The Blood Harvest

Hey everybody,
It’s been a while since Magic has been at the forefront of my mind, but today I thought I’d once again spend a bit of time talking about a deck that I’ve been tinkering with recently. It’s an older red/black deck, which I think I’d originally built years ago – Vampires and Demons, Zombies and Wizards! It was, like many such decks, a bit of a homage to the deck I used so often with the android app, but has since evolved into something a bit more like my normal style of deck-building. Any time I’m building a paper deck, it’s hampered by the fact I didn’t get into the game until well after most of the legendary sets, such as Zendikar and Innistrad, so the card pool is somewhat limited! But still, enough prattling on, let’s look at the deck itself!

As always for me, it’s creature-heavy, but this one is particularly big on bodies.

Creatures (22)
Harvester of Souls
Blood Cultist
Kargan Dragonlord
Onyx Mage
Blind Zealot
Stonewright
Rakish Heir (2)
Bloodcrazed Neonate (2)
Markov Blademaster
Stromkirk Noble
Vampire Outcasts
Falkenrath Torturer
Falkenrath Aristocrat
Falkenrath Exterminator
Guul Draz Vampire
Kalastria Highborn
Vein Drinker (2)
Sangromancer
Blood Seeker

Instants / Sorceries (5)
Uncanny Speed
Dark Temper
Vampire’s Bite
Feast of Blood
Blood Tribute

Enchantments (5)
Curse of Wizardry
Raid Bombardment
Talons of Falkenrath
Maniacal Rage
Claws of Valakut

Artifacts (3)
Veinfire Borderpost
Onyx Goblet
Elbrus, the Binding Blade

Land (25)
Swamp (11)
Mountain (9)
Lavaclaw Reaches
Crypt of Agadeem
Smoldering Spires
Teetering Peaks
Akoum Refuge

The main idea behind the deck, then, is to just beat on my opponent with constant attacks. There are a few effects that don’t allow my creatures to block, emphasizing the vicious nature of the deck. There aren’t really any key pieces for the deck, either, which is something of a philosophy for me when making these kinds of decks. Far too often, you’ll be playing a game with an army out there, and key cards are getting removed in one way or another; for me, it’s much better if I can just keep going with whatever I have to hand.

The Innistrad vampires have the subtheme of +1/+1 counters going onto cards, and I was thinking about including some of the Proliferate cards from Scars of Mirrodin block, as I have done with my Sheoldred deck, but I think this deck is a little less involved than that one. If the cards can generate counters, then that’s great, and there are a couple of “target creature can’t block” effects to hopefully get some combat damage through to make it happen, but that’s not the force of the deck, really.

It’s just all about dealing damage, all the time. There’s a little bit of deathtouch, and a little bit of intimidate, but otherwise we’re not being too fancy here. Sometimes it’s just good to go all out and kill stuff, you know? The big lad in the deck is the Harvester of Souls, which would be nice if he had some form of evasion like flying, but I think deathtouch can be enough of a deterrent at times that he should still be able to get some damage through. I’ve got Falkenrath Aristocrat in the deck as well, who is quite a powerhouse in the right circumstances. I was actually trying to alter the deck up to include more humans to sacrifice to her abilities before I realised that I basically have one copy of her in the deck, so it became a bit silly.

There are a couple of cards that I can still see myself swapping out, though for the moment I’m leaving them where they are. Raid Bombardment is just a nice call-back to my deck on the app, but isn’t really necessary for the deck to work (it’s just good to have, as there are a lot of low-power creatures here!) Falkenrath Exterminator is another of these cards that I think I could potentially do without, but for the time being I’m leaving him in, as well. I was considering going heavier with artifacts at one point as well, but that’s gone by the wayside somewhat, too.

It’s definitely the type of deck that I enjoy playing. Relatively straightforward, no requirement to set up a combo and won’t fall down if some cards get removed. There are a lot of singleton cards in here, so it’s not vulnerable to stuff that discards all copies, and stuff. Generally, it’s the kind of janky deck that nobody expects, and can very often do well as a result! But it can definitely be vulnerable to -2/-2 effects…


Having written all of this up, I am now kinda tempted to try and make this into a much more “streamlined” kind of deck. You know, the sort of deck where you have 4-of everything for maximum efficiency, and whatnot. I probably won’t, of course, as I can’t afford it, but it’s an interesting idea!! The deck originated in an idea that I’d had for making a singleton deck (aside from basic lands), and included a lot more cards from Alara block. It’s interesting to see how it has been refined into the Vampire deck that it is today, at any rate!

