Thursday, 14 April 2016

Shadows Over Innistrad Highlander set review

Wussup!

Writing a blog is an excellent way to procrastinate from applying for jobs.

As the titles suggests, this is my Shadows Over Innistrad Highlander set review.
I played the prereleasea couple weeks ago. Not the midnight release, too old for that shit. Just played two flights on the Sunday. Had a couple werewolves which were bombs. Shadows Over Innistrad, more like Bombs Over Baghdad.

As far as the mechanics go:
Werewolves don't really work in Highlander. Curves are too smooth and if you try to force night time, there are lots of cheap instants that your opponent can play to keep it day time.
Clues are probably too slow for Highlander. Combo and aggro decks can kill by turn four, no time for cracking clues. There's a chance there could be some artifact synergies with making lots of clues but I haven't thought about it.
Delirium is exciting. Much easier to 'get delirious' in Highlander than it is in Standard. There are plenty of playable delirium cards, some as cheap as one mana. To get the most out of those cheap delirium cards you'll need to build your deck to get delirium early without losing too much tempo, which is an exciting challenge.
Madness is a very powerful mechanic. You gain a card instead of discarding it, that's like gaining two cards. Not only that, the madness casting cost is typically very efficient.
Madness cards only really work with discard outlets which don't require much mana to discard cards, of which, there aren't many good ones. Also, there aren't enough good madness cards that you can afford to play underpowered discard outlets, so it's all a fine balance.

Now onto the cards. I've put them together in rough categories. They're not ordered by power level or anything like that.

Nahiri's interesting. She doesn't compliment an aggro deck and she is too slow for a combo deck. You see where I'm going; I actually think she's a control card. Her first two abilities aren't enough to make her playable, you need to be able to abuse that powerful third ability.
Emrakul is clearly the best creature that Nahiri can rip from your deck and plunge into your opponent's face. I can't think of a control deck which would want Emrakul though; we'll have to aim a bit lower. Sundering Titan isn't that far off the same effect and it costs seven less mana! If we're playing Sundering Titan however, we need to keep our number of basic land types low, which is tricky but do-able.
We also can't have Sundering Titan as our only searchee, we might draw it; so we need one or two more searchees. Inferno Titan and Sun Titan come to mind.
In case you weren't sure what I was doing with the word 'searchee', I was going for something like 'employee', as in something that you search is a searchee. I don't like the term 'tutor target' because you don't actually target the card...I realise most people understand that term. I'm just being weird.


I dunno. Seems like she does so much stuff that she must be good. I remember my second ever prerelease, it was Betrayers of Kamigawa. One of my rares was Umezawa's Jitte. I saw the rare symbol and it did too many things to read. I figured it must be good and put it in my deck. I almost got a match loss for marked cards; Jitte was covered in so much of my enemies' blood that the blood was leaking all over my sleeves.
That story doesn't convince me that Arlinn Kord will be good in Highlander and I'm sure you're not convinced either.
I imagine Arlinn games will go either of two ways: The first way is that they kill the 2/2 wolf and then attack Arlinn to death. The second way is that the 2/2 wolf chump blocks to keep Arlinn alive, then the next turn you bolt one of their dudes and ride Arlinn to victory.

So close to "Jace, the Mind Sculptor +1 mana", that I can't dismiss him as unplayable.
He's the best colour.
Blue has enough disruption that 5 mana isn't too slow.
To reitterate, I basically see him as JTMS +1 mana.

I had already discussed with my friend Brett why I liked this guy in his UR Prowess deck, so I thought I'd just copy paste that speil here and hope it makes sense, excuse the lazy punctuation:
"well it's a 7/8, let's say it flips 3 turns after you play it. You play it turn 2, flips turn 5 and attacks for 7, then attacks for 7 again turn 6. That's 14 damage over 5 turns. A 3 power dude would deal 12 damage over 5 turns (no haste). That's how I'm looking at it.
Occasionally you would flip it 2 turns after, 21 damage, that's insane.
Obviously you might top deck it when you're hellbent and then it may not flip for 4 or 5 turns, that's not great but it's still a huge threat. Plus you get to block that whole time. Even when it's flipping 2 or 3 turns after, you'll get to block with it more than a regular creature would, which would only block the first turn, then be tapped afterwards if it was racing.
I think you should test it out.
And I don't think you need to protect it. It's just a 2 mana creature, no big deal if they kill it. The most mana you'll fall behind is 2, to a Snuff Out and that's an extreme case. It can't be bolted. They'll have to swords or path it, which are premium removal spells. Outside of those you'll be at parody with mana"
Yeah, I think that all made sense out of context.

