Tuesday, January 15, 2013

The only things certain in life...

I have not been a huge proponent of Modern. Since it came out, I've looked for just about every reason under the sun to not play it. I was invested into Standard. I was investing into Legacy. I didn't have time to play the decks that I had. I didn't know anyone else who played, or anywhere to play it.

Most importantly, the critical problem was the same one that I've had with dozens of other formats (especially certain eras of Standard). I just didn't like any of the decks.

Modern has always struck me as a format with a misguided principle. Wizards wanted it to be a haven for the best hits of Standard, but somehow managed to ban all of the decks that people would be most excited to duke it out with. There's plenty of argument to be had about the current ban list, what should be added to it, what should be removed, and I certainly have opinions on the topic (perhaps even opinions that I'll mention before Gatecrash's Ban and Restricted announcement is sent out) but that's a conversation for another day.

Today, the important thing is that I've found a deck in Modern, or at least an archetype. For those who have followed this blog for a while, I play a White/Black Aggro-Disruption deck in Legacy that's commonly known as Yards Pale Ale (a variation of Dead Guy Ale). It's a primarily spell-based deck backed up by a White-Weenie core. I love the deck. I think it is a magnificent creation. I couldn't be happier with it.

For those who have been reading for even longer, you may remember my Knights deck. The time was Caw-Blade era Standard, just when people were figuring out how good Stoneforge Mystic was in a deck with Swords, and adding Jace to it only made it stronger. This was before Dismember and Batterskull. The deck wasn't completely over the top yet – it was just strong – like Valakut.

Back in the day, I played a (in hindsight) awful brew built around Knight Exemplar. It utilized Student of Warfare, Hero of Bladehold, Mirran Crusader, and a couple of less pristine examples of awesomeness. See, I was remarkably bad at combat math – so I wanted all my creatures to either be First Strike, Indestructible, or better. Knights gave me a way to do all of them.

I added blue because it seemed like the only thing that would beat me was board wipes before I was established. Counterspells would fix that. Blue also gave me access to a number of clone effects for my exemplar, and preordain (a card I did not appreciate at the time, but now sorely miss.)

For being so rough, I loved that deck, and so when I saw that a White-Weenie strategy was doing well at a couple of events, with the nominal archetype name “Death and Taxes”, I was obviously interested.

Here is an example of a version of the deck that won two Daily Events on Magic Online on subsequent days. It gets to play a ton of cards that I'm excited to work with, and has a ton of lines of play that intrigue me.


Now, one of the major things that this list relies on is it's ability to land-lock an opponent. Between Mindcensor and Arbiter, they can seriously restrict the amount of searching that an opponent can do – turning off fetch lands and other search effects right as the game starts.

I'm not sure if I like this tactic, but it's certainly something to fool around with. Admittedly, it's a strong line of play, but I tend to like my games of magic to be interactive – and that normally means some level of letting them have the ability to cast spells. I'm sure that my more Spike minded friends will disagree, but there's a reason that the designers have scaled back on Land Destruction effects in recent years – it's not very fun to play against, and I like everyone at the table to have fun.

There's plenty else we can do with a deck like this though. While Stoneforge Mystic's ban removes the ability to tutor up a Batterskull (or Jitte, were it unbanned), there are plenty of other options for a Death and Taxes shell to take advantage of. You could skew towards a trickier deck, featuring Flickerwisp and Stonecloaker to rebuy some of your effects, providing grinding value. Alternatively, adding a second color is definitely possible.

The current list, running a plethora of plains, provides players with a preciously pristine land base, not prone to removal. Adding a second color would make it more unstable, at the benefit of some flexibility.

I've seen some people discuss the addition of Green for some powerful options out of the GW Hate Bears list that Kibler has been using – Smiters, Leiges, Gaddock Teeg, etc. I've also seen Blue discussed, favoring a counterspell package to strengthen the deck against Combo and add in some draw and selection spells.

Something that I haven't seen is Black, taking a page out of my Legacy deck's book and running powerful creatures like Dark Confidant and Tidehollow Sculler, backed up with black removal spells. This is likely the direction that I'm going to end up taking the deck, because the playstyle flows so nicely with the kind of gameplan that I enjoy.

