Friday, 14 April 2017

Aether Revolt highlander set review pew pew

(^_^) Hey!

In a couple weeks the new set comes out!...so it's time for my Aether Revolt Highlander Set Review!!! or A.R.H.S.R. A little Easter treat for you.

Awwright, here we go.

Is this thing a Felidar or is Felidar what it's guarding? Guess we'll never know. All I know is that these are found hunting solo or in packs of 2, 3, 4 or 59 trillion billion. Saheeli Rai...yep, she did feature in my Kaladesh set review (I am so smert), she's been hanging out with this cat beast A LOT. I've yet to see the duo translate into the Highlander landscape but surely someone's tried? Canberra?
But yeah, there are infinite good "ETB" (enters the battlefield) effects which Saheeli and her feline friend can exploit, whilst they're not in each other's company. Ideally you want these ETB triggers to be on two or less costing creatures so that both Saheeli and Felidar Guardian can curve after them; Stoneforge Mystic...Baleful Strix (but then you're black)...ok, not much at cmc 2; wayyyy more at cmc 3:
Eternal Witness
Kitchen Finks
and many more including...

I feel like players don't appreciate how good revolt is in fetch land formats.
Most of the time Renegade Rallier will get back a fetchland, which is already great. Getting back powerful two-drops is awesome.
I love building Skullclamp decks because I'm obsessed and want to fuel the "Clamp sucks Vs. Clamp is broken" feud between the Highlander nations of Canberra and Melbourne (Skullclamp is mindboggling absurd broken by the way). Anyway, Rallier is a precious way of getting Skullclamp back from the graveyard. Skullclamp decks tend to lean on it quite heavily. They also tend to play Birthing Pod and Green Sun's Zenith BOTH of which tutor for Rallier. We always had the aforementioned Eternal Witness but her power/toughness body was never impressive, although Terese Neilsen's depiction of her suggests she would have an amazing body if all our cards came to life.
So yeah, Renegade Rallier also gets back other things, like Saffi Eriksdotter, again and again and again, provided you have a sac outlet, preferably one which wins you the game when you can do it infinite times, e.g. Viscera Seer.

Riding my Standard segway, this card is also good with Felidar Guardian and all dem other Blinky Bill cards. Oh, I forgot to mention Kiki-Jiki, Mirror Breaker is good with Felidar Guardian.
Rogue Refiner is just a decent bit of value. If your deck needs a little meat and you're looking to dig for your power pointed cards or combo, then Rogue Refiner is your man.

Another three-drop which likes a good blinking. Trinket Mage has a set the precedent.
Every three-cost artifact in magical existence as potential tutor targets. Think Ensnaring Bridge, think Basalt Monolith (with Mesmeric Orb). Think every Sword of X & Y. Crucible of Worlds. Shardless Agent...
What is she holding by the way? A metal lacrosse stick? Certainly not a trophy.

Trophy Mage could technically tutor for this card but I wouldn't put them in the same deck. I'd want this in an Affinity style deck with a healthy curve and a few sac outlets. The dream is having Arcbound Ravager, saccing a five-drop to get back Frogmite, casting Froggy for free, saccing Froggy to get back...I dunno, some sweet three cost artifact and then more saccy saccy and playing of zero-cost things with death triggers and charge counters everywhere.
Scrap Trawler is great in Mishra's Workshop beatdown decks and weird Time Vault beatdown hybrid decks. It's stupid that Time Vault beatdown is a thing by the way. Time Vault in my opinion, has way too low of an opportunity cost.

Speaking of cards which could go in Affinity. Affinity's mana is actually quite tricky cause you want to play lands like Mishra's Factory, Blinkmoth Nexus and mono-colour producing artifact lands but you also need access to Esper colours to get enough powerful artifact synergy aggro cards. Spire goes a ways to remedying that.