This card is awesome with Channel. In fact, that's probably a whole new combo:
Pay GG for Channel
Pay 5 life and BB for Behold the Beyond. Get Emrakul, the Aeons Torn and Children of Korlis and something else, say Lotus Petal.
Cast and activate Petal to cast Children of Korlis.
Pay down to 1 life.
Sacrifice your Children to gain life back.
Then as long as you have enough life and mana to spend on Emrakul, that's the game. I wonder how much life you need to be on to go off - let's math!
The below equation assumes we have cast Channel and we have BB floating to help cast Behold the Beyond and we have no untapped lands.

That seemed over-complicated but I had fun. Gotta put my engineering degree to use some time.
Obviously you can go off on a lower life total if you have more mana than just GGBB available.
I think this goes straight into the existing Channel + Lich's Mirror combo deck.


Not the biggest pay-off for getting delirium but if you're already getting delirious...lol "Fungus"

Without delirium he's bad but he's still a card.
Note that he triggers on your opponent's upkeep, so with delirium he's a 3/3 blocker straight up, which is key against aggro decks.
This guy is a must-answer threat.
Sweet synergy with persist creatures.

With delirium and enough removal for their blockers, this guys hits like a truck. 6, then 9, then 12 damage. Unreal if you can set him up.


Your deck must be built to get delirium if you want to play this. Very good against spot removal. You may even garner some value from milling yourself with the first ability.


The most powerful delirium card and my pick for best Highlander card in the set.
Let's talk more about delirium:
Fetchlands give you 'land'.
Blue gives you cheap cantrips and counterspells: 'instant' and 'sorcery'. Cantrips like Mental Note and Thought Scour can give you even more types.
Black gives you cheap discard and removal: 'instant' and 'sorcery'. However, your opponent may not have a creature for you to target, so getting a black instant in the bin isn't guaranteed.
Red gives you burn: 'instant' and 'sorcery'. If your opponent hasn't played creatures for you to burn then you'll have to go to the face, which isn't great unless you're all-in aggro. Faithless Looting is a great card for delirium.
Green doesn't help delirium unless your deck wants to play ramp spells, which most decks don't but lets say green is good for 'sorcery'.
White has some cheap instant removal but not much. It also has the sorceries, Steelshaper's Gift and Open the Armory.
Getting creatures in the bin can be tricky in Highlander. There is a lot of exile removal and Scavenging Ooze or Deathrite Shaman can exile. Also, lots of decks won't kill your creatures for you, they might be trying to combo off instead or they may simply have big blocking creatures which you can't trade with. Skullclamp is a great way to kill your creatures but that's a bit win-more. Getting a creature in the graveyard is a bit matchup dependent.
As for the other types: Enchantment, Artifact, Planeswalker and Tribal - they're all relatively very rare and hard to bin.
Stepping back a bit, it seems 'land', 'instant' and 'sorcery' are easy to get in the graveyard early, whereas 'creature' is hard and the others are even harder. To reliably get delirium I think you need to be really aggro to force your opponent to kill your creatures or you need to be playing some discard or self-mill. You can't just put delirium cards in your deck and expect them to turn on early. You need to plan for it.

Fine without madness but you really want that madder casting cost.
Here are the cards I could think of which let you madness Avacyn's Judgment (drives me mad that Americans spell 'judgement' differently): Jace, Vryn's Prodigy, Frantic Search, Wild Mongrel, Psychatog and Dack Fayden. A grixis delve/madness deck could be sweet. Could also add Faithless Looting, Careful Study, Izzet Charm, Mental Note and Thoughtscour.


You really want to cast these for their madness cost on turn two but that's almost impossible. The best you can hope for is turn three when you can use the discard outlets previously mentioned in the Avacyn's Judgment paragraph. However, a lot of those cards aren't aggro cards. These vampires certainly are aggro, so the deck may not be focused enough. 
You could also use Fauna Shaman, Survival of the Fittest and Lotleth Troll as outlets.
Finding a madness card with Gamble when you're hellbent is cute.

Pretty deece. She could just get Lightning Bolted, which would be unfortunate but she could also give a huge four-drop haste, which would be awesome. Not really a good madness enabler as you'll probably have spent all your mana on the creature which triggered Olivia.

The versatility is worth the life loss. From first impressions I'm going to say this is the best three-cost removal in Highlander after Council's Judgment.
You would board this out against aggro decks.
The flavour text on this card makes me cringe. I'm embarrassed for whomever wrote it, "a cruelty beyond imagining"? "a pain beyond description"? Really? Sorin was in a pain beyond description?
"a pain beyond description"

I was going to put Sorin in the 'Honourable mentions' section but after thinking about him a little more I think he's playable. You'll need to play enough disruption that you don't die to combo before casting him but other than that, game on.

