Tempting Steel


A quick update to my preferred strategy in Standard:

4 Memnite
4 Signal Pest
4 Vault Skirge
4 Spined Thopter
2 Spellskite
4 Hero of Bladehold
------- 22 creatures

4 Glint Hawk Idol
4 Tempered Steel
4 Dispatch
3 Origin Spellbomb
3 Mox Opal
------- 18 other spells

4 Seachrome Coast
4 Glacial Fortress
8 Plains
4 Inkmoth Nexus
------- 20 lands

4 Mana Leak
3 Timely Reinforcements
2 Spellskite
3 Dismember
3 Shrine of Loyal Legions
------- 15 sideboard cards

The premise is the same. We have less speed than the previous Standard version because we lose Ornithopter and Steel Overseer, meaning that we now rely a lot more on Hero of Bladehold, which is not necessarily a bad thing. We also substitute speed for more resilence in the form of Spellkite and Origin Spellbomb.

The sideboard is a little sketchy, but at least it has a plan against everything that might be thrown at you. CounterBurn decks can't handle easily a charged Shrine with a Tempered Steel in the battlefield, and extra Spellskites just make their task harder. Mana Leak protects you from control deck's big spells, Timely Reinforcements help a lot against other aggressive strategies, and Dismember is just a catch-all answer.

Good luck in States,

Gabriel

Sojourning the Battlefield

Venser is the most interesting planeswalker in today's Standard. His combination of abilities make him a very good fit for both aggressive and controllish decks, and his ultimate is really powerful. Exiling permanents while casting a Preordain seems very cool, so today I'll be exploring a variation on a UW Control deck that takes advantage of the Sojourner's abilities.


Here's the list:

1 Æther Adept
2 Baneslayer Angel
2 Frost Titan
4 Sea Gate Oracle
4 Wall of Omens
------- 13 creatures

2 Day of Judgment
2 Into the Roil
3 Jace, the Mind Sculptor
2 Journey to Nowhere
4 Mana Leak
3 Oust
4 Preordain
3 Venser, the Sojourner
------- 23 other spells

1 Arid Mesa
4 Celestial Colonnade
4 Glacial Fortress
5 Island
4 Plains
3 Seachrome Coast
1 Scalding Tarn
2 Tectonic Edge
------- 24 lands

This deck was born out of the combination of two ideas. My brother used to play Patrick Chapin's UWR Venser deck, and I really liked the card advantage provided by the Sea Gate Oracles. If we combine the Oracles with its defender cousins the Wall of Omens (which I got from a deck in my local metagame by Edgar Garcilazo and Ruy Domínguez), we'll draw a lot of cards with a Venser in play, enough to find answers or a winning condition. Furthermore, the Oracles and the Walls are excellent defensive creatures, capable of holding the fort against aggressive decks while we're finding a board-sweeper or a removal spell. Additionally, the singleton Æther Adept helps in defending your planeswalkers against creature-based decks (that one was also suggested by Edgar and Ruy).


Oust is a card I think it's not getting enough play in today's Standard. More often than not, Oust is a one-mana Time Walk, able to tuck a Lotus Cobra, an Oracle of Mul Daya or an equipped Kor Duelist into your opponent's library, essentially undoing his or her last turn and giving him a dead draw. Venser decks are all about tempo, and this card provides it big time.

The rest of the deck is basic UW Control: Preordain, Mana Leak, Frost Titan, Jace, the Mind Sculptor, Day of Judgment, Journey to Nowhere, Baneslayer Angel and Into the Roil. This deck's strength relies on its ability to outdraw the opponent, getting the answer you need in the turn you need it. Drawing so many cards means that you will have a better opportunity than your opponents to draw your best cards, stabilize and take over any game.

The sideboard has to be tailored depending on the metagame. For example, given the popularity of Valakut Ramp in MTGO nowadays, we need Flashfreeze to counter their Primeval Titans and Avengers of Zendikar, as well as some number of Leyline of Sanctity to avoid being killed by Valakut. Against Boros and Quest decks, additional Day of Judgments and Into the Roil could be necessary, and we could add three copies of Jace Beleren to combat blue-based control decks.

I hope you liked this deck, I'd be happy to read all your suggestions and comments.

See you next mission,

Gabriel

Revenge of the Vine

Magic players conform one of the biggest hive minds in the gaming industry. Whenever a new decklist, deck idea or combo is discovered, it doesn't take long for the entire community to find out about it. The word spreads like fire in a forest, and almost immediately that idea is played everywhere, from Daily Events in MTGO to FNMs and Standard tournaments all around the world.

