Hi everyone. Due to technical limitations, we're moving our blog to another site:
http://limitlessintel.wordpress.com/
See you there!
Monday, November 18, 2013
Saturday, November 16, 2013
Introducing a casual format: Tower!
Hi everyone! We're finally back. Today I'm not gonna talk you about a limited archetype, or a Standard deck… Today I'm going to introduce you a new casual format: Tower.
What is Tower?
Tower is a casual multiplayer format, designed for fun. It's played with special rules, which are explained below. I'm not sure if the format already existed in some variation. We've been it playing a lot in Cockatrice recently, and it's hilarious.
Rules:
-There is only one deck. That deck is The Tower, and all players get their cards from it.
-There's a pile of 7 cards at the table, from which players pick one card every turn. Once the pile is empty, it refills with 7 new cards.
-Every turn, the active player picks one card from the pile, and gets to draw one card from the Tower (resulting in two draws every turn). Normal draws are taken from the tower normally.
-There are no lands in the Tower. Instead of playing a card as a spell, players may use cards as lands. This cards give mana of their color identity (multicolored lands are duals). Once the land is in play, it's treated as a land. It has no colors and its converted mana cost is 0. Monocolored lands count as basics. Lands played this way use normal land rules (don't use the stack, etc.).
-Each player has his own graveyard, but the deck is the same to all players. Tutors/scry/shuffling work on the tower.
Building the Tower:
This is what makes games really fun. A tower can have any number of cards (but it can't have lands). You can pick an Unpowered Cube, cut the lands and the tutors (tutors are really awkward, from my experience), and play it, but I recommend trying to build your own Tower. Keep in mind that in this format, everyone can get any card, so interactions between cards are really important.
Well, that's all for now. I hope you enjoy this format as much as we do.
Have fun!
Tuesday, November 12, 2013
w00t.
Hi guys, we'll be back with an article tomorrow. Meanwhile, you can watch Break's Twitch, where he's gonna stream drafts and stuff:
twitch.tv/breakbricker
twitch.tv/breakbricker
Wednesday, November 6, 2013
Standard: The Rock
Hi readers! We're back with a guest article! Remember you can send us your articles and we'll publish them!
Howdy
readers who Break imprisons in his basement. I am Frozen Phoenix (some of you may know, some of you may not. Not sure which you’d prefer), and though
it’s been at least a month in the making, I’ve finally gotten around to writing
an article for this blog. What you all
get to learn about from me, and you can thank me later for it, is the classic
Green/Black Midrange deck, The Rock.
First: What is The Rock?
Originally,
The Rock was a Green/Black deck back from the past, based around two notable cards. Phyrexian Plaguelord (The Rock) and his
millions (of Squirrels), brought in from Deranged Hermit. What is The Rock nowadays? Quite moved on from that idea, The Rock is a
BG Midrange deck that focuses just on grinding out card advantage through efficiency. Efficient Lifegain, card draw, removal, just
all around good stuff, much like Jund was last Standard (though with a
potentially more consistent mana base). With rotation, Thragtusk, Mutilate, and Disciple of Bolas said goodbye,
leaving some voids. However, with Theros
brought plenty of goodies, and now we reach how the current deck exists.
Second: What Rock are we on?
Theros
has brought with it a very powerful mechanic: Devotion. Look at any Top 8 of any SCG Open or Grand
Prix for Standard and you can see some cards that care about it. Nykthos, Shrine to Nyx, the Gods, Gray Merchant of Asphodel, you name it. And
that leaves you with multiple places you can go to when building the deck. You can go with a base Black, heavy devotion
build. This build runs Gray Merchants,
Nightveil Specters, and really only has Green for pieces of removal such as
Abrupt Decay or Golgari Charm, with the few strong cards such as Scavenging Ooze thrown in there as well. Or you can
go a more balanced G/B list, which runs more green cards such as Sylvan Caraytid
or Polukranos, World Eater. This current
article is on the latter.
Third: My Rock
This
is the deck I ran at my last FNM and though it is not my current build, it is
the build I have played the most with.
Creatures:
15
Enchantments
: 6
1x
Bow of Nylea
Instants
& Sorceries: 13
2x
Thoughtseize
2x
Abrupt Decay
2x
Putrefy
2x
Devour Flesh
Planeswalkers:
2
Land:
24
9x
Swamp
7x
Forest
Sideboard:
15
2x
Witchstalker
2x
Duress
1x
Devour Flesh
2x
Doom Blade
The
idea of the deck is honestly straight forward. Your victory is through attrition.
But this wouldn’t really be a good article if that was all I said, so
we’ll break it down from there.
