fbpx

Oct-Nov Vintage Metagame Summary

Phil takes a look at the last two months of big Vintage tournament data and also breaks down the various points being made in the Mishra’s Workshop/Trinisphere banning debate. What does the data say about who’s right and who’s wrong here? You’ll have to click on the link to find out.

The October and November data was very sparse: four events in October and four in November, with two late-reported September events, and the few tournaments that did happen getting published online with a noticeable lag. (We still love you, Stefan.) So I combined them into one report, and yeah, that does mean they’ll only be treated as one time period on the data of future articles, if you’re one to care about those things.


2004-09-17 Bologna (74 players)

1. Dragon

2. U/B/R Psychatog

3. R/U/G Bazaar Madness

4. Welder-MUD

5. Trinistax

6. R/U/G Bazaar Madness

7. B/U/G/R Psychatog

8. R/U/G TnT


2004-09-26 Iserlohn (99 players)

1. Trinistax

2. Affinity

3. R/G Beats

4. Food Chain Goblins

5. Control Slaver

6. Trinistax

7. U/R/W Landstill

8. Welder-MUD


2004-10-10 Dulmen (77 players)

1. Reanimator

2. Vengeur Masque

3. Welder-MUD

4. Trinistax

5. Control Slaver

6. Trinistax

7. Salvagers

8. Suicide Black


2004-10-10 Padua (57 players)

1. U/R Fish

2. 4C Control

3. Elves

4. Food Chain Goblins

5. Trinistax

6. Dragon

7. U/R Scepter Control

8. Kiodo Counterburn


2004-10-23 SCG P9 II Richmond (88 players)

1. Oath of Druids

2. Stacker

3. Oath of Druids

4. Stacker

5. Control Slaver

6. Oath of Druids

7. Oath of Druids

8. Stacker



2004-10-24 Paris (90 players)

1. Nassif EBA (No, that’s not a typo.)

2. Trinistax

3. Dragon

4. Oath of Druids

5. Dragon

6. Control Slaver

7. Oath of Druids

8. Gobvantage


2004-11-06 SCG P9 III Chicago (138 players)

1. Stacker

2. 7/10 Split

3. Doomsday

4. Trinistax

5. Control Slaver

6. B/U/G/R Psychatog

7. Stacker (monored)

8. U/W Fish


2004-11-07 Milan (58 players)

1. U/B/R Psychatog

2. Oath of Druids

3. Oath of Druids

4. TPS

5. U/R Fish

6. TPS

7. Control Slaver

8. TPS



2004-11-14 Iserlohn (120 players)

1. Food Chain Goblins

2. Belcher

3. Control Slaver

4. Bazaar Madness

5. Welder MUD

6. Welder MUD

7. Belcher

8. Oath of Druids


2004-11-14 Turin (142 players)

1. TPS

2. Stacker

3. Stacker

4. Dragon

5. Welder Mud

6. Control Slaver

7. Stacker

8. Oath of Druids


10 tournaments totaled

(57,58,74,77,88,90,99,120,138,142 = 94 average players)

10 Oath of Druids (1,2,3,3,4,6,7,7,8,8)

8 Trinistax (1,2,4,4,5,5,6,6)

8 Stacker (1,2,2,3,4,7,7,8)

8 Control Slaver (3,5,5,5,5,6,6,7)

6 Welder-MUD (3,4,5,5,6,8)

5 Dragon (1,3,4,5,6)

4 Psychatog (1,2,6,7)

4 TPS (1,4,6,8)

3 Food Chain Goblins (1,4,4)

3 Bazaar Madness (3,4,6)

3 Fish (1,5,8)

2 Belcher (2,7)

1 Nassif EBA (1)

1 Reanimator (1)

1 4C Control (2)

1 7/10 Split (2)

1 Affinity (2)

1 Vengeur Masque (2)

1 Doomsday (3)

1 Elves (3)

1 R/G Beats (3)

1 Landstill (7)

1 Salvagers (7)

1 U/R Scepter Control (7)

1 Gobvantage (8)

1 Kiodo Counterburn (8)

1 Suicide Black (8)

1 TnT (8)


(1) State of the Metagame

Metagame Occurrence Percentages

(Archetypes under 0.5% average excluded.)

Mean% – May., Jun., Jul., Aug., Sep.,O-N.