A similar thing happens when a popular deck shows a vulnerability to some type of strategy: every player starts to fill their sideboards (and sometimes their main deck) with cards that exploit that vulnerability. A classic example are decks that rely on the graveyard to do broken things, like Dredge in Extended or Survival of the Fittest in Legacy. When people expect that those decks will be played in large quantities, they tend to put cards like Tormod's Crypt, Ravenous Trap or Relic of Progenitus in their sideboards, but if those decks are not expected, people will remove them since they are mostly useless against other matchups.


In order to prevent this (and following the teachings of Alexander Shearer), we need to have several lines of attack in our decks, and not depend too much in one single line of attack. This increases the strength of our decks, since even if the main plan is disabled we still have ways to win the game. Decks like Dredge had either the beatdown path or the milling plan with Hedron Crab, and Survival decks still have creatures that can attack.

In today's Standard, decks based in Quest for the Holy Relic have the problem I mentioned above. If the opponents somehow remove the Quest or the equipment from the battlefield, the deck usually suffers a lot to recover. The mono-white version has creatures that can attack and overwhelm an unprepared opponent, and the green-white version I'm running has a Molten-Tail Masticore plan. This is the list I published on a previous article:

4 Birds of Paradise
4 Fauna Shaman
4 Glint Hawk
1 Kor Outfitter
1 Kor Skyfisher
4 Memnite
1 Molten-Tail Masticore
4 Ornithopter
4 Squadron Hawk
4 Stoneforge Mystic
------- 31 creatures

1 Argentum Armor
4 Quest for the Holy Relic
1 Sword of Body and Mind
1 Trusty Machete
------- 7 other spells

6 Forest
6 Plains
4 Razorverge Thicket
3 Stirring Wildwood
3 Sunpetal Grove
------- 22 lands

3 Brindle Boar
3 Celestial Purge
3 Leonin Arbiter
4 Leyline of Vitality
2 War Priest of Thune
------- 15 other spells

The metagame since then has shifted, so it's necessary that we make some changes to adjust for the current metagame, especially since we need to add lines of attack to cover for our opponent's enchantment and artifact removal.

To start, I feel that Vengevine can fit the deck once again, introducing another line of attack in our plan. They make our deck faster and more resilent to removal, which is necessary in the current metagame with the rise of UB Control. However, I'd like to stick most of that plan in the sideboard, leaving our main deck with only one, but leaving two in the slot where we formerly had Leonin Arbiter. To make space in the main deck, I removed a Stoneforge Mystic, since we only have 3 equipment and we can tutor for them.


Another addition I'd like to make is an extra Argentum Armor and Sword of Body and Mind to the sideboard. There are times when you have an active Quest but you have the equipment you're looking for in your hand. Adding two copies solve that problem and allows you to have the correct equipment in the right matchups. Doubling on Swords against blue-based control decks creates headaches to the opponents, and having two Armors in play against an aggressive deck often renders them hopeless in a few turns. I took out a War Priest of Thune since Pyromancer Ascension decks are on the decline of popularity due to countermagic, and in the mirror match you can just tutor for it.

Finally, we can swap the Trusty Machete for Basilisk Collar, since we need a little creature removal and the life gain is very welcomed. Thus, the current decklist stands as:

4 Birds of Paradise
4 Fauna Shaman
4 Glint Hawk
1 Kor Outfitter
1 Kor Skyfisher
4 Memnite
1 Molten-Tail Masticore
4 Ornithopter
4 Squadron Hawk
3 Stoneforge Mystic
1 Vengevine
------- 31 creatures

1 Argentum Armor
1 Basilisk Collar
4 Quest for the Holy Relic
1 Sword of Body and Mind
------- 7 other spells

6 Forest
6 Plains
4 Razorverge Thicket
3 Stirring Wildwood
3 Sunpetal Grove
------- 22 lands

1 Argentum Armor
3 Brindle Boar
3 Celestial Purge
4 Leyline of Vitality
1 Sword of Body and Mind
2 Vengevine
1 War Priest of Thune
------- 15 other spells

I believe this version is better suited to combat the rising control decks as well as being resistant to aggressive decks. Vengevine really changes the way you play every game without changing how the deck works. I hope you have enjoyed this small update, and I'd love to hear what you all think about it in the comments section.

See you next mission,

Gabriel

Casual Fridays: Dog Years

My favourite strategy in Constructed Magic is White Weenie. It all started when I bought Brian Hacker's 1998 World Championship deck. I fell in love with the synergies, the cards (especially the Knights: White Knight and Paladin en-Vec) and the speed of the deck. When I built my first mono-white aggressive deck, I started to win games for the first time in my playing career. Obviously, when I started playing EDH, I wanted to build a deck that captured that strategy.