Creature
Base:
4x Desecration Demon: This guy is nuts now. Last Standard, you were ever so disappointed to pull this in your pack,
and I don’t blame you. Lingering Souls,
all the Undying… he was just too weak.
However, now those days are gone and this 6/6 for 4 is much harder to
deal with. He will place your opponent
under so much pressure, fast.
3x Reaper of the Wilds: Three may be the wrong number for this guy (and personally
I have reduced the count to 2 in my current build), but Reaper is quite a
mighty foe. Between the amount of
removal, Desecration Demon and Polukranos, and yes, Reaper itself, you should
be scrying an awful lot. That means
cycling through your deck like crazy (especially with Underworld
Connections. More on that later). Deathtouch for 1 and Hexproof for 2 are not
bad either. Depending on the match-up
however, this guy -can- be 6 mana to
play, wanting to leave up hexproof.
2x
Polukranos, World Eater: I bashed this guy the moment he was spoiled. Do I regret it? Ehh, not really. However, he is very powerful. A 5/5 for 4 is frightening, especially
amongst your other 2 threats. Even more
so when this threat can come down on Turn 3 thanks to Sylvan Carytid. Late game, he’s a very large mana sink that
gets chump blockers out of the way. However, Legendary and all, we don’t want multiples, so 2 is the magic
number for him.
2x
Scavenging Ooze: Arguably the best 2 drop in Standard. Graveyard strategies may be mostly a thing of
the past, but Standard is still a heavy creature format. That means creatures dying, and the Ooze
having something to feed off of. It
gains life, it gets bigger, and can eventually be just as large as a
Desecration Demon. However, 2 Oozes
don’t work well together, so we don’t necessarily want them repeatedly. 2 is again, the magic number.
4x
Sylvan Carytid: Four may be too many, but this card is the new “Farseek.” Sort of.
It dies to boardwipes, but this thing also has an advantage over
Farseek. It can block. Hexproof and 3 toughness means that quite a
few aggressive creatures can’t get through it (between Cackler, Ash Zealot,
Burning-Tree Emmisary, and even Firefist Striker, who can’t target it with
Battalion). Four may be too many, but I
do recommend this card in your build at least as a 3 of.
Enchantments:
3x
Underworld Connections: If Reaper of the Wilds isn’t already cycling you through
your deck, this card should be. Underworld Connections can just be insane. Often times if control lets it resolve,
they’re in for trouble, as now you can continue racing them in the Card
Advantage War. However, you do need to
be careful on how much life you’re spending. Luckily, we have…
2x
Whip of Erebos: This card is the nuts. The 4 mana Unearth effect is very
powerful(even though a bit of a nonbo with Scavenging Ooze and to an extent
Desecration Demon). And amazingly, there
is text on the card other than that.
Lifelink to all your guys is huge when every creature bar Sylvan Carytid
has the ability to at least have 4 power.
Being able to jump yourself up to 40 life off of just 3 attacks never
felt so good. However, like Polukranos,
it is Legendary, and like Ooze, redundant in multiples, so 2 is once again the
sweet spot.
1x
Bow of Nylea: I wish I had room for a second. This card can be so powerful. Repeatable life gain, the ability to recycle cards from your
graveyard (though less useful, it does stop you from being milled out), making
your creatures even stronger, and of course the bit of flying hate.
Sorceries
and Instants:
2x
Abrupt Decay: There are quite a few permanents in Standard that this card
hits. Though it is stronger in Legacy
and Modern, this card is still quite powerful as a removal spell. Detention Sphere, Boros Reckoner, Nightveil
Specter, opposing Underworld Connections, as well as Hammer of Purphorus and
just miscellaneous small creatures can all be straight up removed by this card.
That’s mighty.
2x Putrefy: Kills creatures. Kills
artifacts (though the only relevant ones being the God weapons, however Bident
and Whip are not hit by Abrupt Decay, leaving this card with that helpful aid.)
3x
Hero’s Downfall: The day Black can now deal with Planeswalkers has come. "Murderbore", as this card as this card has been
named is such a helpful tool in this deck. The ability to actually deal with opposing planeswalkers outside of
combat is amazing, even more so at instant speed. Three to four of for sure.
2x
Devour Flesh: This is one of the only ways The Rock can deal with things such as
Blood Baron of Vizkopa. It also has the
notable benefit of being able to target yourself and gain 5 life off of your
Polukranos or Reaper or even more off of Ooze or Demon (or even just 3 from
Carytid).