11.2% – _8.3, _8.9, 11.1, 17.5, 14.1, _6.3 Storm Combo

10.7% – 14.6, 19.6, _9.7, _7.5, 10.9, _1.6 4C Control

_7.7% – 10.4, 10.7, _8.3, _2.5, _9.4, _5.0 Hulk Smash

_6.9% – _2.1, _7.2, _2.8, 12.5, _6.3, 10.0 Stacker

_6.2% – _2.1, _3.6, _6.9, 10.0, _4.7, 10.0 Stax

_5.8% – _6.3, _1.8, _1.4, _7.5, _7.8, 10.0 Control Slavery

_5.6% – _4.2, _8.9, _5.6, _2.5, _6.3, _6.3 Dragon

_5.4% – _2.1, _0.0, 13.9, _2.5, _6.3, _7.5 MUD / wMUD

_5.3% – _6.3, _0.0, _6.9, 10.0, _4.7, _3.8 Fish

_4.5% – _6.3, _5.4, _6.9, _0.0, _4.7, _3.8 Bazaar Madness (R/G, R/U/G)

_2.9% – _6.3, _5.4, _2.8, _2.5, _0.0, _0.0 GAT

_2.6% – _4.2, _7.2, _0.0, _0.0, _0.0, _3.8 FCG / Gobvantage

_2.4% – _4.2, _0.0, _2.8, _0.0, _6.3, _1.3 Landstill

_2.3% – _2.1, _5.4, _1.4, _2.5, _0.0, _2.6 Belcher

_2.3% – _2.1, _0.0, _0.0, _5.0, _6.3, _0.0 Mono-Blue

_2.3% – _2.1, _3.6, _4.2, _2.5, _1.6, _0.0 Workshop Slavery

_2.1% – _0.0, _0.0, _0.0, _0.0, _0.0, 12.5 Oath of Druids

_1.9% – _0.0, _5.4, _4.2, _0.0, _0.0, _1.3 Affinity

_1.7% – _4.2, _1.8, _0.0, _2.5, _0.0, _1.3 TnT

_1.4% – _2.1, _1.8, _0.0, _2.5, _0.0, _1.3 7/10 Split

_1.0% – _4.2, _0.0, _0.0, _0.0, _0.0, _1.3 R/G Beatz

_0.7% – _0.0, _0.0, _2.8, _0.0, _0.0, _1.3 Kiodo CounterBurn

_0.7% – _2.1, _0.0, _0.0, _2.5, _0.0, _0.0 U/G Madness

_0.6% – _2.1, _0.0, _0.0, _0.0, _1.6, _0.0 Oshawa Stompy

_0.5% – _0.0, _0.0, _0.0, _0.0, _3.1, _0.0 Modular

_0.5% – _0.0, _1.8, _0.0, _0.0, _0.0, _1.3 Vengeur Masque

_0.5% – _0.0, _0.0, _2.8, _0.0, _0.0, _0.0 Zombie Infestation


Data Period – # unique archetypes (per T8) [number of archetypes in each Top 8] = [average]

2004-May – 21 archetypes (3.5 / T8) 7,6,6,5,7,7 = 6.3

2004-Jun – 18 archetypes (2.6 / T8) 6,5,7,6,8,6,5 = 6.1

—–Fifth Dawn legal

2004-Jul – 19 archetypes (2.1 / T8) 7,7,6,5,7,6,5,6,6 = 6.1

2004-Aug – 19 archetypes (3.8 / T8) 7,8,7,8,5 = 7.0

2004-Sep – 20 archetypes (2.5 / T8) 7,7,8,6,8,6,7,6 = 6.9


—–Champions of Kamigawa legal

2004-Oct/Nov – 27 archetypes (2.7 / T8) 6,7,7,8,3,6,7,5,6,6 = 6.1


The most outstanding fluctuation, from the perspective of the numbers without context, is the decline in 4-Color Control and to a lesser extent Storm combo. When you add context, it’s still strange that the two highest-results-share decks suddenly drop in the same month (until the very latest morphling.de update before compiling this, there was no 4CC at all, and only a late-breaking correction by Steve Menendian brought in the Italian data with all the TPS results). Otherwise, the metagame is rather nicely continuing on its merry way, with most people playing the in-vogue decks. Except for Gabriel Nassif, who won a Paris event with an EBA version playing Shadowmage Infiltrator. I suggest that Type One players pause and take note when the best Constructed player in the world takes the format for a ride. Maybe he’ll even let you be his barns!


(2) Watch List

In terms of copies per Top 8:

May., Jun., Jul., Aug., Sep., O-N.

