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562887&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562887&type=card" width="265" /></a></div>Players search their libraries a lot in 7PH. Most decks run 9 fetchlands and players often search for their powerful pointed cards. </div><div>The first room of the Undercity, Secret Entrance, is a <i>must</i>. Opposition Agent has gotten even better.</div><div>There are also effects like Boseiju, Who Endures and Path to Exile. In the case of those effects, the searching is optional for the opponent, so most of the time they would choose not to search as ~'s trigger is more beneficial to you, but that's still better for you then them getting a land.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567223" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567223" width="265" /></a></div>Good if you're really mana hungry. You'll need a lot of plains in your deck to get maximum value; you'll naturally be drawing plains and fetching them, and then there's all the ones you'll get from ~. It might trigger ≈3 times in a game from your opponent's fetchlands and you will presumably be playing cards such as Boseiju, Who Endures and Path to Exile; maybe even Feild of the Dead, Demolition Field, etc. Ghost Quarter has gotten much worse now that everyone is running at least two basics for Secret Entrance.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562888&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562888&type=card" width="265" /></a></div><div>Ever since <a href="https://www.mtggoldfish.com/deck/360698#paper" target="_blank">Rally the Ancestors dominated Standard in 2016</a> I've wanted to try it in 7PH. There is a lot more incidental graveyard hate in 7PH though, so I suspect it won't work out. I'd still like to try it though. What has stopped me from trying in the past is the lack of Rally the Ancestors effects; With the addition of ~, we probably have enough:</div><div>Ascend from Avernus</div><div>Rally the Ancestors</div><div>Return to the Ranks</div><div>Immortal Servitude</div><div><br /></div><div>≈4 probably the minimum. We will need a lot of scry, draw and search effects to increase the chance of finding them. If we splash blue we also get Spellseeker; Although the opponent will prioritise exiling our graveyard if they see Rally coming, so it may not be good.</div><div><br /></div><div>~ costs an extra W than Rally, but you get to keep the creatures, which is huge.</div></div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562910&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562910&type=card" width="265" /></a></div>Goes infinite with Kiki-Jiki. Would be playable in a Yorion Kiki-Jiki deck. In the same deck it would create infinite ETB triggers with Felidar Guardian or Restoration Angel; All you'd need then is a Corpse Knight or something similar.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562912&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562912&type=card" width="265" /></a></div>Compliments Hardened Scales, Winding Constrictor, Conclave Mentor and Branching Evolution. And Zabaz, the Glimmerwasp if you're going Modular.<div><br /><div>~ halves the mana required to max Hexdrinker.</div><div><br /></div><div>Works especially well with Minsc & Boo, Timeless Heroes. Minsc comes in at 4 loyalty, makes Boo, +'s to 6 loyalty and pumps Boo to a 5/5. I suppose she works especially well with any planeswalker that puts +1/+1 counters on creatures, and there are plenty of those.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562920&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562920&type=card" width="265" /></a></div><div>In my <a href="https://highlander4eva.blogspot.com/2023/02/new-capenna-commander-7point-highlander.html">Commander: New Capenna set review</a> I considered Weathered Sentinels and the Defender strategy involving Arcades, the Strategist. When I saw ~ I immediately went back to that brief analysis but it's clear that there is a divergence of 'Defender' and 'Toughness damage' plans. Some of the best Defender payoffs only work for defenders and not for creatures that simply have low power and huge toughness. Below are the later:</div><div><br /></div><div>Assault Formation</div><div>~</div><div>High Alert</div><div>Doran, the Siege Tower (Green Sun's Zenith, Treefolk Harbinger)</div><div>Huatli, the Sun's Heart</div><div>Ancient Lumberknot</div><div><br /></div><div>The two payoffs which made it across from the Defender strat are Assault Formation and High Alert.</div><div><br /></div><div>I played this strategy a bit in Standard when High Alert and Huatli, the Sun's Heart were legal together. The deck was only good for best-of-1 daily goal farming on Arena, but I had fun.</div><div><br /></div><div>The first couple turns you ideally deploy three 1mana dudes with ≥4 toughness and turn3 you start pounding. Honestly it's a bad strategy because you're too reliant on your Doran effect; that can get removed, discarded or countered. You also have too little room for disruption of your own. Regardless I still want to keep my eye on it in case something like several 0/6 1drops get printed.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562922&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562922&type=card" width="265" /></a></div><div><div><br /></div></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcVD-8Xwa0FPOBS5312bHCv9zNZyOZnc5DUO80FNhyR7cZoHI7er-2T7Ros_Tmif5sl4HOwgpK4abirC0WgaM0E7aBnJ9en9IYIYUXm51nu6Y0_HpHpBGB-I1cwaNepIcNwD37ELrS5xV2V-rh8mC81p4NJpXhsWxFF8FKm_L5wvc4gUN1ORvujxvu1g/s425/Capture.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="425" data-original-width="298" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcVD-8Xwa0FPOBS5312bHCv9zNZyOZnc5DUO80FNhyR7cZoHI7er-2T7Ros_Tmif5sl4HOwgpK4abirC0WgaM0E7aBnJ9en9IYIYUXm51nu6Y0_HpHpBGB-I1cwaNepIcNwD37ELrS5xV2V-rh8mC81p4NJpXhsWxFF8FKm_L5wvc4gUN1ORvujxvu1g/s320/Capture.JPG" width="224" /></a></div><div class="separator" style="clear: both; text-align: center;"><i>Me wondering how it got that leg through the waistband.</i></div><div class="separator" style="clear: both; text-align: center;"><i><br /></i></div><div class="separator" style="clear: both; text-align: left;">I got a bit excited that they printed another Quickling for my Aluren combo deck, but then I realised that ~ isn't blue or black and therefore can't get picked up by Cavern Harpy to continue the Recruiter loop. Move along people nothing to see here!</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=567228&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=567228&type=card" width="265" /></a></div>Many of the 4drops that artifact decks want to ramp into aren't artifacts, e.g. Urza, Lord High Artificer, Karns and Tezzerets, but those decks should still have enough artifacts to make use of ~'s discount each turn. In a way, ~ is a Mindstone that you don't have to sacrifice and also has an ultimate.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563160&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563160&type=card" width="265" /></a></div>~ is fine in any artifact deck that can cast him. He's not on the power level that you'd hope for a triple colour card and you certainly don't splash just to run him. However, he has enough versatility that he's good. The haste can help pressure planeswalkers and The Initiative. You can chump block with things and turn them into treasure before damage.</div><div>~ is designed to alternate between his two abilities each turn, effectively netting you one resource a turn.</div><div>Of course he gets extra value if you're saccing things like Nihil Spellbomb and Hangarback Walker.</div><div>~ goes infinite with Intruder Alarm on turn4, which is pretty sweet. 4 different colours though and requires a noncreature artifact to sacrifice.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563191&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563191&type=card" width="265" /></a></div><div>Decent beater for artifact aggro. That deck is casting ~ turn2 off a Mishra's Workshop/Tolarian Academy/Ancient Tomb/City of Traitors/Sol Ring.</div><div>Bad against Narset, Parter of Veils / Leovold, Emissary of Trest / Hullbreacher.</div><div><div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567229" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567229" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Easy to dismiss 8mana spells but there could be something here. That's a powerful ETB:</div><div class="separator" style="clear: both; text-align: left;">Players have had the option of Flash-ing Wurmcoil Engine for ages but it hasn't taken off. Perhaps there could be a hybrid deck where it's an ok option.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Decent Dragonstorm hit. Also a good Hypergenesis and Eureka hit that is also blue for Force of Will and Force of Negation.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Pretty funny with Dollhouse of Horrors but it's hard to imagine that coming together.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Goes infinite with Saheeli Rai but once again, very hard to assemble.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563167&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563167&type=card" width="265" /></a></div>Dragonstorm kill with Karrthus, Tyrant of Jund.</div><div>We already had a few pairs of dragons that would kill together but ~ might be better in some situations.</div><div>If you're curious here are some dragon pairs:</div><div><br /></div><div>Karrthus, Tyrant of Jund or Dragonlord Kolaghan paired with one of:</div><div>Miirym, Sentinel Wyrm</div><div>Blast-Furnace Hellkite</div><div>Dragon Tyrant</div><div>Atarka, World Render</div><div>Terror of Mount Velus</div><div>Lathliss, Dragon Queen</div><div>Ziatora, the Incinerator</div><div>Terror of the Peaks</div><div><br /></div><div>Or Klauth, Unrivaled Ancient + Hellkite Overlord/Inferno of the Star Mounts<div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562946&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562946&type=card" width="265" /></a></div>Combo central.</div><div>I had a bit of a think:</div><div><br /></div><div>~ + Teferi, Time Raveler + a zero-mana artifact = infinite card draw. This one is particularly good because Teferi protects ~ whilst you go off.</div><div><br /></div><div>~ + Trinket Mage = infinite tutors for zero-mana artifacts, which means you'll draw 2 cards from Mishra's Bauble and Urza's Bauble. If you have a combination of Lion's Eye Diamond, Lotus Petal, Mana Vault, Mana Crypt, Sol Ring that adds up to 5 net mana, then you can go get Gerrard's Hourglass Pendant and bring everything back tapped except the Pendant. For each mana you get above 5 you can get an egg (Chromatic Star et al), which will net you two cards per egg over two turns since Pendant brings each back tapped.</div><div><br /></div><div>~ + Mishra's Bauble/Urza's Bauble/Lotus Petal + Eternal Witness/Gloomshrieker/Treasure Hunter/Trusty Packbeast/Archaeomender = infinite card draw/mana</div><div><br /></div><div>Oh course each of these combos are vulnerable to a removal spell but I think you could steal a lot of wins by the opponent not expecting it and therefore not having removal ready.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562976&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562976&type=card" width="265" /></a></div>Excellent Prowess payoff. Unlike most of these payoffs, ~ works if you have a huge graveyard <i>and </i>if you graveyard has already been Delved away.</div><div>You really want to be playing Thoughtscour and Mental Note.</div><div>As long as you're casting this for 4 mana or less then you're very happy, because you'll be guaranteed up mana against any removal they might have.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563013&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563013&type=card" width="265" /></a></div>Only hits for 2 damage but it's decent. I like it in decks that want to augment their creatures.</div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563022&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563022&type=card" width="265" /></a></div>Put it on a Hexproof creature and then try win the game before the opponent finds one of their few ways to remove ~. Might be best to play ways of protecting ~, e.g. discard effects.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=567238&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=567238&type=card" width="265" /></a></div>If your control deck is struggling against recurring graveyard creatures like Uro, Titan of Nature's Wrath, then ~ could be a good option for a win condition. The turn after it enters you'll presumably have 2 Uchuulons, which is 4 total power. The turn after that you could have 4 Uchuulons, which is 16 total power. </div><div>It gets big and has some resilience to removal. You just need enough discard, counterspells and removal to keep feeding ~ your opponent's creatures.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563063&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563063&type=card" width="265" /></a></div>I'm not running this in my Jund Goblins list because I don't have enough 1 and 2mana Goblins to sacrifice. Often that deck's curve is turn1 nothing, turn2 Ancient Tomb/City of Traitors 3drop. In that scenario, ~ is bad.<div>In the past I've had builds of Goblins which utililse the Persist combo, i.e. combining Metallic Mimic/Grumgully, the Generous with a Persist Goblin: Putrid Goblin/Murderous Redcap/Skuzzback Marauder; and of course you need a sacrifice Goblin, e.g. Mogg Raider, Goblin Sledder, Skirk Prospector. Combine those three things and you win. The reason Gut would work well here is because in addition to Putrid Goblin, you run other Goblins which are good to sacrifice so that your Mogg Raiders et al are decent even if you don't have the combo. I'm talking about Mogg War Marshal, Goblin Instigator, Impulsive Pilferer, etc.</div><div>I don't run this build because all these Goblins are pretty bad by themselves and you can't rely on always combining them together to make them ok. I found it's better to run Goblins that can stand by themselves. However, if a couple more Persist 2drop Goblins were printed then I could switch back to this version.</div><div><br /></div><div>~ doesn't have to go in a Goblin deck. He would be quite good in Aristocrats or a weird Atog deck or perhaps an aggressive Mayhem Devil deck.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563066&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563066&type=card" width="265" /></a></div>Effectively 2mana draw three cards, which is a good rate. Obviously you can't cast it until later and it's weak to counterspells and weak with counterspells.</div><div>~ is competing with big fat 5drops threats. Fury for example can kill two creatures and leave behind a 3/3 doublestriker. That's probably a bad comparison because Fury is fucked. I think Fury should get a point on the basis that aggro can't beat it and it's extremely maindeckable. You can of course run Fury <i>and</i> ~, but is ~ better than the next two best red 5drops? Sarkhan, the Dragonspeaker and Sarkhan the Masterless can be 1-for-1'd so ~ could be better. Glorybringer is generally better but it can get 1-for-1's also. If you want a 5drop then I think ~ is good, but perhaps you just run a bunch of 4drops before your first 5drop, e.g. Chandra, Torch of Defiance, Hazoret, the Fervent, Jaya, Fiery Negotiator, Koth of the Hammer, Zariel, Archduke of Avernus. Hmmm, yeah the 4drop plan seems generally better. However, if you have a bunch of Prowess creatures and other instant/sorcery synergies, then ~ is better.</div><div><br /></div><div>~ could hit two lands, so if you already played a land this turn then maybe go with the something else, and save ~ for when you can stagger the land drops over two turns. However, if your deck is running Fastbond/Exploration/Dryad of the Ilysian Grove, then go ahead and jam ~ ASAP.</div><div><br /></div><div>~ is awesome with Goldspan Dragon but that's pretty win-more.</div><div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563071&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563071&type=card" width="265" /></a></div>I could see this in a deck with all the pitch spells:</div><div>Fury of the Horde</div><div>Blazing Shoal</div><div>Sickening Shoal</div><div>Soul Spike<br /><div>Fireblast</div><div>Pyrokinesis</div><div>Contagion</div><div>Cave-In</div><div>Mine Collapse</div><div>Snuff Out</div><div>Unmask</div><div><br /></div><div>Such a deck would probably run Wheel of Fortune and Wheel of Misfortune to refuel. Yawgmoth's Will just went to zero points, that might work. Past in Flames, perhaps. Vial Smasher the Fierce would be even better than ~ in this deck. Oh shit, the idea's got me, time to spend hours on a deck...</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcrXidTvJV1PGZQhH9rYu3GuAdXJyGBepI7kzsSWc8v_ZLzJbsh229vcR-B1-Z7riF1C7FUJ18F0ZtsN_HB2M0b1MLnD2n3lJNmNChkCJt9mp-VktlYVDPpr0ZepnsjtjtafuPuZ1OJA-Os5oycsjL_Pe9VDUe7chIQbJso1yqJi5rM6EwjsBEJsZfGA/s1846/bm_4g_downtherabbithole_image_032619.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="700" data-original-width="1846" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcrXidTvJV1PGZQhH9rYu3GuAdXJyGBepI7kzsSWc8v_ZLzJbsh229vcR-B1-Z7riF1C7FUJ18F0ZtsN_HB2M0b1MLnD2n3lJNmNChkCJt9mp-VktlYVDPpr0ZepnsjtjtafuPuZ1OJA-Os5oycsjL_Pe9VDUe7chIQbJso1yqJi5rM6EwjsBEJsZfGA/s320/bm_4g_downtherabbithole_image_032619.jpg" width="320" /></a></div><div style="text-align: center;"><a href="https://www.moxfield.com/decks/LzIzGNj2g0O4VnqeehmCwg">VIAL SMASHER 7PH BY LUKE MULCAHY</a></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567243" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567243" width="265" /></a></div>What the fuck is that? So ugly.</div><div>~ is a kill with Food Chain + Squee, the Immortal/Eternal Scourge/Misthollow Griffon. 6mana is borderline castable. ~ wins even if you Tainted Pact your library away, unlike something like Hydroid Krasis which won't work in that scenario.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567104" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567104" width="265" /></a></div>Now this is a much better win condition with Food Chain + Squee, the Immortal/Eternal Scourge/Misthollow Griffon because she's actually castable.</div><div>Once there is a critical mass of castable win conditions for this combo, then I'm going to build it; You Tainted Pact for Food Chain hitting Squee, the Immortal/Eternal Scourge/Misthollow Griffon along the way, then you naturally have a win condition available because you're running about 10 of them.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563076&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563076&type=card" width="265" /></a></div>I dunno, might be some hybrid Glimpse of Nature/Song of Creation deck where you can beatdown but the real plan is to run a tonne of effectively zero-mana creatures to draw your deck.</div><div>Maybe a Pattern of Rebirth deck where you want creatures that sacrifice but can also cast your fatties if you draw them.</div><div>Nice with Skullclamp.</div><div><i>The best defense is not even knowing what the word "defense" means.</i><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567244" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567244" width="265" /></a></div>Sophie from Canberra crushed me at the big 7PH side event at the Sydney ANZ Champs last November; she simply cast Kiln Fiend on turn2, I didn't kill it and she just goes turn3 give it unblockable and double strike and kills me. She used Assault Strobe, which is <i>half</i> the mana cost of ~, but perhaps ~ is still good enough because it permanently gives double strike.</div><div>Double strike counter would be nice with The Ozolith and Nesting Grounds.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563105&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563105&type=card" width="265" /></a></div>They've printed a few powerful token cards recently: Idol of Oblivion, Bennie Bracks, Zoologist and now ~. Gaea's Cradle would be the main focus of a tokens deck, and probably Natural Order into Craterhoof Behemoth. The deck must be close to playable.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563111&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563111&type=card" width="265" /></a></div>Could use Flamekin Harbinger or Mwonvuli Beast Tracker to set up an Erratic Explosion effect for 15 damage.<br />Could also Natural Order for it.