As for those of you who are still skeptical on the Modern format, I'd implore you to at least look at the format, see past the field of Jund and into the deep seas of innovation behind it. Who knows, maybe we'll see a ban out of Jund – or an unban to break the format open again. Regardless, there's something for everyone in Modern, if you'll just look to find it.

I'd like to give one last quick word to THIS thread on Reddit – it provided the initial list that sparked my interest in Death and Taxes in Modern.

Until Thursday, may all your spells resolve.

Thursday, January 10, 2013

Playing at Competitive REL – A Beginner's Guide


You've been playing at FNM's for a couple of months now, and you're starting to notice that you're winning more often than not. The same at your local shop's Tuesday standard.

You like your deck – no, actually, you love your deck. You built it yourself, and maybe it's not exactly a netdeck, but it has a solid game plan and you know how to pilot it against all the major decks in the format.

You're wondering if you should maybe take your game to the next level. You hear some guys at your shop talking about travel plans. You saunter over to them and ask them what they're talking about.

Oh, dude, you didn't know? This weekend is the Grand Prix.”

The Grand Prix?” you ask. You've heard some of the guys talk about how they went to Boston a few months ago, but you've never been to one. “What's that?”

It's a huge tournament – usually more than a thousand people – over two days. There's one this weekend in Atlantic City! A bunch of us from the shop are going down there.”

Wow, awesome.”

One more thing – it's a competitive tournament, a little bit different from an FNM.”

Oh?”

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It can be a little intimidating stepping into your first Competitive REL tournament. In fact, it can be downright terrifying. My first was a side event at Pro Tour Philadelphia (back when they were open to the public.) It was a big tournament for an iPad, and I got a game loss in my first game. Unfortunately, at the time, I had no idea that there was any difference between my local FNM and a tournament for $15,000. I assumed we were just playing Magic, and that was that.

The reality is a little different, and as a player who hates seeing people get screwed because they weren't aware of the difference, I'm going to be going into some detail about some of the things that you can expect at a Competitive event.

First off, what is Competitive REL? Because of the high prizes associated with them, some tournaments are run at a stricter level of rules enforcement than others. Notable events are the first day of a Grand Prix, TCGPlayer Max Events, Grand Prix Trials, Pro Tour Qualifiers, and Star City Games Opens, Invitational Qualifiers, and Invitationals

At these tournaments, there is some measure of high prizes at stake. It could be playmats, invites to other tournaments, byes, or large cash prizes. Regardless, because of the prizes being offered, the tournament is to be held in as skill-testing an environment as possible. That's where we hit the first major difference between Regular REL and Competitive REL.

During Regular REL tournaments, like FNM, the emphasis is on educating players. At Competitive REL, the emphasis is on an individual's play skill.

That might seem like a minor thing, but it really has a whole lot of implications. The most obvious way that you can see it is that at a Competitive REL tournament, there will be a judge who can hand out the penalties found in the Infraction Procedure Guide (or IPG, for short.) That's the document that all judges (and players, if they so choose) have access to, which tells about all the things that you can be penalized for at a Competitive tournament.

Some of these things are fairly simple. The IPG has a whole boatload of ways of saying simple things like “Don't Cheat”. Luckily, you're a good person, and you're not going to cheat. We don't have to worry about the vast majority of that section because it doesn't apply to you as long as you are being open and honest while playing.

That brings us to the first major rule that I'm going to give you if you've never played at Competitive REL. It's the first rule because I honestly believe that it is the most important.

Do not lie to the judge.

The judge does not exist to punish you. He exists to make sure that the game is being played by the rules, and to ensure an even playing field, and to make sure that everyone at the tournament is comfortable.

Sometimes, the judge will punish someone. That could very well mean anything from a verbal Caution (which means literally nothing as far as you playing the game goes) to a Disqualification (which is very bad.) For the record, receiving multiple instances of the same penalty does eventually lead to an upgrade in penalty to a more severe one. That said, lying to a tournament official is a one-way street to a disqualification. Period. End of Story. Just don't do it.

