Sunday, 25 November 2018

Commander 2018 Highlander Playables

Hello!

This is my Commander 2018, 7-Point Highlander set review (yes, Guilds of Ravnica has long since come out before I published this).

All Highlander players should pay close attention to these commander sets since the power level is unbounded by Modern or Standard. They're like Highlander's own private sets.
Man, all the Commander set cards blend together don't they? Similar set names and no associated story. Same as the core sets. But that's a small complaint. Ultimately I'm just glad we get a few new toys. 

In no particular order:

Putting a card from hand to top of library is super powerful. There are very few ways to do this: Brainstorm, Jace, the Mind Sculptor, Riverwise Augur, Conch Horn, Hidden Retreat...and that's pretty much it, in all of Magic!
Imagine Aminatou with Timesifter, Entreat the Angels, Temporal Mastery, Aethermage's Touch, Descendant's Path and Erratic Explosion. Those are some of the more powerful payoffs but there are plenty of other minor beneficiaries, e.g. Courser of Kruphix. 
Aminatou's other abilities are gravy. Makes sense that a small child would have trouble defending herself, but her blink ability can help; either giving you another ETB trigger or untapping a land for a spell. 
The blink ability goes infinite with Felidar Guardian but you'll need a trigger card to win.
Animatou's casting cost is a big restriction. You don't want to be playing her together with Forest/Mountain, colourless lands or Llanowar Elves. Although the nombo may be worth it in some cases.

Techno Grandma. Art goes against almost all magic zombie lore, but whatever. Bit Minority Reportish.
In my last set review I identified Stitcher's Supplier, Graveyard Marshal and Liliana, Untouched by Death as possible inclusions in a zombie deck. Varina isn't amazingly powerful but it's hard to imagine not playing her if you were already Esper zombies.
The swarmier your zombies, the harder Varina get's triggered.

Here's what totem armor does, in case you weren't sure: "If enchanted permanent would be destroyed, instead remove all damage from it and destroy this Aura."
A decent card for the enchantress deck, which recently got Satyr Enchanter from Core 19.
I can imagine enchanting Serra's Sanctum with Abundant Growth, Unbridled Growth, Wild Growth, Fertile Ground or Overgrowth and untapping it for loads of mana with Estrid. Actually, Estrid doesn't target, so even Trace of Abundance and Curator's Ward work. That's pretty sweet.
Estrid can also protect Serra's Sanctum with a mask. Field of Ruin and Assassin's Trophy have significantly added to the land destruction being played in Highlander. If your opponent can kill Serra's Sanctum, they will do so on-sight, so Estrid's activation will never be wasted by Sanctum being destroyed in response.
I can't imagine Time Vault getting enchanted but that would be sweet. Relic Ward or Curator's Ward perhaps? Wow, I've mentioned Curator's Ward twice and I didn't have it in my Dominaria set review. Sloppy.

Very powerful. Notably it only copies enchantments you control. Here are some of the better enchantments which you can drop beforehand and then blink every turn: Abundant Growth, Ground Seal, Spreading Seas.
If you're playing black there's Sarcomancy and Trial of Ambition.
And of course the enchantments to copy only get better as you go up the curve.


Big body is handy when you don't have Moat.
Even though you can't draw more than one extra card a turn, that's still enough to overwhelm your opponent.
The more cheap enchantments you play, the easier it will be to cast Tuvasa and an enchantment as soon as she resolves. That way she'll at least draw a card even when removed as soon as possible by your opponent.

In case you didn't play in Theros block, bestow spells enter as creatures if the creature they're targetting gets removed before resolution.
Call me crazy but I think this has a home in a some Bant midrange decks (not a great home, more of a one-bedroom apartment). Good with mana dorks which are able to attack as well as ramp up to Kestia, e.g. Lotus Cobra, Devoted Druid (that card comes up a lot), Azusa, Lost but Seeking, Wayward Swordtooth. Courser of Kruphix draws cards from Kestia without bestowing, by virtue of being an Enchantment Creature.
There aren't many 'Enchant creature' auras that are good, perhaps Rancor and maybe:

You might lose the game to removal in response but the times they don't have it you hit them for huge damage. Worth the risk in my opinion. Especially if you're enchanting a 'throw away' creature. For example, Birthing Pod decks often have a 1/1 body lying around after making a token or drawing a card. Suddenly it's the biggest thing ever and crushing face.
You can even forgo the risk if you have True-Name Nemesis or a hexproof creature like Geist of Saint Traft.