<div>Can pitch it to Nourishing Shoal or Allosaurus Rider in a Neoform + Griselbrand deck.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563150&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563150&type=card" width="265" /></a></div>Decent alongside Shadow of Mortality, Scourge of Skyclaves, Ranger-Captain of Eos and of course Death's Shadow.</div><div>~ is only playable if you can get to ≤10 life by turn4 consistently. The good news is that a 5/2 indestructible is playable enough, the triggered ability is gravy.</div><div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=563113" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=563113" width="265" /></a></div>Very vulnerable but you can Strip Mine lock with it. Unlike most Strip lock pieces, ~ puts the land on the battlefield, which allows you to develop your mana further, which gives you more resouces to deal with whatever pieces they might have, and for you to kill them before they combo you or whatever.</div><div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563157&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563157&type=card" width="265" /></a></div>I like ~ in a cantrip based deck that can set up the top of your library easily and then you run all the alternate casting cost cards like Fury, Solitude, Force of Will, Pyrokinesis, Terminus, Temporal Mastery, to make a bunch of Faerie Dragons.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563207&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563207&type=card" width="265" /></a></div>Super powerful. Realistically if you crew this turn4 with two dudes you're likely to win. I did some Gathering and it seems that Naya artifacts is the shell which maximises ~. Here are some spells which double crew ~:</div><div><br /></div><div><div>Blade Splicer</div></div><div>Lovestruck Beast</div><div>Minsc, Beloved Ranger</div><div>Imperial Recruiter + Wild Nacatl / Toolcraft Exemplar</div><div>Recruiter of the Guard + Wild Nacatl / Toolcraft Exemplar</div><div>Rocco, Caberrti Caterer + Wild Nacatl / Toolcraft Exemplar</div><div>Arlinn, the Pack's Hope</div><div>Huntmaster of the Fells</div><div>Esika's Chariot</div><div>Ranger of Eos + Memnite</div><div>Vital Splicer</div><div>Master Splicer</div><div><br /></div><div>Winota, Joiner of Forces is a good fit. May need to add Memnite or Ornithopter to trigger her on curve with a Recruiter.</div><div><br /></div><div>Solitude can be found with Recruiter of the Guard and can be part of the crew before the evoke sacrifice trigger resolves.</div><div><br /></div><div>Pendelhaven is a strong option with Recruiters and Memnite creating high probabilities of 1/1's.</div><div><div><br /></div><div>So far this deck is Jegantha, the Wellspring compatible; You could add Ranger-Captain of Eos and Finale of Glory to increase the crew numbers of ~. If you did so you would also open up the option of Walking Ballista, Food Chain and Squee the Immortal as a combo kill. This would be cool but unnecessary. Perhaps you would become a Yorion deck instead of a Jegantha deck considering all the ETB creatures listed for crewing ~.</div><div><br /></div><div>Clarion Spirit and Monk of the Open Hand are good options if zero-mana cards such as Memnite, Rograkh, Son of Rohgahh and Ornithopter are added.</div><div><br /></div><div>Taking a step back we can't really build a deck around a single 3cost vehicle, the remainder of the cards in the deck will be 1 and 2 cost cards. Will those cards provide a strategic edge over other decks? I'll give it some more thought. Moving on...</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563174&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563174&type=card" width="265" /></a></div>Mana dorks are amazing for getting a mana advantage in the midgame. The downside is that if the opponent answers all your more expensive spells, then you can be left flooded with mana dorks.</div><div>A strategy I used to like (before Wrenn and Six got printed) was to have as many ways of turning your mana dorks into threats as possible, e.g. Skullclamp and Birthing Pod. ~ is a nice way of turning dorks into threats.</div><div>~ would be cool in a legendary human midrange deck with Cryptolith Rite, Katilda, Dawnhart Prime and Esika, God of the Tree.</div><div>~ could be a good option for a Winota deck.</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562893&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562893&type=card" width="265" /></a></div>Aggressive Spirit tribal.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567224" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567224" width="265" /></a></div>If Wrenn and Six gets a second point then this would be ok in Warrior tribal.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567106" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567106" width="265" /></a></div>Strong payoff for each party tribe. Like another Realmwalker. Obviously at her individial best in Rogues being a Rogue herself.</div><div>I love tribal strategies because I'm bad at making decisions; 7PH has so many options that I really struggle to build decks. However, if you reduce my options then I'm good at finding the good ones. That idea reminds me of the following TED talk. It seems that TED talks have become a joke at this point, but there's a reason why they became famous in the first place and I believe <a href="https://www.youtube.com/watch?v=VO6XEQIsCoM&ab_channel=TED" target="_blank">this one from 15 years ago</a> is an excellent example of why.<br />After rewatching that talk I realise one of the reasons I love Magic so much is that it limits my options; I don't have to decide which of the infinite careers to pursue, I simply just need to play as best as I can.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=563144" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=563144" width="265" /></a></div>Strong if you can augment him with equipment or perhaps Warrior tribal synergies.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562974&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562974&type=card" width="265" /></a></div>Wizard tribal? I dunno, seems pretty janky. But here are the Wizards that could work:<br /><div><div>Lightning Stormkin</div><div>Malevolent Hermit</div><div>Spellstutter Sprite</div><div>Aven Mindcensor</div><div>Cloudkin Seer</div><div>Nimble Obstructionist</div><div>Vendilion Clique</div></div><div><br /></div><div>If you go for a Prowess strategy then you also get:</div><div>Delver of Secrets</div><div>Balmor, Battlemage Captain</div><div>Stormchaser Mage</div><div>Adeliz, the Cinder Wind</div><div><br /></div><div>Considering the powerful planeswalkers or inititative creatures you could be casting instead for 4mana, I don't want to pursue this idea.</div></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563163&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563163&type=card" width="265" /></a></div><div>Wow. What a payoff. Dragons now have Crucible of Fire and ~ as amazing payoffs. There's nothing else on that level though, and Dragons are traditionally big expensive cards, which are bad against the cheap counterspells of 7PH and you can only run a few expensive cards in fast eternal formats. Dragons have a long way to go before being playable.</div><div>Seeing cheap small humanoid Dragons bothers me a lot. Dragons should be huge awesome badass powerhouses. Leave accordions on rooftops to the humans thankyou.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567103" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=567103" width="265" /></a></div>That's a big payoff for Horror tribal. Apart from Thing in the Ice, this is the first Horror payoff I can think of. Unforunatly Thing in the Ice and ~ don't really work well together because tribal decks don't tend to run lots of instants and sorceries. Maybe if they print a few instants and sorceries that make Horror tokens, then it could work; Unlikely though.</div><div>I know there aren't many playable Horrors but this migh be the start of something.</div><div><br /><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563089&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563089&type=card" width="265" /></a></div>Sideboard only. Ideally you want intimiate knowledge of your opponent's deck. This card is perfect for LGS play where you know half the 75 of your mate's deck. This can be a strong answer to Blood Moon regardless of what colours <i>your</i> deck is (cause their Blood Moon give you the RR). There's a chance that Blood Moon is the only enchantment in their deck. Other enchantments that are commonly in Blood Moon decks are Back to Basics and Eidolon of the Great Revel, so beware of those.</div><div><br /></div><div>Postboard you might have Grafdiffer's Cage, Containment Priest and Weathered Runestone, which make ~ better, but 3 is not many of that effect.<i><br /></i></div><div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562925&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=562925&type=card" width="265" /></a></div>Sideboard sweeper option if you're a deck with low-power creatures. Note that you must have a creature for ~ to exile anything at all.<br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=567241&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=567241&type=card" width="265" /></a></div>Definitely a good sideboard if your deck has lots of ≤2 toughness creatures of its own that you don't want dying to your own Anger of the Gods or Firespout. If you don't have the creatures then you should just run the 3 damage symetrical sweepers instead.<div>For this card to be good you need to kill two of your opponent's creatures. For 3 mana that is only likely against tribal or hyperaggro decks.</div><div>If you're a ramp deck then you can realistically Foretell cast this. It's much better in ramp.</div><div>Foretell is a good sink for turn1 Sol Ring mana.</div></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563219&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=563219&type=card" width="265" /></a></div><div style="text-align: left;">Sideboard card against storm for Mishra's Workshop decks,</div><i><br /></i></div><div class="separator" style="clear: both; text-align: left;"><i><br /></i></div><div class="separator" style="clear: both; text-align: left;">Wow, I finally finished this set review. Probably too late for it to be of significant value but glad I did it.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Mulch</div><br /></div></div></div></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-23616292266616134532023-02-12T18:37:00.002-08:002023-02-12T18:37:58.410-08:00New Capenna Commander: 7point Highlander Set Review<p style="text-align: center;"> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYn_aGJXbcHLG3scDtihYfl1ioIf0C6VQPVCuxxkzxQdISIeWiN0JdxvG8HXhFVApmmvv9fqPX0q1z_dwl_pkUD1Z1YBUNHmdDNM8o0VYd8Huk3QfhRq1_Szy-jk8sNuWtL7LOExAaxfcS3xI0NGAGFU1VcqSee-UnPSn-wHS_e7qQiflAZ8H4rHcFug/s180/NCC_expansion_symbol.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="180" data-original-width="180" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYn_aGJXbcHLG3scDtihYfl1ioIf0C6VQPVCuxxkzxQdISIeWiN0JdxvG8HXhFVApmmvv9fqPX0q1z_dwl_pkUD1Z1YBUNHmdDNM8o0VYd8Huk3QfhRq1_Szy-jk8sNuWtL7LOExAaxfcS3xI0NGAGFU1VcqSee-UnPSn-wHS_e7qQiflAZ8H4rHcFug/s1600/NCC_expansion_symbol.webp" width="180" /></a></div><div style="text-align: left;">"What the fuck Luke, New Capenna was ages ago?". Yes, yes I know. I haven't even looked at this set before lol.</div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=559565&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=559565&type=card" width="265" /></a></div><div style="text-align: left;">If you cast ~ for two mana and draw a card that's a good rate.</div><div style="text-align: left;">~ triggers at the beginning of <i>each</i> end step, so if you can make tokens at instant speed he gets a lot better; perhaps with Gilded Goose or Tireless Tracker, I'm sure there's plenty of ways.</div><div style="text-align: left;">~ is an elf, so he could potentially go in a tribal deck. Historically elf decks have been known to splash white for Mirror Entity to turn Wirewood Symbiote into an elf so that you can reset it for infinite mana.</div><div style="text-align: left;">The initiative mechanic is very popular and produces treasure and skeleton tokens, so even if you don't draw a token producer, your opponent may provide one!</div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598136" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598136" width="265" /></a></div>Not really playable but I wanted to mention a cool combo:<div>Turn1 Magosi, the Waterveil</div><div>Turn2 ~</div><div>Turn3 Out of the Tombs</div><div>Turn4 upkeep trigger Out of the Tombs, attack with ~ putting an eon counter on Magosi, infinite turns.</div><div><br /></div><div>Nesting Grounds plays ~'s role much better because it isn't a fragile creature, but Highlander combo is all about redundancy.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598141" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598141" width="265" /></a></div>I can see this in monoU where your removal options are very thin. It's like a Fateful Absence except it's vulnerable to enchantment removal and blink effects. When you're monoU though, you're running a lot of counterspells, so your chances of countering such effects are higher.<div>Split second is pretty sweet. I can't think of any abuse for it, but occaisionally it'll get you some extra value, e.g. you can hit Mother of Runes, or clue Walking Ballista before it pings you.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598143" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598143" width="265" /></a></div>Pretty interesting. The opponent doesn't get their creature back if ~ leaves the battlefield, which is unusual. It's relatively easy to remove a shield counter from a creature, therefore I only really like this in decks with lots of proliferate cards.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598145" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598145" width="265" /></a></div>Bad against Jace, the Mind Sculptor and Terfi, Time Raveler, but I think the risk is worth it. If you can grant haste then your chances of attacking greatly improve.<br />Best in decks that can discard it but hardcasting it is acceptable too; And obviously you'll want some juicy artifacts/instants/sorceries in your graveyard, e.g. Magma Opus. Tinker decks could use ~ as ~ can cast both Tinker and fat artifacts that you discard.<br /><div><div class="separator" style="clear: both; text-align: center;"><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=559567&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=559567&type=card" width="265" /></a></div>Very weird card. Could possibly work in a UB Tolarian Academy deck where you naturally want to run Xcost creatures like Walking Ballista, Stonecoil Serpent and Hangarback Walker; and you also want to run Academy Ruins and Volrath's Stronghold to trigger Imotekh, the Stormlord. Ballista is the best here cause you can cast it and sac it at will for the lands to put it on top in response to an opponent's creature spell. You might also run Sensei's Divining Top; it's not the most efficient use of points, it's good with ~, has good artifact synergy, especially with Mystic Forge.</div><div>You would run Brainstorm too of course.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=598172&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=598172&type=card" width="265" /></a></div>Strong in an affinity for artifacts deck. Depending on your colours you max-out your affinity creatures:<br />Myr Enforcer<br />Sojourner's Companion<br />Chiss-Goria, Forge Tyrant<br />Chromescale Drake<br />Ethersworn Sphinx<br />Broodstar<br />Thought Monitor<br />Qumulox?<br /><br /></div><div><div>Unfortunately gets switched off by Null Rod, but I think the power is worth the risk.</div><div><br /></div><div>I don't think delve creatures will work with ~ because you eat your graveyard when casting the first one, which makes the second one much worse. Therefore you can't run enough of them to reliably crew the Jolopy.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598191" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598191" width="265" /></a></div>Another Containment Construct.<br /><div>It basically gives all your spells madness. Survival of the Fittest can search for it and from there you can cast whatever you discard to Survival. Artificer's Intuition is similar except it can't find ~.</div><div>~ lets you cast things you discard to Lion's Eye Diamond.</div><div>Lot's of value with any recurring looter like Dack Fayden or Jace, Vryn's Prodigy.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598195" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598195" width="265" /></a></div>This is a very exciting card. Before this set came out Tim Hughes messaged me about it, and I agree it's super powerful. No one has tried it yet but I'm going to.</div><div>To get a better idea of ~'s power it helps to imagine that it doesn't have the loot ability.</div><div>You fill your deck with good cards that incidentally discard and ~ becomes mega value for just 1mana.</div><div>Imagine turn1 ~, Mox Diamond into Smuggler's Copter or any decent permanent with a discard ability. Arguably Mox Diamond is the enabler in that scenario, but even if you have a weaker curve, e.g. turn3 Liliana of the Veil/Dack Fayden/Royal Scions, you get all those 2/2's for 1 mana.</div><div>Turn1 ~ + cycle Street Wraith is nice. </div><div>~ can be found with Urza's Saga. </div><div>You can find ~ with Artificer's Intuition and then have ongoing 2/2's and tutor.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598194" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598194" width="265" /></a></div>If you can reliably remove creatures from your graveyard, e.g. with reanimate effects or graveyard removal, then ~ is strong. Especially if you can do it for zero mana because that allows you to curve into ~ and still get a trigger. It also makes you more likely to get a trigger on your <i>opponent's </i>turn too. That would be another level of power. You would need to work pretty hard on building your deck to maximise ~ to get there though.</div><div>Maybe a deck which tutors for Bloodghast with Entomb and Unmarked Grave and runs a bunch of sacrifice effects; the Bloodghast returning would giv eyou the ~ trigger.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598184" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598184" width="265" /></a></div>Is she shooting the pursued with her hand? It's like the artist originally drew a gun and then the got told that guns weren't allowed in the mobster story and had to edit it out.</div><div><br /></div><div>Back to card strategy, this could be a win condition in a prowess variant. There are tonnes of creature based prowess payoffs like Murktide Regent, Dreadhorde Arcanist, Third-Path Iconoclast. These creature-based payoffs are the most powerful, but they are vulnerable to creature removal. If a metagame is heavy with creature disruption then ~ could be a good alternative to creature-based win conditions. </div><div>The Initiative is a new, powerful and popular mechanic, and to compete with it, you either need a fast combo kill or creatures of your own. Therefore non-creature threats which <i>make</i> creaturees are a good option if you want resilience against removal.</div><div>~ is slow so you want plenty of counterspells to slow opponents down, especially combo opponents.</div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598148" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598148" width="265" /></a></div>There's a lot of potential here. The effect is quite unusual and it's not a permanent, so it would be much better in a traditional 4-of deck, but that's not Highlander is.<br />Perhaps there's some weird storm deck which uses Xcost creatures with some combination of Glimpse of Nature, Beck // Call, Fecundity, Grim Haruspex, Song of Creation and Beast Whisperer.