For those of you that do not know what EDH is, it's a casual format where you choose a legendary creature as your general and build a 100-card singleton deck (including your general) around him or her, with restrictions on which cards you can use based on the colours of your general. It's usually player in multiplayer games, although 1-on-1 games are not uncommon. Everybody starts at 40 life, and plays a normal game of Magic, with the exception that the general lives in the Command Zone and can be accessed anytime. Furthermore, if at anytime a player has received 21 damage or more from a single general, he or she loses the game. For more information on the rules, you can visit the official EDH rules page here.

The singleton nature of the format makes it for very interesting deck building opportunities. Strategies that work well in normal constructed formats may not work very well in EDH. However, I'd like to try a white weenie strategy, adapted for multiplayer play in EDH. The perfect general for this is Isamaru, Hound of Konda. The idea is to build a Voltron-style strategy and complement it with a soldier-themed strategy.


A Voltron-type of deck means we have one creature that beats our opponents to death (in this case, Isamaru), while suiting it up with equipment or auras. Thus, we need an equipment package:

Adventuring Gear
Argentum Armor
Basilisk Collar
Bonesplitter
Darksteel Axe
Empyrial Plate
Strata Scythe
Sword of Body and Mind
Sword of Fire and Ice
Sword of Light and Shadow
Sword of Vengeance
Umezawa's Jitte
Whispersilk Cloak

Thirteen equipment cards ensure I draw at least one in a game, making Isamaru a real threat. I thought of adding some auras with Totem armor, however, creatures in EDH are exiled and tucked into the library more often than destroyed, so I thought that Umbras did not have enough value. Perhaps there's a deck that combines Umbra Mystic and some enchantresses to make Isamaru huge and indestructible.

Fortunately for us, white has a lot of cards that work well with equipment. I chose this set:

Auriok Windwalker
Kemba, Kha Regent
Steelshaper Apprentice
Steelshaper's Gift
Stoneforge Mystic
Stonehewer Giant
Taj-Naj Swordsmith

With this foundation, we add cards that help Isamaru go the distance, as well as some spot removal for threats or blockers:

Ajani Goldmane
Archon of Justice
Arrest
Elspeth, Knight-Errant
Faith's Fetters
Mother of Runes
Oblivion Ring
Path to Exile
Stonecloaker
Swords to Plowshares

I like Arrest because it functions well as both blocker removal and Pithing Needle, and it fits our soldier theme. Faith's Fetters is better, but who's to say we can't have both?

Now we put some cards that play in our soldier subtheme:

Brigid, Hero of Kinsbaile
Conqueror's Pledge
Captain of the Watch
Catapult Master
Crovax, Ascendant Hero
Darien, King of Kjeldor
Decree of Justice
Elspeth Tirel
Knight-Captain of Eos
Martial Coup
Mobilization
Ranger of Eos

Brigid is great at keeping token hordes at bay, and he becomes awesome when equipped with a Basilisk Collar. Knight-Captain of Eos and Mobilization create a nice Fog soft-lock. Ranger of Eos demands a tutoring package to work with:

Serra Ascendant
Student of Warfare

It's a shame Figure of Destiny is illegal to play in an Isamaru deck. Ranger of Eos also has the added bonus of tutoring for Isamaru if he gets tucked into the library.

Equipment is very mana intensive, and some of our top cards have hefty mana costs. We need to add artifact mana acceleration and some land tutoring:

Coalition Relic
Darksteel Ingot
Eternal Dragon
Gilded Lotus
Knight of the White Orchid
Land Tax
Noble Templar
Weathered Wayfarer

Every EDH deck needs certain cards to handle the threats opponents play, be it creatures, artifact, enchantments or lands:

Archon of Justice
Austere Command
Hallowed Burial
Relic of Progenitus
Return to Dust
Soltari Visionary
Wrath of God

We also need some recursion, because the graveyard is the most important resource in EDH:

Adarkar Valkyrie
Marshal's Anthem

Finally, we can round out our list with good cards that can fit our deck, but do not fit in any of the above categories:

Crystal Ball
Emeria Angel
Karn, Silver Golem

Karn works especially good here, animating our equipment to attack our opponents. He also doubles as artifact removal, converting an artifact into a creature and then removing it with a sweeper or spot removal.