2x
Thoughtseize: Welcome the return of one of the greatest discard spells of all
time. You don’t always Turn 1
Thoughtseize, in fact there are times I’ve sat on a Thoughtseize for a whole
game and never had the need or desire to cast it (though that may just be error
on my part). But this card is such a
powerful element to this deck that I wish I had more than 2 to run. Ideally, you want at least 3 somewhere in
your 75, maybe even 4.
2x
Golgari Charm: This card can do everything. Ok, maybe not everything, but it’s pretty close. This thing has a mode that can be relevant in
every single match-up. It counters
Supreme Verdict, destroys every weapon, Detention Sphere, Underworld
Connections, Assmemble the Legion…just so much value. You want these in your 75. No matter what.
Planeswalkers:
2x
Vraska the Unseen: Our political assassin from Rav has her strong suits. Though her +1 is most of the time irrelevant,
being able to nuke any nonland permanent the turn she comes down is quite
powerful, especially when mixed in with the ability to potentially win games
with the ultimate. You don’t have to run
her, but I do like her in the deck, even if you only run 1 somewhere in the 75.
Lands:
Basic
land package. More Swamps than Forests
due to more double black cards. Mutavault, though a good card, I feel dilutes the mana base too much
with this current build. In a more Black
base deck, I would be behind a few Mutavaults however.
Sideboard:
Various
hate cards. No Mistcutter Hydras was a
personal meta-choice that should be changed if you don’t know what your meta is
going to look like. Witchstalker may
seem a slight bit out of place, however the card can do work. It is resilient against aggressive decks, especially
alongside Sylvan Carytid. It’s also not
bad against control decks. Only other
notable thing could be that Doom Blades could be mainboarded, potentially over
the Golgari Charms in the main.
Other
Notable Considerations:
Boon Satyr is a consideration for the deck as a 4/2 instant speed creature is quite
a surprise for opponents, especially when you can throw it on any of your other
creatures (4/5 Sylvan Carytid anyone?
No? Ok.) Ratchet Bombs and Gaze of Granite can also
be considered as sweeper effects, even though neither are the most
optimal. Lotleth Troll can be used as a
cheap defensive, yet also aggressive creature if you aren’t a fan of
Witchstalker.
Conclusion: End Of The Rock
The
Rock is a powerful deck to run. It may
not be the “best” deck in Standard right now, but one can argue for its
viability The deck is just a blast to
play, it has so many inner workings and is just efficient. So if you’re looking for a fun deck to play
or you want a “control” deck for this Standard that is closer to a midrange
deck, give The Rock a try.
-Frozen Phoenix
-Frozen Phoenix
Sunday, November 3, 2013
Green Devotion
I know it's been a long time coming, but here it is. Today I'll be talking about devotion to Green, splashing Red. Here's the list I've been using and one that won the SCGO: Seattle.
9 Forest
4 Stomping Ground
4 Temple of Abandon
4 Nykthos, Shrine to Nyx
2 Mountain
4 Voyaging Satyr
4 Sylvan Caryatid
4 Elvish Mystic
4 Burning-Tree Emissary
3 Scavenging Ooze
3 Polukranos, World Eater
3 Arbor Colossus
2 Nylea, God of the Hunt
1 Mistcutter Hydra
4 Garruk, Caller of Beasts
3 Domri Rade
2 Xenagos, the Reveler
SB: 1 Domri Rade
SB: 3 Mistcutter Hydra
SB: 1 Chandra, Pyromaster
SB: 3 Burning Earth
SB: 2 Wasteland Viper
SB: 2 Nylea's Disciple
SB: 3 Mizzium Mortars
9 Forest
4 Stomping Ground
4 Temple of Abandon
4 Nykthos, Shrine to Nyx
2 Mountain
4 Voyaging Satyr
4 Sylvan Caryatid
4 Elvish Mystic
4 Burning-Tree Emissary
3 Scavenging Ooze
3 Polukranos, World Eater
3 Arbor Colossus
2 Nylea, God of the Hunt
1 Mistcutter Hydra
4 Garruk, Caller of Beasts
3 Domri Rade
2 Xenagos, the Reveler
SB: 1 Domri Rade
SB: 3 Mistcutter Hydra
SB: 1 Chandra, Pyromaster
SB: 3 Burning Earth
SB: 2 Wasteland Viper
SB: 2 Nylea's Disciple
SB: 3 Mizzium Mortars
The deck works as a synergistic/combo strategy by having massive devotion to green and activating Nykthos to essentially cast everything in the deck. We have four outlets for the large amount of mana from Nykthos, those being Polukranos, World Eater's Monstrosity, and Mistcutter Hydra. The singleton in the mainboard is for that reason alone, being a highly efficient mana sink. Arbor Colossus is also included in the main to increase our devotion by 3, while being a massive beater.