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598149" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598149" width="265" /></a></div>Yet another unique feeling card. I can imagine this in a graveyard based deck which discards a lot, perhaps Survival of the Fittest and Hogaak, Arisen Necropolis. I think ~ would only earn it's spot in a metagame with lots of sorcery-speed cantrips. <br />If there were a couple Thassa's Oracle decks in your metagame then you could justify running Geier Reach Sanitarium and Lore Broken (sideboard) because ~ effectively negates the discard, and against Demonic Consultation + Oracle, you can kill them with the draw effect. Of course the opponent will likely see this interaction and not go for the win, but it's better than losing. Anvil of Bogardan is cute here too, but doesn't stop Demonic Consultation + Oracle.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598150" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598150" width="265" /></a></div>Eat your heart out Stoke the Flames. Both ~ and Stoke are underplayed I reckon; Potentially zero-mana spells.</div><div>In case you were wondering:</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiecj1hXXoBCgvLn1iFfx_bbEogVD6vL8AQqGhxqochgD3-wEZ7SseP-j04l5C6k1xvNLEqlqj4TaYk6EVsve2QFEufErqUVA0SQqXpKTV9qCYqH9Vrp6OWxERKwRaxM4whgcyPsPwVtolR79ZK7b6KAQSVBDMUHxlYDwc4gxRxjSuhYpXbDnQfPZVMlQ/s870/Capture.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="92" data-original-width="870" height="68" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiecj1hXXoBCgvLn1iFfx_bbEogVD6vL8AQqGhxqochgD3-wEZ7SseP-j04l5C6k1xvNLEqlqj4TaYk6EVsve2QFEufErqUVA0SQqXpKTV9qCYqH9Vrp6OWxERKwRaxM4whgcyPsPwVtolR79ZK7b6KAQSVBDMUHxlYDwc4gxRxjSuhYpXbDnQfPZVMlQ/w640-h68/Capture.JPG" width="640" /></a></div><br /><div>So the max connive is 4. That's a pretty crazy high ceiling, zero-mana kill their creature or planeswalker, loot 4 and put a +1/+1 counter on your dudes.</div><div>Any swarming black creature deck should run ~.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598164" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598164" width="265" /></a></div>Looks like some total jank, and it is, but! I can imagine a weird deck where you run some powerful 'no-cost' suspend sorceries:</div><div>Ancestral Vision</div><div>Crashing Footfalls</div><div>Restore Balance</div><div>Profane Tutor</div><div>Inevitable Betrayal</div><div><br /></div><div>Then you jam your deck full of disruptive 1mana instant and sorceries to get immediate powerful payoff from ~.</div><div>You also run Codie, Vociferous Codex and Maelstrom Nexus to abuse the no-cost sorceries.</div><div>You could run As Foretold to actually cast the suspend sorceries if you draw them, but it's probably better to simply suspend them, since there aren't many, and As Foretold is bad if you don't have multiple.</div><div><br /></div><div>Any extra treasure makers you can add to the deck help ~, you don't need many though.</div><div>You are unlikely to have ~ every game, so you need your treasure makers to be generally good cards. You also prefer for them to be noncreatures so you can cast them under Codie.</div><div>The initiative mechanic produces treasure, which is nice for ~. However, the existence of the initiative means that you need creatures of your own, ideally tokens created by instants and sorceries, so that you can cast them through Codie.<br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598170" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598170" width="265" /></a></div>You would blitz-cast this 99% of the time. Loosely functions as 'create two 1/1's, deal 4 to an opponent or planeswalker and draw a card'. Strong aggro card. Good with token synergies. Decent human to hit of Winota, and the citizens even trigger Winota.<br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=562340" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=562340" width="265" /></a></div>4/4 vigilance haste is a respectable card, but not enough to earn a spot without some nonsense; And there is definitely some nonsense going on: Eater of Days!<br />Note that you don't have to activate ~ before combat, you can do it afterwards so that Eater of Days can't attack. In the unlikely event that you won't win the game with two extra turns, you can activate ~ in their end step so that Eater of Days won't get exiled; That way you can untap and use removal to destroy it if you need more than two extra turns to win the game. </div><div>This combo actually seems good. You can set it up on curve with Survival of the Fittest. </div><div>...I just realised that it's even better with Leveler! And you can do it in their upkeep before they draw.</div><div>If you can somehow give ~ flash, hexproof or shroud, then the combo is more resilient.</div><div>Wow, ok I'm definitely making this deck.</div><div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598199" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=598199" width="265" /></a></div>Good sideboard card for Mishra's Workshop decks against aggro.<br /><br /></div><div>If you can somehow ignore defender, the ~ is huge. Let's do a Gatherer search:</div><div>Walking Bulwark</div><div>Assault Formation</div><div>High Alert</div><div>Arcades, the Strategist</div><div>Green Sun's Zenith</div><div>Bring to Light</div><div><br /></div><div>You really want to be attacking turn4, so Green Sun's and Bring to Light are a little slow. Modern has a lot more redundancy, which allows the defender strat to exist. I don't think we're close in 7PH yet.</div><div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=598129&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=598129&type=card" width="265" /></a></div><div style="text-align: left;">Sideboard for Hardened Scales decks.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><div style="text-align: left;">Ok, another one down. Interesting that the New Capenna Commander set a lot more unique cards that the Neon Dynasty Commander set.</div><div style="text-align: left;">Overall I liked how the designers really tried to match the name, function and flavour in this set. With the exception of Bribe Taker, which is not playable and a huge flavour fail.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">My picks for best cards of the set in rough power order are:</div><div style="text-align: left;">Currency Converter</div><div style="text-align: left;">The Beamtown Bullies</div><div style="text-align: left;">Lethal Scheme</div><div style="text-align: left;">Caldaia Guardian</div><div style="text-align: left;">Bennie Bracks, Zoologist</div><div style="text-align: left;">Skyway Robber</div><div style="text-align: left;"><br /></div><p></p></div></div></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-83171842795085575712023-02-10T00:43:00.002-08:002023-02-10T00:43:24.658-08:00Neon Dynasty Commander 7point Highlander set review<script src="https://deckbox.org/assets/external/tooltip.js"></script>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmGaODoFqncb-0kMQ-Y-NUi6ffsYFR_hPQOJPscdQRF9R752MuRQMRBt3NwvNy0TArEBMJSU4u4fitbCHgD0fV5pd1rR6clqRF-nBVP_zQsSmqdHnzxcuyfrtrAW-h5QeZT6dA32oF8Rm185Oi3inwA2fucF3O5VVdZIWNcQBXQLPhuJ7a0DESg1UZfw/s270/NEC_expansion_symbol.webp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="135" data-original-width="270" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmGaODoFqncb-0kMQ-Y-NUi6ffsYFR_hPQOJPscdQRF9R752MuRQMRBt3NwvNy0TArEBMJSU4u4fitbCHgD0fV5pd1rR6clqRF-nBVP_zQsSmqdHnzxcuyfrtrAW-h5QeZT6dA32oF8Rm185Oi3inwA2fucF3O5VVdZIWNcQBXQLPhuJ7a0DESg1UZfw/s1600/NEC_expansion_symbol.webp" width="270" /></a></div><p>Yuck, what an ugly blog post name.</p><p>I took a writing hiatus to <a href="https://www.youtube.com/watch?v=0rMAr1JsKHc&ab_channel=GetPhysicalMusic" target="_blank">go deep</a> on Pioneer for the ANZ super series final last year. Unfortunately the approach I take to Highlander is not applicable in the real world of competitive Magic the Gathering and I finished 4-4. But let's face it, my approach to 7PH doesn't work in the world of 7PH...</p><p>I wrote my Neon Dynasty and New Capenna set reviews as a way of checking for any sleeper cards for Pioneer, but I skipped their respective commander expansions because they aren't legal in Pioneer, obviously. So I'm coming back to them now.</p><p>Writing these set reviews is part of my process for identifying which cards I want to buy. Falling behind has cost me a lot of money, having to buy new cards after they become popular, so it's time to catch up!</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=553907&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=553907&type=card" width="265" /></a></div>Very interesting card. Quite unique. Not super powerful but very cheap.<p></p><p>I can see this working well in an aggressive Lurrus companion deck. Such a deck would create many opportunities for ~ to shine:</p><p>The best scenario is the opponent pointing a creature removal spell at Lurrus and you respond by turning Lurrus into a vehicle. She retains her powerful ability and you don't care if she can't attack or block easily because you don't want her dying in combat anyway.</p><p>Having an aggressive creature strategy in this deck also let's you utilise ~ as a psuedo Pacifism.</p><p>Further more, if you run the equipment package in your deck, there's a chance your opponents sideboard cards which destroy <i>all </i>artifacts. If they cast one of these, you could enchant one of their creatures in response to destroy it.</p><p>If you're running the equipment package you may also be interested in Open the Armory, which can also find ~ because it's an aura.</p><p>~ can effectively give a creature haste if all you're interested in is the creature's tap ability and not attacking/blocking.</p><p>~ does have it's weaknesses of course; Ephemerate and Boseiju, Who Endures are popular, so you might get ambushed in combat. Also the opponent may simply crew the enchanted card if they land a big creature.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=553581&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=553581&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;">I read the flavour text and teared up thinking about that Futurama episode... Oh god T_T</div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/0WBbKSFhw9A" width="320" youtube-src-id="0WBbKSFhw9A"></iframe></div>~ is a 1drop that can win the game by himself without any further mana investment. He is more than just a good boy.<p></p><p>~ triggers off all of your legendary permanents. More and more legendary lands are getting printed, further increasing ~'s strength.</p><p>Mox Amber will win the game in a deck built for it. 1drop legends turbocharge Mox Amber. However, playable 1drop legends are few and far between, and the ones which have been printed are gradually getting worse thanks to power creep. ~ is the 2nd best 1drop legend ever printed. Ragavan is 1st.<br /><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=553911" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=553911" width="265" /></a></div>All blue decks which can support Tolarian Academy should be running ~.<div>~ typically gets cast turn3, which makes the ward4 very difficult for the opponent to pay.</div><div>Weirdly, ~'s triggered ability triggers off ~ itself entering. </div><div>Artifact-heavy decks often deploy multiple artifacts on their turn; ~ is roughly a 7/7 hexproof unblockable creature attacking on turn 4. Ridiculous power level, killing in 3 hits. Plus it doesn't care about Null Rod.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=553669" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=553669" width="265" /></a></div>Good for animating cheap vehicles with huge crew costs, a little bit like using Sigarda's Aid to equip a Colossal Hammer early.<div>You really need the vehicles to be <3 mana, i.e. cheaper than ~, so that you can curve and attack immediately. You want to cast the vehicle first, then ~, otherwise ~ could die beforhand and you won't be able to crew. Vehicles which are suitable are:</div><div><a href="https://deckbox.org/mtg/Consulate%20Dreadnought">Consulate Dreadnought</a></div><div><a href="https://deckbox.org/mtg/Colossal%20Plow">Colossal Plow</a></div><div><a href="https://deckbox.org/mtg/Heart%20of%20Kiran">Heart of Kiran</a></div><div><a href="https://deckbox.org/mtg/Reckoner%20Bankbuster">Reckoner Bankbuster</a></div><div><a href="https://deckbox.org/mtg/Smuggler%27s%20Copter">Smuggler's Copter</a></div><div><a href="https://deckbox.org/mtg/Unlicensed%20Hearse">Unlicensed Hearse</a></div><div><div><br /></div><div>Other creatures you can use to crew these vehicles are:</div><div><a href="https://deckbox.org/mtg/Giant%20Ox">Giant Ox</a></div><div><a href="https://deckbox.org/mtg/Relic%20Golem">Relic Golem</a></div><div><a href="https://deckbox.org/mtg/Shambling%20Suit">Shambling Suit</a></div><div><a href="https://deckbox.org/mtg/Nettlecyst">Nettlecyst</a></div><div><a href="https://deckbox.org/mtg/Urza%27s%20Saga">Urza's Saga</a></div><div><a href="https://deckbox.org/mtg/Master%20of%20Etherium">Master of Etherium</a></div><div><br /></div><div>Special mention to <a href="https://deckbox.org/mtg/Weatherlight%20Compleated">Weatherlight Compleated</a>, which is good with ~ but bad otherwise.</div><div><br /></div><div>If we splash black we also have:</div><div><div><a href="https://deckbox.org/mtg/Rotting%20Regisaur">Rotting Regisaur</a></div><div><a href="https://deckbox.org/mtg/Shakedown%20Heavy">Shakedown Heavy</a></div><div><br /></div><div>Or if we splash green we get:</div><div><a href="https://deckbox.org/mtg/Uro%2C%20Titan%20of%20Nature%27s%20Wrath">Uro, Titan of Nature's Wrath</a></div><div><a href="https://deckbox.org/mtg/Lovestruck%20Beast%20%2F%2F%20Heart%27s%20Desire">Lovestruck Beast</a><br /><br />Three colours is pretty hard to do in artifact decks cause you want all the colourless and off-colour artifact lands. I would much prefer the green plash though because you get land tutors which find Tolarian Academy and Urza's Saga. </div><div><br /></div><div>There's also a bunch of 4drops but we really want to be attacking turn 3 with our Colossal Plow and Consulate Dreadnought.</div></div><div><br /></div><div>Realistically there currently aren't enough payoff vehicles to make Giant Ox, Relic Golem and ~ worth it. If they print more high power cheap vehicles in the future then we can revisit. Having said that, I think the best build of artifacts is one which can win through Null Rod, and vehicles aren't that.</div><div><br /></div></div><div><br /></div><div>Wow, that's the end of the set review. Short and sweet.</div><div>Yoshimaru and Kappa Canoneer are huge additions to Mox Amber and Artifact decks respectively.</div><div><br /></div><div>Arigato gozaimasu</div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-71977886607259405682022-10-20T22:03:00.000-07:002022-10-20T22:03:17.443-07:00Streets of New Capenna 7 Point Highlander Set Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp5rfCkNC0Qy0ewyvqrEF88dn2hqsaB2CK54d2S7bQfGipCYIEinQDfxLddtRUEHwIFfMEOXCAkng3wfaa6YwyW0A4jhN7tnXgyqDPhzSBOZdXxyGs7d0mkUF1nN5PDNcniVhLICTZesBCIm1QwpwlVvkpgsCcX2Z96_TzculS-L05xEGPm_vvUd3fHQ/s343/d723yTewed_SNC.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="343" data-original-width="343" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp5rfCkNC0Qy0ewyvqrEF88dn2hqsaB2CK54d2S7bQfGipCYIEinQDfxLddtRUEHwIFfMEOXCAkng3wfaa6YwyW0A4jhN7tnXgyqDPhzSBOZdXxyGs7d0mkUF1nN5PDNcniVhLICTZesBCIm1QwpwlVvkpgsCcX2Z96_TzculS-L05xEGPm_vvUd3fHQ/w200-h200/d723yTewed_SNC.png" width="200" /></a></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555209&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555209&type=card" width="265" /></a></div>I've been running this in my Mono White Lurrus deck. it provides good utility to Stoneforge Mystic and Steelshaper's Gift, allowing them to destroy things like Ensnaring Bridge, Underworld Breach, etc.<div>Notably the equipped creature is given the ability by the Crowbar, therefore if the token loses summoning sickness then you can destroy a Null Rod or Stony Silence with this, which is nice.</div><div>If you really need to destroy something immediatley, rather than wait for the citizen token to lose summoning sickness you can pay 1W for the Crowbar, another 2 to equip to an existing creature without summoning sickness and then another W to destroy the thing.</div><div>If you're recurring this with Lurrus it leaves behind citizen tokens, so pack multiple in your deckbox.</div><div>Mother of Runes makes this fall off (I haven't done this).</div><div>And if there's nothing to destroy, a 2/2 is ok.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555213&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555213&type=card" width="265" /></a></div>Extra copy of Renegade Rallier for Birthing Pod/Vannifar combo: you can sacrifice a 1drop into Corridor Monitor to untap Pod/Vannifar, sac the Corridor Monitor to get Renegade Rallier or ~, which brings back the Monitor to untap Pod/Vannifar again, then you sacrifice Renegade Rallier or ~ to get Felidar Guardian/Restoration Angel to blink Corridor Monitor and then you sacrifice Felidar Guardian/Restoration Angel to find Kiki-Jiki, Mirror Breaker and go infinite.<div>~ requires work when building your deck; if you want to cast it on turn3 you'll want a creature in the graveyard. This means you'll need a bunch of cheap creatures with loot/rummage abilities, or cheap creatures which sacrifice at will for good value, or cheap creatures that mill.</div><div>~ is amazing value if you can bring something back. It's almost game over against aggro, you just need a creature to trade turn2 and GG.</div><div>Goes infinite with Saffi Eriksdotter and a sacrificer.</div><div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555215&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555215&type=card" width="265" /></a></div>I've always thought a deck full of discard spells and other ways of protecting huge unbeatable angels would be good. ~ might have a home there.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555218&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555218&type=card" width="265" /></a></div>Excellent threat for a deck with a bunch of pump spells and double strikers or creatures with the heroic ability.</div><div>You should avoid casting ~ on turn2 if there's a chance the opponent could Wrenn and Six it. I know I keep saying that for every X/1 creature but I believe it's an important consideration and demonstrates how problematic Wrenn and Six is for creature diversity in 7PH.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555219&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555219&type=card" width="265" /></a></div>Fine addition to Aluren and Yorion decks that can cast it cheap or trigger it multiple times.<div>~ isn't good enough if you can't trigger it multiple times because many decks can ignore it whilst they drop bigger creatures or combo off.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555224&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555224&type=card" width="265" /></a></div>Bringing back three 1drops is powerful but the trick is getting those 1drops to trade with your opponent's resources rather than just get ignored. Ragavan, Mother of Runes, Giver of Runes and Deathrite Shaman are some 1drops that tend to get removed immediately.</div><div>I imagine such a deck would involve Lurrus, which ~ can bring back.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555227&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555227&type=card" width="265" /></a></div>Could be ok in graveyard based creature combo decks that have a midrange plan and occaisionally draw their combo. Something like Recurring Nightmare or Survival of the Fittest + Necrotic Ooze + Pyrexian Devourer.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555242&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555242&type=card" width="265" /></a></div>Possible addition to a Time Walk deck running Doublecast, Dual Strike, Galvanic Iteration, Sea Gate Stormcaller, Teach by Example, Twinferno and lots of tutors for Time Walk.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555243&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555243&type=card" width="265" /></a></div>This is good if you can force your opponent to draw cards with cards like Wheel of Fortune, Wheel of Misfortune, Windfall, Timetwister, Time Spiral, Winds of Change, Pain's Reward. There's a small chance they do it themselves with Treasure Cruise or Sylvan Library but you can't rely on that.</div><div>You may even be able to run this in a nonblue deck if you have enough ways to meet the condition.