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

Wednesday, 6 March 2013

The Borrowing Commandments and Matty G's Shardless Tinker


Moochachos,

Just a quick general topic this time, card borrowing etiquette:
1.    Give maximum notice to the person you want to borrow from.
2.    Ask them nicely.
3.    Travel to meet them, don't ask them to break their schedule to give you cards.
4.    Give them your phone number. Ask them for their's
5.    Arrange how you will return the cards to them BEFORE you even borrow the cards.
6.    Take a photo of the cards you are borrowing and message that photo to person you're borrowing from. Alternatively type a list in your phone and text that list to them. Do this even if they have their own list. Obviously make note if they are foil/foreign/stamped/slightly missprinted etc.
7.    If you have 4 goyfs in your deck but only borrowed 2 of them. The 2 best condition goyfs go to the person you borrowed from. This is good standard practice.
8.    Do not borrow cards if you aren't returning them 1st hand. Neutral parties care less than you do.
9.    If it is absolutely necessary to return cards by proxy, stash a list of the cards with the cards, along with your name, your phone number, the date you left them and the name of who's cards they are.
10. Thank the person you borrowed from and tell an anecdote of how good the cards were.
11.If you borrowed some pimp and someone complements it, tell that person who's cards they are and tell the person you borrowed from about the compliment.
12.I think it's acceptable to borrow the same card no more than twice. If you want to borrow that card again you should buy the card instead. You can always sell it once you stop playing it. If a card is >$150 I think you can ignore this rule.
13.If you fail at borrowing and return cards behind schedule, never borrow from that person again.

Did those rules sound bitter? :P I haven't been too badly stung by borrowers. I lost two shocks once, well before they were reprinted. Apparently I lost Ian Seet's Badlands by proxy, I wonder what he's doin. He's a great guy.

Alright, onto Matty G's deck! 

1 Drift of Phantasms 1 Vedalken Shackles
1 Baleful Strix 1 Pithing Needle
1 Shardless Agent 1 Sensei's Divining Top
1 Coiling Oracle 1 Mox Diamond
1 Deathrite Shaman 1 Chrome Mox 
1 Phyrexian Revoker
1 Scavenging Ooze 1 Personal
1 Thragtusk 1 Mystical Tutor
1 Myr Battlesphere 1 Impulse
1 Wurmcoil Engine 1 Ancestral Vision
1 Inkwell Leviathan 1 Into the Roil
1 Disfigure
1 Underground Sea 1 Dimir Charm
1 Watery Grave 1 Go for the Throat
1 Bayou 1 Repeal
1 Tropical Island 1 Telling Time
1 Breeding Pool 1 Abrupt Decay
1 Overgrown Tomb 1 Putrefy
2 Swamp 1 Lim-Dul's Vault
2 Forest
5 Island 1 Tinker
1 Flooded Strand 1 Gitaxian Probe
1 Polluted Delta 1 Maelstrom Pulse
1 Verdant Catacombs 1 Thoughtseize
1 Marsh Flats
1 Scalding Tarn 1 Jace, the Mind Sculptor
1 Mishra's Factory 1 Garruk Relentless
1 Wasteland
1 Misty Rainforest
1 Seat of the Synod
1 Vault of Whispers

I've thought of a few things to say and I'm just gonna spew them out in no particular order cause it's easier that way.

Matty's a relatively new highlander player which is a pretty tough gig to be honest. We play Thursday nights at Glab (which is tonight, yay!) and there are a bunch of dudes who have been playing the same decks for ages. Refining and tweeking, so their decks are really good and they are proficient with them. Also, those guys aren't going to change their decks anytime soon cause they keep having success with them, so it's up to everyone else to beat them! 2 players that come to mind are Karl Eyre (featured in my blog 2 weeks ago) and Ben Di Stephano, both with GWx equipment decks. Another consistent Highlanderer is Wilfy Horig with UBG Ancestral control, but he hasn't always played that deck.