We end up having the following list:

Isamaru, Hound of Konda
------- 1 captain

1 Adarkar Valkyrie
1 Archon of Justice
1 Auriok Windwalker
1 Brigid, Hero of Kinsbaile
1 Captain of the Watch
1 Catapult Master
1 Crovax, Ascendant Hero
1 Darien, King of Kjeldor
1 Emeria Angel
1 Eternal Dragon
1 Karn, Silver Golem
1 Kemba, Kha Regent
1 Knight of the White Orchid
1 Knight-Captain of Eos
1 Mother of Runes
1 Noble Templar
1 Ranger of Eos
1 Serra Ascendant
1 Soltari Visionary
1 Steelshaper Apprentice
1 Stonecloaker
1 Stoneforge Mystic
1 Stonehewer Giant
1 Student of Warfare
1 Taj-Nar Swordsmith
1 Weathered Wayfarer
------- 26 creatures

1 Adventuring Gear
1 Ajani Goldmane
1 Argentum Armor
1 Arrest
1 Austere Command
1 Basilisk Collar
1 Bonesplitter
1 Coalition Relic
1 Conqueror's Pledge
1 Crystal Ball
1 Darksteel Axe
1 Darksteel Ingot
1 Decree of Justice
1 Dispense Justice
1 Elspeth, Knight-Errant
1 Elspeth Tirel
1 Empyrial Plate
1 Faith's Fetters
1 Gilded Lotus
1 Hallowed Burial
1 Land Tax
1 Marshal's Anthem
1 Martial Coup
1 Mobilization
1 Oblivion Ring
1 Path to Exile
1 Relic of Progenitus
1 Return to Dust
1 Steelshaper's Gift
1 Strata Scythe
1 Sword of Body and Mind
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of Vengeance
1 Swords to Plowshares
1 Umezawa's Jitte
1 Wing Shards
1 Whispersilk Cloak
1 Wrath of God
------- 39 other spells

1 Arid Mesa
1 Daru Encampment
1 Drifting Meadow
1 Emeria, the Sky Ruin
1 Evolving Wilds
1 Flooded Strands
1 High Market
1 Kjeldoran Outpost
1 Kor Haven
1 Marsh Flats
1 Mistveil Plains
16 Plains
1 Rustic Clachan
1 Secluded Steppe
1 Strip Mine
1 Tectonic Edge
1 Terramorphic Expanse
1 Windbrisk Heights
1 Windswept Heath
------- 34 lands

The manabase is designed to give more power to our landfall cards, as well as ensuring that every card we draw is gas. We have Kjeldoran Outpost as an additional token producer, and Kor Haven as a Maze of Ith proxy, allowing us to defend against creatures like Emrakul and his eldrazi friends.

I hope you liked this kind of post. I'd like to hear what you think of this format and this deck. EDH is a very fun format to play, with a lot of variance and factors (like multiplayer politics) that ensure that every game will be a new experience for all the players. I recommend you try it.

See you next mission,

Gabriel

A Sealed PTQ Report *3rd* - Part 2

This is the second part of my PTQ report. If you haven’t read the first one you should do it here.

When we left, I was doing very well in the 2nd round of the PTQ. I was excited and confident. I finished the second matchup quite late, because my opponent was a slow player, so I didn’t had time to ask my friends their records.

Round 3: Alfredo Perez

My next opponent was a well-known player in Mexico, although he’s not very famous he does pretty well constantly, and he plays frequently in this kind of tournaments. He was very kind, after we wished each other good luck, we began to play. My opponent started with a forest, an island and a Wall of Tanglecord, while I opened with a mana Myr and a Glint Hawk that stayed on defense. After his third turn I bashed with my Hawk and he blocked with his wall, then I cast Cerebral Eruption which luckily revealed a Putrefax that sweeped his board and revealed to me the U/G Infect/Proliferate deck he was playing. My opponent was stuck on 4 lands while I kept up the beats with my newly Trigon of Rage. Shortly afterwards, my opponent conceded. The second game was a short one, my opponent had a third turn Cystbearer and a fourth turn Putrefax thanks to a Silver Myr and a Throne of Geth so we were off to game three. Alfredo mulligained to five, and I kept the aggro beatdown with Trigon of Rage, Glint Hawk and Kemba’s Skyguard.