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555247&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555247&type=card" width="265" /></a></div>A huge game winning threat for two mana. It connives off both players, so you can play this turn2 followed by a Bauble or Gitaxian Probe, then the opponent might pump it, then you untap, cast two spells and attack with a 4/5 flier on turn3, <i>and </i>you've filled your graveyard <i>and </i>got card selection. All in one card without putting any extra work in that blue decks aren't doing already.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555250&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555250&type=card" width="265" /></a></div>I can imagine an extreme control deck that plays enough counterspells to get to this. My current rank for 2mana counterspells goes:</div><div>Mana Drain</div><div>Counterspell</div><div>Mana Leak</div><div>Evasive Action</div><div>Lose Focus</div><div>Remand</div><div>Miscalculation</div><div>Make Disappear</div><div>Rune Snag</div><div>Quench</div><div><br /></div><div>Not really sure where Remand sits on that list.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555267&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555267&type=card" width="265" /></a></div>Blue can struggle for removal sometimes and may need to resort to ~ instead of Swords to Plowshares.<div>There's always a risk of having your aura destroyed in combat or end of turn to cause a blowout, so you need to weigh up the benefits and risks.</div><div>Possible target for aura tutors such as Heliod's Pilgrim or Open the Armory if you don't have mountains for Chained to the Rocks or snow lands for On Thin Ice.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555269&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555269&type=card" width="265" /></a></div>Loops with Saffi Eriksdotter, Body Double or Karmic Guide if you also have a way of sacrificing for value, e.g. Altar of Dementia or Goblin Bombardment.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555295&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555295&type=card" width="265" /></a></div>Supports Death's Shadow and Scourge of the Skyclaves.</div><div>High mana cost, which could be good with effects like Vial Smasher, the Fierce or Cragganwick Cremator.<br /><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555298&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555298&type=card" width="265" /></a></div>Solid threat and card advantage. An example of why graveyard hate is important.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555306&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555306&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555332&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555332&type=card" width="265" /></a></div>Food Chain + Squee, the Immortal + ~ = win.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555317&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555317&type=card" width="265" /></a></div>Excellent threat for 'medium red'. The deck is mono red or Gruul and runs a bunch of ways to cast Blood Moon and other powerful 3drops on turn2. This deck used to rely on 4 and 5 drops but these days I think you can go all 3's, which means you can run Obosh, the Prey Piercer.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555323&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555323&type=card" width="265" /></a></div>Cheap fuel for mono red Basser storm.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555329&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555329&type=card" width="265" /></a></div>A nice 1drop to sac to Pyre of Heroes in Human Tribal.</div><div>Yet another good 1drop to sacrifice in the Aristocrats deck. I only know one person who has seriously tried to build Aristocrats, so I haven't seen any success yet. The trick would be to sacrifice creatures to disrupt the opponent. Naturally the deck style is good against creatures but it really struggles against combo.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555331&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555331&type=card" width="265" /></a></div>Would be a pretty crazy deck, but if you can cast an Emrakul off this thing then you win the game. The earliest you can except that can happen reliable happen is turn 6 though. There are multicolour 1drops but not many good ones, therefore you're relying on 2drops to trigger ~, then you get the treasure, then pay WUBRG.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555343&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555343&type=card" width="265" /></a></div>Turn2 ~, turn3 Transmogrify some huge game-winning creature.<div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=555349" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=555349" width="265" /></a></div><div style="text-align: left;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQuHx8YiKlXMAhQkhTU_HHedpaor6zk3aWddlKZN4p9AFkwu4oKt2udMBSGBuLQKeFFBUkH0ZaM5Xhp3vGGmn_DWg0z8FISNTuMJ3Z8K5hN9MULkfc_9v_9bFBk-f6W_Wf4WFxhjwkqXx5FYokn4HFqbhJLywvM8Ms94_SpoAALXQbU7aSJ2BHK113xw/s844/hahahahaah.JPG" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="844" data-original-width="640" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQuHx8YiKlXMAhQkhTU_HHedpaor6zk3aWddlKZN4p9AFkwu4oKt2udMBSGBuLQKeFFBUkH0ZaM5Xhp3vGGmn_DWg0z8FISNTuMJ3Z8K5hN9MULkfc_9v_9bFBk-f6W_Wf4WFxhjwkqXx5FYokn4HFqbhJLywvM8Ms94_SpoAALXQbU7aSJ2BHK113xw/s320/hahahahaah.JPG" width="243" /></a></div><div style="text-align: left;">Hahahaha! What the fuck. There are 13 different arts for ~. That is ridiculous.</div><div style="text-align: left;">There's probably some token or Hardened Scales deck that can make tokens in your turn and in the opponent's turn, which can make ~ get huge or generate a tonne of mana.</div><div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555352&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555352&type=card" width="265" /></a></div>Shape Anew combo? Run Tinker as well. Go get some super expensive artifact on turn4. Build the deck to have a solid midrange dudes plan with the threat of a big artifact.<br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555360&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555360&type=card" width="265" /></a></div>A good backup plan for Natural Order if you don't have enough creatures to kill them with Craterhoof Behemoth.<br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555363&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555363&type=card" width="265" /></a></div>Good top-end for Gaea's Cradle decks provided that you have a well planned package of 2mana disruptive creatures main or sideboard that you can convert your manadorks into with ~.</div><div>Being a planeswalker helps for dodging sweepers postboard.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555366&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555366&type=card" width="265" /></a></div>Acts like Thragtusk. Solid top-end if you don't except to verse combo.</div><div>You don't get the token when ~ gets bounced by Jace, the Mind Sculptor or Teferi, Time Raveler, but that's ok cause you can blitz ~ to haste attack planeswalkers.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555420&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555420&type=card" width="265" /></a></div>Unlike Pithing Needle or Phyrexian Revoker, ~ requires the thing you choose to be on the battlefield already. I believe you can maindeck this in a Time Vault deck that has lots of ways to bring back Time Vault from the graveyard. That way you can jam your Time Vault and if it lives you can Scheming Fence it and win next turn, or if Time Vault dies you'll be able to get it back.</div><div>And quite often you'll be able to shut down a mana dork or a Sol Ring or Mana Crypt, the later two being game winning plays.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555407&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555407&type=card" width="265" /></a></div>Such a complicated card. The flavour of the casualty ability makes no sense either; copying yourself is a blue thing.</div><div>Bloodghast is quite accessible via drawing it, Entomb or Unmarked Grave. Sacrificing Bloodghast to ~ is a lot of value.</div><div>Perhaps you could Become Immense for a huge chunk of damage and then sac the dude postcombat to ~ and immediately -7 to kill the opponent or bury them in card advantage.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555368&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555368&type=card" width="265" /></a></div>Not amazing at attacking or accelerating but could be good in Shape Anew, Tinker or Cat Tribal (Kaheera).</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555408&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555408&type=card" width="265" /></a></div>To achieve the static ability you need spells casting 1, 2, 3, 4 and 5. Running card selection will help find the next mana value in the sequence but you need to be careful not to lose too much tempo doing so.</div><div>A smooth way to play ~ is to cast it turn 4 and immediately cast a 1drop. That way you don't risk it dying without value.</div><div>You don't need to be spirit tribal to run ~, but it gets even better in that deck.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555410&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555410&type=card" width="265" /></a></div>This card will get worse over time as the average mana value of spells drop with power creep but at the moment it's decent. Put their 3drop spell back in hand and attack in next turn. Flash is nice against planeswalkers with removal abilities and against the increased popularity of Mana Drain.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555414&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555414&type=card" width="265" /></a></div>Strong threat for Esper aggro if that is a deck somewhere.</div><div>Doesn't die to bolt and the ward1 makes it efficient against 2mana removal, but not against Swords to Plowshares, Fatal Push or Karakas.</div><div>Cheap demon for Liliana's Contract.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555429&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555429&type=card" width="265" /></a></div>Solid value. Typically a 4/2 that draws a card when it dies. ~ really shines in decks that discard incidentally. In that scenario your opponent will probably never trade with Toluz, effectively making her True-Name Nemesis.</div><div>Good devotion for Master of Waves and Thassa, God of the Sea.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555431&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555431&type=card" width="265" /></a></div>Typically inefficient but a nice catchall if you can cast it easily. Especially nice against ward and effects like Nether Void and Counterbalance.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555378&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555378&type=card" width="265" /></a></div>Not a strong card but I could justify her in a Cruel Ultimatum deck. You would also want a critical mass of instants and sorceries that you can cast with her on turn 5, e.g. Kolaghan's Command (which loops her).</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555379&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555379&type=card" width="265" /></a></div>Solid 2-for-1 but you'll want plenty of removal and/or discard to increase the chance of having a creature ready in graveyard to exile. To be clear you wouldn't cast ~ without a target.</div><div>You need to be aware that the opponent might have graveyard hate to thwart the trigger.</div><div>Grixis typically doesn't have a problem getting opposing creatures into the graveyard.</div><div>~ is better in control decks which don't mind waiting a few turns waiting for a creature to enter the graveyard if there isn't one on turn3.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555398&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555398&type=card" width="265" /></a></div>An excellent Vampire to drop with Sorin, Imperious Bloodlord. That's game over really.</div><div>Strong threat for the blue Hypergenesis deck, which requires blue threats to pitch to Force of WIll and Force of Negation.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555401&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555401&type=card" width="265" /></a></div>Solid threat in decks that need a creature to sacrifice each turn. Good with Hostile Hostel, Cabal Therapist, Fireblade Artist, Braids, Arisen Nightmare and Braids, Cabal Minion.</div><div>Similar sacrifice fodder makers include Ophiomancer and Bloodghast.<br /><div><div>Good against Porphyry Nodes and Drop of Honey.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555381&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555381&type=card" width="265" /></a></div>Jund aggro. Compatible with Jegantha but not Lurrus.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555411&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555411&type=card" width="265" /></a></div>All-haste aggro. Ardoz, Cobbler of War, Path of Mettle.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555418&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555418&type=card" width="265" /></a></div>Wow, all three modes very useful. You can hold this up to see if the opponent draws a creature you need to kill or if they try to go off with Underworld Breach, and if they don't then you can effectively draw three cards.</div><div>The trick to this card is maximising the chance that you cast all three cards that get exiled if you cast this turn3. That means you don't want to be running anything that costs more than 3. If you exile a 4drop then you can play a land but the third card will be stranded in exile.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555370&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555370&type=card" width="265" /></a></div>Decent in creature combo decks where you're pressuring with creatures and looking for certain creatures to combo. That's my favourite archetype for sure.<br /><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555389&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555389&type=card" width="265" /></a></div>Not as good as Questing Beast but por que no los dos?</div><div>Weak against Fatal Push and gets stonewalled by Tasigur, the Golden Fang, but I still like it for the ability to donk planeswalkers.</div><div>Good at triggering cards like Griffin Aerie.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555394&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555394&type=card" width="265" /></a></div>Good in a super wide tokens deck. Is a cat for Kaheera.</div><div>Dunno how they justified a two nonblack demons in this set.<br /><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555396&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555396&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555371&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555371&type=card" width="265" /></a><br /><br /></div>5 colour all forests tokens deck? Last Stand, Beacon of Creation, Spore Burst, Waiting in the Weeds, Unified Front, Nissa, Voice of Zendikar.</div><div>Broker's Ascendancy is particularly crazy with planeswalkers that create creature tokens.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555419&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555419&type=card" width="265" /></a></div>Good with Food Chain because it finds another creature tutor and provides two bodies to exile.<br /><div>Good in Gaea's Cradle elf decks for finding Craterhoof Behemoth or whatever you need.<br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555384&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555384&type=card" width="265" /></a></div>Excellent versatile removal for decks that have lots of ways to shuffle the opponent's library.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555397&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555397&type=card" width="265" /></a></div>Good in Yorion decks with lots of 2drop creatures with ETB triggers that don't run basic swamps or basic mountains. Targeting your own dudes as well as the opponent's is great value.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555416&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555416&type=card" width="265" /></a></div>Strong in decks with ≤1 power evasion creatures. They need evasion so that they don't die to a blocking Goyf when you cast ~. To make such creatures worth playing they need to some useful ability like Birds of Paradise or Ice-Fang Coatl.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555451&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="200" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555451&type=card" width="143" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555455&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="200" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555455&type=card" width="143" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555458&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="200" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555458&type=card" width="143" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555461&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="200" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555461&type=card" width="143" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555462&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="200" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555462&type=card" width="143" /></a><br /><br /></div>In 7PH you want to avoid ETB tapped lands if you can. All the tri lands are better in your deck than in your hand. However, sometimes you really need that mana fixing and it's common to not have any plays turn1, which gives you a window to find your tri land with little cost.</div><div>All the tri lands have greatly improved cards such as Territorial Kavu, Scion of Draco and all the 2mana domain cards, letting them max-out turn2 rather than turn3.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555447&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555447&type=card" width="265" /></a></div>Graveyard hate is so critical in 7PH against delve and escape, that I think ~ is maindeckable. There is almost always fetchlands to fill up the graveyard. All you need to run this is a bunch of ≥2 power creatures, which is easy to do. Companions are a good way to crew if your deck is low on creatures.</div><div><div class="separator" style="clear: both; text-align: left;"><br /></div><h3 style="clear: both; text-align: left;">SIDEBOARD</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=555211" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=555211" width="265" /></a></div>Good sideboard if multicolour is your strategy, e.g. Niv Mizzet Reborn, especially if your creatures have death triggers, e.g. Voice of Resurgence or Kitchen Finks.<div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555252&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555252&type=card" width="265" /></a></div>Good in the sideboard of combo decks for winning counterspell wars. Also good against combo decks, especially if you've brought in Null Rod et al, which will shut down the treasures.<br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555290&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555290&type=card" width="265" /></a></div>Goes in the sideboard of Human and Warrior tribal against mana dork decks. Good tutor target with Pyre of Heroes or Recruiter of the Guard/Imperial Recruiter.<br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555327&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555327&type=card" width="265" /></a></div>Game over for Mishra's Workshop decks. It most likely clears any Eldrazi they might have too.</div><br /></div></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555406&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=555406&type=card" width="265" /></a></div>I'm running ~ in the sideboard of my Aluren deck. Lots of value to be had blinking or returning it to hand. Might be too slow on the draw against combo but it fits in that deck nicely.<div><br /></div><div><br /><div>Nice, that's my set review finished. Here are my picks for best cards from the set in rough power order:</div></div><div>Ledger Shredder</div><div>Unlicensed Hearse</div><div>Riveteers Charm</div><div><br /></div><div>See you on the Glorious field of battle,</div><div><br /></div><div>Mulch</div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-77211537673600727982022-10-13T05:54:00.001-07:002022-10-13T05:54:10.997-07:00Kamigawa: Neon Dynasty 7 Point Highlander Set Review<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiU2sqft1wAAulIbSTwOqweecTrkKHNm7DNoutZ6CKLhCKnt42u3H2llv0gnK_Uk6_OWFO-c_qYLS5QbssN4oI64MeO3EaGwB0M1flbdbKh3O32y4BMlqYWL-g-cFJM0auEf75IM-3xfjsnsZtbfM94FQm2e1UWHFk-oU0b5Q16asWKj_4sSjaGjPpB5A/s250/neo_symbol.