The deck has resilience to a lot of removal by running Domri Rade, and the very powerful Garruk, Caller of Beasts. Lead the Stampede every turn is quite hated and feared by control, or even removal-heavy midrange decks. Another card that gives reach post-wrath is Scavenging Ooze, eating up your own graveyard for life and value in the form of +1/+1 counters.
Another quirk with this deck is Xenagos, the Reveler. His main role is to provide mana through his Gaea's Cradle-esque +1 ability, making massive mana, and allowing you to put out your hand in a single turn or two. Xenagos also helps out against aggro strats by putting out 2/2 blockers, and their haste does work when trying to alpha strike an opponent. Some versions of this deck use Reverent Hunter, but it has been excluded from this list as it's a little too clunky, and doesn't do quite enough on it's own. In fact, it's an overkill card in the situations where it is useful, and when you topdeck it post-wrath, you have a rare Grey Ogre. Not really the best, and beaters and monsters are preferred more.
The rest of the deck is quite straightforward, as is playing the deck. Voyaging Satyr untaps Nykthos, and ramps into your best creatures, all the while adding more dorks and threats to the board. It's a very aggressive midrange strategy with quick wins, and has some degenerate board positions at times.
The sideboard is a little more interesting, and helps against a lot of matchups. Domri, Mistcutters, and Chandra help out against control, as Chandra's 0 is card advantage in red, quite useful, while Domri fills your hand while still increasing in loyalty, and Mistcutter's "cannot be countered" clause is quite strong in those matchups. Chandra also helps against RDW decks, killing their Firedrinker Satyrs. Mizzium Mortars helps out against Blood Baron of Vizkopa, who has become a veritable bane of the standard format as it stands now. Nylea's Disciple works wonders against RDW and quicker midrange decks, netting you a lot of life occasionally.
Overall, what you have here is a big mana, resilient, card-advantage based midrange, and sideboarding gives you a lot of range against most of the other top decks in standard right now.
Well, that's it for today, and as always, have fun playing Magic!
Cheers,
Brick
Thursday, October 31, 2013
Brewing Theros Standard
Hi, readers (if someone's still there), I'm Beusapu. After six days of inactivity, we finally got time to write. I'm gonna talk about some decks i've been testing in the new standard, with different success. Keep in mind that most of them are a bit unpolished, and i'm not gonna write a long guide about them, the goal is to discuss possible new archetypes and roguedecks.
JUNK REANIMATOR:
During last standard, Junk (BGW) reanimator decks dominated for a long time. Unburial Rites bringing back Thragtusk and Angel of Serenity created a lot of value and card advantage, specially against aggro. But many key cards of the deck have rotated, specially our reanimation spell, Unburial Rites, so... how is it possible to keep the monsters coming? The answer is simple:Junk Whip Reanimator
Creatures:
Spells:
1 Putrefy
Lands:
4 Forest
3 Swamp
Sideboard:
SB: 1 Sin Collector
SB: 2 Lifebane Zombie
SB: 1 Hero's Downfall
SB: 1 Blood Baron of Vizkopa
SB: 1 Underworld Connections
SB: 3 Thoughtseize
SB: 2 Golgari Charm
SB: 1 Ashen RiderSB: 2 Obzedat's Aid
This deck has a similar gameplan to the reanimator decks from last season. It's a midrange deck, with cheap mana producers, cards like Loxodon Smiter to put pressure on the early game, and a graveyard package consisting on 2 Grisly Salvage and 4 Commune with the Gods. The main difference is that here our reanimation spells won't just fall to the graveyard like Unburial Rites did, we need to have a Whip in play if we want to get value (that's why the list plays 4 Commune with the Gods).
Once we get Whip online, we can start getting a lot of value and grinding our opponents. Obzedat, Ghost Council works perfectly with the Whip (once we get him back, we can exile him and get him as a "normal" creature), and we can get many ETB effects.
An interesting spot is the 4-drop creature. I've chosen Reaper of the Wilds over Desecration, simply because it's infinitelly better against aggro decks, and it's more resilient against control.
Our best matchup is probably aggro. The lifelink from Whip makes it impossible to race us, and our creatures will be big enough to hold our opponent's hordes. Against control, we can enter the "fatty mode", and start dropping bombs every turn, and recovering them with whip later. The matchup against Mono Black devotion is tough, and games get really grindy, but we have helpful cards in the side.