I feel like this card has potential. I did a Gatherer search to find some kind of enchantment which reads "whenever a creature enters the battlefield, return an artifact you control to your hand" and a few variations of that effect. I couldn't find anything. Wizards are getting better at not effecting infinite combos on old formats...certainly not new formats though (Felidar Guardian + Saheeli Rai; it still baffles me that they missed that), so they may not ever print the second half of 'infinite thopters' combo, but maybe.
You could jamb this in the sideboard of the Affinity deck which has a bunch of cheap artifacts. It's too slow against aggro and combo to maindeck. Sweet with Glint Hawk, Kor Skyfisher and cards of that effect. Paradoxical Outcome is another one.

Not just a nifty artifact creature for Affinity aggro, also plays as Xantid Swarm in combo deck sideboards.

Artifact control/prison decks. Best in Tinker variants, because he helps ramp out drawn Tinker targets.
Should've been called 'Tezzeret, the Florist', since he makes petals. His hand could easily be altered into a Lotus.

Like all the artifact strategy cards so far, this is not powerful enough to build a deck around but it is another card that you would chuck into any UB artifact aggro deck.
To get the most out of Tezzeret's Touch you want plenty of <3 cmc artifacts. If they're already artifact creatures with evasion, then that's even better, like Vault Skirge for example. Artifacts with ETB triggers are also nice since if they're touched, they're more likely to end up back in your hand. Ichor Wellspring is the dream but that card's so bad without a way to sac it.

More artifact goodness. Very versatile and ballistic. Combos with Arcbound Ravager. Is an alternate kill condition for the Hermit Druid combo deck (The Mimeoplasm exiling Lord of Extinction and Walking Ballista rather than Lord of Extinction and Murderous Redcap). I'm invested in the Hermit Druid applications cause that deck is my baby. Do you reckon if I maindecked Walking Ballista as a win condition that opponents would sideboard in Null Rod and Stony Silence? Cause that would be sweet when I switch to Murderous Redcap post-board; probably too deep. Plus, if I use Walking Ballista for the same cmc as Murderous Redcap to kill a Deathrite Shaman, then they can exile my Walking Ballista before the Deathrite dies, neutering my combo, which wouldn't happen with Redcap.
Another creature for my Training Grounds + Thran Turbine + Braid of Fire deck. I'm excited for that one.

This one doesn't go in artifact decks. This one goes in the 'Fling plus zero cost ability' deck. That's a six mana kill, which is probably too slow but hey, always good to be aware it exists in case something weird breaks it. There are many many functionally equivalent Flings and just as many zero-to-activate abilities. I've always wanted to play Ceaseless Searblades with Lavaclaw Reaches and Wandering Fumarole. Crackdown Construct is just better.

Possibly the best Aether Revolt card as far as Highlander's concerned. Finds Time Vault and Voltaic Key, that's enough to make it busted.

Goes in the Hypergenesis deck. That deck is bad but it can still get you. In fact, that deck probably got a lot better with the rules update of split cards. Now it can actually play cheap spells. Hmmm I will have to consult the oracle (Brett Hughes) and return with answers.

Speaking of cards which have been effected by the split card cmc rules update.
These fellas no longer fuse Beck//Call and Breaking//Entering. They do still cast Ancestral Vision and Hypergenesis though. They also don't cast Boom//Bust, anymore.

This expertise is probably still good in the 'expertise abuse' deck. You cast it a turn later but it's effect should regain enough tempo to keep you safe.
Baral's Expertise also has applications in the Tolarian Academy combo deck. If your Academy taps for seven mana (a big ask) and you have Eternal Witness and Candelabra of Tawnos, that's infinite.

Another Academy Assistant. This time it's Cloud of Faeries which is untapping the Academy. This one even draws your deck so it kills with one less piece but is less versatile than Baral's Expertise.

This thing was operating when Donald Trump got elected.
I've seen Lachlan Saunders and Colin Harris use this card to spectacular effect. Once you start untapping Grim Monolith, Mana Vault, Sensei's Divining Top, Staff of Domination, Metalworker, things get weird.
and of course you can always just untap Time Vault like the chump you are.