The IPG lists out a full treatment of everything you can get punished for. This is a good thing, because it means that judges can't just capriciously punish for anything, only things covered by the existing document. They can't 'go rogue' and just make things up. Please keep in mind that at larger events, you ALWAYS have the right to appeal a decision to the Head Judge of the tournament if you believe that your ruling was incorrect. For the majority of players in the majority of situations, none of that is important. In all my time playing competitively, I believe that I've received only a handful of warnings (and one game loss, as you'll see below).

How do you avoid such penalties? It's actually pretty simple. Play according to the rules, and be clear, open, and obvious about what you're doing. Below, I'm going to list what I consider to be the 5 most commonly given out errors and penalties, and how to avoid them:

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1) Tournament Error: Deck/Decklist Error

This one is the top of the list, and it isn't even close. In Round 2 of GP Boston-Worcester last year, over 100 of these were given out at the start of Round 4. This penalty refers to something fairly broad – there's a problem with your deck, or your decklist.

At Competitive REL, you will be responsible for filling out (either before the tournament begins for Constructed, or during deck constuction for a Limited Event) a deck list. Be very careful with this list, because as far as the tournament officials are concerned, that's what you're playing. In order to curb cheating and provide some measure of security for the integrity of the tournament, judges will be checking decks throughout the tournament. As long as what's in your deck matches what's on the sheet, there's likely to be no problem whatsoever. However, there's always a few things that can go wrong. Here's some of the common ways to earn yourself a Deck/Decklist Error:

-You made a last minute change to your deck, and forgot to update your decklist.
-You forgot to de-sideboard your deck after your last round
-You had a bunch of cards that aren't in your deck or sideboard in the same box as your deck and sideboard.
-You don't have at least 60 cards (or 40 for limited) in your main deck, and in Constructed tournaments, you have a number other than 0 or 15 in your sideboard.
-You are playing cards that aren't legal in the format that you are playing.

There are other ways to earn them, but those are what I'd consider the most common. The penalty for Deck/Decklist Error is usually a Game Loss – a steep penalty because the potential for abuse is so high. Be careful with this one, and when the judge tells everyone to take one last look over their decklists, I implore you to actually do it. Judges hate giving this one out, because it's usually so easily avoided.

My first infraction ever was a Deck/Decklist Problem. I didn't fill one out because I didn't know it was required. Whoops. By the time I was informed of this, round 1 was already well underway, and my opponent was happy to be cruising onto game 2.

2) Game Rule Violation

A Game Rule Violation is a general catchall category for an issue that takes place during the game, but doesn't fall into any of the other categories. Generally, it means that you did something that you shouldn't have done. At the moment, the most common one of these that comes to mind is putting a creature into the graveyard after it's been killed by a Pillar of Flame. There isn't much to say about this one except that you should make sure that you are doing your best to adhere to the text on cards.

3) Missed Trigger

Everyone take a deep breath, because I know that you've heard tons about this one. You've heard things about lapsing and nonlapsing triggers. You've heard tons about people getting disqualified for ignoring triggers, and abilities that don't happen when they should.

Relax. Take a deep breath. This one isn't that tricky.

First off, some info, and the largest change between Regular and Competitive REL. At Competitive REL, you are required to demonstrate awareness of each one of your triggers. If you (or your opponent) do not, then the trigger is considered missed, and a judge should be called.

Full stop.

When a judge is called, a couple of things will happen. First, the judge will establish if the trigger was actually missed. A trigger is considered missed if the player who's trigger it was has taken an action after the trigger would have resolved without indicating that they were aware of the trigger. Second, the judge will ask the opponent of the player if they would like to place the ability on the stack. (The answer will generally be no. Do I want my opponent to gain 2 life and a 2/2 wolf token – no, no I do not.) As far as the game goes, that's the end of it.

Then, based on if the ability is detrimental to the player, they may get a warning, but that's not generally something that players will need to worry about.

The penalty for a missed trigger is usually nothing, but is occasionally a Warning, however, you likely won't get your trigger unless it hurts you in some way. Failing to activate a trigger deliberately and pretending you missed it, by the way, is cheating, so don't do that.