Playing Magic: Cult of Rakdos

Hey everybody,
It’s been a long time since I have talked about Magic on my blog, but it’s been something that I’ve been drifting back towards in recent days, so I’ve been looking over some of the decks that I’ve had built over the years. I’ve written quite a few of these “playing Magic” blogs, focusing on a few of the Ravnica guilds such as Dimir and Orzhov, but not yet on the colour combination that I perhaps enjoy more than any other: red and black! So it’s finally time to get to “my roots”, as it were, and talk about the Cult of Rakdos!

Rakdos Lord of Riots

Rakdos is unlike any of the other Guilds on the plane of Ravnica, in that they’re a sort of madcap band of circus-folk who are all bound by their hedonistic worship of the demon, Rakdos. The black and red cult has appeared now in three different sets, starting with Dissension in original Ravnica back in 2006. The guild mechanic here was Hellbent, an ability word that gave additional or enhanced effects to a card if you have no cards in hand.

Return to Ravnica gave us Unleash, a mechanic that allows you to choose when casting a creature to place a +1/+1 counter on it. If you do, it then cannot block, but is obviously buffed for as long as it remains in play. (Indeed, a counter placed from any source will prevent the creature from blocking). As far as the link to Rakdos goes, it’s fairly thematic, given the fact that the creature will only be concerned with attacking.

Finally, Ravnica Allegiance has given us Spectacle, which is a sort of re-imagined version of the ability originally chosen for Rakdos – if an opponent lost life this turn, you can cast the spell for its Spectacle cost rather than its casting cost. It’s also thematic for being so similar to the ability of the guildmaster himself, Rakdos Lord of Riots.

Rakdos

So let’s get down to my deck!

Creatures
Rakdos, Lord of Riots
Exava, Rakdos Blood Witch
Spike Jester (2)
Goblin Deathraiders (2)
Rakka Mar
Kiln Fiend
Hellrider
Rakdos Cackler (2)
Rakdos Shred-Freak (2)
Gore-House Chainwalker (2)
Rakdos Drake (2)
Exuberant Firestoker

Instants
Staggershock (2)
Shock (2)
Showstopper (2)
Virulent Swipe (2)
Rally the Forces

Enchantments
Lightning Talons (2)
Deviant Glee (2)
Madcap Skills
Anthem of Rakdos

Artifacts
Rakdos Keyrune (2)
Rakdos Signet
Rakdos Cluestone
Veinfire Borderpost

Land
Rakdos Guildgate (4)
Rakdos Carnarium (2)
Blood Crypt
Swamp (7)
Mountain (8)

There are a couple of things that I’ve considered changing about this deck, but I’ve had pretty decent luck with it so far that I’ve not really done anything about it just yet.

The bulk of the deck is of course Rakdos-centric, which is a lot of attacking power and Haste creatures. A lot of people don’t value Enchantments much, because of the fact that they die with the creature they’re attached to, but I do like to have some in my decks for the abilities they can grant. And I do recall one particularly memorable game where I had the Hellrider deal just one point of damage to my opponent, which let me bring Rakdos himself out, and the pair of them consequently won me the game while equipped with Deviant Glee and Lightning Talons, respectively! By contrast, the only artifacts included in the deck are concerned with mana-fixing, which is probably something that isn’t going to be a problem with the majority of the cards included, but they’re also really on-theme, so I find it hard to argue with that!

I mentioned Hellrider being a useful way to ensure Rakdos comes out, but there are a couple of direct-damage spells (of course!) that can help to ensure I’m able to deal damage to my opponent if need be, as well as the Exuberant Firestoker who, for quite a while, was almost cut from the team. However, even with creatures that have Trample or Flying, I need to make sure I can get the big guy out as much as possible. There are plenty of ways to pump him throughout the deck, which can win me the game if need be – Rakdos with Lightning Talons was a 9/6 Flying & Trample demon badass, but with Virulent Swipe he can be an 11/6 Flying/Trample/Deathtouch nightmare! Add in a Rally the Forces and he’s giving out 12 points of damage in the air – Trample ensures at least some of it gets through, and First Strike will kill off any chumps before they get a chance to kill him as well. If Anthem of Rakdos is added into the mix, there is the potential to one-shot a player! He can be such an incredible threat, it’s worth adding in the additional insurances to make sure he can be cast!

Exava Rakdos Blood Witch

Of course, the deck isn’t entirely about the Lord of Riots. He’s not an expensive card to buy, normally, but his availability has decreased significantly since I first got into the game, it has to be said. So the deck was never going to be a showcase for my favourite cult leader. We’ve got Exava, Rakdos Blood Witch, who acts almost as a focal point for the Unleash mechanic, allowing me to play those creatures on the turn they come out as she gives anything with a +1/+1 counter Haste. There are plenty of creatures and plenty of direct-damage spells that I can still stand a very good chance here, even if the Lord of Riots is stuck at the bottom of my deck. I don’t need him to win, but he’s really great when he hits the table!