Storm? I really gotta play storm one day, just to understand it as a points committee member. I'm guessing this doesn't make it into storm due to not reducing the costs of eggs or spells with no generic mana in their cost.
Apart from storm, Baral seems like a shoe-in for any heavy instant sorcery deck. Who cares if he turns on the opponent's creature removal, he only costs two mana and you're probably already running Jace, Vryn's Prodigy for the same reasons. If he lives, party-time-win-the-game, if he dies, they got one a mana up on you, no big deal.

The shenanigans continue. You could have Emrakul be the only card with supertype 'Creature' or 'Artifact' in your deck. However it's probably better to have a two card combo that wins the game. There are a couple risks here: Your opponent could remove one of your targets in response. You may also have drawn one of the creatures you want to flip into. You could get around the second weakness by playing lots of cards which put cards from your hand back into your deck but Brainstorm is the only good one, the rest are very inefficient. Another way of getting around drawing your creatures is to play redundant huge game winning fatties; you know, Iona, Emrakul, Elesh Norn, Griselbrand, etc. Indomitable Creativity is quite difficult to tutor for so you'll want other similar effects to increase the consistency of the deck. Madcap Experiment, Shape Anew, Polymorph, that kind of thing.
Then of course you need to play a bunch of creature makers which aren't creatures or artifacts themselves, e.g. creature lands and token makers.

Man this card's insane. Zoo got yet another sweet beater here. The evasion and resistance to sweepers make it infuriating to play against. Even though I think this card is too powerful to be a healthy card for magic, I do like how it weakens planeswalkers, which wizards continue to push.
I like how Heart has a significant deck building cost. To get the most out of it, you want to be dropping a three-power creature or planeswalker each turn.
Heart crews nicely with exalted creatures but there aren't many of those.
Each artifact themed block adds more powerful artifacts to the pool and main deck artifact answers become more and more relevant. I'm not sure if we're at the point of maindeck Nature's Claim but we're getting there.

Another beater. Definitely not as good as Heart of Kiran but she is playable, especially in mono-red where there are less options.
There is a sweet Bloodghast + Goblin Bombardment aggro deck, saccing Ragavan each combat is cute. Monkey bombardment.

Also good in 'Wide Zoo' with Burning-Tree Emissary. In Highlander there are so many creatures which are all about the same power level but there are only so many slots and so some creatures don't see the light of day. Once you add restrictive cards like Hidden Herbalists, priorities change and 'almost there' cards can actually get played. In this case, Experiment One might become better than Kird Ape because you have a chance of getting it to three-power on turn two. Also, slightly less powerful creatures can get played since they can be cast for GG.

Castable in wake of Hidden Herbalist. In a format full of fetch lands this is just a good card, like a middle Tarmogoyf. 
If there's an elf beatdown deck, this would surely be in it.
I feel like all the revolt cards aren't getting the attention they deserve due to the lack of fetch lands in Standard.

This is the exception. Push is most certainly getting the attention it deserves. I said earlier that Whir of Invention was possibly the best Aether Revolt card, I forgot about this little beauty.
I can't believe I never thought about this but he's not exactly 'pushing' the dude off the balcony. More of a '300 kick':
and if you have revolt...upgrade to this:

Another great revolt card. You can play this in any non-combo deck with nine or more fetches. If you want to up the consistency of revolt, consider Wasteland, Stripmine or even Mishra's Bauble and Urza's Bauble if you're also try to accomplish delirium a la Modern Death's Shadow.

Flametongue Kavu eat your heart out. This is another generally amazing card. I forgot this one when talking about sweet blink effects for Felidar Guardian and Saheeli Rai.
Skinrender and Flametongue Kavu were always kept out of maindecks due to the 'must' clause of their abilities. They need to target themselves on an open board. Vengeful Rebel doesn't have that problem.

I can see this in sideboards against control decks, which lack blockers and ways to deal with Enchantments, e.g. the blue moon control decks.
The tokens come online a turn earlier than Bitterblossom and there's no life loss but obviously you're relying on a steady stream of fetch lands to keep the servos coming. Like the other revolt cards, you'll probably want to tweak your deck to include a few more revolt enablers.