If you have any more questions about missed triggers, I strongly suggest you read Level 5 Judge Toby Elliot's Blog on the Topic. It can be found HERE. There is additional commentary HERE as well.

4) Looking At Extra Cards

This one is actually remarkably common. Have you ever been shuffling your opponent's deck and accidentally spilled it all over the table? You looked at some extra cards. Ever try to draw a card and the top one flipped over onto the table? Looking at extra cards.

It generally takes place whenever someone looks at (but doesn't draw!) extra cards.

To avoid this one, just simply be deliberate with your actions. Be sure you've only picked up one card. Shuffle gently (but thoroughly!) with your opponent's deck. Doing this is a Warning.

5) Drawing Extra Cards

On the other hand, if instead of just looking at extra cards, you actually draw extra cards into your hand (indicated by the cards making contact with the rest of your hand) we've entered into a different penalty altogether. Drawing Extra Cards is one of the most extreme infractions that can be committed, because of how much potential for abuse there is, and how little an opponent could potentially do to stop it. Worse, because there's no easy fix, drawing extra cards is almost always a Game Loss.

There are some exceptions that you could look up, but those are extreme corner cases, and it's best to just simply be extra careful any time that you're drawing cards – this goes for drawing for turn, drawing dozens of cards in a single turn off a Glimpse of Nature, or casting a Sphinx's Revelation for a whole bunch. Count the cards before putting them into your hand, and we won't have an issue.

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There are a number of other infractions that can be given out for a variety of things, the vast majority won't actually apply in almost any situation. If you want to take a look at the entire list, the entire IPG is available for your perusal HERE.

I'd also like to point to a pair of articles that Jackie Lee, a notable professional player, has written on the topic of Competitive REL and Judges – Here and Here. They are both well-written, well-informed articles that I recommend to anyone looking to break into the competitive scene.

I want to take a couple of paragraphs at the end of this article to ease some concerns as well. If you're looking into starting at a Competitive tournament, you should consider the judge an ally. We exist to help you at all times, and make sure that the tournament is a fun experience for all. If someone at the venue, even another player or tournament official, is giving you a problem, please, speak to a judge about it. Likewise, if you are unsure of an interaction, or you think something has gone wrong in your game, call a judge. They will be more than happy to help you sort it out.

If, at any point, in any tournament, you ever need the assistance of a Judge, just raise your hand high (some of us have trouble seeing through all the spell-slinging, so clearer is better), and yell loudly “Judge!” One of us black-shirted folks will be by shortly to sort things out.

With that, may all your spells resolve, and good luck at any future events you take part in.


Tuesday, January 8, 2013

Back In The Saddle - Esper Tokens for GP Atlantic City


It's been a while since I've addressed Standard in one of my blogs, and this upcoming weekend seems to provide me with the perfect time to talk about it. Since becoming a judge, my opportunities to play competitive magic have declined pretty significantly. It's not that I enjoy it less, it's just that opportunities to judge seem to keep cropping up, and I have only so many weekends that I can fill with Magic. Couple that with the holidays, and I haven't been at a Competitive REL tournament since November – and that wasn't even Standard. (It was a Legacy Tournament – which I am happy to report I Top 8'd, with much the same BW list that I've been running for some time now.)


Since the last time I'd checked in, Standard has changed a bunch. The last couple of FNM's that I'd gone to had been decidedly during the era of Jund. It was everywhere, and I was of the opinion that my former tokens list couldn't compete on the same level as it. Something needed to be done.

Luckily for me, the format shifted, then shifted again. Despite not playing, I still followed the scene, checking in with some of my favorite authors and noting the results from Star City Opens and GP's. I have to say, from the look of things, it seems dynamic and interesting, but I still can't quite muster the same level of enthusiasm that I had during the Scars-Innistrad Standard. Perhaps having a 'bad guy' in the format spurs me on to more deck building than normal. Maybe the relatively small subset of cards that sees play in every deck is irking me. I hadn't been able to really pinpoint what it was until recently.