BIG PROPHET BANT
Our next deck is a midrange deck that can generate absurd amounts of mana, and kill with a huge army of creatures:Big Bant:
Creatures:4 Sylvan Caryatid
4 Elvish Mystic
2 Voyaging Satyr
2 Scavenging Ooze
2 Prime Speaker Zegana
3 Prophet of Kruphix
3 Polukranos, World Eater
2 Kalonian Hydra
Spells:
2 Sphinx's Revelation
Lands:
4 Temple of Mystery
4 Breeding Pool
3 Nykthos, Shrine to Nyx
4 Forest
1 Island
4 Temple Garden
3 Selesnya Guildgate
2 Plains
Sideboard:
SB: 1 Scavenging Ooze
SB: 3 Mistcutter Hydra
SB: 2 Cyclonic Rift
SB: 3 Detention Sphere
SB: 3 Ready // Willing
SB: 3 Negate
Our biggest problem, as you probably have noticed, are board wipes. UW and esper control are awful matchups, and we need 3 copies of Ready // Willing or Rootborn Defenses in the side if we don't want to see all our creatures killed by one Supreme Verdict. Our aggro matchup is good, obviously much better on the play. MonoU devotion can be a problem sometimes, since we don't have enough maindeck removal. The deck is a bit fragile, but it's fun to play and it can win epic games.
JUND MIDRANGE
This is the classic midrange deck using big creatures, good removal, and hand disruption. It's an effective deck, the best example of a "fair" deck that can win against any opponent.Jund Midrange:
Creatures:4 Sylvan Caryatid
4 Elvish Mystic
3 Reaper of the Wilds
Spells:
Lands:
4 Forest4 Overgrown Tomb
1 Swamp
4 Temple of Abandon
4 Blood Crypt
4 Stomping Ground
3 Rakdos Guildgate
Sideboard:
SB: 3 Lifebane Zombie
SB: 2 Underworld Connections
SB: 3 Golgari Charm
SB: 1 Doom Blade
SB: 2 Mistcutter Hydra
SB: 3 Flames of the Firebrand
SB: 1 Hero's Downfall
We have 8 mana dorks, and a lot of high impactful 4-drops. Our removal and discard package has the best options avalible: Hero's Downfall, Thoughtseize, and Rakdos's Return. It might be confusing that we're running Mizzium Mortars over Dreadbore, but it has the option of becoming a wipe, and it also kills Blood Baron of Vizkopa. Doom Blade is a good option too, and it depends on the metagame you're expecting.
UR GLASS CANNON
Our last deck today is, like the title says, a glass cannon. It can win extremelly fast, even on turn 4, but it's also easy to disrupt.The gameplan is to use creatures that reward us for casting spells, cypher cards, and cheap removal/disruption. Our key creatures are Nivmagus Elemental, Akroan Crusader, and Young Pyromancer. One of our best starts is a turn 1 Crusader, followed by Hidden Strings or Trait Doctoring. Now, we can encode our cypher spell on the haste token, and swing for another effect. Add Nivmagus or Pyromancer, and you just get an army that will make any monoR deck feel ashamed.
UR Glass Cannon:
Creatures:4 Young Pyromancer
4 Nivmagus Elemental
4 Akroan Crusader
Spells:
4 Hidden Strings
4 Quicken
Lands:
5 Island
5 Mountain
4 Steam Vents
4 Izzet Guildgate
Sideboard:
SB: 2 Mizzium Skin
SB: 3 Izzet Staticaster
SB: 2 Frostburn Weird
SB: 1 Island
SB: 3 Negate
SB: 1 Izzet Charm
SB: 3 Spellheart Chimera
Trait Doctoring might look a little clunky, and in fact, the whole deck is a bit clunky. But it's awesome when it works, and all our creatures have synergy with it. The deck is obviously fragile. We have only 16 creatures, and sometimes our turn 1 Nivmagus dies to a Shock and we have nothing to do. 18 lands is the correct number, as all our maindeck cards cost 2 or less, and we have another land in the side if we side in our 3 drops.
The rest of the deck includes cheap removal spells, like Lightning Strike or Mizzium Mortars, and disruption. Spell Rupture isn't Mana Leak, but with Nivmagus Elemental it can be even better, and it's great at stopping early blockers. Keep in mind that Hidden Strings can let you have the mana untapped for the counterspell.
Well, that's all for now. I hope you liked the decks, and we'd like you to suggest us your ideas and discuss how to improve the decks!
Have fun playing!
Beusapu
Sunday, October 27, 2013
w00t.
Hi, readers! Unfortunatelly, we can't bring an article for today, but tomorrow we'll post about Standard Mono Green Devotion.
Friday, October 25, 2013
Commander Cube!