This one needs a lot of work but there are rewards to be had. Sensei's Divining Top is your best friend here. Not only does it ensure that you will hit every time, it also lets you set up some big hits as they appear in the top three cards in your library. 
Without Sensei's Top, you can still set up some good hits. There are lots of tutors which put a card on top. That card could be Emrakul, the Aeons Torn. Tutors which are permanents themselves: The Harbinger series from Lorwyn, Liliana VessMwonvuli Beast Tracker and Conduit of Ruin to name a few.

Cast Channel, cast Planar Bridge, activate it, get Lich's Mirror, then probably win. You will certainly win if you draw the Bridge again in your new seven cards.

Great in Elves or even just a deck with lots of cheap dudes and mana sinks. Especially good with Nettle Sentinel.
Nice to bounce with Karakas.

Snek. There could be an Abzan midrange deck with +1/+1 counter synergies. Reyhan, Last of the Abzan, Hardened Scales, Oran-Rief, the Vastwood, Rishkar, Peema Renegade. Making all these large midrange beaters gives you game against creature decks but make sure you have the disruption you need against combo.

Sweet with Winding Constrictor and Kitchen Finks. Or even better, Murderous Redcap and a sac outlet. Also just good as a lord in Goblins or Elves.

Some Studio Gibli sky pirate action going on here.
Would be sweet to get a +1/+1 counter on a Gideon and get double counter addition happening.
The natural thought with this card is "sweet, get my planeswalker to ultimate super fast" but Skyship Plunderer is very bad at defending your planeswalker. 
Don't get me wrong, Plunderer is still good with planeswalkers but that should be a side bonus to his decent 2/1 flying stats and generally aggro nature.

There are a lot of Oblivion Rings these days. Generally Oblivion Rings are too inefficient but in the enchantress deck, they're awesome.

If you can cast it, excellent, get it in there. Any deck non-combo deck which can produce BB on turn two should be playing this guy.

What kind of deck plays lots of artifacts you don't want to tap? Cause in that kind of deck, this is awesome. Let's list some artifacts which don't tap: equipment, Spellskite, Ruby Medallion and all the other medallions...Heart of Kiran, clue tokens, Engineered Explosives, Pithing Needle. There's enough there for a deck and I'm sure there's more.

Anyway, I hope you found this set review inspiring. Next big Highlander Tournament coming up is Eternal Masters at Next Level Games Dandenong on the 12th of June. Most people will be practicing for the team limited GP in Sydney a couple weeks after but there's some awesome prizes to be had at Eternal Masters if you're willing to put the effort in.

Happy Highlandering!

Luke Mulcahy

Friday, 20 January 2017

To the Moon and Back to Basics


Wussup my fellow Highlander enthusiasts! 

This article addresses the largest point of contention from the facebook discussion which occurred leading up to the Aether Revolt points changes. The point of contention is whether Back to Basics, Blood Moon and Magus of the Moon should collectively be given a point.

I went through the thread and counted the number of unique people on both sides of the arguement, including the unique 'likes' (metadata in full swing! :P). Both sides were large enough that the contention is worth addressing.

THE SITUATION

Non-basic lands are unavoidable in Highlander. The more value/dual lands you play, the higher the average power of your cards, and there isn't enough non-basic hate to punish you often enough to stop playing them. This gives B2B/Moons a 'keep them honest' effect on the format. Cramming your deck full of non-basics is a little like jaywalking; it gives you an edge over fellow pedestrians but if you don't look for cops (Blood Moon and Back to Basics) down the street (metagame), you might get fined.

The effect that B2B/Moons have when cast range from 'nothing' to 'cripples the opponent's mana'. The later outcome makes B2B/Moons powerful and has put them in the points spotlight. The former is often overlooked and can lose the game for the B2B/Moon player. How often these two extremes happen, depends on people's willingness to play around them. There is also everything in between. In that middle ground, the B2B/Moon needs to do a lot of work to overcome its cost: a card, three mana and a lower power deck in general from playing two colours instead of 3, 4 or 5.