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="250" data-original-width="250" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiU2sqft1wAAulIbSTwOqweecTrkKHNm7DNoutZ6CKLhCKnt42u3H2llv0gnK_Uk6_OWFO-c_qYLS5QbssN4oI64MeO3EaGwB0M1flbdbKh3O32y4BMlqYWL-g-cFJM0auEf75IM-3xfjsnsZtbfM94FQm2e1UWHFk-oU0b5Q16asWKj_4sSjaGjPpB5A/s1600/neo_symbol.png" width="250" /></a></div><p>Greetings 7 Point Highlander Players,</p><p>This is my Kamigawa: Neon Dynasty set review. There's a lot going on this set. It has a Timespiral level of wordiness and complexity.</p><h3 style="text-align: left;">THEMES</h3><p></p><ul style="text-align: left;"><li>Enchantments matter<br />We haven't seen an enchantment theme deck top8 a major event yet as far as I know. Surely this set will be a set towards that.<br /><br /></li><li>Artifacts matter<br />Artifacts recently got two of their best cards: Urza's Saga and Nettlecyst; and now they get another artifact set? Unreal.<br /><br /></li><li>Reconfigure (equipment)<br />Highlander has the ridiculous Skullclamp and Umezawa's Jitte, and therefore Stoneforge Mystic and Steelshapers Gift too. An issue with the tutors is what to find once Jitte and Clamp are used up, especially if you've run out of creatures to attach them to. The living weapon mechanic, notably Batterskull is an example of a popular solution to this issue. Reconfigure gives additional options in this space.<br /><br /></li><li>+1/+1 counters<br />Every set seems to bring some decent +1/+1 counter cards. Surely Hardened Scales will break through eventually.<br /><br /></li><li>Sagas<br />Creatures and sorceries masquerading as enchantments. Sagas give enchantment strategies extra utility. They are also a much needed source of enchantments in the graveyard for Delirium strategies.<br /><br /></li><li>Ninjitsu<br />Modern Horizons-1 and Commander 2018 gave us a few good ninjas but perhaps not enough to make it a full strategy. Kamigawa should provide the critical mass of ninjas required. On the other hand, ninjas work best when they're least expected, I think ninjas are most effective as a sub-strategy.<br /><br /></li><li>Channel (the mechanic)<br />Nearly uncounterable. Opportunity to cheat on mana costs in cascade decks or maybe even Keruga, the Macrosage :P<br /><br /></li><li>Vehicles<br />Naturally aggressive card type that nombos with haste creatures, therefore doesn't see much play. I would be happy with some pushed vehicles.</li></ul><ul style="text-align: left;"><li>Spirits<br />Spirit tribal. I keep saying it. Gotta build it too. This set doesn't have payoffs for <i>being</i> spirit tribal but there's likely some strong spirits.</li></ul><p></p><p>In general there are a lot of creature from non-creature sources, e.g. tokens and sagas flipping, which opens up powerful cardtype abusement.</p><h3 style="text-align: left;">MAINDECK</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548319&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548319&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">I think this is the best card in the set. Lion Sash is a must-kill threat. Fetchland mana bases provide plenty of fuel for growth. It gets bigger than everything on board.</div><div class="separator" style="clear: both; text-align: left;">~ is incidental graveyard hate, which is good for the format: it can prevent some of the format's best threats: Uro, Titan of Nature's Wrath, Murktide Regent, Etheral Forager, Lurrus of the Dream-Den, Klothys, God of Destiny, Deathrite Shaman, Tarmogoyf, Dragon's Rage Channeler and Dreadhorde Arcanist, to name many.<br />~ is also quite tutorable with Steelshaper's Gift and Stoneforge Mystic.</div><div class="separator" style="clear: both; text-align: left;">Null Rod et al turn off ~, so you probably want to board ~ out if you're boarding those cards in.</div><div class="separator" style="clear: both; text-align: left;">~ is the best cat ever printed. I built a cat tribal deck to jam against new players in my town, but ~ might make the deck too good for that role haha.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548321&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548321&type=card" width="265" /></a></div>Only efficient if it's exiling an artifact land or an Urza's Saga. Otherwise you're paying more mana than the opponent spent on their thing. March makes up for the inefficiency with versatility.<br /><div>Exile really shines against bullshit like Uro, Titan of Nature's Wrath, Underworld Breach and Time Vault, i.e. things that opponents are planning to recur.</div><div>It's poor against Murktide Regent but exiling your hand is better than dying in two hits.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548330&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548330&type=card" width="265" /></a></div>Protects Lurrus. I like this in any deck that reliably casts ≥3mana creatures that can win the game by themselves.<div>Lifelink is surprisingly good, especially when you're equipping with a big Lion Sash.<div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548298&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548298&type=card" width="265" /></a></div>Could be good in 'Eggs' combo where you use Lotus Bloom, Lotus Petal and Black Lotus to generate mana and cast Second Sunrise and Open the Vaults to bring them the artifacts back in addition to a bunch of namesake eggs: Sungrass Egg, Skycloud Egg, etc, which will ideally draw you into the next 'return all' sorcery.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548309&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548309&type=card" width="265" /></a></div>The ability isn't really relevant but the artifact supertype is. This is decent in White artifact aggro where you're trying to maximise Mox Opal, Toolcraft Exemplar, Urza's Saga, Ingenious Smith and Cranial Plating. I think this deck would be a Lurrus deck too. Obviously you would run Lion Sash as well.<br />Being an artifact deck, you should prioritise anti Null Rod cards for your limited nonartifact slots.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548322&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548322&type=card" width="265" /></a></div>Decent in artifact aggro. That deck wants to maximise cheap artifact fliers to ensure you can hit with ~ and Cranial Plating.<div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548318&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548318&type=card" width="265" /></a></div>If there is eventually a Bogles deck, ~ would be in it and you would probably run Robe of Mirrors to protect her.<div>There are a few problems with Bogles:</div><div><ol style="text-align: left;"><li>Not enough cheap hexproof dudes:<br />Gladecover Scout<br />Slippery Bogle<br />Bassara Tower Archer<br />Invisible Stalker<br />Silhana Ledgewalker<br /><br /></li><li>The deck is too slow to race combo and therefore needs disruption but there aren't many disruptive auras.<br /><br /></li><li>You need to draw a good mix of lands, a hexproof dude, auras and disruption, which is made harder by opposing disruption like Thoughtseize et al.</li></ol><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548333&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548333&type=card" width="265" /></a></div>You need some serious synergy to make him a good boy:</div><div>Fuel for Enigmatic Incarnation</div><div>Banks mana for Food Chain</div><div>Holds equipment...</div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/sxgIKQEZIQI" width="320" youtube-src-id="sxgIKQEZIQI"></iframe></div>I think you need to be doing one or more of the above things and also run Yorion as your companion.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548328&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548328&type=card" width="265" /></a></div>This card is significantly worse without the basic plains, and to almost guarantee that you still have a basic plains to search I think you need to run 3 minimum.</div><div>The second trigger is excellent for decks which consistently find high-value permanents like Serra's Sanctum, Time Vault, Urza's Saga, Skullclamp, etc. Unfortunately Lurrus of the Dream-Den does a much better job at bringing those back than ~ does yet they won't be in the same 75. </div><div>If there is a ≤2 mana permanent that can repeatedly remove a counter from ~ on each of your turns, then there's some value to be had, same goes for all the sagas. Hex Parasite perhaps, or Power Conduit.</div><div>All the sagas in this set are good with Felidar Guardian and anything else that exiles or bounces enchantments, so that you can get all the chapter triggers again.</div><div><div><br /></div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548337&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548337&type=card" width="265" /></a></div>I'm very far behind on my set reviews, so far behind that someone has already won the biggest paper Highlander tournament ever with a card before I even reviewed it, i.e. Dylan Kidd and The Wandering Empereror respectively. Although, Dylan could be a Wandering Emperor, but I doubt he would say so if he was. He did a little <a href="https://7ph.com.au/highlander-events/vic-eternal-masters-highalnder-2022-11-06-2022-deck-lists-tournament-report/?fbclid=IwAR3QXa4kFSG-tAMlnTGa1QXRWle3I2C-Zxq5uZUqXtT02cMrYAcsagjvZi0" target="_blank">tournament report</a>, which includes his and others' decklists.</div><div>I haven't played with or against ~ yet but a few people have adopted her. If you're entering combat and your opponent has 4 mana open, beware.</div><div>Spell Pierce is a maindeck card in most of the top blue decks. A big part of its popularity is the blowouts you can get countering relatively expensive planeswalkers; ~ having Flash effectively makes Spell Pierce cost an extra U because presumably the opponent held up Spell Pierce the turn before as well.</div><div>A long time ago when Sensei's Divining Top was zero points and the format was much slower, Trinket Mage was in every blue deck as a value creature. This made combat-reliant creatures unplayable if they simply traded with Trinket Mage, i.e. a 2/2. Realistically this filter is already absolute but The Wandering Emperor does contribute to it.</div><div>I think your 4 drops need to either do a lot of damage really fast, e.g. Questing Beast, or they need to disrupt the opponent, e.g. Jace, the Mind Sculptor. The Wandering Emporer doesn't really do either of those, therefore to make her work the rest of your deck needs to be disruption heavy, or you need to dodge combo all day.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548340&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548340&type=card" width="265" /></a></div>There's nothing worth it now but in the future they could print some ridiculous living weapon equipment or some gigantic vehicle which creates tokens to crew itself à la Esika's Chariot.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548346&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548346&type=card" width="265" /></a></div><div>I like this in decks designed to abuse certain powerful instants, e.g. Ancestral Recall, Flash (+Protean Hulk/Worldspine Wurm), Tainted Pact/Demonic Consultation (+Thassa's Oracle/Jace, Weilder of Mysteries). Having a few powerful instants is not enough though because you might whiff on your top 5 cards. You also need >12 decent instants to hit otherwise. For that reason ~ is suited to control decks which run counterspells.</div><div>The most recent points change combined with the 8-point accessibility rule has re-enabled Flash + Protean Hulk with a Thassa's Oracle kill <i>and</i> access to Tainted Pact. Admittedly I haven't looked into this yet. I'm currently preparing for the ANZ Super Series, which is Pioneer, so I won't be spending any time brewing Highlander (except for writing these set reviews I guess) until after November. Late December into January is my favourite time of the year; Not because of Christmas but because I get leave from work and because there are two major annual Highlander events for me: Moxing Day at Maze of Fitzroy in Melbourne, and Highlander Nationals at CanCon in Canberra. So early December I'll definitely be investigating if I can create a UB/UBx mana base without dual lands (8-point rule) and also without more than two basics of a colour (Tainted Pact means you can only have a Snow-Covered and a regular basic).</div></div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548347&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548347&type=card" width="265" /></a></div>Worse than Metallic Rebuke but you can run both.</div><div>Very niche card, artifact control. Perhaps control with a Time Vault kill. Perhaps use counterspells as a way to protect Lurrus of the Dream-Den and then generate card advantage with baubles and eggs.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548355&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548355&type=card" width="265" /></a></div><div>White, Black and Red decks have better removal but this is a solid option if you aren't those colours.</div><div>It's a 5mana blue spell so it's going to get Red Elemental Blasted occaissionally and you'll lose, but if your deck is mostly blue spells you might have cleared the way already.</div><div>One of the big weaknesses of other control magic effects is that all the creatures that are beating you down are probably tapped, so ~ untapping its target is great.</div><div>The fact that it can steal artifacts is nice for mono U or UB decks which often can't deal with resolved artifacts. </div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548367&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548367&type=card" width="265" /></a></div>Colourless producing Springleaf Drum that also tap artifacts.</div><div>Good acceleration for unusual artifact decks that run lots of zeros to tap and lots of 1mana artifacts to cast.</div><div>Might be good in some weird all-in Skullclamp deck with Kobolds.</div><div>A good way of tapping creatures that give value when tapped, e.g. Emmara, Soul of the Accord or Magda, Brazen Outlaw.</div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548373&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548373&type=card" width="265" /></a></div>Strong reference to Dig Through Time here.</div><div>Excellent in any heavy artifact strategy with the U mana to cast it but even better if you're running combos. <br /><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548380&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548380&type=card" width="265" /></a></div>Lets you have two Tolarian Academy or Serra's Sanctum activations in the one turn for gigantic spikes in mana.</div><div>Gives you recurring value by bouncing Urza's Saga back to your hand, and even returns Saga from the yard if it ends up there.</div><div>Tameshi is just mega value, gaining you two cards a turn for the cost of returning a land each turn, which is not a big deal if your curve is low.</div><div>Tameshi has been underplayed since his printing in my opinion.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548382&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548382&type=card" width="265" /></a></div>Another super strong artifact payoff for blue from this set.</div><div>If you build around ~ by adding lots of activated abilities to your deck then Tezzeret gets insanely mana efficient.</div><div>I like the fact that these super pushed artifacts payoffs that aren't actual artifacts themselves make Mishra's Workshop less appealing, cause that card's expen$ive.</div><div>~ ultimates pretty fast wow.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548372&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548372&type=card" width="265" /></a></div>Weird card, very good. It's slow but that's ok because it blocks to help you get into the late game.</div><div>Seeing the top card is good with fetchlands.</div><div>Late game The Reality Chip is a must-answer threat. It means that every creature must die or the reality chip must die, otherwise you have a Future Sight and will take over the game.</div><div>The Reality Chip is a strong Stoneforge Mystic option.</div><div>Legend for Mox Amber.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548387&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548387&type=card" width="265" /></a></div>Dies to Wrenn and Six, which is a big risk.</div><div>Decent in artifact aggro. I'm going to rebuild my black artifact aggro deck with Umori as the companion when all the Necrons arrive from the Warhammer 40k commander decks.</div><div>This is another cheap demon for Liliana's Contract, which I would to build one day.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548416&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548416&type=card" width="265" /></a></div>Types and stats to close to Blade of the Oni but worse overall.<div>The trigger is awesome with Walking Ballista.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548430&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548430&type=card" width="265" /></a></div>A body to recieve +1/+1 counters from Steel Overseer or modular triggers, or to equip things to.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=548399" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=548399" width="265" /></a></div>Good curve topper for decks that get quad black easily on turn 5.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548414&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548414&type=card" width="265" /></a></div>I like this in decks with creatures that have evasion and decent ETB's, e.g. Baleful Strix, Icefang Coatl, Inspiring Overseer...might have to wait for a few more to be printed.</div><div>Creatures which have removal ETB's are also pretty good at creating boardstates without blockers, so I suppose you can add Flametongue Yearling, Skyclave Apparition and Reflector Mage to that list.</div><div>The creatures really want to be ≤3 mana to curve into Nashi the following turn.</div><div>I'd say you want at least 11 of these creatures, so we're short.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548423&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548423&type=card" width="265" /></a></div>Good removal in any deck that can meet the artifact+enchantment criteria, e.g. a delirium deck.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548424&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548424&type=card" width="265" /></a></div>I don't think enchantment decks are running black mana, but if they are then ~ is a great addition. I imagine splashing is quite easy with enchantments such as Utopia Sprawl and Dryad of the Ilysian Grove.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548440&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548440&type=card" width="265" /></a></div>Strong in low-curve artifact decks. Ideally you want to cast this when you have a 100% chance to play whatever you exile off the top. This would push me to look at a Lurrus deck.<div>I think Lurrus should be at least 3 points.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548476&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548476&type=card" width="265" /></a></div>Shock is still a playable card in my opinion and in artifact decks this is a better shock. Sometimes you really need to kill Collector Ouphe.<br /><div><br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548443&type=card" style="margin-left: 1em; margin-right: 1em;"><span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548443&type=card" width="265" /><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548444&type=card" width="265" /></span><br /></a><div style="margin-left: 1em; margin-right: 1em; text-align: left;">This card is showing up in a lot of formats. </div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">Less good in Highlander because Teferi, Time Raveler and Jace, the Mind Sculptor are popular.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">Suited to midrange decks; too slow for aggro decks. Requires that you run some creatures to make Reflection of Kiki-Jiki scary. Creatures are so good these days that every archetype runs them, so that's not a problem.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">Ideally you want a low curve so that you can happily discard your lands to the second chapter.