I’ve talked before about encouraging the aesthetics of the deck in having cards in the same frame, and so on, and here I wanted to keep that sort of look of the deck as having the pre-M15 frame. I should probably try to make another deck from the new Rakdos cards in the new block, as I’ve got quite a few that I think might go together to make a decent re-imagining of the classic combo of black and red. Might be a blog for another day soon!

Rakdos

Outside of the Ravnica cards, I’ve gone pretty wide this time in the deck, including stuff from original Zendikar block, and even Shards of Alara. I feel it’s worth mentioning here the Borderposts that I’ve included in the deck – I’ve come across a lot of hate for these cards online, as people seem to condemn anything that isn’t a fetchland as worthless. However, it’s worth noting that you can pay 1 generic mana and return a land to your hand to play the card, rather than paying the three-mana casting cost. Turn one, then, being able to play the post provides some immediate fixing on the same speed as a Guildgate. Again, I’m aware that Guildgates are hardly the go-to lands but, playing against a lot of land removal allows me to keep my colour fixing in artifacts like these and the Keyrune etc.

Of course, it’s basically an aggro deck, so there are a lot of creatures involved, with a lot of combat tricks to buff them (and keeping the Kiln Fiend happy!) I’ve been thinking of more stuff like this going into the deck, to have more value coming from casting spells – Guttersnipe springs to mind, of course, but as I’d said before, I’ve had decent success so I’m not in too much of a rush to change things for now. I also have only 9 instant cards in the deck, which I don’t think is enough to consider building a spells-matter strategy into it at this point.

Rakdos

It’s a lot of fun playing these sorts of decks, I find, as you usually don’t find yourself playing for very long, so can get in multiple games and, thus, get to see a lot more of the deck.

There are a lot of great cards that can find a home in a deck like this, although they do tend to lend themselves to a certain type of card as time goes on. I’ve found myself having collected a large number of Magic cards over the years, and so find it a lot of fun to physically go through the collection and build decks that include all manner of weird and wonderful cards and effects. It’s also one of the reasons that I think this game is always going to be around for me – I might not play it anywhere near as often as I used to, but it’s something that has been a big part of my life for quite some time, and will doubtless always remain there, ready for me to come back to it when life allows! I suppose that’s the beauty of the game, in that a deck like Return to Ravnica-era Rakdos (and we’re talking 2012 here) will always be fun to play, no matter what has happened in the game. There’s another reason why I keep coming back to Magic – that timeless quality of it just being a really good game!

Playing Magic: The Orzhov Syndicate

Hey everybody!
It’s been a while since I’ve done one of these “playing Magic” blogs, but in light of the fact that I’ve started to collect some cards again, and seeing as how we’ve just experienced another return to the plane of Ravnica, I thought it’s about time I wrote up a blog showcasing the Orzhov deck that I’ve been talking about in a number of my previous blogs! So without further ado, let’s get to it!

Orzhov Syndicate

The Orzhov Syndicate is a bit like the idea of a corrupt Church organisation, not all that far removed from real life, where the leaders are more businessmen than clerics, and who have a very temporal power through their control of all manner of deals. Indeed, one of the Guild-specific land cards in the original Ravnica block is Orzhova, the Church of Deals. There is a strong theme whereby even in death, a person’s debt is rarely paid, and so the Guild features a lot of ghosts and shades, with a few keywords that have come in over the years that play on that idea.

The original keyword mechanic for the Orzhov Syndicate was Haunt. Widely considered to be a terrible mechanic (head designer Mark Rosewater himself considers it “a mistake”), a card with Haunt will be exiled rather than placed in the graveyard, “haunting” another permanent on the battlefield. When the card it is haunting is itself then put into the graveyard, that action will trigger the Haunt effect of the original card, basically getting a second use out of it before both die.

During Return to Ravnica block, Orzhov had the mechanic Extort, which allows you to pay an additional white or black mana whenever you cast a spell, whereupon each opponent loses 1 life and you gain life equal to the total lost. Commonly referred to as “drain and gain”, it’s a great way to ensure cards have impact for you the whole game, and it’s the mechanic around which I’ve built my deck that I’ll talk about shortly!

During the latest Guilds of Ravnica block, the new Orzhov mechanic is Afterlife X, which creates X 1/1 Spirit creature tokens when the card with Afterlife X dies. I suppose you can think of this as a cleaner Haunt, or at least, a cleaner implementation of the idea of Haunt! It’s also extremely on-point for the idea of never quite paying off your debts to the Syndicate!