B2B and Blood Moon are also difficult to tutor for compared to creatures, lands and artifacts. This means that building your deck around them is a far greater cost because you see your pay-off cards much less often. Magus of the Moon is easy to tutor but also easy to kill.

HOW FAR DO PLAYERS NEED TO GO TO PLAY AROUND B2B/MOON?

When I asked myself this question, the first thing I did was create a rough table of Highlander mana bases. It really showcases how crazy good fetchlands are (too good imo). Keep in mind that I assumed a minimum of one basic land for each colour and two basics for each colour with double costs:


Not sure how clear that table is going to turn out on everyone's screens...it doesn't really matter. I just thought it was cool.

I know my land count preference is a lot higher than other people. I've assumed a minimum 25 land deck in the table. Things aren't that simple, obviously, e.g. I consider Preordain a land if I already have enough blue sources. I also think those >26 land decks in the table are at risk of flood unless they have lots of mana sinks.

How much to play around B2B/Moon is all about percentages. You just gotta pick a percentage that you're happy with. Here are some thoughts to consider, hopefully they help you identify your percentage:

The odds that your opponent has a Blood Moon or Magus of the Moon in play on turn three is about ~29% (using this calculator). If you're playing four fetches and a basic of a colour, you have a ~59% chance of access to a basic of that colour before a moon rises; ~34% chance of getting two different colours and ~20% chance of having three colours. These are all rough number of course, since play/draw is a factor, as are cantrips and fetches which find two basics you want.
In general you can say that you're likely to get two different coloured basics before the moon rises and if the other colour you're playing is red, then you have access to three of your colours. The more basics you play, the higher your percentages.

Back to Basics is a different and typically stronger effect than Moon despite retroactive fetch lands still working. To progress your game against B2B you'll need basics/non-land sources equal to the CMC of your spells, rather than just one of each colour. The lower your curve, the better against B2B.

My take is that non-red three colour decks with mana creatures or mana rocks are good against B2B/Moon. Three colour red decks are also fine. It's the four and five colour decks which can have issues.

When you've finished your match, walk around the room and watch some other matches. Highlander is not only fun to watch but you can also identify which players are on B2B/Moons. Those decks are relatively slow, so there's a decent chance they're still playing. If you face them you'll know to fetch basics game one.

After game one, if you demonstrated that B2B/Moon does nothing against you and you see them siding out a significant number of cards, you can assume that they're boarding out B2B/Moons. This gives you the luxury of fetching more aggressively for dual lands game two. Beware of them bringing B2B/Moons back in game three though.

WASTELAND IS DIFFERENT

Wasteland is a non-basic hate card which is pointed, that's a precedent. However, Wasteland does not put the heavy restrictions on its player that B2B and Moons do. It can also screw opponents as early as turn one, giving them less time to resolve mana creatures and mana rocks, e.g. Signets.
Counterspells, removal and discard also do not work against Wasteland like they do B2B/Moons.

OTHER SMALL DOWNSIDES TO B2B/MOONS

  • Strongly pulls the player to only UR. Therefore low on answers to enchantments and high toughness or hexproof creatures.
  • B2B often locks down its own Volcanic Island.
  • B2B, Blood Moon and Magus of the Moon stack poorly when drawn in multiples.
THE DIFFERENCE BETWEEN B2B/MOONS AND POINTED CARDS

Looking at pointed cards on the list, almost all these are good no matter what the opponent is doing. Oath of Druids is the exception to this but a two mana Griselbrand on turn three is much stronger than locking down a couple lands turn three for three mana.

ARE THEY GOOD FOR THE FORMAT?

What's important is enjoyment. Being locked under a B2B/Moon is not fun but you chose to be weak to those cards; Similar to a creature deck with no fliers or enchantment removal trapped behind a Moat. B2B/Moons create decisions during deck construction and play; The tension between fetching for the 'best mana' verses playing around B2B/Moon is good because it creates dynamics and decisions, which is interesting (compared to everyone playing a minimum three colours with lots of doubles).