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">An enchantment for delirium.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">Curves will with Ancient Tomb and City of Traitors.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">I tried this in my goblin deck and was surprised to find that it wasn't as good as I hoped. The big factor was that it isn't a goblin <i>card</i> which is a nombo with several cards. The goblin deck is also quite low on resources and often can't afford to discard lands because it needs them to get to Muxus.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">Good allround card which is technically not a creature so it works for stuff like Indomitable Creativity and Transmogrify.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">Good Recurring Nightmare decks because it discards creatures in chapter II and Reflection of Kiki-Jiki can get plenty of value from all the ETB creatures.</div></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548448&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548448&type=card" width="265" /></a></div>Another 'goblin card' that you'd think the goblin deck would love, but this one is too mana inefficient if you haven't got a good chance of creating dragons. You haven't got that R to spare every turn to give haste.</div><div>I think ~ could be good in a Hardened Scales deck though, with plenty of ways to enable the dragon ability.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548473&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548473&type=card" width="265" /></a></div>In a bizarre twist, this is the goblin that ended up making the cut in my goblin deck. It really has to do with being an actual goblin and being some much needed removal. It kills Lurrus and Plague Engineer. The reach can buy you a turn against Murktide Regent to race. I've tested ~ and it's been solid.<div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548450&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548450&type=card" width="265" /></a></div>Nathan Basser runs this in mono red storm, which is a weird awesome deck.</div><div>if I ever rebuild my old land destruction deck then I'll be looking at ~; casting two Stone Rains is game winning.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548458&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548458&type=card" width="265" /></a></div>Basser also runs this in mono red storm, so cool!</div><div>The greater X is, the more cards, but you can still only play one land per turn, so it's not linear.<div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548455&type=card" style="margin-left: 1em; margin-right: 1em;"><span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548455&type=card" width="265" /><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548456&type=card" width="265" /></span><br /></a><div style="margin-left: 1em; margin-right: 1em; text-align: left;">One of the best red 1drops. A huge printing for red aggro, especially mono red which is low on good 1's.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">~ requires that you run ≥14 creatures of mana value ≤2 so that you can reliably put that +1/+1 counter on something turn2.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">That exile clause can be nice against things like Kitchen Finks.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548461&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548461&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">To give you an idea for how desperate mono red is for good 1drops, I've seen them running this.</div><div class="separator" style="clear: both; text-align: left;">I wouldn't have thought it was good enough. I'll have to speak to one of players to see if they're still running it. I suppose you can start buffing your other guys and giving haste once the opponent has a blocker out. Must be good enough.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;"><br /></div></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548457&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548457&type=card" width="265" /></a></div>Very strong in artifact stompy. Very scary with Arcbound Ravager. Very scary holding a Jitte or Swords of X and Y. Put it on a Traxos. You get the idea.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548471&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548471&type=card" width="265" /></a></div>Solid beatdown threat for big red with an Ancient Tomb or City of Traitors.</div><div>And it's got a flower in its hair!</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548487&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548487&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Better than Brainstorm for an all-in enchantment deck, but it has to be all-in.</div><div class="separator" style="clear: both; text-align: left;">If you're some kind of hybrid then the usual blue suspects are probably better.</div><div class="separator" style="clear: both; text-align: left;">Of course you may simply not be playing blue; enchantress is an excellent deck to maindeck Choke after all.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548493&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548493&type=card" width="265" /></a></div>Gets huge in the enchantress deck. Sure it dies to removal, but it's only one mana and if it doesn't die then it can win the game.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548501&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548501&type=card" width="265" /></a></div>I remember playing Reach of Branches in Standard. oh how times have changed.</div><div>Even if a token dies to a JaceTMS bounce, the other one kills the Jace.</div><div>8 power for 5 mana is a lot. Having said that, this is still a niche card. You need a lot of disruption or ramp to cast it fast enough to matter. Also, most green creature decks are looking to diversify their threats, i.e. their mana dorks are weak against sweepers and therefore they want their top-end to be planeswalkers or something that doesn't die to sweepers. Invoke the Ancients still dies to Wrath of God.</div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548502&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548502&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548503&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548503&type=card" width="265" /></a><br /></div><div class="separator" style="clear: both; text-align: left;">Very slow but it is good against removal and has synergy with Hardened Scales, so I can see it being solid in that strategy. The trick is to have the rest of your deck disrupt the opponent and let your midrange cards like this deal with what's left over.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548506&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548506&type=card" width="265" /></a></div>Amazing resilient threat for the enchantment deck. It's interesting that the enchantress deck has traditionally tried to blank the opponent's removal by not presenting any creatures for the opponent to kill, but I think we're at the point where the creature threats are so good that it's worth turning on opposing removal.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548515&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548515&type=card" width="265" /></a></div>Shout out to Brooksie. </div><div>I think you need to be running Time Walk for ~ to be good, and even then you'll need some little side-synergies with legendaries or enchantments or graveyards or special lands. Shouldn't be to hard to find extra synergy, ~ has a lot going on.<br /><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548521&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548521&type=card" width="265" /></a></div>There have been plenty of 1mana instants that protect creatures but ~ is a first for non-creature permanents in green. White has had this effect for a while in Blacksmith's Skill and Faith's Shield but not all permanent-based combos are white.</div><div>Nice for protecting Dark Depths/Marit Lage.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548522&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548522&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548523&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548523&type=card" width="265" /></a><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div>~ would be excellent if it weren't for Wrenn and Six. Cheap. Good against removal. Graveyard hate. Gets big, albeit slowly. Fills your graveyard. This card has everything but speed. If a second point goes .on Wrenn and Six I'll eventually add this to a deck.</div><div>You'll need a good amount of removal so that the token or ~ can attack consistently. You'll probably be running removal regardless, so that's not really and extra requirement.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548524&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548524&type=card" width="265" /></a></div>We'll need another Theros or Kamigawa visit before we have enough enchantment creatures to make that static ability powerful.</div><div><br /></div><div>Gnarled Scarhide</div><div>Kumano Faces Kakkazan</div><div>Aegis of the Gods</div><div>Aphemia, the Cacophony</div><div>Eidolon of Obstruction<br /><div>Jukai Naturalist</div><div>Spirit of the Labyrinth</div><div>Spirited Companion</div><div>Teachings of the Kirin</div><div>Sythis, Harvest's Hand</div><div><div>Tymaret, Chosen from Death</div><div>Courser of Kruphix</div><div>Dryad of the Ilysian Grove</div><div>Gloom Shrieker</div><div><br /></div><div>That copy ability is powerful, double all your saga triggers. As long as you build your deck to have about 13 enchantments with good abilities to copy, then you can jam ~ into your deck. ~ will die on sight most of the time but that's ok, it's only two mana, and if it doesn't die you get value.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548531&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548531&type=card" width="265" /></a></div>Greasefang is a big archetype in Pioneer. Turn 3 bring Parhelion II back from the graveyard then ~ conveniently has 4 power to crew and you smash for 13. In Highlander you can only run one copy of Parhelion II but the new Commander 40k commander decks have produced two more powerful vehicles that are worth Greasefanging: Necron Monolith and Reaver Titan. Both have evasion and both have crew 4 and both hit for enough damage to almost win the game.</div><div>To make this all happen you'll want Entomb and ways of discarding big vehicles that you draw.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548583&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548583&type=card" width="265" /></a></div>Possibly worth playing in the Greasefang deck, but it might just be better to run a land which can become a ≥4 power creature. Great Hall of Starnheim stands out as really good in that role. Nantuko Monastery also noteworthy.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548550&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548550&type=card" width="265" /></a></div>Kind of a Recurring Nightmare for any card type, not just creatures. Of course this happens turn 5 and not turn 3 like it does with Recurring Nightmare, and you can't keep bringing back the same thing, and you can't bring back multiple things in one turn.</div><div>If your target gets exiled in response to your trigger you can choose not to sacrifice anything, which is nice.</div><div>~ being an enchantment means that you'll get a little extra synergy if you're an enchantment deck, e.g. some cost reduction of ~ and the option of saccing itself if you're desperate.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548538&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548538&type=card" width="265" /></a></div>~ will be phased out in your opponent's next turn so at minimum you will get a 1/1 unblockable and a card. That's not worth 3 mana, so to make him worthwhile you really need to keep him alive another 2 turns. Kaito requires a deck extremely focused on tempo, you can't let your opponent have any creatures.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548549&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548549&type=card" width="265" /></a></div>Rogue tribal.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548529&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548529&type=card" width="265" /></a></div>Another Etherium Sculptor.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548543&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548543&type=card" width="265" /></a></div>Very slow but might provide just enough value to make it into a Disciple of the Vault, Mayhem Devil, Darettiii artifistocrats style deck. You need to be sacrificing eggs or whatever in your turn to generate constructs and then saccing the constructs to the anvil after blocking to get a drain in.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548530&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548530&type=card" width="265" /></a></div>A redundant copy of Eternal Witness in the Aluren combo, and this one can be returned with Cavern Harpy. It is also tutorable with Enlightened Tutor.</div><div>Good in creature combo decks for returning key pieces.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548537&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548537&type=card" width="265" /></a></div>Straight into any kind of enchantment heavy strategy.<div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548527&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548527&type=card" width="265" /></a></div>Nice in Replenish decks.</div><div>Nice in cascade decks that want to cheat with casting costs to always hit one of the powerful suspend sorceries with no cost. Those decks want Force of Will and Force of Negation to protect their cascade spell from discard so ~ being blue is nice.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548551&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548551&type=card" width="265" /></a></div>Possible abuse of the rule that if a double sided card is a token then it just remains the front half. For example you could mill your whole deck with Civilized Scholar and a dredge creature.<div>The 'exile and create a token' method is clever for preventing loops but potential for abuse such as immediately tokening Spark Double, which is nonlegendary and gets an extra loyalty so you can token Nicol Bolas, Dragon-God, which has Tamiyo's ability so you can token Aminatou, the Fateshifter, which blinks Tamiyo so you can token Felidar Guardian to blink Tamiyo again and token Clever Impersonator copying the non-legendary Spark Double etc etc. Obviously this is a completely ridiculous scenario, but you see what I mean by "potential for abuse".<div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548539&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548539&type=card" width="265" /></a></div>If you resolve ~ it should win the game, but these days you can say that about a tonne of 5drops let along a WUBRG 6drop like ~. The nice that this might fit into is Jegantha decks with lots of ways of giving Jegantha haste.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548556&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548556&type=card" width="265" /></a></div>Very powerful. It basically gives all your spells madness. Survival of the Fittest can search for it and from there you can cast whatever you discard to Survival. Artificer's Intuition is similar except it can't find ~ itself.</div><div>~ lets you cast things you discard to Lion's Eye Diamond.</div><div>Lot's of value with any recurring looter like Dack Fayden or Jace, Vryn's Prodigy.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548558&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548558&type=card" width="265" /></a></div>Could be good in an aggro with lots of X/1's and an equipment focus with Skullclamp, Stoneforge Mystic, Steelshaper's Gift. Obviously you'll be running creatures with virtues for ~ to eat.<div>Perhaps that could be also be a home for Path of Mettle, which is a card I've always wanted to try.</div><div>With Wrenn and Six scaring away all the X/1's despite being a point, perhaps this is not the meta for the proposed deck, but hopefully Wrenn and Six gets a second point soon to give players more freedom with the creatures they can run; then we would need to wait a few months for the meta to adjust <i>and then</i> our Eater of Virtue deck can kick some ass.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548567&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548567&type=card" width="265" /></a></div>Premium threat for artifact decks. This would be playable even without the ward 2. The artifact deck really has had a huge boost.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548568&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548568&type=card" width="265" /></a></div><div>If this is in your deck you'll be squeezing in as many ≥3power creatures as possible so if you're playing creatures each turn then this is a 4/4 for 2mana when you're attacking, which is very strong. Heart of Kiran was a staple during its time in standard and it had similar stats.</div><div>And not only is ~ a strong vehicle, it can draw cards when you have no crew, overcoming the weakness of the vehicle subtype. Highlander has some good counterspells, so there is a chance that your new crew doesn't even show up, but that card draw ability gives you a consolation.</div><div>I would recommend running ~ as an aggressive beater and just consider the card draw ability as something to do in emergencies.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548588&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548588&type=card" width="265" /></a></div>Not all tribal decks will be able to run it because sometimes you'll need non-creature spells to fill holes in your strategy, especially postboard where some silver bullets are worth running even if they don't synergise with your tribe.<div>Between fetchlands, dual lands, Cavern of Souls, Unclaimed Territory and now this, 5 colour tribal is not a problem, so you can really go deep finding the best Warriors or Spirits or whatever weird creature type you want to force.<div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548585&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548585&type=card" width="265" /></a></div>Super strong if you can fulfil both conditions. Artifacts are not a problem but finding on-theme enchantments can be tricky. You'll be able to get away with fewer enchantments if the enchantment itself poses no threat, e.g. Oath of Nissa and Abundant Growth. <div><div><br /></div><div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548579&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548579&type=card" width="265" /></a></div>All of Magic's most powerful artifacts, enchantments and nonbasics are legal in Highlander and therefore ~ is better in this format than it is in others.</div><div>~ is a big boost to land decks in particular, which already run Sylvan Scrying, Wrenn and Six and Life from Loam.</div><div>This whole series of legendary lands increases the density of active cards in your deck they're lands rather than spells. There are already plenty of colour producing lands that do something like become a creature until end of turn, but most of those enter tapped, which is too high a price in a format as fast as Highlander.</div><div>Beware against heavy blue decks because they might go find Mystic Sanctuary, which has a basic land type.</div><div>The search is a "may", so you can't force them to shuffle away the top of the library.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548581&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548581&type=card" width="265" /></a></div></div><div>You need to be very aware of this card when choosing attacks. Perhaps it's best to not attack with your Lurrus for example.</div><div>~ is technically not white so it is a way for mono white to kill something like Blood Baron of Vizkopa in case any psycho's have something like that in their sideboard.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548584&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548584&type=card" width="265" /></a></div>Especially good in combo decks for bouncing a hate piece like Grafdigger's Cage end of turn, untapping and then comboing off.