_4.0, _4.0, _3.1, _3.6, _3.4, _2.0 – 20 Yawgmoth’s Will

_4.2, _6.0, _9.8, 11.4, _7.5, _9.8 – 98 Mishra’s Workshop

13.8, 10.3, _8.0, _8.6, 13.3, _9.5 – 95 Mana Drain

_3.5, _6.1, _8.4, _9.6, _6.8, _9.2 – 92 Trinisphere

____, _0.4, _4.6, _8.2, _7.3, _7.3 – 73 Crucible of Worlds

_4.0, _4.6, _4.8, _6.4, _4.6, _3.9 – 39 Dark Ritual

_1.8, _1.9, _0.4, _1.8, _2.0, _2.2 – 22 Elvish Spirit Guide


There is a lot of grumbling about the restricted list in general for Type One, because the overall power level is just incredible. In one of the flak-fests of the past month, I heard someone (probably several someones) comment that to be on the watch list in Type One, all a card has to do is show up. I contend that Brass Man should never be on a watch list, but that is tangential; the overall point stands. What Pro Tour format has had problems so bad that it had to make B&R changes to keep control decks from running too wild?


The interesting thing is that this has not died down. In fact, if you read or skim through a TMD thread started after the December 1st announcement, it currently has about fifty replies, and the posts are getting longer, and including more quotes – typically a sign that a poster is trying to deal a lethal blow to someone’s argument. And this is after some of the most vocal posters in the pre-announcement arguments stepped out of the fray.


Currently, the issue is Workshop decks. Well-respected voices have made all of the following (paraphrased) statements:


(1) Restricting Workshop would just bring Ancient Tomb and City of Traitors to the forefront rather than solving the problem.


(2) Workshop-Trinisphere is a devastating first turn that is entirely too easy to pull off.


(3) Workshop-Trinisphere is a risky gamble because it can be easily Forced, or the Workshop Wastelanded, screwing the Workshop deck.


(4) Workshop isn’t the real problem, Trinisphere is what makes it impossible to fight back.


(5) Trinisphere (and other artifact lock cards) would be fair if people could almost never play it first turn.


(6) It is easy to fight back against Trinisphere by metagaming.


(7) Force of Will (plus Mana Drain) vs. Workshop is not a healthy metagame.


(8) Force of Will (plus Mana Drain) vs. Workshop is oversimplification of the metagame.


(9) Three mana on turn 1 should involve at least one restricted card.


I’m pretty sure there’s more, but I already have a headache. There are people who think nothing needs to be restricted, people who think Workshop but not Trinisphere should go, Trinisphere but not Workshop, Workshop and Trinisphere, Workshop or Trinisphere and Dark Ritual to keep combo from reappearing, on and on. This debate goes back and forth because people are operating with different opinions of what makes something worthy of restriction. As the one and only SCG Featured Writer who does not play the format he writes about*, I believe I can act as the dispassionate voice in this debate.


* : At least not more than once per calendar quarter.


Obviously Workshops are not metagame-dominant at the present time. They aren’t even at an all-time high in terms of copies per Top 8. The important difference not conveyed by the raw numbers is that the line between Workshop aggro and prison is blurrier than ever before, so the same number of Workshops indicates a higher number of prison components than August’s high water mark. Also, as recently as this summer, some lock components were sideboard material, but at present more of them are maindeck and sideboard space is used for other assets. This, too, increases the “palpability” of their appearances.


In terms of copies per Top 8:

May., Jun., Jul., Aug., Sep., O-N.

_7.5, _6.7, _8.8, 10.0, _9.3, 10.9 Chalice of the Void

____, _0.4, _4.6, _8.2, _7.3, _7.3 Crucible of Worlds

_2.0, _2.3, _7.0, _5.4, _4.6, _7.2 Smokestack

_1.0, _1.7, _3.0, _1.2, _2.5, _0.8 Sphere of Resistance

_2.0, _2.7, _6.1, _5.4, _5.0, _6.2 Tangle Wire

_3.5, _6.1, _8.4, _9.6, _6.8, _9.2 Trinisphere

_0.0, _0.0, _0.7, _0.0, _0.3, _0.0 Winter Orb


16.0, 19.9, 38.6, 39.8, 35.8, 41.6 TOTAL Lock Components


divided by:

_4.2, _6.0, _9.8, 11.4, _7.5, _9.8 Mishra’s Workshop

_3.8, _3.3, _3.9, _3.5, _4.8, _4.3 Lock Components per Workshop


This also conveniently illustrates that while we are not experiencing an all-time high of Trinisphere, Crucible of Worlds, or Mishra’s Workshop, we are at an all-time high of lock components, and we are at record or near-record levels of nearly all of the lock components at the same time, which partially explains why everyone is so grumpy about it. However, I already said that Workshop is not dominant despite this trend. If you glance earlier in the article, the decks above 5% metagame share are three Workshop archetypes, three Mana Drain archetypes, TPS (a Dark Ritual archetype), and Dragon (a Bazaar archetype). Of those, all but Oath are also above 5% when averaged over the last six months, but none are in the top three archetypes. While Workshop decks may be ascending, they haven’t yet shown “dominance”, at least not with Mana Drain decks performing at roughly the same levels. (I’ll leave “The Hidden Bipolarity of a Twenty-Archetype Metagame” for some other day.)


So what’s all the fuss if dominance is not the explanation? Traditionally, distortion is used as the add-on criteria when dominance doesn’t adequately demonstrate why a card needs restriction. Try, “Goblins weren’t the only viable deck in Extended, but Goblin Lackey was harmfully distorting what decks it was possible for people to play, so it had to get axed.” I think this is a pretty easy case to make, but a difficult one to draw the restrict/not restrict line on: every playable card affects what other people play, but which are harmfully distortionary?


The answer lies in demonstrably limiting archetypes that could otherwise be played. Since control is still represented and flourishing, weeding out old ideas and selecting the best new ones like Oath, it’s aggro we should focus on for this exercise. This is, of course, complicated by the fact that the most prominent aggro* of today’s Vintage is a Workshop deck, Stacker a.k.a. “a million other names like 5/3 or The Man Show”. Heisenberg didn’t know the half of it, seriously.


* : Arguably “aggro-prison” or “aggro-control” depending on your definitions and level of pickiness.


Since there’s no way to accurately speculate about how much aggro would show up with any given restriction combination, we can pretty much only argue about “conducive environments”, which is a term I just made up, but someone else probably coined a long time ago. In the present environment, aggro is subpar if it’s not Workshop-centric. Food Chain Goblins showed up out of nowhere this month after three months of nonexistence, but I give good odds that’s a fluke. (I am informed that FCG beats the “everloving piss out of [S]tax” by Ben Kowal, though, so that might have something to do with it.)


Typically, non-Workshop aggro and aggro-control are slaughtered by lock components like Trinisphere. When Stax came out, it was billed as the solution to 4-Gush GAT (before Trinisphere existed!), which should give you some idea how much modern aggro-control bends over in those matchups. And of course the chances of decks without FoW beating decks that theoretically open 16%+ of the time with a turn 1 Trinisphere* are slim to none. At least against Mana Drain you get to cast the spell before losing.


* : Just based on a card with four copies being drawn 40% of the time in the opening hand, 0.4 x 0.4 = 0.16, and that’s hardly the only way to get three mana. Someone clarify this in the forums if they actually know how to do the probabilities of drawing from a deck.


So we can say that Workshop creates an environment where a large class of archetypes is nearly impossible to succeed with. GAT and its cousins used to show up in North America, but that was when all my Workshop finishers came from Europe. Is that enough to prove distortion? Only the DCI can decide. Pro-Workshop debaters would take this opportunity to point out that Mana Drain has a similar effect on playability for most non-Blue decks, it’s just a less offensive card because counterspells are seen as friendlier than spells that literally lock you out of the game. The way I see it, both are valid arguments, and that’s why this debate is getting stuck: too many sacred cows and hidden assumptions are preventing anyone reaching a new consensus.


Since this is hardly the time of the year to make restriction recommendations, I’ll leave my final verdict for February, by which time I expect some new developments to have come about. But for now, can we please stop whining for just two months? No matter what side you’re on, let the evidence build up, and then flood Knut’s inbox with vitriolic screeds in early- to mid-February, at which point I’ll refer back to this summary of the debate-to-date and diagnose the patient, er, format. Then the DCI will ignore all of us and do the right thing anyway based on their own thinking. It’s that simple.


(3) Card Counts from Jeek

It should be noted that Jeek is a saint for recompiling these numbers when Menendian pointed me to more data at the last minute. I have no idea if that’s his real name, where he is, or if he’s making up all that stuff he talks about on IRC, but dude, his script corrects spelling errors in decklists!