B2B/Moons create natural rotation, which is great for any eternal format:


MY CONCLUSION

B2B/Moons can be played around without restricting people's deck options too much. B2B/Moons are only powerful when not played around. B2B/Moons create rotation, which is good for the format.

See you on the glorious field of battle,

Mulch

Tuesday, 6 December 2016

Commander 2016 7-point highlander set review


Wuzzappenen!

The weekend just gone was the Melbourne RPTQ for 2016. It was Modern and I played Affinity. Some very sloppy play and an average deck choice took me to a 2-4 record. Disappointing but I did get to hang out with some good friends, including some from interstate, which was a real treat. Congrats to Jo Sclo, Bennie, Joe Connely and Prads for winning invites. With the RPTQ over and the next one not until March, time to focus on Highlander!

I command you to read my Aussie Highlander Set Review of Commander 2016,

These sets often yield some strong Highlander cards because R&D don't need to hold back on power level for fear of ruining Standard or Modern. Let's see what goodies we have this time.

Like all the four colour legends in this set, her mana cost is very restrictive. I wouldn't play any lands which only produce colourless.
Breya isn't a powerful enough card that you would want to play four colours just to get access to her; If you just stay UR then you can play the much more powerful Blood Moon, Magus of the Moon and Back to Basics, a.k.a the three amigos.
The scenario in which Breya is most likely to see play, is an artifact synergy deck. Funny that her artifact sacrifice ability would be really nice for getting Mana Crypt off the table in the mid-to-late game but you can't cast her with Mana Crypt, so they're incompatible.
Breya is a serious road block. Imagine you're getting beaten down. Drop Breya with two mana open, block three dudes and take out another one with her -4/-4.
Fights Jace well, flies over True-Name Nemesis and beats down fast. Ticks dem boxes.

"I'm back Billy, and I want youuuu"
"That's a huge bitch!"
"Behemoth!"
"Kiss me or I'll crush you"
"It was him, get 'im boys"
/tourettes quote outburst.
Saskia is a massive beating, so much so that I think Zoo decks should cut all their Wastelands/Strip Mines for moxes and splash black. Most of them are already splashing black for Deathrite Shaman (that card is too good).
Saskia even plays defense. 
Nice that you can split her damage between your opponent's face and their planeswalkers.
Any pump you have goes up in strength with Saskia around, especially with trample: Selesnya Charm, Ghor-Clan Rampager. You won't be able to play Kessig Wolf Run due to Saskia's mana cost but that's not a huge loss.

Dark Bant has been one of the strongest decks for a long time. Atraxa is a possible addition. She fails the Jace test and she's very slow against combo, so I think she'll end up in peoples sideboards. However, some people just love creepy angels and will maindeck her no matter what.
Like so many lifelink angels before her, you can play DITS, Tidehollow Sculler and Vendilion Clique to protect her and let her deal with all your opponent's creatures by herself.
Creature type: Horror, doesn't get bounced by Thing in the Ice! :P I haven't seen Thing in the Ice in a Highlander deck, which is a crime.
The proliferate ability on Atraxa is cool but will probably just be incidental value here and there rather than a reason to include Atraxa in your deck.

It's a huge shame that the last four colour general, "Kynaios and Tiro of Meletis" has such a long forgettable name, otherwise we could name the four-colour combinations after them, the same way we use Jund, Bant, etc. The rest of the names work: "Atraxa", "Breya", "Saskia" (just) and then those gay Theros heros had to go and ruin it. The card isn't even highlander playable, cummon!

Speaking of poorly named cards...
This little guy can create some pretty crazy plays. Imagine you cast him, then in your opponent's turn you Sickening Shoal their guy pitching, say Hit // Run for ten damage. Smashing. With this guy in your deck you should prioritise instants slightly higher.
Vial Smasher is a Goblin, a creature type which has been receiving slow but steady support for a long time now. Goblins are definitely on my list of decks to brew.