When I sat down to write my New Years Resolutions, I came to the conclusion that I wanted to have a couple dedicated to Magic. I'd slacked off on quite a few projects – my Shard War decks, Illyria, and I'd been sitting on my hands regarding advancing as a judge. Most of all, I didn't have any decks (except my Legacy deck) that I really wanted to play all that much. I vowed to change that before the end of the year.

For those who have been reading this blog for the last few months, you know that I fell in love with BW Tokens, lovingly updating it week by week, and having a reasonable amount of success with it. I felt like I understood the deck on a fundamental level, and all it's match-ups. Unfortunately, the rotation was not kind to my poor spirit tokens.

People had been telling me for months before the rotation that the deck was strong, but would be much better once Ratchet Bomb and Elesh Norn were gone. Interestingly, none of those people kept saying it after Detention Sphere was printed, and that was only the start of the issue. Olivia becoming highly played provided a roadblock. Still, I could fight through those things. After all, the titans were gone, and the caliber of board wipe that remained in standard was a far cry from Ratchet Bomb and Sun Titan.

That said, Tokens was not without casualties. Specifically, two of our hardest hitting cards went by the wayside. Hero of Bladehold and Honor of the Pure both provided huge offensive boosts to my squad that were proving difficult to replace without serious reworks to the deck.

 
















The inspiration for the update actually came from my friend (and deck building prodigy) Marshall. He'd been working on a Spirits tribal list for a while (and was actually working on a list extremely similar to John Finkel's Pro Tour Honolulu list as Finkel was winning with it). After the success of the deck, it was poorly positioned for a while, with the whole format devolving into creature mirrors between R/G, Naya, Pod decks, and Angel Delver. It also had some issues with an unstable mana base if you tried to add the black splash for Lingering Souls. With the rotation, Marshall felt it was time to give it another shot.

The addition of Hallowed Fountain did wonders for the land base, allowing him to cut into a third color for more than just a narrow splash. After seeing his list, utilizing Drogskol Captain, I realized that it had a remarkable resemblance to my tokens list, and decided to modify it:

As usual, I began with an existing deck. A lot of my card choices seem to mirror the briefly seen Esper Flash lists that were thrown around for a week or two. I'd played the Esper lists (as well as the UWr version) casually for a couple of test games before dismissing them. I didn't like how many turns I was spending just cycling through cards, and I didn't like how low my threat density was. With a the core of the tokens deck still intact (Midnight Haunting + Lingering Souls + Intangible Virtue), I felt that there was definitely a deck still there, and I searched for a way to intensify that.

In the meantime, on the back burner, I had a playset of Restoration Angels that I love fiercely. I wanted them to see more play, I just needed a deck to slot them into.

Once I decided to add blue to the deck in earnest, the question became “What can I gain?” Snapcaster seemed an obvious choice, but in testing, I found that the deck was already mana-hungry enough, and didn't often produce too many good targets for the Wizard. I cut down to two copies from four. Augur of Bolas, despite the occasional flub, served as a much better two drop for my Flash Tokens. Plus, it provided a great body to flicker with Restoration Angel. The breakthrough came later, with Favorable winds providing the redundant anthems that I'd always wanted.

Once I had favorable winds, all the formerly aggressive draws were out. I didn't want to lead Champion of the Parish into Gather the Townsfolk. There was too much spot removal in the format, and I couldn't follow it up as strongly without Honor of the Pure to provide consistency. On the other hand, I did have a powerful engine that allowed my flyers – token or not – to trump similar plays by other decks. My Restoration Angels could block (and kill!) opposing ones, and with spot removal on the rise, my swarms had never been more effective. Once I'd decided on the flyer emphasis, it naturally brought my curve a little higher – towards the 4 and 5 mana range. Geist Honored Monk started seeming like a great creature to play – with Restoration Angel being able to hit it for added value. A few counters, and a smattering of removal spells (or at least, what I could find given the color constraints) rounded out the list.

The final card was a single copy of Sorin, Lord of Innistrad. He was too slow for my previous list, but here, he seems just right. All of his abilities are relevant, and he comes at a point in the game when each could be the correct thing to do. I'm considering adding a second if I can get a hand on one.