</div><div>Blue source that untaps under a choke. And if it's in hand then you could even bounce the Choke and counter on the way back down.</div><div>~ can target your own things, so you can save your guy from removal or you can recast a creature with a strong ETB trigger.<br /><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548589&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548589&type=card" width="265" /></a></div>Better in aggro decks or decks which sacrifice creatures for value, or run equipment. But really this can go in any deck that doesn't need the dual land or basic.</div><div>The tokens are colourless so the mono red deck might be able to surprise block a Kor Firewalker or Auriok Champion.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548591&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548591&type=card" width="265" /></a></div>Amazing in all formats but especially good in Highlander because there can only be one: If you're running Painter's Grinstone combo and your Painter's Servant gets thoughtseized, you can't draw another one, you'll need to dig it out of your graveyard.</div><div>Milling three cards is also huge in Highlander because all the powerful delve and escape cards are legal.<br /><div><br /></div><div><br /><div><h3 style="text-align: left;">SIDEBOARD</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548389&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548389&type=card" width="265" /></a></div>Ok is the sideboard of aggro Lurrus decks to shoot down little creatures and would be fine against Time Vault combo, gives them limited turns to find an answer.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548555&type=card" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548555&type=card" width="265" /></a></div>Good antiaggro creature for Mishra's Workshop decks.<br /><div><br /></div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548410&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548410&type=card" width="265" /></a></div>Second copy of Cry of the Carnarium. Good options if there are black aggro decks in your metagame. There are so many little black aggro creatures that return from the graveyard these days.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548470&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548470&type=card" width="265" /></a></div>This is a weird card. I like it against control decks in decks with lots of manlands, so you practically always trigger it.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548491&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548491&type=card" width="265" /></a></div>Enchantress decks tend to crush aggro already, but perhaps there's a build out there that is aimed at beating combo and control. In that case this little guy could act as nice cheap removal postboard.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=548547" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=548547" width="265" /></a></div>I think you can run this in the sideboard of fatty boom boom decks like Hypergenesis, Sneak Attack and Reanimator against decks that struggle to block ~, e.g. against mono red or combo.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548532&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548532&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548533&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=548533&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">Against decks that deploy multiple 1drops, the graveyard exile and creature are gravy. Of course you wouldn't run this if your own deck runs lots of 1drops.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Boom, that does it for this set review. Been a while since I've done one. Think I'm 7 sets behind at this moment. As usual here are my picks for best cards:</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;"><div class="separator" style="clear: both;">Lion Sash</div><div class="separator" style="clear: both;">Boseiju, Who Endures</div><div class="separator" style="clear: both;">Oboro, Soaring City</div><div class="separator" style="clear: both;">Takenuma, Abandoned Mire</div><div class="separator" style="clear: both;">Eiganjo, Seat of the Empire</div><div class="separator" style="clear: both;">Sokenzan, Crucible of Defiance</div><div class="separator" style="clear: both;">Patchwork Automaton</div><div class="separator" style="clear: both;">Tameshi, Reality Architect</div><div class="separator" style="clear: both;">The Reality Chip</div></div><p>See you on the glorious field of battle,</p><p>Mulch</p></div></div></div></div></div></div></div></div></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-52421796380726882992022-04-24T09:46:00.002-07:002023-03-18T22:37:40.355-07:00Innistrad: Crimson Vow Commander - 7 Point Highlander set review<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhBYzyYczoOQv5Xkzn5WY-8VwJyY5MDcGEAVDJU8E-BWPjHBV_0vryb5OXVVv-ftnz4V7H8JJLl7fsZz3fGdjHH_8F-8nHt_5rGty_6Qks_RsTNSnVc85_Zk-Q15ra40ySZsrV1Fl4TM1EydyOR8ay3BgEJZ_W3Kalg_229IGjgqVC1iV2_w3KhjwTYOw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="445" data-original-width="358" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhBYzyYczoOQv5Xkzn5WY-8VwJyY5MDcGEAVDJU8E-BWPjHBV_0vryb5OXVVv-ftnz4V7H8JJLl7fsZz3fGdjHH_8F-8nHt_5rGty_6Qks_RsTNSnVc85_Zk-Q15ra40ySZsrV1Fl4TM1EydyOR8ay3BgEJZ_W3Kalg_229IGjgqVC1iV2_w3KhjwTYOw" width="193" /></a></div><br /><br /><p></p><p></p><p>Hello!</p><p>This is my Commander Crimson Vow 7 Point Highlander set review. I'm keeping it shourt and simple to catch up to New Capenna.</p><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=546977" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=546977" width="265" /></a></div>Reveal Emrakul, the Aeon's Torn, win the game.<div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=546978" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=546978" width="265" /></a></div>Decent in decks using Delirium cards. It helps find the delirium payoffs and generates a threat. You need to be wary of Hullbreacher though.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=546979" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=546979" width="265" /></a></div>Strong in Ancestral Recall decks. Even just recasting a Swords to Plowshares or Lightning Bolt is very good.</div><div>Spirit Tribal decks would'nt be running a large number of instant and sorceries so ~ would be unreliable there.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=546981" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=546981" width="265" /></a></div>Good payoff for Vampires despite being 6 mana. I think they're worth it. You might want to adjust your deck to run Ancient Tomb and City of Traitors, but Vampires are quite colour intense. It may work out.<div>Good to cheat onto the battlefield with Sorin, Imperious Bloodlord.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=546989&type=card" style="margin-left: 1em; margin-right: 1em;"><span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=546989&type=card" width="265" /><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=546983&type=card" width="265" /></span><br /></a><div style="margin-left: 1em; margin-right: 1em; text-align: left;">Solid midrange duo. Good value against removal. Kamber wrecks aggro decks hard.</div></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=546986&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=546986&type=card" width="265" /></a></div>Wow, what a weird card and quite a large payoff for the madness strategy. I really gotta have a go at that deck (for the 3rd time). The first time I tried aggro with Lotleth Troll and Wild Mongrel type cards but it was just worse than a regular aggro deck. The second time I went for value grind with looters but it wasn't disruptive enough against combo</div><div>This time I think I'll go midrange but try pack as much disruption in whilst preserving the madness strategy.</div><div><br /></div><div><h3 style="text-align: left;">SIDEBOARD CARDS</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=546991" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=546991" width="265" /></a></div>Awesome artifact hoser for Vampire tribal.<br /><div><br /></div><div><br /></div><div>That's it. Spectral Arcanist is the best in general. I think a lot of players will be slow to find it but I except Ancestral Recall players to adopt it.</div><div><p><br /></p></div></div></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-1607500854537680562022-04-19T05:57:00.003-07:002023-03-18T22:25:38.606-07:00Innistrad: Crimson Vow - 7point Highlander Set Review<script src="https://deckbox.org/assets/external/tooltip.js"></script>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhaDE7I3NSm201dECSzA_oaPW-1CD95L_RiZAE6t9gF484GXG1wjLQWT1mC7WeURO-Y1H9DfU08bIj3VQvJ28bdLICHHM5exgMD0TXxWqyEWRz-z5EytCbcBONjZpzijukJ8d0tueVpSjrmjiZxp_UIkOOTZjnmQbUY8YuaYaLTHYE-IsG00GLbhUcDg/s216/vow_Mythic.webp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="111" data-original-width="216" height="111" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhaDE7I3NSm201dECSzA_oaPW-1CD95L_RiZAE6t9gF484GXG1wjLQWT1mC7WeURO-Y1H9DfU08bIj3VQvJ28bdLICHHM5exgMD0TXxWqyEWRz-z5EytCbcBONjZpzijukJ8d0tueVpSjrmjiZxp_UIkOOTZjnmQbUY8YuaYaLTHYE-IsG00GLbhUcDg/s1600/vow_Mythic.webp" width="216" /></a></div><br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Hello 7 Point Highlander Players,</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">This is my Crimson Vow set review, many months late but better than never.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540866&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540866&type=card" width="265" /></a></div>Solid Human tribal card.<div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540844&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540844&type=card" width="265" /></a></div>Excellent against control decks that rely on removal and sweepers to deal with creatures.<div>Plays well <i>with</i> sweepers. I will be adding ~ to my <a href="https://www.moxfield.com/decks/n_ZnjqNtHEykAi9jQfD_WA">All In Balance deck</a>. ~ in combination with Balance leaves you with a 3/1 and the opponent with no hand.</div><div>~ is a decent Madness outlet. Modern Horizons II didn't support white as a madness colour but there's Seasoned Hallowblade and I really like Bloodghast and therefore all the white tutors for Skullclamp.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540850&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540850&type=card" width="265" /></a></div>Good in an aggro deck with lots of ≤2mana ≥2power haste creatures.<div>Very valuable to the Hardened Scales strategy. That deck is hungry for disruptive threats. It was already running Ranger-Captain of Eos and Ranger of Eos to find Hangarback Walker. Now those tutors have extra utility. Holding up three mana to stop Underworld Breach from casting their namesake card and killing you can be a large tempo loss but the Hardened Scales strategy has a lot of incidental activated abilities to spend that mana on.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540851&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540851&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540852&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540852&type=card" width="265" /></a></div><div class="separator" style="clear: both; text-align: left;">I like this in the Spirit tribal deck (I've never seen one but I think it would be playable).</div>I also like it Enchantress. I hesitated to say that because you may have been turning on opposing creature removal but I believe Enchantress has been running targetable creatures for a while now since powerful ones like Sythis, Harvest's Hand have been printed.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540868&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540868&type=card" width="265" /></a></div>Strong with creatures than can train ~ <i>and </i>protect it from removal, e.g. Cliffside Rescuer, Saffi Eriksdotter, Selfless Samurai, Selfless Spirit.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540874&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540874&type=card" width="265" /></a></div>We now have 11 turn-two double strikers:<br /><div><div>'Dreadhorde Arcanist'</div><div>Swiftblade Vindicator</div><div>Adorned Pouncer</div><div>Boros Swiftblade</div><div>Fencing Ace</div><div>Viashino Slaughtermaster</div><div>Warren Instigator</div><div>Twinblade Geist</div><div>Kor Blademaster</div><div>Lizard Blades</div><div>Steelshaper's Gift</div><div><br /></div><div>Another 4 and I'm going to make an infect-style deck, except using double strikers. The benefit of this is the prospect of more double strikers getting printed in the future (unlike infect creatures), and you get to use the opponent's life loss from fetches and shocks.</div><div>Gaea's Might and Might of Alara are tempting for going up to 5 colours but I think I'll just stick to Naya.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540926&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540926&type=card" width="265" /></a></div>If you do end up splashing blue in the Double Strike deck, you can run this too. You would need a lot of Blooming Defense-type cards and have one ready at all times. Might be too much to ask.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541074&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541074&type=card" width="265" /></a></div>Looks like a draft common but I might actually run it in the double strike deck.</div><div>Back in the day I had an Infect deck and the pump+trample instants performed surprisingly well as removal. That was a different time, but it may still be true today. Would need to test.<div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540879&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540879&type=card" width="265" /></a></div>Good lifegain payoff. It joins the ranks of:</div><div><div>Cleric of Life's Bond</div><div>Trelasarra, Moon Dancer</div><div>Karlov of the Ghost Council</div><div>Ajani's Pridemate</div></div><div><br /></div><div>There's gotta be a good Abzan Life Gain deck out there complete with Heliod, the Sun-Crowned/Archangel of Thune + Spikefeeder + combo.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540873&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540873&type=card" width="265" /></a></div>Acts like a bad Soul Warden.</div><div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540882&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540882&type=card" width="265" /></a></div>Good in a deck with lots of 1mana creatures so that you can draw a card immediately on turn 4.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540888&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540888&type=card" width="265" /></a></div>It specifies "cast" in the final ability, so you can't play lands off the top.</div><div>The triggered exile ability doesn't target, so you're able to look at the top card of your library before choosing which card to exile.</div><div>~ is obviously best with cantrips because they're on colour, they're cheap and easy to get in the graveyard, they also naturally set up the top of your library, so if you find another one, you'll be able to cast that with ~ too. Instants are the best because ~ says "each turn" so there's a chance you get to cast on your turn <i>and</i> the opponent's.</div><div>Much like Courser of Kruphix and Kess, etc, it's best to wait until you have 4 mana to cast ~ and immediately get value, lest the opponent kills it immediately.</div><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541003&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541003&type=card" width="265" /></a></div>Excellent threat for aggro. Can stop you getting combo'd out by Storm. Deals a tonne of damage to artifact decks. Can exile Uro, which is a game-over threat for aggro.</div><div>The only downside is...you guessed it, the Wrenn and Six potential. At least you can exile a fetchland with ~ and if the Wrenn and Six player hasn't got another fetch, then Wrenn and Six is much weaker.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540833&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540833&type=card" width="265" /></a></div><div class="separator" style="clear: both;">Very cool card.</div><div class="separator" style="clear: both;">You might snag an Uro with the once-off graveyard exile, or respond to a Snapcaster Mage trigger, etc.</div><div class="separator" style="clear: both;">Hitting land is fine if you have plenty of fetches.</div><div class="separator" style="clear: both;">Hitting instant or sorcery is good if you run heaps of cantrips.</div><div class="separator" style="clear: both;">Cemetery Protector is a good tribal card because the tokens are Humans too, for cards like Rally the Ranks and Champion of the Parish.</div><div class="separator" style="clear: both;">3/4 flash is unlikely to catch a surprise block against a good opponent because they may already be wary of Restoration Angel or even Endurance if your mana also taps for GG.</div></div><div class="separator" style="clear: both;">Makes infinite dudes with Food Chain + Squee/Eternal Scourge/Misthollow Griffin</div><div class="separator" style="clear: both;"><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541053&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541053&type=card" width="265" /></a></div></div><div class="separator" style="clear: both; text-align: left;">Strong stats. Passes the Bolt test. Doesn't pass the Jace, the Mind Sculptor test though.</div><div class="separator" style="clear: both; text-align: left;">Combo potential in artifact decks, e.g. plug the Reality Chip into this puppy and draw your deck with Sensei's Divining Top.</div><div class="separator" style="clear: both; text-align: left;">Good incidental graveyard hate if you're struggling against Uro.</div><div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540890&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540890&type=card" width="265" /></a></div>I think you can run this in a 'good stuff' midrange deck and be pretty happy. A 3/3 for one is a decent threat even in the midgame when you're tightly exchanging cheap removal and threats. Then late game the extra card draw could be all the difference.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540966&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540966&type=card" width="265" /></a></div>A rare strong Zombie Tribal payoff.</div><div>Combo potential, e.g. Phyrexian Altar + Gravecrawler.<br /><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541057&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541057&type=card" width="265" /></a></div>Normally creatures that have power and toughness equal the number of lands you contorl are not good to cheat onto the battlefield early, but ~ is definitely an exception, in fact the earlier you do it, the more lands you'll have in hand.</div><div>I think this is worth of Natural Order, Eldritch Evolution and Neoform.</div><div>Craterhoof Behemoth is probably still the best in general, but sometimes you don't have mana creatures. Obviously you may not have lands in hand, so ~ isn't always great. Probably a good to run a mix of Craterhoof, Hornet Queen/Somberwald Beastmaster and ~.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541059&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541059&type=card" width="265" /></a></div>I like this as a land replacement in combo decks. As long as you have ≈15 untapped turn1 green sources, I think you can run this in a land slot.<div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540903&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540903&type=card" width="265" /></a></div>I haven't seen Painful Truths played in a long time, so perhaps 3 mana draw 3 isn't good these days? That can't be right. Not losing 3 life is a big deal against aggro decks.</div><div>The drawback means you only want ~ in decks that can drop their hand quickly lest you discard to hand size.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540904&type=card" style="margin-left: 1em; margin-right: 1em;"><span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540904&type=card" width="265" /><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540905&type=card" width="265" /></span></a></div><div class="separator" style="clear: both; text-align: left;">If you're running Eldrazi titans in your deck, then Jacob is very powerful. He 'loots' to find the titans and then <i>casts </i>them for 6 mana, with the trigger and everything.