This would've been so much better if it didn't have that last line of text. As it is, I can see it in some highly synergistic graveyard and Birthing Pod beatdown decks.

If you're playing heaps of cheap creatures with tap abilities then I think this is sweet. Note that it's a bit of a nombo with Skullclamp but if your points are elsewhere then no worries. 

This one's interesting. Exile removal is very important in Highlander due to Skullclamp and all the creatures with death triggers. The format is also fast enough that your opponent will lose significant tempo by cracking the clue, perhaps enough tempo that you don't mind giving them one at all.
There may be some crazy deck where you want your opponent to control an artifact. I don't think there's a deck like that yet but it could become a thing.
The 'exile all with same name' is obviously less good in Highlander but it's still relevant. There are many good token makers out there. It should be noted that you won't give extra clues for exiling multiples tokens.

You could get blown out on tempo by a cheap removal spell but her flash ability reduces that risk. I expect people to try out Avacyn early and find her to be good but very cut-able. Like any other non-hasty expensive creature, you'll want disruption for combo to give Avacyn time to do her thing.

Devastating sideboard card against midrange Skullclamp decks.

Cute sideboard card against burn decks. Nice and cheap to be Snapcaster Maged or Jace, Vryn's Prodigy'd

Finds Skullclamp. Also finds Sword of the Meek and Splinter Twin.

The humans keep on coming. Wizards need to be careful with how many human tribal cards they print since there are sooo many good humans. Other good human tribal cards in Highlander are: Champion of the Parish, Cavern of Souls, Xathrid Necromancer, Angelic Overseer, Angel of Glory's Rise and Mayor of Avabruck.

The best Suntail Hawk ever. Love the art, *poke* hehehe. Can just imagine choosing which creature to tap by pointing at it just like Topplegeist is.
To get the most out of Topplegeist you obviously need to aim for delirium but you'll also want to play equipment. X/1 fliers are prime material for equipment decks.

Deceptively good one-drop. If I try out my white weenie deck again, this nasty granny will be in there. Gossipmongering feels too insidious to be white. Feels more blue or black. Very cool card though.
A minor interaction I thought of is how she can save a Goblin Rabblemaster token,

Exile, exile, exile. I keep saying it. There are a few cards almost the same as this: Demonfire, Red Sun's Zenith and Disintegrate. I like them all.

3/2 haste is a good rate in an aggro deck. There have been a few other three-power three-drop haste creatures but most of them have restrictive mana costs, e.g. Dreg Mangler and Boggart Ram-Gang.
You'll want some cheap removal for blockers like Trinket Mage
Don't expect her to flip but that doesn't matter.

It's amazing how few red one-drops there are. Rakdos Cackler, Stromkirk Noble, Goblin Guide, Zurgo Bellstriker and Grim Lavamancer are the best ones. Jackal Pup and Firedrinker Satyr are playable but you're not happy to play them.
Can't imagine Falkenrath Berserker's ability being relevant but oh lordy, if it ever is...

Looks like she's swinging a rusty gate.
Damn, that is a lot of blood. I love the art in this set, it pushes the envelope.
This is an aggro only card and probably only for sideboards since it's bad against other aggro decks.
Great at taking down planeswalkers. Hits really hard.

I've always liked two-power first strikers in Highlander. Particularly in red where you can combine the first strike damage with a burn spell to take down big creatures.
The first strike is great against Jitte and some value creatures like Strangleroot Geist, Kitchen Finks and Hallowed Spiritkeeper.
The delirium ability is just gravy.

Honourable Mentions:
Eh, not great but he puts out good damage with delirium. He's Skullclamp-able. I felt like I had to mention him.
He's terrible on defense.

I don't think this is playable yet but one day there may be a bunch of instants and sorceries which let you target it a bunch of times, e.g. Seeds of Strength or Gigadrowse (do replicate spells even work here?).
Also, hypothetically if Spellskite could redirect to other creatures, could you use it's ability over and over again on Silverfur Partisan to make heaps of wolves?

This is a very unusual effect. Reminds me of Earthcraft, however Earthcraft is wayyy more powerful because it ignores summoning sickness. Good with Intruder Alarm but not as good as creatures which tap to create tokens (I've always wanted to combo Intruder Alarm with Marrow-Gnawer).

Flavour special!
There's been a lot of speculation that Emrakul is 'the mystery' of Innistrad. Mostly fuelled by her glaring absence from Battle for Zendikar and Oath of the Gatewatch. Also, Zendikar is strongly tied to Innistrad through Nahiri and Sorin's storylines. Wizards have done such a good job with this story. I genuinely get excited looking for tidbits.