With the release of Commander 2013, and my mind firmly fixed on limited, I decided to make my first foray into the world of cubing! Now, bear in mind I have no previous knowledge of how to cube, nor any real need to make a cube "competitive" whatever that means. Now, on to the cube itself!
This cube consists of only Commander 2011, Commander 2013, Planechase, and Commander's Arsenal cards, and even then, it seems to have touched 700 cards, which seems like a big deal. It's a singleton cube, and the multiples in Planechase aren't really multiples in the cube. Fixing is plentiful, 71 cards to do that for us, and a ton of creatures and powerful, multiplayer themed spells.
Speaking of multiplayer, the way this cube is played is an 8 player draft, and the first round will be two tables of 4 players each. That's right, just like EDH is played. Now, the deck size minimum is upped to 60 cards, to support this multiplayer format, and to top it off, your deck needs to have a commander, and is regulated by normal commander rules. The commander is either a) Drafted by you or b) Given to you by our dear friend, EDH Ultimate Bravery. A commander is by default assigned to you by Ultimate Bravery, and you can choose to use it, or use one you drafted. Now, the deck is not limited color-wise by your commander at all. It simply needs to share colors with your Commander. (After all, what's a commander if he/she is not castable?) The final match, after the two FFA victors are crowned, is a 1vs1 match, so be sure to board your True-Name Nemeses!
EDH Ultimate Bravery: http://www.falconsyndicate.net/EDHGen.aspx
The cube itself will be tweaked over time, and some cards removed, some cards added, depending on which deck ends up being broken or much weaker than the others, and it will all be fixed over time. For now, the cube only consists of cards from the above sets, but I'm willing to add more fun, interactive cards over time. Some cards seem kinda poor at first, and I'm willing to give some cards a shot. The list will probably be ever changing over the first few tests, and we'll go from there.
The Cube Itself: http://tappedout.net/mtg-cube-drafts/commander-cube-25-10-13-1/
Anyway, let's hope we have fun cubing!
Cheers,
Brick
EDIT: Since the Commanders themselves make too much of an issue, we will be doing away with them entirely. So the games will be 4-way FFA and then a final 1 vs 1. Now, some cards seem bland at first sight and some pretty amazing, and we'll see where it goes. I'm open to suggestions to add cards instead of such cards like Colossal Might but we'll deal with that later.
This cube consists of only Commander 2011, Commander 2013, Planechase, and Commander's Arsenal cards, and even then, it seems to have touched 700 cards, which seems like a big deal. It's a singleton cube, and the multiples in Planechase aren't really multiples in the cube. Fixing is plentiful, 71 cards to do that for us, and a ton of creatures and powerful, multiplayer themed spells.
Speaking of multiplayer, the way this cube is played is an 8 player draft, and the first round will be two tables of 4 players each. That's right, just like EDH is played. Now, the deck size minimum is upped to 60 cards, to support this multiplayer format, and to top it off, your deck needs to have a commander, and is regulated by normal commander rules. The commander is either a) Drafted by you or b) Given to you by our dear friend, EDH Ultimate Bravery. A commander is by default assigned to you by Ultimate Bravery, and you can choose to use it, or use one you drafted. Now, the deck is not limited color-wise by your commander at all. It simply needs to share colors with your Commander. (After all, what's a commander if he/she is not castable?) The final match, after the two FFA victors are crowned, is a 1vs1 match, so be sure to board your True-Name Nemeses!
EDH Ultimate Bravery: http://www.falconsyndicate.net/EDHGen.aspx
The cube itself will be tweaked over time, and some cards removed, some cards added, depending on which deck ends up being broken or much weaker than the others, and it will all be fixed over time. For now, the cube only consists of cards from the above sets, but I'm willing to add more fun, interactive cards over time. Some cards seem kinda poor at first, and I'm willing to give some cards a shot. The list will probably be ever changing over the first few tests, and we'll go from there.
The Cube Itself: http://tappedout.net/mtg-cube-drafts/commander-cube-25-10-13-1/
Anyway, let's hope we have fun cubing!
Cheers,
Brick
EDIT: Since the Commanders themselves make too much of an issue, we will be doing away with them entirely. So the games will be 4-way FFA and then a final 1 vs 1. Now, some cards seem bland at first sight and some pretty amazing, and we'll see where it goes. I'm open to suggestions to add cards instead of such cards like Colossal Might but we'll deal with that later.
Tuesday, October 22, 2013
Draft Run-Through!
