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
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