During my examination of all the cards for this set review, I spotted a few things which you could reasonably link to Emrakul's presence.

Check out that 'root' stuff. Looks a lot like Emrakul's tentacles, like she's corrupting the whole plane.

General Eldrazi styled flesh. Dunno how they're getting 'elrazified', perhaps from the moon's light or maybe the plane's mana is corrupted and just channeling it links you to Emrakul? Nah, that'd be pretty OP.
These artworks totally freak me out.

What the fuck is up with that Skirsdag priest's eye? I tried finding a bigger image of the art so I could get a better look but couldn't find one.
I think it looks like an Eldrazi tentacle coming out of his helmet's eye hole. Maybe the Skirsdag are unknowingly worshiping Emrakul and getting mutated by her. I dunno...Satan's pretty cool!

Anyway....that's what I think of Shadows and how they're all over Innistrad and there are cards.

All hail our lady and saviour Emrakul!

Tuesday, 12 April 2016

Oath of the Gatewatch Highlander set review


Greetings from my Mum's house!


This is super late but I don't care. I've been writing Highlander set reviews since Avacyn Restored. That's a pretty good run, so I want to continue it.
We've come full circle and Shadows Over Innistrad just became legal this week. I'll put out my set review for that later this week.
I'm not too late with this set review right?....Wrong. I am very late, but I don't care. Not like anyone reads this anyway (aha!, see I'm trying to trick you: "if he thinks no one reads this then he will write some really controversial stuff that only I will be privy to!"...perhaps).

In case you're unfamiliar with Australian Highlander, check out the official site. There you'll find the format rules and points list.

So, Oath of the Gate Watch aye? What gate? I read and enjoy the wizards.com flavour articles and I don't recall any references to a gate.
Wizards have done a good job hyping up the mystery flavour of Shadows Over Innistrad, perhaps the gate we're watching is the one between Zendikar and Innistrad? Emrakul's snuck through the gate like your cheeky rascal childhood family dog. I'm getting a little caught up on talking about Shadows. This is supposed to be an Oath review. Let's get this over and done with so I can move on to the more exciting Shadows review.

Without further adieu
Without further a jew
Without further ado.

I think this is the 2nd best card in Standard behind Jace, Vryn's Prodigy and in front of Collected Company, both of which are very strong in Highlander.
It's funny that Jace, the Mind Sculptor (not Vryn's Prodigy {fucking Jace, he's everywhere}) has 'softened' up Highlander's creature pool before Reflector Mage even got a chance. You've probably heard of 'the Jace test'; basically Jace, the Mind Sculptor is very popular and he makes any creature with converted mana cost 4 or more, unplayable unless they leave behind significant value if bounced. Pia and Kiran Nalaar is an example of a passed Jace test.

Almost a Jace test fail. Despite that, I've listed Kalitas as playable because you can cast him AND a removal spell in the same turn, getting a zombie.
He doesn't die to Lightning Bolt.
Kalitas' main strength is his replacement ability. 
Turning off opposing Skullclamp triggers is excellent. Open the Armory was just printed, so Skullclamp numbers could rise. What could bring down Skullclamp numbers however, is Mox Ruby, Mox Emerald, Mox Sapphire, Mox Jet and Mox Pearl, all going down to 2 points each. This may cause aggro decks to drop their equipment packages in favour of moxen.
Kalitas' replacement ability also stops the Flash + Protean Hulk combo. That deck isn't too popular but it is a thing.
My favourite points change ever: changing Karakas from zero points to one point, ensures that sweet Legendary creatures like Kalitas are playable.

*Ring ring* "Hello, this is Flame"..."Yeah hi. My name's Chandra. You come out of my hands".
Good top-end card for control decks and ramp decks. 
She gets better the less creatures you play yourself. 
Poor against Tarmogoyf, Sword of Fire and Ice and True-Name Nemesis. Will clean up most other popular creatures though.
Competes with Titans (e.g. Grave Titan and Inferno Titan) at 6 mana. Worse than Titans are against creatures but better with and against removal.
I've added Chandra to my Scapeshift deck, which is still a bad deck but I love it.

I love plants. I've been battling with plants since Khalni Garden was printed.
Strong in swarm decks. 
Produces tokens to eat with Skullclamp.
Some minor +1/+1 counter synergies, e.g. Kitchen Finks and Murderous Redcap.
Like Chandra, you should'nt have to worry about the planeswalker rule.

Sideboard card for control against aggro.

Straight into the enchantress deck, which has still yet to post a big result. Wizards will eventually print another enchantment themed block, which will hopefully lift that deck up enough.