Hi everyone!!! I'm here with a new kind of article! A report of a draft (from cockatrice), with all the pics and the most important choice explanations. Of course, the goal is to discuss about picks in the comments, tell me what you think of my choices and what you've had done. Keep in mind that i make mistakes often, and the goal is to learn to evaluate cards and signals better. Feel free to criticise me in the comments!
Ok, let's start!
Pack 1:
My choice: Rage of Purphoros.
The right choice here is Heliod's Emissary. Rage is a good removal spell, but emissary is an awesome card, both as an aggro card and as a finisher on a flying creature. My best drafting advice: when you draft, don't listen to rock music. Triad of Fates is a pretty mediocre card, it doesn't do much and it forces you to go two colors from the first pick. Anyway, i had good luck later in the draft, and Rage ended being very useful.
My choice: Two-Headed Cerberus.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdvHQqU7l_7zUbSKgnNQSFtSkD3pdJ6LwPKacDJY8uyPhRfJpaY2TNkb63bv8UCrQqCTiIeu2m3zsex6o7RV3-hc77CIqaV4zGoWld9rUbE4deVMJx_pcG4_H3GRhEFS7VDKcRgPjFGbo4/s1600/p1p13.png)
Pack 2:
My choice: Vulpine Goliath
My choice: Karametra's Acolyte.
My choice: Opaline Unicorn.
My choice: Pheres-Band Centaurs.
My choice: Arena Athlete.
My choice: Boulderfall.
Pack 3:
My choice: Rage of Purphoros.
My choice: Voyaging Satyr.
My choice: Nemesis of Mortals.
My choice: Satyr Hedonist.
My choice: Spark Jolt.
My choice: Borderland Minotaur.
My choice: Spearpoint Ordead.
My choice: Titan's Strength.
THE DECK:
And the side:
For the final deck, I decided to keep the black splash only for Mender and Reaper. I had a bunch of playable cards that were left in the side. The think I like from the deck is that the curve got very midrange-ish, and during the tournament it was easy to open with some cheap guys, and finish putting a lot of pressure during turns 4-6 (well, i like that and the 3 awesome rares). I think this draft was an obvious example where you can see perfectly which colors are open, and get those cards. The first pick was probably a mistake, and I'd like to hear your oppinions about the article and my choices.
I hope you enjoyed it!
Have fun drafting!
-Beusapu
Ok, let's start!
Pack 1:
My choice: Rage of Purphoros.
The right choice here is Heliod's Emissary. Rage is a good removal spell, but emissary is an awesome card, both as an aggro card and as a finisher on a flying creature. My best drafting advice: when you draft, don't listen to rock music. Triad of Fates is a pretty mediocre card, it doesn't do much and it forces you to go two colors from the first pick. Anyway, i had good luck later in the draft, and Rage ended being very useful.
My choice: Cavern Lampad.
This is one of the worst packs I've seen in a lot of time. Colossus of Akros is too slow in most decks, there's no good removal, and all the creatures are vanilla or directly bad. Lampad isn't awesome, but it's good as a finisher with big creatures.
My choice: Pharika's Mender.
There were a lot of good red cards here, but Mender is a great card for any deck that can splash it, providing card advantage on a huge body. This pick could bring me to RGx Monsters, or 5 color green, but Mender is definitelly worth a try.
My choice: Time to Feed.
It was this, or Ill-Tempered Cyclops. In the last pack, i passed a lot of good red cards, and i prefered to pick the green removal and wait to see if they wheeled back (spoiler: They did!).
My choice: Artisan's Sorrow.
Sorrow is a versatile card, and you always want to have one in your side. Two-Headed Cerberus is a good card for aggro decks, but the double red cost is a bit too restrictive, and I still was unsure if i was gonna have to fight for red in the second pack.
My choice: Polis Crusher.
When i recieved this pack, i couldn't believe what i was seeing. Crusher is p1p1-worthy, and seeing him in Pick 6 is the clearest signal you can get that nobody else is playing RG.
My choice: Pheres-Band Centaurs.
It's not an awesome card, but they are solid blockers, and they are a good side card against aggro decks.
My choice: Two-Headed Cerberus.
My choice: Wild Celebrants.
The card is mediocre, but getting it now is still a good signal.
My choice: Titan's Strength.
My choice: Borderland Minotaur.
This pack was the definitive clue that Red was totally open. Three playable red commons! I picked Borderland because at that point I seemed to have a slow curve, and it's better than Skullcleaver against aggro.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdvHQqU7l_7zUbSKgnNQSFtSkD3pdJ6LwPKacDJY8uyPhRfJpaY2TNkb63bv8UCrQqCTiIeu2m3zsex6o7RV3-hc77CIqaV4zGoWld9rUbE4deVMJx_pcG4_H3GRhEFS7VDKcRgPjFGbo4/s1600/p1p13.png)
Pack 2:
My choice: Vulpine Goliath
A plain and big beater, from a pack that didn't have much. Titan of Eternal Fire, while being rare, is a vanilla creature, and the trample from the fox makes it better. Blue has some good cards too, and it's something to keep an eye at.