So Matty G. One night he decided he wanted to try 60 card highlander so he grabbed his EDH deck and whittled it down to 60 cards. This process has been done before, mostly at the old nats events where people would be like "hmmm what're the side events tomorrow? oh look, highlander, I have Elder Dragon Highlander, how different can it be?" Very different! as Matty has found. His current build is far from what his EDH deck was I'm sure.
Anyway, Matt's taken a few loses and he's mixing up his strategy to try a new angle (I'm never sure whether to refer directly to the analysee "you" or indirectly "Matt", which would be better?). I imagine the reason Matt moved away from counterspells because they aren't his style.
Counterspells are a good compliment to Tinker because you can protect your artifacts from getting destroyed, but protecting your artifacts isn't a necessity if you add a few more to the deck, which Matt has done in his latest iteration. GWx equipment decks are also pretty big right now and they are good against counterspells. 

Matt wants to play Shardless Agent and I respect that, I love Shardy, but he does make deck construction quite tough as Matt mentioned. Only cards he's truly terrible with at the moment are Chrome Mox and Mox Diamond....Ol'Shardy, Shardonay, Smoke-a-shard, Charishard, Shardeeeeeyyyyyyyy!!!!!!

So those things I was going to mention:
1.    Card suggestions:
·       Tarmogoyf, the man, get him in their.
·       You're playing plenty of tutors for Tinker, so protect it and win the game. Duress and Inquisition of Kozilek.
·       Vendilion Clique is another solid card which can protect your Tinker by putting their answer on the bottom and it's also a good beater.
·       You can add the 3 remaining on-colour fetch lands, play them over 1 of each basic. You really want to max out your fetchlands when you're playing Deathrite Shaman, Sensei's Divining Top, Brainstorm (will refer to this again soon) and Jace. Plus they make your mana better and increase your island count for Vedalken Shackles.
·       You're playing Chrome Mox and Mox Diamond because they're good with Tinker. To make the most of the speed boost and to regain the card disadvantage, you can add more draw spells. Phyrexian Arena and Thirst for Knowledge are two that come to mind.
So Telling Time is in this list, I suspect you may have cut it by now, as there are a bunch of cantrip spells which perform better like:
 Brainstorm (also great for putting your Tinker Targets and late drawn moxes back into your deck)·       Preordain, Ponder, Serum Visions etc. All these dig spells are great in decks which have varying card functions and cards which regain all the tempo lost whilst digging (e.g. Tinker, Vedalken Shackles, Thragtusk).

Some other sweet artifacts that Matt could add include:
·       Porcelain Legionnaire. Matt's already walking down the dude path. This guy is a serious wall for zoo decks and if Matt adds DITS (duress, inquisition, thoughtseize) he can protect it.
·       Trinket Mage. The trick with Trinket Mage is finding enough artifacts that are good by themselves. Too few and late game you'll draw Trinket Mage with no targets and he'll be shit. One artifact that doesn't see enough play is Cursed Scroll. When you're playing Shardless Agent all your cards are pretty proactive so you won't be banking cards in your hand and making Cursed Scroll shit. He also plays Chrome Mox and Mox Diamond to drop his hand size.

The only bad card in this deck is Coiling Oracle. Coiling Oracle is Elvish Visionary more than 50% of the time and Elvish Visionary is unplayable outside of Elves. Actually it's worse cause your opponent sees the card. When you do flip a land, you get a rampant growth and a 1/1. A 1/1 in Matt's deck isn't very useful. Most of the time it'll chump to gain ~4 life. Occasionally a 1/1 will let his planeswalkers live an extra turn. I know I played Coiling Oracle in Scapeshift. It has since been cut as it performed badly.

Into the Roil isn't bad but it can probably go. It's a good card if you have a lot of card advantage and will win the late game. Matty has a bit of card advantage in his current build but not compared to Ancestral Recall decks.
Good to see Matty trying out the new Dimir Charm. Don't know how this will perform. Will have to get some feedback on that one.

Having done a couple of these deck analyses, I'm getting conscientious of turning everyone's decks towards similar cards. With this in mind there is a chance I will break my '1st deck posted' rule if that deck is very similar to a deck that I've already analysed.

Think I'll have a Mango Milkshake and watch the movie 'Trainspotting'. I've heard it referenced a bunch but know nothing about it. Hope it's good.

Oh, and congrats to Sam Loy on winning the Adelaide PTQ, about time he got a big result, man I wanna win the Melbourne PTQ this weekend. Neems, Isaac, Sam...great travel crew.

Chao yo!