142 Island

66 Mountain

31 Swamp

22 Forest

1 Plains


137 Polluted Delta

70 Flooded Strand

28 Wooded Foothills

9 Bloodstained Mire

8 Windswept Heath



110 Volcanic Island

84 Underground Sea

45 Tropical Island

26 Taiga

21 Tundra

8 Bayou

7 Badlands

4 Savannah

3 Scrubland[/author]“][author name="Scrubland"]Scrubland[/author]


67 Sol Ring

64 Black Lotus

63 Mox Sapphire

61 Mox Jet

56 Mox Ruby

55 Mox Pearl

54 Mox Emerald

53 Ancestral Recall

51 Strip Mine

48 Mana Crypt

44 Time Walk

33 Demonic Tutor

33 Tinker

30 Tolarian Academy

27 Memory Jar

27 Mystical Tutor

26 Mana Vault

25 Vampiric Tutor

22 Lotus Petal

20 Yawgmoth’s Will

14 Fact or Fiction

13 Wheel of Fortune

9 Library of Alexandria

8 Timetwister

7 Crop Rotation

7 Necropotence

6 Chrome Mox

5 Entomb

5 Mind Twist

5 Mind’s Desire

5 Windfall

5 Yawgmoth’s Bargain

4 Balance

4 Lion’s Eye Diamond

3 Enlightened Tutor

3 Grim Monolith

3 Gush

3 Time Spiral

2 Channel

2 Demonic Consultation

2 Fastbond

2 Regrowth

1 Black Vise

1 Frantic Search

1 Mox Diamond

1 Stroke of Genius


180 Force of Will

165 Wasteland

136 Brainstorm

123 Goblin Welder

109 Chalice of the Void

98 Mishra’s Workshop

96 Rack and Ruin

95 Mana Drain

93 Red Elemental Blast

92 Trinisphere

82 Tormod’s Crypt

79 Thirst for Knowledge

75 Duress

73 Crucible of Worlds

72 Smokestack

65 Intuition

64 Accumulated Knowledge

62 Tangle Wire

62 Triskelion

50 Metalworker

48 Fire / Ice

43 Sundering Titan

40 Blue Elemental Blast

40 Oath of Druids

39 Dark Ritual

38 Duplicant

38 Forbidden Orchard

37 Null Rod

37 Squee, Goblin Nabob

36 Blood Moon

35 Bazaar of Baghdad

35 Misdirection

35 Stifle

34 Ancient Tomb

34 Karn, Silver Golem

34 Pyrostatic Pillar

33 Energy Flux

30 City of Brass

30 Cunning Wish

30 Naturalize

29 Gorilla Shaman

28 Ground Seal

28 Mishra’s Factory

27 Deep Analysis

27 Juggernaut

26 Swords to Plowshares

24 Mana Leak

22 Elvish Spirit Guide

22 Gemstone Mine

21 Impulse

21 Mindslaver

20 Engineered Explosives

19 Hydroblast

19 Pyroblast

18 Worldgorger Dragon

16 Circular Logic

16 Darksteel Colossus

16 Goblin Lackey

16 Goblin Piledriver

16 Goblin Warchief

16 Hurkyl’s Recall

16 Phyrexian Negator

15 Akroma, Angel of Wrath

15 Artifact Mutation

15 Flametongue Kavu

15 Gaea’s Blessing

15 Platinum Angel

14 Chain of Vapor

14 Chill

14 Standstill

13 Animate Dead

13 Back to Basics

13 Daze

13 Necromancy

13 Seal of Cleansing

12 Basking Rootwalla

12 Chromatic Sphere

12 Food Chain

12 Goblin Recruiter

12 Goblin Ringleader

12 Grim Lavamancer

12 Shattering Pulse

12 Spiketail Hatchling

12 Survival of the Fittest

12 Tendrils of Agony

12 Wild Mongrel

11 Cloud of Faeries

11 Xantid Swarm

10 Arcane Laboratory

10 Control Magic

10 Curiosity

10 Defense Grid

10 Echoing Truth

10 Gempalm Incinerator

10 Lava Dart

10 Oxidize

10 Verdant Force

9 City of Traitors

9 Damping Matrix

9 Glimmervoid

9 Goblin Charbelcher

9 Lightning Bolt

9 Siege-Gang Commander

9 Su-Chi

9 Uktabi Orangutan

8 Careful Study

8 Exalted Angel

8 Land Grant