Well that was a few new cards for the Enchantment deck. Perhaps it's worth a new look! Now what about the artifact decks:

You really need to be all-in artifacts to get enough out of Saheeli. Making a 1/1 each turn is too slow against too many decks. Therefore, you need to make use of that cost reduction ability. I can easily imagine a deck having four or five artifacts the turn you cast Saheeli, allowing you to cast a significant artifact spell for free immediately. If that happens you've effectively cast Saheeli for free, which is the power we're looking for; The power to make up for susceptibility to artifact hate.
Saheeli's servo generation works nicely with Smokestack.
With regards to Saheeli's double colour cost, it's worth noting that artifact decks really need to play all the artifact lands. This can be a strain on your coloured mana count. Let's have a very rough look at mana bases which include the six artifact lands, Mishra's Factory, Blinkmoth Nexus, Inkmoth Nexus and a basic land of each of each colour played: We want about 15 sources of each colour to reliably cast our spells, so roughly we need the rest of our lands to tap for each of our colours. Fetches do that, but duals only do that for two colour decks. Therefore, artifact decks should stick to two colours unless you cut man lands or add Talismans/Signets for extra colour sources.
What I'm getting at with all this is, you might have to choose between UR for Saheeli or UB for Tezzeret if you're playing artifacts. UG is also a good choice for its land tutors and UW for its equipment tutors.

A pretty cool card. I'm guessing the telchor are super sentient myr warped by Phyrexia. We might be seeing more of them since Karn is returning to Mirrodin New Phyrexia in the story line.
Brudiclad isn't super powerful compared to say, Inferno Titan but we've recently seen the printing of the treasure token and clue token mechanics. Perhaps Brudiclad could transform a bunch of practically blank tokens into myr or greater. Eldrazi spawn, Prossh, Skyraider of Kher and Rite of Belzenlok also come to mind.
Tinker decks value the blueness of Inkwell Leviathan and Sphinx of the Steel Wind for pitching to Force of Will and Misdirection. Brudiclad is arguably the next best blue artifact to Tinker for.

T-t-t-t-Time Vault.
To pull this combo off, you've given the opponent an extra turn, which means they've developed their mana further making it more likely that they're able to kill Tawnos. Ideally you would cast and activate Tawnos in the same turn to get at least one extra turn if he dies. UURR may be hard however, since you're almost certainly playing Buried Ruin and Academy Ruins in your Time Vault deck.
Not many other powerful abilities to copy that I can think of. Expedition Map is ok. Getting double counters from Arcbound Ravager is pretty sweet but Ravager doesn't go in a Time Vault deck (I always seem to screw up one rules interaction in these articles, that could've been it).
Coveted by Mishra's Workshop players everywhere. This is Dreamstone Hedron on crack.
As long as you can prevent your opponent from stealing it, you probably win the game. Flickering or welding this in and out would be amazing. Even just having a way to sacrifice it before it gets stolen would be good enough.

Move over Kjeldoran Outpost.
Sacrificing Thopters is where you want to be. Let's look at good Thopter cards:
Retrofitter Foundry is tutorable with Trinket Mage which is nice.


Do you like grinding and playing around or with Blood Moon?
It's nice to see basics get some more payoff, albeit very slow payoff. That's right, the atlas is the jerk-off rag and those mountains are the jizz.
Planeswalkers are a more mana efficient card advantage engine than this card but I can imagine it finding niches which planeswalkers can't fit, it's cheap mana cost for example.