My choice: Polis Crusher.
TWO!!! Not only one, but TWO!!! This guy is one of the greatest cards in Theros limited, it skips a lot of blockers, is a big beater, and monstrified it's just insane. Definitelly, RG is our best option.
My choice: Purphoros's Emissary.
A good evasive creature, and also an awesome finisher. There were other good options like Feral Invocation, but the Emissary is simply the best one.
My choice: Burnished Hart.
I had a dilemma here. Nemesis is a rare-worthy card, and i should have probably picked it, but i had a very high curve with expensive drops, and Hart is the best Ramp/Fixing card in the format. This is one of those picks that i'd like to discuss in the comments.My choice: Karametra's Acolyte.
I was tempted to pick Griptide here, and either cut a very good card from an opponent's deck or have a splashable option. Acolyte lets you have 6 or 7 mana on turn 5, which isn't bad, and i'm not a fan of having random Heroic creatures that are bad on their own (and at that moment I only had one possible enabler).
My choice: Minotaur Skullcleaver.
A good early drop for our curve, which is very slow right now. When you already have a lot of high-impact 4-drops, you need cards that put pressure earlier, so you can finish quick, or ramp, to get to play the monsters before. I'm not getting passed any ramp, so I guess I'll have to go for a more midrange-ish strategy.
My choice: Opaline Unicorn.
This looks like a mistake, and it might be a mistake, but I already had a lot of 4-drops, and I wasn't sure if i would want to splash Black.
My choice: Titan of Eternal Fire.
Red is totally open, from both sides.My choice: Arena Athlete.
My choice: Breaching Hippocamp.
Pack 3:
My choice: Reaper of the Wilds.
A great rare, it's a 4/5 on turn 4 (or 3), that's resilient to removal, trades with giant bombs, and gives card advantage. This and Mender are definitelly worth a splash for black in any deck.My choice: Rage of Purphoros.
Decent removal, out of a mediocre pack on our colors. There weren't many other options, and I didn't want to go heavily on the black splash, or splash another color (blue).
My choice: Deathbellow Raider.
There were different choices in this pack. I still needed early drops, and Minotaur puts a lot of early pressure. Spearpoint is a decent choice too, and I didn't want another 4-drop. Getting passed two Thassa's Emissarys is a signal too, and it's a perfectly splahable card, but the deck needs more cheap creatures.
My choice: Voyaging Satyr.
Satyr is an awesome creature. It filters mana, and it jumps from turn 2 to turn 4. It's specially good when our 3 best cards cost 4, and they have higher impact on the early game.
My choice: Satyr Hedonist.
There were many options here. Leafcrown Dryad is a very solid creature, and the Scorpion is great in the early game, but Hedonist offers a lot of ramp, which is really necessary when looking at the deck's curve, and I wanted to have at least one copy of it. I'm still not sure of this one.
My choice: Nemesis of Mortals.
Another awesome card getting passed late. Playing this turn 3 thanks to Satyr Hedonist is one of the strongest plays in the format. This is a rare-quality bomb.
My choice: Read the Bones.
The best option in the pack in my opinion, having random heroes without enablers is usually bad, and I prefer the utility and card advantage from Read the Bones than Mogis's Marauder, which would just be a bear with the possibility to give fear to one creature.
My choice: Ill-Tempered Cyclops.
Oh my god. The whole pack was playable! And there were 4 good cards! Cyclops is the most solid of them, but Fanatic of Mogis is a very nice surprise finisher. I don't think we have enough Minotaurs to make Warcaller good.
My choice: Satyr Hedonist.
My choice: Spark Jolt.
My choice: Borderland Minotaur.
My choice: Spearpoint Ordead.
My choice: Titan's Strength.
And the side:
For the final deck, I decided to keep the black splash only for Mender and Reaper. I had a bunch of playable cards that were left in the side. The think I like from the deck is that the curve got very midrange-ish, and during the tournament it was easy to open with some cheap guys, and finish putting a lot of pressure during turns 4-6 (well, i like that and the 3 awesome rares). I think this draft was an obvious example where you can see perfectly which colors are open, and get those cards. The first pick was probably a mistake, and I'd like to hear your oppinions about the article and my choices.
I hope you enjoyed it!
Have fun drafting!
-Beusapu
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