Snapcaster Mage and Jace, Vryn's Prodigy are super powered in Highlander due to all the powerful instants and sorceries available. Goblin Dark-Dwellers is in the same team. Imagine flashing back:

All seem pretty sweet.

Probably not maindeckable as there are plenty of decks without enough targets maindeck. 
If you aren't playing artifacts yourself, there is better hate: Null Rod and Stony Silence, but if you don't want to turn off your own artifacts or you're not playing a good hate colour, then Natural State is good.
Being cheap and instant speed is important against Time Vault combo and killing a Sol Ring or Mox on turn one.

Sideboard card against swarm decks. Being instant speed is important against Skullclamp, which is a key card in swarm decks.
Being a colourless spell is randomly handy. I've seen Mother of Runes and Burrenton Forge-Tender get played.
There are red artifact ramp decks here and there, so the triggered ability might be handy for those decks.

Black now has 9 playable two-power 1-drops, 13 if you count Mardu Shadowspear, Pulse Tracker, Thornbow Archer and Deathrite Shaman. That's enough to go mono black.
Highlander mana is good enough that you could splash a second colour and still play all-black mana for Geralf's Messenger and Necropotence.
With Moxen down to 2 points from 3, expect a few players to try out aggro decks with 1, 2 or even 3 moxen.
Reaver Drone's one toughness is good for Skullclamp.

Narrow but a decent aggro card. A goblin swarm deck perhaps: Mogg War MarshalHordeling OutburstDragon FodderSkirk ProspectorGoblin Bushwhacker.
Strong with Burning-Tree Emissary. Can also imagine this in a sort of prowess deck with Young Pyromancer, Grim Lavamancer, Manamorphose and Gitaxian Probe.
This guy's good with moxen too.

Good sideboard card against swarm strategies. Infest has been around forever but never played. The exile clause on Flaying Tendrils makes it so much better than infest. Kitchen Finks, Voice of Resurgence, Bloodghast, Skullclamp of course and many more.
Kills True-Name Nemesis, which is nice.

Manlands are manlands. If you can reliably go long and get into a scrappy resource war with your opponent, then manlands are going to be good in your deck. Entering the battlefield tapped is a significant tempo loss. You'll want to play a bunch of removal to keep on top of that tempo. 
I've always wanted to combo Lavaclaw Reaches with Ceaseless Searblades. Wandering Fumarole happens to be another card which combos with Ceaseless Searlblades. This combo is very bad but for some reason I love it. Would you play the following creature in Modern, "3R - 2/4 - 2UR: +∞/+0"?

Solid. Never awesome, just solid. Doesn't beat hard or disrupt heavily but she trades with Tarmogoyf and not with Trinket Mage
Her sacrifice ability is very useful: You can sacrifice creatures that are Skullclamped. You can also prevent your opponent's Jitte from gaining charge counters by sacrificing your blocker before damage. You can sacrifice an Academy Rector or a creature enchanted with Pattern of Rebirth.
If there's ever an Athreos, God of Passage deck, I'm sure Ayli will be right there on that purgatorial boat.
Eiganjo Castle is sweet with Ayli's deathtouch.

Straight into the UR Delver/Prowess decks. His flying ability helps out a lot against one of that deck's weaknesses, fat ground creatures like Tarmogoyf.

The colourless requirement in the activate ability can be tough to get. I don't suggest going out of your way to add extra colourless sources to be able to play this card but if you already have them, then sweet.
Just like I mentioned with Goblin Dark-Dwellers, Highlander has some powerful instants and sorceries, so anything which enables you to recur or copy them, gets a lot better. Entering tapped is a big cost. I obviously think this is stilll good enough though, otherwise I wouldn't be discussing it here.
The token making ability is less powerful since it can be stopped by your opponent removing your creature.

This reads very well. Like Mirrorpool, the colourless requirement is tough and you shouldn't strive to play this land. It's just good if it naturally fits your deck. I'm imagining a deck similar to the one which Eldrazi Obligator would fit well into. A proactive deck which dumps it's hand and has lots of cheap spells that it can cast even after spending effectively 4 mana to activate Sea Gate Wreckage.

The Eldrazi poster child? 
Lucky for us, Highlander's inherent 1-of rule saved us from Eldrazi oppression. One Eye of Ugin and one Eldrazi Temple is not enough to make an Eldrazi tribal deck. This does not mean however, that Eldrazi aren't playable. Though-knot Seer definitely doesn't need to be ramped out to be powerful enough (granted it does help, especially against combo where they could kill you turn 4 before you cast Though-Knot if you're on the draw).
Sol Ring, Ancient Tomb and Mana Crypt are excellent at dropping this bomb early.
Thought-Knot's colourless mana requirement is something new for Highlander. Currently mana bases are a little stale with the fetchland + dual land combination being much better than everything else except in some extreme strategies. There aren't enough good colourless mana requiring cards for people to warp their mana bases yet, but I hope they bring the 'mechanic' back in the future as it's interesting and different.
Worth noting that Thought-Knot Seer is really bad against Jace, the Mind Sculptor if the Jace player is hellbent (no cards in hand).