The best ninja ever.
Would be flavoursome to ninjitsu your....Seht's Tiger? Wow there are so few tigers in magic. Heaps of lions and leonin, barely any tigers - let alone playable ones.
To make Yuriko worthwhile you need to either:
  1. Give her evasion
    Tamiyo, Field Researcher (ok, this is removing blockers rather than giving evasion. You got me)
    I'm actually struggling here. This might be a dead end.
  2. Kill every blocker
    This method means that you won't be ninjitsuing Yuriko in often because you will be playing removal instead of creatures, which also means Yuriko won't have 'safety in numbers' and will be vulnerable to removal. If you do go with this method, make sure that most of your removal can still be useful against decks which don't play creatures. I suppose playing creatures which ARE removal, e.g. Ravenous Chupacabra, could be a way. Getting to return them with ninjitsu is pretty nice too.
  3. Rig the top of your deck with something expensive and ninjitsu her in with a cheap evasion creature. There are many ways to rig the top of your library but few cheap enough to cast and pay the UB for Yuriko on the same turn.
    Vampiric Tutor
    Personal Tutor (e.g. Treasure Cruise)
    Mystical Tutor (e.g. Dig Through Time)
    Enlightened Tutor
    You really need this play to win you the game to make up for all that work. You can either reveal a super expensive card like Emrakul, the Aeon's Torn  or a useful card with high CMC, e.g. delve cards.
Seems like a good win condition for storm combo. Might have to be post-board though, since it's so poor against counterspells. I suppose that goes for any deck which can achieve eight mana without dying, not just storm.
I assume you win the game if this resolves. Although, I imagine most of the spells in your deck will be aimed at getting enough mana to cast this, and more mana is the last thing you need at that point! Cards which actually effect the board AND gain you mana could be a good way to build, although those cards tend not to disrupt the opponent, so that's a deck building challenge.

Niche sideboard card. Good if you're playing creature tutors and most of your guys have >3 toughness. Some decks really don't want to be playing non-creature spells, e.g. they have Nullhide Ferox or Lead the Stampede. Although I can't imagine those decks also wanting to -3/-3 their team.
Could make some cool plays with Felidar Guardian or Restoration Angel.

Polymorph on crack. Not only are you not restricted by 'creature only', it also has retrace. Of course you can still get blown out by removal in response, but there are measures you can take: You can play discard spells to make way for the Reality Scramble, or you can target permanents with Hexproof or Indestructible.
To make Reality Scramble work, you will either have to rig the top of your deck (perhaps with the aforementioned Aminatou) or you can build your deck such that you're guaranteed to hit gold, e.g. you could Reality Scramble a clue token or treasure token and the only actual artifact cards in your deck are huge fatties. If you do build a deck like this, an easy way to lose is to draw your uncastable Polymorph targets, so make sure you can make use of them in your hand.
Side note: I haven't been able to find this card as a single, anywhere. If anyone has one they would like to trade/sell me, hit me up!

Only good against creature decks, which puts it in the sideboard category. However, it's also fairly easy to kill without leaving behind any value, therefore it may not be good enough in some metagames.
I do like it against Birthing Pod decks where they're low on removal and have a lot of death triggers, e.g. Voice of Resurgence, Kitchen Finks, Skullclamp, etc.
I also like it against the Protean Hulk + Flash combo as a Green Sun's-able answer which is easier to cast than Anafenza, the Foremost...Ok, that was a lot of conditions.

This has got to be abusable somehow. I had a search around and didn't find anything that truly breaks it. Probably works ok in Gaea's Cradle Elves. It can either make a couple plants via fetchlands to power up Cradle, or it can get Cradle back if destroyed, Thespian's Stage'd or sacrificed to Crop Rotation.

Alright! That sums up this set review. Apologies if you could've used these ideas before the recent large Highlander event at GP Melbourne, 98 players! Was fantastic. Met a lot of cool players with lots of cool decks. I'm sure all future GP Highlander events will be awesome too. I've already registered for GP Sydney in February next year. Hopefully see you all there, and hopefully I get my Guilds of Ravnica set review out by then XD.

Happy Highlandering!

Mulch

Thursday, 25 October 2018

Core 19 Highlander Playables


Hello,
I think they named this set Core '19 in anticipation of me writing this article a year late, but I showed them! Let's get straight into it:

Great for decks with plenty of two-drop creatures which are good at blocking, because they will often be body blocking for Ajani.
Many creature decks in Highlander utilise the mana-dork + Skull Clamp core. Those decks tend to skip two-drops and go straight to more powerful threes, therefore Ajani is less suited to those decks. He is better at the top of a '1, 2, 3' curve.
Against opposing creature decks you can take the defender's advantage and sit back whilst ticking up to his ultimate. Against control he is a difficult threat to answer and against combo he applies decent damage whilst returning hate bears which may get swept away.
+1/+1 counter synergies can be relevant too, e.g. Walking Ballista.