The end result (sans sideboard) is this:


The deck has one main issue, right now: the insanely aggressive decks. Not the midrange-y zombies lists, which tries to kill you with 4 and 5 drops. Those we can deploy a wall of Spirits to block effectively. I'm talking more in the terms of Naya Humans, Mono-red, and things in that vein. Thalia still provides a major roadblock for the deck – serving to give a one sided cost bump to almost literally every card in the deck. I'm still working on a solution to some of those, but I'm confident in my ability to work it out in time for this weekend. While I don't love it the way I loved BW Tokens, it's at least a deck that I can feel comfortable playing for a long day. I've already got a room at Atlantic City with two of my good friends, as well as my girlfriend, and I'm planning on seeing if I can grind my way through 9 rounds to a 7-2 record, and a berth in Day 2.

What do you think about my list? Do you see any glaring omissions in it? Anything that you think could be improved, or significantly changed for the better? Feel free to leave a comment. Going to be at Grand Prix Atlantic City? Drop me a line if you want to catch up. I'm more than happy to chat with anyone.

May all your (and my) spells resolve.


Thursday, January 3, 2013

Gatecrash Mechanics Primer


Gatecrash Previews are in full swing, and I am hopelessly addicted to refreshing the internet just after midnight to get a look at the new goodies that await us with each passing day. Those of you who know me should be aware that my loyalties lay with the Orzhov Church, and their blessings are mighty and sustain me even as they sap the strength of my foes. That aside, however, I am under the impression that some of these other Ravnican guilds have come up with a few more tricks, and I think that we should all take a close look at them, deciphering their varius strengths and weaknesses

A word of warning: I am posting this article three days into spoiler season. These opinions are based on the cards that I feel are likely going to be printed, and the strength of the mechanics themselves. These opinions are prone to changes, depending on cards that are going to be previewed between now and the prerelease.

Boros – Batallion
The first of the mechanics we'll be analyzing today belongs to the Boros Legion. Their newest trick is Batallion, a mechanic that gives you benefits for attacking with three or more creatures.

As Mark Rosewater has said on his blog regarding the entire block, it was very important to them to capture the feel of the guild, and Boros certainly fits the bill on that count. The guild revolves around the city-guard, military feeling, and a communal combat blessing feels both red and white. This mechanic is a flavor home run, and I know a couple Boros players who are very pleased with it.

From a Constructed viability standpoint, this mechanic has many of the same issues that Metalcraft had. That is, it requires a pretty significant commitment to the board. For many decks, attacking with three creatures isn't a common occurrence. Perhaps some kind of Tokens shell could enable it, or a critical-mass stlye aggro deck that presents a strong front that enables Batallion to go over the top, but as a general part of a deck, I'm less than impressed with it.

In Limited, on the other hand, Batallion gives Boros a lot of strength in the midgame, when they're hoping to push through the last few points of damage. When you're not worried about Supreme Verdict and other board wipes, it seems much less likely that you'll be punished for casting all your creatures.

When constructing a Boros deck, try to keep the relative costs down, so you can get your troops to the field of battle early and often, enabling Batallion as quickly as possible in an attempt to overwhelm your foes.

Dimir – Cipher
The Dimir mechanic is the only non-permanant mechanic of the bunch, and certainly the most mechanically complex. A close relative of auras and imprint, Cipher allows you to reuse some of your expended spells – as long as you can keep connecting with a creature. It does require some concessions in deck building to make it work, but it's definitely something that we can work with.

By playing with Cipher, you're making a commitment to at least some matter of evasive creatures, with a special bonus to creatures that are hard to deal with. A cheap, hexproof, unblockable creature comes to mind as a recent example of where the mechanic could go in Standard, and depending on the effects that we see attached to the mechanic, this could be a standard powerhouse.