Unlike Though-Knot Seer, you can play this in decks with a colourless splash, off say: MutavaultMishra's Factory and a couple others.
Unfortunately for Obligator's popularity, he trades with a lowly Llanowar Elves. Therefore you'll need to pair Obligator with plenty of cheap burn, i.e. Sligh/super aggro deck.
Trading with Llanowar Elves is the floor, the ceiling is quite high. Imagine stealing a Tinkered out Blightsteel Colossus, yum yum yum. Granted that is unlikely as Tinker is usually cast on turn 3 and Obligator costs 5 to 'kick' and you'll be dead by then.
The colourless status of this card might help a little in post-board games where players bring in red hate, e.g. Blue Elemental Blast or Kor Firewalker.

The art makes me think of those fan palm trees:
A solid card in any deck which can support it's colourless mana requirement. Will be at it's best in a low curve creature deck with Collected Company and Umezawa's Jitte. Those decks are typically weak to Wrath effects, a hole weakness which Matter Reshaper can help reduce.

SMASH! Great name, sounds exactly how it feels to play.
Excellent at smashing planeswalkers and probably pumpkins.
The trample means it wear a Sword of Fire and Ice really well as you'll almost certainly get the trigger (Same goes for any other sword of that cycle).
The discard trigger ability is good but not backbreaking; Highlander has many cards which draw a lot of cards. Against a reanimator deck, the ability may even be bad as it'll enable them to discard Reanimate targets.
Something cool you can do against Reality Smasher is cheat in a Loxodon Smiter, Obstinate Baloth or Wilt-Leaf Liege.

Wizards are always careful when printing colourless removal. Doing so breaks the colour pie. If colourless removal is too good, mono blue gets way too good.
This is some handy removal for the colourless deck, which doesn't have many options for that function. It kills Trygon Predator, a big problem for that deck. It can also act as a Lava Spike against combo decks when you're racing or against control if they tap out.

Dunno if this is good enough. I am currently trying it out in my Mishra's Workshop deck. Entering the battlefield tapped may make it too slow.
I only just realised the other day that this has a flavour tie with Oran-Rief, the Vastwood. That's pretty cool.
Oran-Rief, the Vastwood is not played in Highlander that I've seen. Doesn't mean it's not good enough though. Could be an indicator that Ruins of Oran-Rief isn't good enough. I'm gonna find out for myself.
Has a little bit of synergy with Hangarback Walker, Arcbound Ravager and Triskelion.

As narrow as Ruins of Oran-Rief. 
Great on offence, terrible on defence.

I'd like to share my colourless decklist here and talk a little bit about it. Lots of credit for this deck goes to Brett Hughes, my best brewing buddy. We've gone deep on this deck for a long time now. Brewing is definitely my favourite part of Magic. 
Oath of the Gatewatch's release was what brought me back to the deck. I was playing it way back when Nationals was a thing, good times.

Pro:
By not playing coloured spells, this deck is able to play a huge amount of value lands (manlands etc), which means it has excellent long game and lots of play options in the mid-to-late game. 

Con:
The downside to forsaking colour is that it lacks cheap efficient spells. All the deck's points are spent trying to counteract this: Mox Sapphire (2 points), Mox Pearl (2 points) and Sol Ring (3 points), all are there to get to 4 mana as quickly as possible where the spells start to get efficient.

Pro:
Apart from the value lands, being colourless also allows the deck to play powerful acceleration like Mishra's Workshop, Ancient Tomb and Eldrazi Temple.

Con:
This deck relies heavily on artifacts, so it's exposed to artifact hate. Artifact hate has been rightfully popular since Mishra's Workshop going to zero points last year created a lot of hype. The strength of Time Vault combo and Black Lotus storm also keep artifact hate popular.

A simple summary of the deck is that it's awesome when you draw fast mana and ordinary when you don't.