Fringe playable in artifact control. The reason to play such a deck is to combine the mana boost of Tolarian Academy and Mishras's Workshop with powerful long game cards like Smokestack and Ensnaring Bridge. Tezzeret's card draw is a nombo with Ensnaring Bridge. His thopter generation however, is fantastic with it. The thopter generation also works fantastically with Smokestack.
All the Tezzerets are at odds with Mishra's Workshop. To ease this, you can play mana rocks like signets and talismans.
This version of Tezzeret is only effective against midrange and control. He's too slow against aggro and combo, so you'll be relying on the rest of your deck to handle those archetypes.

Sai-ai-aiiii
Powerful in 'eggs'. I'm imagining tutoring for Black Lotus and playing a string of creatures which return it for effectively free. Chuck Sai in there for a thopter each time:
Eternal Witness
Renegade Rallier
Auriok Salvagers (infinite mana)
Daring Archaeologist
Leonin Squire
Trusty Packbeast! (also from Core 19).
If Blood Funnel ever breaks, then Sai will probably be there with blood all over his hands.
Sai is great with Sensei's Divining Top; guaranteed thopter each turn.

I can't remember how I got it, but I own a foil (resplendent) Refreshing Rain. If a life gain deck exists, that's a decent combo. Although it would just be sideboard because you need the opponent to have a swamp. Urborg, Tomb of Yawgmoth could help, but that's jumping through too may hoops for not that big a payoff. Nourishing Shoal works too.
When 'build around me' cards pop up, it's unlikely you can build a Highlander deck around just that one card. It needs to be roughly the fifth or sixth major payoff printed for that strategy. What are some other powerful lifegain payoffs?
I've always wanted to play Tainted Remedy, although to use it you need targeted life gain rather than just yourself. False Cure is the same. Imagine turn two False Cure + Refreshing Rain and Invigorate. GG.
One day there'll be an infinite combo with Tamanoa, Surely they'll print a card that says "whenever you gain life deal 1 damage to target player".
Tavern Swindler is pretty cool with Resplendent Archangel.

Might look janky but I rate this in mono red. True-Name Nemesis is a real problem for red aggro.

Fringe sideboard card for decks which don't want to kill their own cheap things. There are lots of sideboard cards which are good at wiping out all the cheap things, but if you're playing cheap things yourself, then Isolate could be what you're looking for. Skullclamp will definitely rise in popularity with it's recent reduction to one point, and those decks play plenty of ways to return Skullclamp from the graveyard, so the exile on Isolate is key. Those decks will have plenty of mana dorks to exile too, if need be.

Such a weird posture and it's plates are computer chips. Like a dinobot.
Only attacks for two, which means that you're really relying on that triggered ability to make this good. The faster you get it onto the battlefield, the better.
Regarding it's ability, the big one is obviously fetch lands.
It's pretty nice against Strip Mine / Wasteland lock where it can dig you into your graveyard removal before you run out of lands.
Also great against a few creature combos, e.g. Devoted Druid + Vizier of Remedies. So you probably want to add a zero-cost removal spell like Snuff Out to your deck in case.
I think Runic Armasaur is a metagame card. I only recommend playing it if your expect it's ability to trigger against almost all your opponents.

Filler for hyper aggressive decks. Much much better than a 2/1 haste.
Wizard creatures seem to be getting more aggressive with every set, especially the recent Dominaria. Patience is shrinking everywhere.

Flesh // Blood is still the king of flings since you don't need to sacrifice the creature, but at one mana, Thud takes second place.
There are ways to make a huge creature Thud, some better than others:
·Wall of Blood - Much like Channel Fireball (funny how this term barely means the cards anymore).
and many more!

A recurring dream for Recurring Nightmare decks.
This was the catalyst for the modern BridgeVine deck. I don't think Highlander has enough redundancy for that strategy YET. But perhaps in the future.

Chalking this up on my Training Grounds spreadsheet.
Zombies have lots of 'decent' rank and file cards. They won a pro tour relatively recently, so you know they're strengthening.
If you can find some incidental combos which fit into plan-A of 'horde of zombies', then perhaps zombies could be a real deck one day. Here's an example of a combo I'm talking about:

This plus Phyrexian Altar and one-drop zombies which provide value, i.e. Maggot Carrier and Stitcher's Supplier.
Gravecrawler + Phyrexian Altar wins too with something like Blood Artist, Zulaport Cutthroat or Embalmer's Tools.
When you combine the loose combo threat of Liliana with her passable aggro zombie plan, I think she just gets there.