Goes straight into my bear tribal deck, not that kind of bear.
This guy only just gets there in terms of playability. He dies to bolt and trades with a two-cost Goyf but you'll get some value most of the time and double strike is super powerful.
The flavour of this card is also hilarious, which counts.

Rei and Rohan had a baby.
Can't tell if female of male.
Probably some +1/+1 counter shenanigans that you can pull:
Nothing else sweet really comes to mind. There may not be enough powerful interactions to make Reyhan good yet, but the potential is there.

That's some crazy hair. Red-white equipment aggro could work. Always wanted to play Goblin Gaveleer; I slam my gavel down
Weapons Trainer is a card.
Moxes are now two points.
Equipment is awesome in Highlander.

Khalim's Will, amirite?
Not the greatest but I'd play it. The second ability is nifty against removal.
Here are some particularly sweet creatures for swinging a flail:

Yoink! Ohhh the blow outs. They spend two points, a card and a couple mana. You spend three mana, draw two cards and gain a certain equipment. I'm not going to say which one...I'm not gonna say it.
Sideboard card only. Even in an equipment deck I don't think it's worth main decking this. If you're playing Cunning Wish, you're kind of main decking it though.
If you're playing Merchant Scroll, jam this in your sideboard for sure.
After Saskia, this is my pick for best Highlander card in the set.
According to recent fellow RPTQ failures, Lachlan, Chris and Dillon, this card is unplayable in Canberra ;P

Probably just a sideboard card in storm combo for when the opponent boards out removal.

This card is very sweet. Best in aggro decks where you can make the most of stealing a creature. At worst this is a mana accelerant. The dream is stealing a planeswalker and ultimating it. Actually, the dream is taking your opponent's Time Vault...ohhh baby. Even your own Time Vault works...hmmm.
I really like the flavour text on the card too. Chilling.

Yoink! Yoink! Yoink! If you have a sac-outlet, one-sided wrath. Note that your sac-outlet can't be a creature, otherwise they gain control of it before you can sac their team:

Who doesn't love a good coin flip? This reminds me of my friend, Ponny. In the old PTQ system, he once top8'd with a deck based around Krark's Thumb and Fiery Gambit, which is hilarious enough. What added to the hilarity was that days before the tournament he bought a second copy of this deck because the first copy was too marked from coin damage. He rolled dice instead from then on. In that same tournament I killed Glen Shanley with a Megatog wearing Lightning Greaves in my Affinity deck after he cast Kataki, War's Wage. Those were good times. 
Anyway, back to Boompile. A very rare effect. Much better than Nevinyrral's Disk since on average it blows half a turn earlier and obviously doesn't cost a mana to activate. Making that comparison reminds me of Powder Keg and Ratchet Bomb.
This gives red, blue and black another way of dealing with enchantments. This is a big deal if you're grixis control and want to kill a Blood Moon.

This card is very strong in control and combo. In control you can sculpt your hand whilst fueling Dig Through Time and Treasure Cruise and if you don't need the cards, just get a land. The shuffle effect may even assist a Sensei's Divining Top or Brainstorm.
I can also see combo decks which generate heaps of mana using this to pitch lands for gas or fix their mana with the cycling ability.
Note that if you replace draws with replacement effects, e.g. dredge, then you don't need to discard for the draws you replaced.

In a format of fetchlands, original duals, shocks and pain lands, this land is relatively poor but there are some decks that want it. For example, your deck has multiple colours but also wants to play colourless spells like Thought-Knot Seer and Reality Smasher, or you're playing multiple colours but also playing hardcore non-basic hate.

Alright! that does it for the set review. I've already obtained a Saskia to beat peoples faces in and a Grip of Phyresis to steal a...thing.

Happy Highlandering!

If you're in Melbourne this month (December 2016), here are some festive local Highlander events:
Saturday 17th, midday - The Tabernacle at Ascotvale
Tuesday 20th, 7pm - NLG Ringwood
Friday 30th, 7pm - General Games Caulfield/East Malvern

See you there,

Mulch