3-0 (6-2)

Round 4: Carlos Cordero

Carlos was playing right next to me last round. His deck performed very well against his opponent, he was playing a Boros aggro deck like I was, but his deck featured Sunblast Angel and Wurmcoil Engine. In the first game I had to mulligan to six while Carlos kept his initial seven. His first play of the match was a Memnite and he passed, while I played an Origin Spellbomb which got cycled for a Myr token and a card. He kept playing creatures like Snapsail Glider and Glint Hawk to put pressure on me, but then I drew the one and only Cerebral Eruption, revealing Chrome Steed, which cleared his board whilst dealing 5 damage to my opponent. The next turn I cast Elspeth and he conceded immediately. The second game he mulligained, while I kept my initial hand this time. Carlos started fast with double Memnite on the first turn and an Auriok Edgewright on the second turn. I tried to kept things under control by trading my creatures with his, but everything was lost when he played Wurmcoil Engine, so we went to game 3. I mulligained again and he kept. Carlos again played a lot of creatures like in the first game but this time I didn’t have the Eruption. My first play was a turn four Bloodshot Trainee and an Elspeth Tirel the following turn. After some stalling I did Elspeth's ultimatum ability with a pair of tokens, and Carlos couldn’t recover.

4-0 (8-3)



Round 5: Luis Cortes

Luis was playing a Red/Green deck with lots of removal like Sylvok Replica, Shatter and Oxidda Scrapmelter so I knew this one was going to be hard. I won the roll and opened with a Trigon of Rage and a Kemba’s Skyguard, while Luis began with a Darksteel Myr. I started bashing through the air with my Skyguard, but that didn’t last long because Luis cast a Wall of Tanglecord. The turn after that I cast Elspeth and used the -2 ability to keep the pressure on. I continued to attack with my soldiers, until he conceded. The second game began with a Wall of Tanglecord on the second turn. While I started with a Myr and a Glint Hawk, after that I cast Mimic Vat and the next turn Carlos did the same. Later I cast Vulshok Replica and Carlos followed with a Sylvok Replica. Both Replicas traded, and I imprinted my Replica on my Vat while he imprinted hi, however I exiled his Vat with Revoke Existence. He was stuck on 4 lands, and with me having a free bolt to the dome every turn it was an easy win.

5-0 (10-3)

I was 5-0, and it was an amazing feeling. At the moment I was thinking I could intentionally draw in the next two rounds to secure a spot in the Top 8, but I was paired with the guy with a 4-0-1 record. That meant it wasn’t going to be that easy to get into the Top 8.

Round 6: Cristiam Padilla

Cristiam won the roll and he kept his first hand while I mulligained again to 6. After my trip to Paris, I decided to keep and the round started, as usual I started on a Trigon and a Skyguard, but Cristiam decided not to let damage through with a Skinrender. Afterwards I tried to resolve my planeswalker but he decided that wasn’t correct and countered it with a Stoic Rebuttal. Those were my three spells of the game. In game two, I mulligained again, and kept a super aggro hand, with a Myr, Glint Hawk, Trigon, two lands and Elspeth just in case the game went long. I opened with my Myr and my Hawk. Cristiam didn’t play anything until turn four in which he played a Darkslick Drake. I kept the pressure on and he conceded with no other play. In game three Cristiam was overwhelmed by three mulligans and I won easily.

6-0 (12-4)

I had secured my spot on the Top 8! It was an amazing feeling, it really felt really really well.

Round 7: Alfredo Domínguez

Alfredo and I decided to intentionally draw.

6-0-1 (13-5)

I tried to relax a little bit, my friends and my brother were telling me they were very proud of me. A lot of people were telling me to clear my mind so I could play my best Magic, obviously I wanted to go to Paris so I followed their advice.

Top 8 Draft

Sadly, my draft deck disappeared, but I remember it was a nice U/R deck with Galvanic Blast, double Tumble Magnet, Oxidda Scrapmelter and Trigon of Rage. I felt confident about it. When the real thing began, my opponent was Marcelino Freeman, the current mexican champion. I had watched him play a couple of times during the event and he was good, really good.



Quarterfinals: Marcelino Freeman

He won the roll and started with a Blight Mamba and a Contagious Nim, which made clear what Marcelino was trying to do from the beginning. I played a Trigon, and some mana Myrs. Marcelino rapidly put me on nine poison counters and then cast Throne of Geth so quickly I was 0-1. On the second game I had a trip to Paris, and kept a two lander hand with some Myrs, the sad news was that I never got the third land for my second color, and Marcelino got a nice draw, so I was dead in 7 turns.

6-1-1 (13-7)



It felt a little bad to go so far but have nothing in return but a few packs, but I was so proud of myself, that it didn’t mattered. I played my best Magic, and I had a good time with my friends playing the game that I love, so it was an awesome experience.

Thank you for reading, please comment and tell me what you like and what you didn’t.

Happy Brewing,

Fernando Gutiérrez