More suited to the beatdown elf decks rather than the combo focused ones. Still a two cost lord.
Obviously you're not going to be calling many other clancallers with the second ability.

This guy is anything but trash. Goblins have been desperate for instant speed artifact destruction. Until now they've been relying on Tuktuk Scrapper and Tin Street Hooligan. Their sorcery speed has not been ideal. Sure, Goblins could've played cards like Abrade, but anything that isn't a goblin subtracts from all the payoffs in the deck. I believe you should either build to your deck's strengths or change decks.
Here are the big artifacts that have been plaguing Goblins forever: Time Vault, Vedalken Shackles, Sword of Fire and Ice and... Umezawa's Jitte. Jitte absolutely shreds Goblins. 
Goblin Matron and Goblin Recruiter make Goblin Trashmaster's presence felt three-fold. If you look into the future, Goblin Cratermaker is some more instant speed artifact hate.
A few one-drop printings and goblins may jump to tier 2.

Not as worse than Mogg War Marshal as it seems since you get an extra attack with a gobbo, which is probably pumped by a lord.
Mass goblins + lords, that's what we want. We also want Skullclamp.
Gene Holland was running a sweet goblin Contamination list for a while. This card certainly gets in that.

There is barely enough Spirit tribal payoff in modern let alone Highlander. But you never know, a few more spirit sets and Supreme Phantom could have its night at the opera.
Wizards seem to be going the way of all long-running lore, just rehashing their old material (no one's seriously complaining though!). Therefore a Kamigawa revisit may not be far off, which means more spirits!
Whenever I consider tribal cards from less supported tribes I think: "Elves, Goblins and Zombies are getting printed at the same rate, therefore you can never catch them". But at the power level of Supreme Phantom, wizards may be 'rubber banding' other tribes up to speed.
As far as strategy goes, there are some good spirit token generators out there: Lingering Souls, Promise of Bunrei, Spectral Procession and more.

Like a bee: flying around then sacrifices itself for the opponent's displeasure.
Might save your ass against a reanimator deck or prevent you from getting Strip Mine locked. Decent aggro beater in the mean time. Holds equipment well.
Terrible at blocking, so strictly aggro only.
I came across the card Mogg Bombers whilst working on Flash Hulk combo with Michael Leslie. This means beware that you can no longer rely on graveyard hate like Remorseful Cleric to beat that deck. Instead you need replacement effects that use "if", like Rest in Peace.

This however, does deal with the Flash Hulk combo. This is the cheapest creature based answer, undertaking Containment Priest. Thinking a bit more on it, one-cost isn't a huge improvement on two-cost with regards to the speed at which you can tutor for and cast it. Still nice to have redundancy though.
This goes straight into the sideboard of my Merfolk deck.

Narrow sideboard card against hardcore Gaea's Cradle and Tolarian Academy decks. I wouldn't recommend playing this unless you there's one of those decks in your 8-man FNM metagame of whatever.

I have delusions of bringing back my Mishra's Workshop equipment deck. It plays all five double protection swords and every half decent <4cmc flying/trampling artifact creature. 

Happily playing this in my Scapeshift deck. Anytime you see a new card which can recur or recast something, it's almost certainly playable in Highlander due to the higher power cards we have access to.
Here's my latest Scapeshift list in case you want to give it a shuffle, and boy will you be shuffling:

Diligent Farmhand
Wayfarer's Bauble
Font of Fertility
Search for Tomorrow
Nature's Lore
Three Visits
Rampant Growth
Farseek
Into the North
Explore
Time Walk###
Sakura Tribe-elder
Restore
Edge of Autumn
Expansion//Explosion
Doublecast
Demonic Tutor###
Mizzix's Mastery
Reverberate
Fork
Bring to Light
Goblin Dark-Dwellers
Beseech the Queen
Titania, Protector of Argoth
Grim Tutor
Primal Command
Eternal Witness
Dark Petition#
Pernicious Deed
Scapeshift
Clutch of the Undercity
Dimir Houseguard
Snow-covered Forest
Snow-covered Forest
Snow-covered Forest
Snow-covered Swamp
Snow-covered Swamp
Snow covered Island
Overgrown Tomb
Bayou
Tropical Island
Valakut, the Molten Pinnacle
Scalding Tarn
Bloodstained Mire
Polluted Delta
Wooded Foothills
Misty Rainforest
Verdant Catacombs
Windswept Heath
Snow-covered Mountain
Snow-covered Mountain
Snow-covered Mountain
Snow-covered Mountain
Taiga
Stomping Grounds
Cinder Glade
Volcanic Island
Badlands
Bloodcrypt
Smouldering Marsh

