TagStandard

Breaking The Scepter: Two Decks

I’ve been playing around with decks built around Isochron Scepter, which may be almost Flametongue Kavu broken – the unusual uncommon you’d trade a good rare for – or just tantalizingly almost-broken. In Standard, it has been pointed out that you have the potential for a hideously broken combo with a first-turn land, Chrome Mox, Isochron Scepter, and Boomerang. The odds of getting that five-card combo in your opening hand are about 1.7%. Not good odds… But I like the concept.

Building The Worst Deck Possible

In essence, Shared Fate reads:”Switch decks with your opponent; you have no maximum hand size and cannot lose to decking.” How does this win you the game? The key to victory is having exactly zero victory conditions in your deck. That’s right – no creatures, no spells that might accidentally kill someone, nada, nothing. Call yourself a pacifist for the day. The trick is that even though your deck has no way to win, when you switch it with your opponent, that means he has no way to win!

Double Or Nothing: Who Belched?

The problem with using Proteus Staff in U/W is that I’ve taken a standard, nothing-special U/W Control deck and bolted the Proteus Staff onto it to get a creature. U/W Control doesn’t traditionally worry about putting creatures into play until it’s in control anyway, and so the Staff is really just wasted slots. Even so, there’s something special about being able to stack your deck, so I’m going to test the interaction between the Staff and another new Mirrodin card: Goblin Charbelcher.

Playtesting For Champs: The Control Decks

States is coming. The decks are being built and the gauntlet has been thrown. And now a gauntlet needs to be devised. I think that there are many possible control decks that can be built to take advantage of the new metagame – but the standouts are Mono-Red Control, B/G Control, U/W Control, and W/G Control.

Lost In The Machine: The Mirrodin Artifact Review, Part 3

There are lots of potentially great cards in Mirrodin, and it’s been a long time since I remember having such a long list of cards which I’m curious to find out whether they were as strong or weak as initially predicted. Out of all of them, Solemn Simulacrum interests me the most. This card fascinates me deeply. It’s not flashy, it’s not going to win games on its own by any stretch of the imagination, but it is powerful. Most of the other writers and players I respect who’ve discussed this card seem to see it as just”okay.” So far, I find it to be much stronger than that, and I’m eager to find out who turns out to be right.

Lost in the Machine: The Mirrodin Artifact Review, Part 2

Mesmeric Orb has a cool and unique effect, it’s well priced, and it takes some very serious planning and understanding to use to advantage. Okay, so I like it from a design standpoint; next is how usable this actually is. Plan A is to build a deck completely around the Orb and challenge your opponent to live in that environment better than you can by either making yourself proof against decking or just making sure your opponent will run out of cards first. Plan B is to use the Orb in a deck that just looks to capitalize off having a fat graveyard. Plan C is to use this as an ambush from the sideboard for archetypes that rely on killing you over a more extended period of time than this card might otherwise allow.

Chrome Mox And Other Silver Wonders

Like anyone else I’ve been testing and making new decks. Of course by new decks, I mean I’m putting old cards backwards in cases and then scribbling (in my terrible hand writing) words like”extraplanar” and”chrome” on small pieces of paper and then slipping them in. This, combined with a testing partner, results in testing out new decklists… Which I will now give to you, my readers. Then I will talk about the decklists. Which were tested and observed, under fire from other decks. Deck that might also be terrible. I think this is the real fun of new format testing: All of your decks are garbage, but you don’t know that yet.

Double Or Nothing: Red Rain

Last week, Jim showed you his gauntlet for Standard, which he’s using to prepare for Champs. This week, he updates you on how his gauntlet has altered in the course of playtesting… And brings in a new deck to test against it! How will Mono Red Land Destruction fare against The Gauntlet?

Lost In The Machine: The Mirrodin Artifact Review, Part 1

The ability to drop the Lightning Greaves out and then give a new creature haste each turn is quite good (and it’s not just for combat; try these with mana creatures!) and in many cases the untargetability will also be highly useful. The problems come up when other equipment starts showing up and you can’t get the Greaves off so that you can put the other Equipment on (let’s face it, monsters have a scary tendency to die in Standard), not to mention the bigger concern – namely, that the Greaves are outstanding when the first copy hits, and you do want it early, but that second copy is a whole lot less sexy than your second Bonesplitter or Plate.

Back To The Red Zone: The Mirrodin White Review

Auriok Bladewarden is one of the many new temptations printed to make sure you really give Equipment a good look. The problem with these creatures in my mind is that they work against the main things I like about Equipment. Instead of just playing good guys and using Equipment to improve both their influence and staying power, including guys like this means you have to invest so many turns (and permanents) into your development that you have to question whether you’re really playing the kind of game a creature-based attack needs to be looking for.

The New Old Face of Control: The Mirrodin Black Review

Dross Harvester strikes me as one of the most interesting creatures in the set. Obviously you can’t just drop this into any deck and expect to succeed, but that’s a very impressive power-to-casting-cost ratio. The cool thing about this card is that he’s interesting when creatures are involved (if you can keep it to your advantage) and he’s also interesting against passive decks (which hopefully can’t race). Using him in each situation requires some specific preparation, however.

Red Goodness In Mirrodin

An extremely fast red deck with a low land-count could utilize the Goblin Charbelcher’s obviously powerful ability. I can see him finding a home in a deck that utilises deck-stacking techniques, such as Scroll Rack. How about as the kill in a creature-light deck with the new pseudo Oath of Druids/Gaea’s Blessing artifact, Proteus Staff? Make some guys with Raise the Alarm, speed through your deck looking for your only creature, then stack the cards that flew past so that there’s ten cards before you see a land mountain. Activate Charbelcher at an opportune time, win the game.

“Lost In My Own Shadow”: The Mirrodin Red Review

A turn 1 Dark Ritual doesn’t reach you to mana you couldn’t rely on – it just gets you there faster. By accelerating a player to things like eight mana on turn 6, you get a different effect, because somewhere around this time a player would often start missing land drops. Turn 1 Hypnotic Specter is very good, don’t get me wrong – but under normal circumstances, you have been able to cast it on turn 3 anyway. In Seething Song’s case, you can cast an Obliterate on turn 6 that might not otherwise have happened until something like turn 11. That’s a very big difference.

“Natural Born Killers at Last!”: The Mirrodin Green Review

Considering how well you’ve got to pick your issues to use Molder Slug – or Glissa, Sunseeker or Creeping Mold or Deconstruct – I have to say that I really like the way this set’s anti-artifact options were designed. Players will have quite a few options to choose from, and those that best understand their deck’s strengths and needs are going to have significant advantage over those that don’t. In the past, there hasn’t often been this kind of functional overlap with so many cards. That kind of decision-making is very good for Constructed, and I hope we continue to see more of it in coming sets.

Downward Spiral: The Mirrodin Blue Review

There’s been a lot of buzz surrounding Shared Fate, but I’m just not convinced yet. The idea that a heavy control deck with plenty of multi-colored mana can cast this to stump an opponent while allowing you to cast their spells doesn’t make much sense to me, since your deck is going to provide them with the mana to cast your spells as they draw into the deck’s mana – so then it becomes a time issue. In fact, if you’re even a little behind on tempo this card could be fatal, since the opposing deck is less likely to have the answers you need. But along those lines, the real strength of the card may be as a kind of closer in a tempo deck….