8 Masticore

8 Psychatog

8 Rebuild

8 Sphere of Resistance

8 Tinder Wall

8 Uba Mask

8 Unmask

7 Coffin Purge

7 Counterspell

7 Dance of the Dead

7 Darksteel Citadel

7 Iridescent Angel

7 Nevinyrral’s Disk

7 Pentavus

7 Pernicious Deed

7 Rancor

7 Skullclamp

7 Spirit of the Night

7 Viashino Heretic

6 Annul

6 Diabolic Edict

6 Disenchant

6 Jester’s Cap

6 Meddling Mage

6 Mind’s Eye

6 Morphling

6 Old Man of the Sea

6 Razormane Masticore

6 Roar of the Wurm

6 Sacred Ground

6 Shivan Reef

5 Ambassador Laquatus

5 Arcbound Crusher

5 Goblin Matron

5 Goblin Sharpshooter

5 Great Furnace

5 Isochron Scepter

5 Maze of Ith

5 Pristine Angel

5 Quirion Ranger

5 Skirk Prospector

5 Staff of Domination

5 Sword of Fire and Ice

5 Woodripper

4 Anger

4 Arcane Denial

4 Arcbound Ravager

4 Arcbound Worker

4 Auriok Salvagers

4 Barbarian Ring

4 Buried Alive

4 Caller of the Claw

4 Chains of Mephistopheles

4 Disciple of the Vault

4 Doomsday

4 Exhume

4 Extract

4 Frogmite

4 Fyndhorn Elves

4 Hull Breach

4 Hymn to Tourach

4 Hypnotic Specter

4 Illusionary Mask

4 Kird Ape

4 Living Wish

4 Llanowar Elves

4 Mogg Fanatic

4 Mogg Salvage

4 Nantuko Shade

4 Ornithopter

4 Phyrexian Dreadnought

4 Planar Void

4 Price of Progress

4 Priest of Titania

4 Propaganda

4 Reanimate

4 River Boa

4 Serendib Efreet

4 Serum Visions

4 Shadowmage Infiltrator

4 Shrapnel Blast

4 Sinkhole

4 Skeletal Scrying

4 Solemn Simulacrum

4 Tree of Tales

4 Troll Ascetic

4 Vault of Whispers

4 Vindicate

4 Voidmage Prodigy

4 Volrath’s Shapeshifter

4 Æther Spellbomb

3 Ankh of Mishra

3 Arrogant Wurm

3 Birds of Paradise

3 Brain Freeze

3 Circle of Protection: Red

3 Deconstruct

3 Decree of Justice

3 Deranged Hermit

3 Faerie Conclave

3 Firestorm

3 Gaea’s Cradle

3 Gifts Ungiven

3 Gilded Lotus

3 Merchant Scroll

3 Natural Order

3 Ophidian

3 Phantom Nishoba

3 Powder Keg

3 Pulverize

3 Pyroclasm

3 Root Maze

3 Rushing River

3 Snuff Out

3 Sparksmith

3 Spawning Pit

3 Teferi’s Response

3 Trinket Mage

3 Underground River

3 Viridian Shaman

3 Welding Jar

3 Wirewood Symbiote

3 Wonder

2 Berserk

2 Cabal Ritual

2 Child of Gaea

2 Conjurer’s Bauble

2 Cranial Extraction

2 Ebony Charm

2 Elvish Scrapper

2 Fling

2 Lim-Dul’s Vault

2 Overload

2 Phyrexian Furnace

2 Pyrite Spellbomb

2 Rofellos, Llanowar Emissary

2 Seat of the Synod

2 Suq’Ata Firewalker

2 Wretched Anurid

1 Aura Fracture

1 Beacon of Destruction

1 Bone Shredder

1 Compulsion

1 Coretapper

1 Dominating Licid

1 Druid Lyrist

1 Echoing Decay

1 Genesis

1 Gilded Drake

1 Goblin Bombardment

1 Krosan Reclamation

1 Lightning Greaves

1 Meditate

1 Memnarch

1 Petrified Field

1 Phage the Untouchable

1 Plagiarize

1 Plated Slagwurm

1 Ray of Revelation

1 Razorfin Hunter

1 Reya Dawnbringer

1 Sarcatog

1 Scrivener

1 Sculpting Steel

1 Shivan Hellkite

1 Sliver Queen

1 Smother

1 Sylvan Library

1 Tainted Pact

1 The Rack

1 Tranquil Grove

1 Tribal Forcemage

1 Tsabo’s Web

1 Viridian Zealot

1 Voidmage Apprentice

1 Zuran Orb


Philip Stanton

prstanto at gmail.com