SIDEBOARD
Faerie Macabre
Mindbreak Trap
Shattering Spree
Nullrod
Massacre
Thrun, the Last Troll
Sphinx of the Last Word
Gaea's Revenge
Carnage Tyrant
Quagnoth
Leyline of the Void
Extract
Wheel of Sun and Moon
Mistcaller
Toxic Deluge

The best is Doublecasting a Time Walk, which happens occasionally due to all the tutors for Time Walk. Otherwise you're happy to double your Rampant Growth on turn three or protect Scapeshift from a counterspell when you go for it.
In this deck specifically I find Doublecast better than Fork. Counterspells are very popular in Highlander so being able to copy my own stuff without getting blown out is better than being able to copy my opponent's things.

Yeah fine, he's playable. I'm not calling him good, just playable.
There is plenty of card-draw in Highlander, so the discard trigger isn't amazing but it's enough to pass against removal.
There will be times when they haven't got the removal and the transformation just wins the game, but in general he's too slow and not disruptive enough against aggro and combo. Just ok in midrange metagames.

Another enchantress. 
There are so many good creature hosing enchantments; it's tempting to play them all, but I think the key to a successful enchantress deck is to make it as disruptive as possible against control and combo. 
The enchantresseseses which are vulnerable to removal should possibly be in the sideboard.

Pretty straight forward. I could see this in aggro artifacts. Maybe something something like this:

Toolcraft Exemplar
Thraben Inspector
Memnite
Glint Hawk
Hope of Ghirapur
Mishra's Bauble
Urza's Bauble
Vedalken Certarch
Vault Skirge
Signal Pest
Court Homonculus
Skullclamp#
Mox Diamond
Mox Pearl###
Mox Opal
Mana Crypt##
Glint-Nest Crane
Smuggler's Copter
Scrapheap Scrounger
Ensoul Artifact
Stoneforge Mystic#
Thopter Foundry
Sword of the Meek
Erayo, Soratami Ascendant
Arcbound Ravager
Esper Stormblade
Steel Overseer
Porcelain Legionnaire
Phyrexian Revoker
Skilled Animator
Cranial Plating
Trinket Mage
Tempered Steel
Master of Etherium
Steelshaper's Gift
Karn, Scion of Urza
Glimmervoid
Ancient Den
Seat of the Synod
Vault of Whispers
Great Furnace
Tree of Tales
Darksteel Citadel
Tundra
Hallowed Fountain
Flooded Strand
Marsh Flats
Polluted Delta
Scalding Tarn
Arid Mesa
Misty Rainforest
Windswept Heath
Mishra's Factory
Blinkmoth Nexus
Inkmoth Nexus
Plains
Plains
Island
Island
Seachrome Coast

SIDEBOARD
Tormod's Crypt
Welding Jar
Phyrexian Walker
Ethersworn Canonist
Grafdigger's Cage
Masterwork of Ingenuity
Open the Armory
Sword of Fire and Ice
Paradoxical Outcome
Aether Spellbomb
Etched Champion
Heap Doll
Spell Skite
Pithing Needle

I really wanted to fit black into the above list but the sweet manlands and off-colour artifact lands were more enticing.

I vont to EXILE my creature CARDS from my GRAVE YARD ah ah ah.
Pretty powerful effect. Might be some way to make a tonne of bats.
Even the first level thinking of Deathrite Shaman, Scavenging Ooze and Bloodghast seems ok.
Might find a home in Food Chain where you want Eternal Scourge, Misthollow Griffin and ways of exiling creatures from your yard like: Scrapheap Scrounger, Moorland Haunt, Relic of Progenitus.

Don't know why I thought of this; I can't believe there's no card called 'Nightling'. As soon RnD here that name they'll print a black morphling. They already got Torchling, Thornling and Brightling.

Just when you thought the flow of this article couldn't get any worse, I'm now finishing it!
Looking forward to the big Highlander even at GP Melbourne on Friday 16th November. See you there!

Luke






Stomp it down the drain! STOMP STOMP