</div><div class="separator" style="clear: both; text-align: left;">I also like ~ in decks that are maximising all the 'second draw' payoff cards like Improbable Alliance, Jolrael, Mwonvuli Recluse, Irencrag Pyromancer and Jori En, Ruin Diver</div><div class="separator" style="clear: both; text-align: left;">~ triggers Stonebinder's Familiar each of your turns.</div><div class="separator" style="clear: both; text-align: left;">~ doesn't die to Wrenn and Six unlike most looters.</div><div class="separator" style="clear: both; text-align: left;">I think you can run Jacob in midrange decks. All it takes is casting a 4mana spell off Hauken's Insight and you've basically broken even. From then on the card advantage and free spells will take the game. The only catch is getting to 6 mana in the first place, which is not hard in control/midrange.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540919&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540919&type=card" width="265" /></a></div>A looter for madness decks that doesn't get rekt by Wrenn and Six.<br /><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540939&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540939&type=card" width="265" /></a></div>May have niche in a turbo Affinity for Artifacts / Improvise / Tolarian Academy deck. Turns on Mox Opal by itself.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540947&type=card" style="margin-left: 1em; margin-right: 1em;"><span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540947&type=card" width="265" /><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540948&type=card" width="265" /></span><br /></a><div style="margin-left: 1em; margin-right: 1em; text-align: left;">Good disruptive threat. If your creature deck is losing to combo a lot, ~ is a good option.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">You can use Hullbreacher to deny the opponent's draw.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">3 power Menace attacking on turn 3 is good for pressuring planeswalkers.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">Good against removal because you commit the 3 extra mana on your terms, e.g. if they're holding up removal for when you try to transform, you just put your companion in hand or cast something else instead. And if they do remove it before you transform, you only spent 1 mana.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">4 toughness good against Bolt.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">1mana cost is good against counterspells.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">~ is really a 4mana creature but you can run it with Lurrus of the Dream-Den. And it protects Lurrus.</div><div style="margin-left: 1em; margin-right: 1em; text-align: left;">All these things combined make ~ quite solid.</div></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540955&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540955&type=card" width="265" /></a></div>10 years ago you wouldn't run this but power creep has dropped mana values low enough, that you will almost always hit with ~. It's probably better than Duress on average.</div><div>Excellent for stopping combo and protecting your own combo.</div><div>Good for filling up the graveyard for big Delve creatures and then protecting them by discard opponent's removal.</div><div>Good for protecting Dreadhorde Arcanist and giving it something to recast.</div><div>Discard Sorceries are a tempo loss (because your opponent doesn't spend mana on the card you discard, but you spend mana on the Sorcery), However, if your deck has very few 1mana spells, you probably weren't using that mana on turn1 anyway, in that sense you don't lose tempo. There's also the possibility that the opponent will have nothing to do on turn2 because you made them discard their only 2drop, in that case you actually gain tempo.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540957&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540957&type=card" width="265" /></a></div>Good in madness where you're discarding every turn anyway.</div><div>Gives you some protection from opposing discard effects.</div><div>I would run a bunch of looters (with preference to the ≥2 toughness ones because Wrenn and Six).</div><div>~ can trigger on yours and your opponent's turn, a possible two zombie between each of your turns.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540967&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540967&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540968&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540968&type=card" width="265" /></a><br /><br /></div>Solid top-end threat. There are so many to choose from. Each deck probably has room for about two to four 4drops. Which ones you go with depend on your deck's weaknesses and synergies. I can see ~ getting played in:<br /><div>Mono black, Vampie Tribal and decks which are having trouble with True-Name Nemesis and Kappa Cannoneer.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=540983" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=540983" width="265" /></a></div>Yet another powerful game winning 4drop. ~ will need plenty of removal from your to keep him alive and also to keep your life total high enough that you can +1 a lot.<br /><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540985&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540985&type=card" width="265" /></a></div>Very niche, but I've run this as a way to find, fuel and cast Hogaak, Arisen Necropolis, and also as sacrifice fodder to Grist, the Hunger Tide. Performs a similar role to Stitcher's Supplier and Satyr Wayfinder.</div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541004&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541004&type=card" width="265" /></a></div>Excellent threat in mono red. Mono red naturally has a lot of singleR cards for you to cast on turn3 when you cast ~ and add a mana.</div><div>From then on you just exile cards from library to defend Chandra and ultimate her.<div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541014&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541014&type=card" width="265" /></a></div>Upgrade to Magma Spray, or a. Good for dealing with Bloodghast, Voice of Resurgence and other pesky returning creatures or death-trigger creatures.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541032&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541032&type=card" width="265" /></a></div><div>It's easy to missread this card as "this turn", but it's "Until the end of your next turn". Similar to Light up the Stage.</div>Expressive Itteration has been one of the most quickly adopted cards for any deck that can cast it. Honestly, Reckless Impulse is not that far off. 2 cards for two mana.</div><div>You don't want to cast Reckless Impulse if you've already played a land for the turn, because if you exile two lands, you won't be able to play both of them.</div><div>Running ~ does put a cap on the highest cost cards in your deck, for example, if you cast ~ turn 3 and you reveal a 5drop, you won't be able to cast it. In general you should avoid running anything costing more than 4 if you're running ~.</div><div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541042&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541042&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541043&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541043&type=card" width="265" /></a></div></div><div><div>You want to build your deck such that you can cast this turn2 and no matter what you exile, you will be able to cast, i.e. you don't want anything costing more that 3 mana in your deck. At that point you may as well play Lurrus.</div><div>Wrenn and Six is a big risk, so I would go Mardu for the 4 good 1mana discard spells plus Mother of Runes and Giver of Runes to minimise that risk. The discard can also protect Lurrus.</div></div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541047&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541047&type=card" width="265" /></a></div>Decent aggro threat.</div><div>Flashing Solitude in combat could be a blow out. Same with Gush, Snuff Out and Submerge.</div><div>Fury is also nice to grow ~ ahead of 4mana.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541092&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541092&type=card" width="265" /></a><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541093&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541093&type=card" width="265" /></a><br /></div><div class="separator" style="clear: both; text-align: left;">Nothing tricky here. I just think 4/4 trample haste for 2GG is actually decent.</div><div class="separator" style="clear: both; text-align: left;">Good at thumping planeswalkers, pressures life total.</div><div class="separator" style="clear: both; text-align: left;">Can't be chumped by mana drok or tokens in a race.</div><div class="separator" style="clear: both; text-align: left;">Obviously not as good as Questing Beast, but I like it.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541109&type=card" style="margin-left: 1em; margin-right: 1em;"><span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541109&type=card" width="265" /><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541110&type=card" width="265" /></span><br /></a><div style="margin-left: 1em; margin-right: 1em; text-align: left;">Vampire tribal only. Possibly a metagame call, he's better against colours that can't exile him.</div></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541111&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541111&type=card" width="265" /></a></div>Gets around opposing Hullbreacher/Narset, Parter of Veils/Leovold, Emissary of Trest.</div><div>Ideally you want to play both cards you exile with Eruth, therefore the lower your curve the better with nothing costing more than 4.</div><div>You won't wont be able to keep any counterspells you reveal with ~ but you'll be exiling so many cards that you won't care. In fact the counterspells can protect Eruth and let you pull ahead.</div><div>Eruth doesn't want you to run all the cantrips because you might end up spending all your mana on cantrips and not being able to cast any cards left in exile.</div><div>Eruth must be killed if the opponent wants to win the game lest they be buried in card advantage. In that sense she's little like Courser of Kruphix.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541126&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541126&type=card" width="265" /></a></div>Clearly a good card but I wasn't sure where to place it.<div>I think it is good in Yorion control decks which use non-creature ETB effects and are always looking for good answers to opposing threats.</div><div>I think it's good in delirium decks where you have enough creature presence for a left-over 2/1 flier to do work but it is also garaunteed to find something you need.<br /><div><br /></div><div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541102&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541102&type=card" width="265" /></a></div>Just a generally good card. It can kill a Lurrus or Hullbreacher and leave a blood token to sac late game. A 3/2 early game survives Wrenn and Six, blocks Dreadhorde Arcanist and generally always trades for a card.</div><div>Good in a Shape Anew deck.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541124&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541124&type=card" width="265" /></a></div> A must kill threat, otherwise he will amass a bunch of 2/2's.</div><div>Makes infinite dudes with Food Chain + Squee/Eternal Scourge/Misthollow Griffin.</div><div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541131&type=card" style="margin-left: 1em; margin-right: 1em;"><span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541131&type=card" width="265" /><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541132&type=card" width="265" /></span><br /></a><div style="margin-left: 1em; margin-right: 1em; text-align: left;">Good mana fixer and win condition in Balance focused decks.</div></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541136&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541136&type=card" width="265" /></a></div>Another draw brick for Semblance Anvil/Krark-Clan Ironworks/Ugin, the Ineffable combo.<br /><div><br /></div><h3 style="clear: both; text-align: left;">SIDEBOARD ONLY</h3></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540891&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540891&type=card" width="265" /></a></div>Good in the sideboard of a Paradoxical Outcome deck with as many cheap things as possible that gain value when they enter, or that net mana e.g. Mana Vault, Grim Monolith, Mox Sapphire, Sol Ring, Mox Opal.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540911&type=card" style="margin-left: 1em; margin-right: 1em;"><span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540911&type=card" width="265" /><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540912&type=card" width="265" /></span><br /></a><div style="margin-left: 1em; margin-right: 1em; text-align: left;">Decent sideboard card for Spirit Tribal against decks that don't have many blockers. Tribal decks are desperate for their sideboard cards to be on-tribe because of the critical mass required for cards like Realmwalker and Collected Company.</div></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540913&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540913&type=card" width="265" /></a></div>Zombie Tribal is not a thing yet due to the lack of good payoffs and the lack of disruptive Zombies for combatting combo and things like Jitte. There are however, a tonne of playable Zombies. All it would take is ≈5 powerful tribal payoffs.<div>~ is too slow to maindeck but I like it in grindy matchups. I alos think blue would need to just be a splash so that the opponent doesn't board in Red Elemental Blast and Pyroblast.</div><div>Not very good with Legendary Zombies unfortunately.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540961&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540961&type=card" width="265" /></a></div>Good sideboard for Lurrus decks. The Vampire clause will rarely come up but you should always check!<div>Similar function to Dead Weight, Seal of Fire and Immolation.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540974&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540974&type=card" width="265" /></a></div>Won't kill a Lurrus, which most creature decks will be running. Still a good option behind Toxic Deluge.<br /><div><br /><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541010&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541010&type=card" width="265" /></a></div>Redundancy for Blazing Volley, slightly better.</div><div>Good Burning Wish option.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541038&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=541038&type=card" width="265" /></a></div>Anti-aggro sweeper in Vampire Tribal</div><div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div><div><div><h3 style="text-align: left;">BEST CARDS OF THE SET</h3></div></div><div>Nothing worth a point here, but there are some strong cards. Here they are in rough power order:</div><div><br /></div><div><a href="https://deckbox.org/mtg/Dread%20Fugue">Dread Fugue</a></div><div><a href="https://deckbox.org/mtg/Reckless%20Impulse">Reckless Impulse</a></div><div><a href="https://deckbox.org/mtg/Jacob%20Hauken%2C%20Inspector%20%2F%2F%20Hauken%27s%20Insight">Jacob Hauken, Inspector</a></div></div></div><div><a href="https://deckbox.org/mtg/Cemetery%20Gatekeeper">Cemetery Gatekeeper</a></div><div><a href="https://deckbox.org/mtg/Concealing%20Curtains%20%2F%2F%20Revealing%20Eye">Concealing Curtains</a></div><div><a href="https://deckbox.org/mtg/Chandra%2C%20Dressed%20to%20Kill">Chandra, Dressed to Kill</a></div><div><a href="https://deckbox.org/mtg/Cemetery%20Illuminator">Cemetery Illuminator</a></div><div><a href="https://deckbox.org/mtg/Eruth%2C%20Tormented%20Prophet">Eruth, Tormented Prophet</a></div><div><br /></div></div><div>See you on the glorious field of battle,</div><div><br /></div><div>Mulch</div><div><br /></div><div><br /></div><div><br /></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0tag:blogger.com,1999:blog-4917369757695426375.post-48068260193124641052022-04-09T16:51:00.002-07:002023-03-18T22:40:38.139-07:00Midnight Hunt Commander 7PH set review<script src="https://deckbox.org/assets/external/tooltip.js"></script>
<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnQLLr53Q5NwiIRzs6oTtaderzKpyWUEhzNG3efS6kzUvVJO_MZH87dvU2EP_oM9zi95snceLVCYNOe6YPYcPNyWvpm0ORIgk5ApPbstT6CbAASLNL6toAQOcbYM0LdpQbN3SBH2exUSTaHTFKVe_GhvQvt0tjcLbyYJVb9-OvgzhvTnEygMK0ns0mAQ/s233/download.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="233" data-original-width="216" height="233" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnQLLr53Q5NwiIRzs6oTtaderzKpyWUEhzNG3efS6kzUvVJO_MZH87dvU2EP_oM9zi95snceLVCYNOe6YPYcPNyWvpm0ORIgk5ApPbstT6CbAASLNL6toAQOcbYM0LdpQbN3SBH2exUSTaHTFKVe_GhvQvt0tjcLbyYJVb9-OvgzhvTnEygMK0ns0mAQ/s1600/download.png" width="216" /></a></div><p></p><p>Only four cards for this one.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540459&type=card" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=540459&type=card" width="265" /></a></div><div>Turn 5 attack with Emrakul.</div>Cast this end of their turn, if the opponent has an instant speed removal spell they will immediately kill it for fear of it becoming a creature they can't kill. One mana for their removal spell to kill your 4mana creature is a horrible trade but the payoff if they don't is that you win the game; With the upkeep trigger on the stack you can cast Worldly Tutor of <a href="https://deckbox.org/mtg/Congregation%20at%20Dawn">Congregation at Dawn</a> to setup an Eldrazi titan and the annihilator 4 should be enough to win. Those two instants are not enough to reliably get a big creature, so you probably also want Brainstorm, <a href="https://deckbox.org/mtg/Brainstone">Brainstone</a>, <a href="https://deckbox.org/mtg/Conch%20Horn">Conch Horn</a> and <a href="https://deckbox.org/mtg/Scroll%20Rack">Scroll Rack</a>.<br />Your primary strategy would be Show and Tell / <a href="https://deckbox.org/mtg/Goryo%27s%20Vengeance">Goryo's Vengeance</a>.<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=540463" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=540463" width="265" /></a></div>Bad against bounce effects like Jace, the Mind Sculptor, Karakas and Teferi, Time Raveler. Opposing decks should only have one or two bounce effects though. Also bad against Oko.<div>You really want to cast this for BB, i.e. exile three creatures. You need the majority of your spells to be creatures and you need to be milling yourself.</div><div>I have a <a href="https://www.moxfield.com/decks/FCBRrVU1ak2ALm0KMIU1Cg" target="_blank">Sultai Survival list</a> that Gorex fits into perfectly, however I would only bust this deck out in metagames where control is popular. Recent printings of <a href="https://deckbox.org/mtg/Lion%20Sash">Lion Sash</a> and <a href="https://deckbox.org/mtg/Dauthi%20Voidwalker">Dauthi Voidwalker</a> have been rough for this deck.</div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=540473" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=540473" width="265" /></a></div>A good hit off <a href="https://deckbox.org/mtg/Winota%2C%20Joiner%20of%20Forces">Winota</a> or <a href="https://deckbox.org/mtg/Grenzo%2C%20Dungeon%20Warden">Grenzo, Dungeon Warden</a>.</div><div>Little bit like <a href="https://deckbox.org/mtg/Hornet%20Queen">Hornet Queen</a>, which sees some play in Gaea's Cradle decks.</div><div><p><br /></p><h3 style="clear: both; text-align: left;">SIDEBOARD ONLY</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=540461" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="370" data-original-width="265" height="370" src="https://gatherer.wizards.com/Handlers/Image.ashx?type=card&multiverseid=540461" width="265" /></a></div>Strong threat against control decks provided you have the removal for any blockers they may have. Control decks shouldn't have many creature to remove though.<div>You don't want it against creature decks because the decayed can't block.<br /><p><br /></p></div></div>Luke Mulcahyhttp://www.blogger.com/profile/10785677939847649665noreply@blogger.com0