On the other hand, in Limited, how good Cipher is going to be will be dictated entirely by your creature base, and what you think you can connect with. Repeating spells in Limited is an extremely powerful option for any deck, so the raw power available isn't in question. However, Cipher has many of the same issues that Auras do. The cards are budgeted with their cipher ability in mind – so if you're unable to utilize that portion of the card because your spell-carriers keep getting killed, then you're likely to feel like you're playing with subpar spells.

For the Dimir, though, getting to connect seems less of an issue than with most guilds. Blue and Black have a plethora of effects that allow you to get through to your opponent so that you can get the most out of your spells. Try to always have one creature making it through the front lines, so that your repeatable spells take control of the game.

Gruul – Bloodrush
“Does he have the trick?”

How many times have you thought that in a game of Magic? Regardless if you're slinging spells at a prerelease, or sitting in Top 8 of a Grand Prix, being able to play around combat tricks is a critical skill that we all need to learn. This mechanic – a variation on Kamigawa's Channel – provides a simple answer.

“I always have the trick.”

This mechanic is simple and effective, much like the Gruul themselves. It allows you to discard any creature with the ability for a commensurate increase to power, toughness, and even keywords. This puts combat strictly in the hands of the Gruul, allowing them to dictate the pace of the game based on their untapped mana. I expect a few cards to see Constructed play, given that they're looking fairly aggressively costed for their relative power/toughness ratios, and the addition of Domri Rade to the Red/Green arsenal is certainly going to make creatures with spell-like-effects a premium. The Gruul mechanics seem to marry this idea well, and I'd be shocked if we didn't see a breakout from this guild.

On the other hand, Bloodrush comes with it a cost, and an extreme one at that. While you can use the leverage that your ability gives you to force through an attacker, be wary of opposing combat tricks – or removal. A quick removal spell in response to your bloodrush provides a two for one in the opposite direction, and blowouts like that hurt aggressive decks far more, without the card advantage to make up for it.

Because of this, I expect that Gruul will either be one of the best or worst preforming guilds at the prerelease, based entirely on the playskill of the pilot. The ability to minimize the risk and maximize the benefit of every bloodrush creature is going to be key to doing well with the guild. Make sure that you take into account your opponent's possible actions whenever you plan to lean on a Bloodrush. The Gruul may be portrayed as stupid and simple, but that doesn't mean that you have to be!

Orzhov – Extort
The next mechanic that we'll be looking at belongs to the Glorious, Ineffable, Wonderous Church Of Deals. While everyone paying attention realizes that the Orzhov, in their benevolent (yet fair) rule, are truly the best of the ten guilds, some may need further convincing. To those, the Orzhov offer merely this:

The Orzhov mechanic is the distilled essence of nickel and diming someone to death. With each spell, you drain a bit of their life, granting it to yourself (for an incidental cost). While this ability didn't initially excite me much, despite my loyalties, abilities like it in the past have been powerful.

There is some evidence that effectively spending your mana is the key to winning a vast number of Magic games, and Extort provides an easy mana sink for you to get the most out of every turn. In Constructed, it could (if placed on the right cards) provide a late-game win condition for a control deck. I would expect that it will see play as long as it's not valued too high in the budget – allowing competitive cards to be printed with the ability almost as an afterthought.

My main concern with the ability comes in Limited play. Gatecrash has a number of guilds and draft strategies that reward linear, aggressive play. The Boros and Gruul both seem very aggressive, while the Simic have a powerful lategame with their growing creatures. This array of early game rushes, and late game powerhouses, could overwhelm the Orzhov defenses before they're able to extract enough life to survive or threaten a kill. We'll have to see the quality of aggressive cards at common in the other guilds – or else the measure of the defenses that the Orzhov colors could muster. Either way, the mechanic is a powerful one, and certainly not one to be ignored.

You're going to want to have extra mana laying around to pay for Extort with. I'd recommend adding one land more than you might otherwise choose, to maximize the tax for each card you play.

Simic – Evolve
The final guild mechanic in my writeup is Evolve. Designed as part of the Great Designer Search (along with Batallion), it provides Green and Blue with a method to constantly grow their creatures, and provides fodder for other abilities that key off these +1/+1 counters.