Here's the list:

Mox Diamond (25 lands, about the minimum to play Mox Diamond)
Chalice of the Void (consolation prize for not having good one-drops to play) 
Phyrexian Revoker (Lots of powerful artifacts to shut down)
Spellskite (strong against Time Vault)
Ratchet Bomb (our only answer to the super scary Back to Basics. Also kills True-Name Nemesis, another problem card)
Porcelain Legionnaire (First strike good against Jitte)
Metalworker (untap = win)
Ramroller (Ram it up ya roller!)
Cogwork Tracker (Coggsie!)
Rusted Relic (can someone tell me if this triggers Eldrazi Mimc!?)
Ugin's Construct (nombo with Porcelain Legionnaire and Batterskull but that's it)
Precursor Golem (Lodestone Golem, Dread Statuary, Rusted Relic and Mutavault are Golems, so try to avoid that blowout)
Inkmoth Nexus (yes, still good even as the only infect creature. Handy for chipping planeswalkers and eating dicks edicts)

SIDEBOARD
Trinisphere (could be main)
Staff of Nin (could be main)

The trickiest part of playing the deck is knowing which lands to play first. Typically you'll play manlands first so that they can attack ASAP but there are lots of exceptions, you may want to turn on the metalcraft of Mox Opal for example.


Honorable mentions from Oath of the Gatewatch:
Sweet combo with Peregrine Drake. Almost combos with Brood Monitor and Emrakul's Hatcher

lol

Could be good in a crazy Kiln Fiend, Nivix Cyclops, prowess deck

Way too cute to actually be good now but one day they might print a cheap to cast equipment with a ridiculously expensive equip cost, then this guy becomes a $4 uncommon. Moonsilver Spear was the best I could find with magiccards.info. A two card, turn 4, creature reliant combo should win the game on the spot. This does not do that. You're better off playing Pestermite + Splinter Twin or Painter's Servant + Grindstone.

Alright. That concludes my Oath of the Gatewatch Highlander set review. It was brutal, I practically had to retype it all because my laptop battery died whilst I was working on it offline. Made it feel like a tonne of work.

Anyway, hope you enjoyed this. It's now 12:20am and I don't feel remotely tired FML.

Mulch

Wednesday, 20 November 2013

Intrinsic benefits of fast proactive decks

Hey Guys,

Such a relief to start typing with an informal greeting. I'm applying for jobs at the moment; choosing appropriate words and not using bad grammar who is bad all of this time.

(By the way, if you're an employer looking for a graduate mechanical engineer, message me :P)

Had a small magic revelation the other day, it was a pretty obvious one but I'd never really thought about it; Basically, if I'm choosing which deck to play for a tournament and all my options are similar in strength, I will play the deck which will have the shortest games.
To elaborate:

(I like lists)

1. You expend less energy:
If your games are shorter, you're in that state of intense concentration for less time. Everyone is tired in round 8 of a Grand Prix. If your games were shorter throughout the day, you'll have more energy to play well.

2. Shorter games = more time to get food = less time spent hungry.

3. Towards the end of the tournament there may only be a handful of players in your bracket. If your games are shorter, you'll have a higher chance of being able to go scout their decks. Also, they'll have less chance of being able to scout yours.

4. Shorter games = less chance the round will go to a draw. This is huge, draws can be effectively loses and it stings so much when you know you were going to win that last game.

5. "no wrong questions, only wrong answers". There are rogue deck builders out there. It's very rare that there's a reactionary deck with answers to all the threats in the format. If your deck is proactive, you can score free wins against those rogue decks which need time to draw their combo/interaction.

6. More time to socialise with friends.

Those are the main points I came up with. I must throw a disclaimer in here though; If fast decks aren't your style then don't play fast decks. I find I'm exhausted after doing anything I didn't want to do. The extra energy spent going against your urges will outweigh the benefits of having fast rounds.

I can use this blog as a way of procrastinating from applying for jobs! I have heaps of time to burn so expect more bloggyboo in the near future. Just a short entry this time to build some momentum.

Chars,

Luke

Sunday, 25 August 2013

12 STRICTLY BETTER TOURNAMENT BEHAVIOURS

'Sup guys. Blog time!

ok, 12 STRICTLY BETTER TOURNAMENT BEHAVIOURS:

1. All same cards in your deck should be the same version: Same art, same foilarity, same language, no obvious condition differences. Say your opponent Boomerang's your Island and next turn you play an Island with different art. Your opponent now knows the card in your hand is an Island and not a counter-spell.

GOOD
BAD
Hardmode: Bring your own set of conforming lands to limited tournaments.

2. Whenever you add a card to your hand, shuffle your hand. This will ensure your opponent never knows which card you just drew (unless of course you have zero cards in hand). A similar case to this; you play Lay of the Land to find a Swamp. Assuming you can cast anything regardless of which land you play, you should always shuffle your hand then play the Swamp. If you play any other land you're telling your opponent you have a Swamp in hand.

Sidenote: in the interest of saving time you should only shuffle your hand just enough so your opponent can't keep track of your hand. Any more than that is unintentional stalling.

3. When there are no 'on-board' decisions to be made, your ideal thinking time is zero seconds. Otherwise you're revealing information about your hand. For example, don't pause at the end of your opponent's turn deciding whether to Doomblade their creature. Those who know me are probably chuckling right now. I'm notorious for taking time trying to find the mathematically correct play whilst revealing information, thus making the incorrect play. This is something I'm working to improve. Also, don't touch your lands until you know exactly what play you're going to make. Tapping and untapping will hint at what's in your hand. Of course this swings both ways; you can pretend to think end of turn and pretend to tap your mana. Bluffing can get quite deep and go beyon the scope of this blog...and my sleep deprived mind.


4. When an effect causes both players to discard simultaneously e.g. Liliana of the Veil, discard your card face down and only reveal it once you're opponent has selected their card to discard. If they see your card first, they'll have more information when choosing their's.

5. Gifts Ungiven: reveal all the cards to your opponent at the same time. The cards you find first are more likely to be the cards you most want in your hand. If your opponent sees which cards you find first, they'll have a better idea of how to split the Gifts. Of course you can try double bluff and find your least wanted cards first...up to you, Gifts is a difficult card to play! Same goes for splitting your opponent's Fact or Fictions: reveal your split all at once. There are many other cards like this, you get the idea.

6. In any format where you can play cards with miracle, you should always 'miracle draw'. That is, look at the card you draw before putting it in your hand. This tells the opponent that you may be playing cards with Miracle rather than them being sure you're not.

7. When sideboarding, always dump most of your sideboard into your deck and then pull the cards out. This will eliminate any information your opponent may garner from watching you. You may even mislead them into thinking your deck has changed more than it actually has. On the same topic, with good preparation you'll be able to sideboard quickly and hopefully catch how your opponent is sideboarding.

Hard mode: Pro tip from Chris Cousens: in limited, have a matching set of lands sleeved up to board in and out at the end of games. This can mislead your opponent into thinking you've changed colours or something else drastic.

8. Keep all tokens and dice off the table until they're required. Otherwise you're just revealing that your deck utilizes them i.e. revealing information.

Don't be this guy
9. If someone asks about your deck and you believe they won't make useful suggestions to improve your deck, then you should not tell them anything. You may play that player during the tournament and they'll have a better idea of whether to mulligan or not. They may even tell other people what you're playing. I've personally won matches because my opponent mulliganed until they had a removal spell because they thought I was playing my Hermit Druid deck when I was actually playing Scapeshift. 
The thing I've just explained is a bit 'hard-mode' but I am obviously a big advocate of it. It really depends on your play group whether it's worth it. Some people will be offended that you won't share with them what you're playing, and maybe your rapport with that player is worth disadvantaging yourself during the tournament. In general I'm happy to tell people what I'm playing if I see the tournament as a testing exercise, in which case I want my opponents to play as well as possible. 
During bigger tournaments I am guilty of asking my friends if they know what my stranger opponent is playing. This makes me a bit hypocritical I guess.... judge me if you will.

Hard mode: If someone asks you what you're playing, lie to them. Tell them you're playing a deck which requires distinct mulligan decisions when playing against. This will give you an edge if you get paired against them. "Oh man, did that Planar Cleansing that I opened get to you?"..."nah, I took the 'X' instead, Cleansing didn't suit my deck, but now I wish I did take it, ha ha!" etc

10. Sam Loy special: Look at your opponent's scorepad at the start of each round. They may have been a lazy scrub and left information on it. If they've scribbled card names down, chances are they're playing Thoughtseize/Gitaxian Probe or the like. Some life total change patterns can give away deck styles too.
example
11. Scout. Once you've finished your match, immediately report the match result, deal with any hunger/thirst, then go straight to the tables in the same bracket as you. Hopefully you can get a scout on your likely opponents' decks for the next round. 'Fedora guy is mono green' 'hot chick is UB control' etc etc

12. Don't scoop. When you're almost certainly dead and going to game 2 or 3, play it out to gather as much info about their deck as possible. Also, you never know: your opponent may misread a card "What?! Rolling Earthquake is both players?!". They may make a rules infraction and the other four they made in previous rounds will add up to a game loss. Their partner may call them demanding sex immediately, so they concede to you and drop from the tournament. You never know...The only exception to 'don't scoop' is if you're 99% to lose the game and you think their won't be enough time in the round to win games 2 & 3.

Ok, there you have 12 strictly better tournament behaviours. If you weren't already doing all these, then I'm happy I improved your game :)

Until next time,

Mulch