Of the five mechanics, Evolve seems like the one that has the most potential for Spikes. It provides constant choice making, and complex decision trees that allow a good player to maximize the benefit that they get from their cards. Just based on the few previews that we've seen so far, the Simic will have no lack of choices for their games.

In Constructed matches, Evolve will provide you with an ever-growing force, assuming you construct your deck carefully and manage to maintain a reasonable curve of creatures. The potential issue that I see involves the cards being generally slow to work up to their full potential, and often requiring mana expenditure for their abilities. This could mean that the deck will struggle to do all that it wants to be able to, which could cost it some board presence in the early game, potentially putting it too far behind the metaphorical 8-ball by the time that it stabilizes.

In Limited, however, especially sealed, when games can be expected to go a little longer, and decks to be a little less refined, Evolve seems like a powerful tool to make your early creatures relevant through the late game, and your late game unparalleled among the guilds. I know that despite my diehard loyalty towards Orzhov colors in every format that I can play them, some of the early Simic previews have sorely tempted me towards these mad scientists.

One recommendation that my early observations would lead me to is this: Simic will never want for things to do with their mana. Your job is to make sure that you can slake that thirst. Play one land more than you otherwise might in your Simic decks.

Conclusion
While each guild has it's strengths and weaknesses, one of them is surely right for you. If you favor aggressive decks, I'd lean towards Boros or Gruul. For those of you who like controlling options, Orzhov, and Dimir have your back. For simplicity, look to Boros. While Simic seem to rule the complexity spectrum.

Each guild will give you opportunities to out maneuver, out-think, and outplay your fellow planeswalkers. Choose carefully at the end of the month, and prizes will flow to you.

And, as always, may all your spells resolve. 

Tuesday, January 1, 2013

Reboot


Good morning everyone. My name is Andrew Rula. I am an avid Magic player and Level 1 Judge. I write this here blog, and I've been more than a little bit negligent in my duties. After a couple of months of consistent two per week posts, I slacked off and missed a couple of months straight. Frankly, I got out of the habit, and I haven't been playing in a ton of events.

Fortunately, with the new year, I'm re-dedicated to exploring the world of Magic. Since last I wrote, there's been some changes in how I play and interact with the game. As such, the tone of this blog is going to be subtly changed. I am still a player, with Spike and Good Guy tendencies – and no, those are not mutually exclusive. I am a Judge, now over six months out from my Level 1 exam, and moving towards Level 2 as quickly as I can reasonably do so.

I've also had another major shift in how I play Magic – that is, my girlfriend has begun playing. Introducing her to the game has been a major time sink, and she's still learning remarkably quickly. I'll be going much more into this topic in the future, but the whole process really deserves proper treatment in it's own article.

This coming month is going to be a busy one – between GP Atlantic City, judging a SCG IQ, and the Gatecrash Prerelease. I should have more than enough to write about in the meantime. I'm also still working on Illyria, my custom set.

Fortunately, Magic has been exciting in the meantime. At the moment, we've got the most dynamic standard metagame in years. There are a number of viable decks, in various archetypes, that give players a variety of options – and the format shows no sign of stopping. It would appear that this standard never reached an unhealthy stagnation point. At the same time, Legacy's been the subject of one of the biggest shakeup's of it's history, thanks to Deathrite Shaman and the new BUG lists that have blossomed out of nowhere, striking a decisive blow against Maverick's share of the metagame. Even modern has been developing nicely, with the announcement of Modern Masters and a PTQ season underway, it'll be interesting to see if anything can break Jund's hold on the format.

Perhaps most importantly, at least for most players, is that Gatecrash Spoilers have begun. At the time of this writing, we have 40 confirmed spoils, and the set is already looking to have a major impact on Standard.

I'm going to make a promise to you guys, right here, right now. I will write two articles per week, to be posted on Tuesday and Thursday (with an attempt to have them submitted to the web at 9am). Despite being a little light on content, this will serve as the first article, with the next being submitted next on Thursday morning. At the moment, I plan for that article to be an overview of the keyword mechanics for Gatecrash, with an eye towards their playability from a design standpoint.

Until then, have a happy new year, and may all your spells resolve.