Unlike my Dimir deck, my Orzhov deck is all about the Guild, and goes heavily into the theme of Orzhov, using cards only from Ravnica and Return to Ravnica blocks.

Orzhov Syndicate

I’ll be the first to admit, this deck can be clunky as hell. Because of the fact that I’ve got the self-imposed limit of only including Guild-specific cards in the deck, it’s really difficult to reliably make the deck win. I’ve also included some cards in there for the sheer theme alone, and ordinarily wouldn’t consider using if I were trying to make the deck more playable. But it’s a lot of fun to build decks that are dripping with theme like this, so there is definitely that in its favour!

Creatures (25):
Obzedat, Ghost Council
Blood Baron of Vizkopa
Kingpin’s Pet
Treasury Thrull
Syndic of Tithes
Syndicate Enforcer
Souls of the Faultless
Maze Sentinel
Basilica Guards
Sin Collector
High Priest of Penance (2)
Tithe Drinker (2)
Orzhov Guildmage
Vizkopa Confessor
Thrull Parasite (2)
Crypt Ghast
Pontiff of Blight
Vizkopa Guildmage
Dutiful Thrull (2)
Basilica Screecher (2)

Instants & Sorceries (5):
Purge the Profane
Executioner’s Swing (2)
Obzedat’s Aid (2)

Artifacts (4):
Orzhov Signet
Orzhov Cluestone
Orzhov Keyrune (2)

Enchantments (4):
Gift of Orzhova (2)
Shadow Lance
Blind Obedience

Land (22):
Orzhov Guildgate (3)
Orzhov Basilica (3)
Orzhova, the Church of Deals
Plains (8)
Swamp (7)

Orzhov Syndicate

There are 15 instances of Extort as a keyword in the deck, though thanks to the Pontiff of Blight, every single spell being cast has the potential to gain Extort – and in case you were wondering, multiple instances of Extort on a card do indeed stack, so there is definitely the potential for some serious drain and gain shenanigans going on there!

Of course, Extort isn’t the only thing going on with the deck. There is a certain element of Control, thanks to stuff like Blind Obedience (a card I normally dislike playing due to the amount of hate it can attract) and the High Priest of Penance forcing some difficult choices to be made by any would-be attacker. The lifegain potential in the deck is high, due to the multiple instances of Lifelink outside of Extort, though one of the big areas this deck falls down is a failing to weaponize that. I’ve talked more in-depth on weaponizing lifegain in my Ayli Commander deck blog, though, and I think if I were to travel outside of the Ravnica block cards, it wouldn’t be too difficult to create a really punishing version of this deck.

Ultimately, this is meant to be just a fun deck that is really dripping with theme, and one that brings back fond memories for me when I was first getting into Magic the Gathering, watching Spellslingers and enjoying the interactions of the cards, as well as seeing just how much fun you can have playing this game!!

Getting Back into Magic!

Hey everybody!
So it’s been a while, but I’ve started to get myself back into Magic the Gathering, having been thinking a lot about what I’ve been missing since I was last looking at it back when Guilds of Ravnica came out last year.

To begin with, it seems like there’s been a lot happening! War of the Spark is out, and all hell seems to have broken loose on Ravnica, as the Planeswalkers of the Gatewatch face off against Nicol Bolas. I think I need to really get to grips with what on earth has been going on overall, though there is that novel coming out that, I presume, will deal with all of that! In the meantime, though, I’ve been taking a look through a lot of my collection, adding a few bits here and there, and have already been building up a couple of decks – one of which, I’m sharing with you all here today!

Jund

Jund is one of the five Shards of Alara, primarily aligned with Red mana, spilling over into both Black and Green. The Shards were introduced in Shards of Alara, unsurprisingly, and gave names to the allied three-colour groupings. The flavour of the Shard is very much something I like, using the vibrancy of Red as a base to build upon. I’m not hugely into Green, but I do enjoy the pair of Red and Green, so that’s all fine. Red and Black however…

There is a strong theme of wildness and passion that comes out from looking at the actual Jund-themed cards from Shards of Alara block, where the theme of predator/prey comes out through the Devour mechanic:

Devour N (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with N +1/+1 counters on it.)

Jund Savage Lands

For my deck, I’ve got quite a few things going on, which should hopefully make it interesting to play. There is a theme of Enchantments matter, spells matter, and a counters sub-theme, along with more of a meta-theme of shamans playing about with magic. This latter might take some explaining, so bear with me!

Creatures (14):
Radha, Heir to Keld
Deeproot Chamption
Dragonmaster Outcast
Blightcaster
Savage Ventmaw
Boltwing Marauder
Hellkite Hatchling
Paragon of Eternal Wilds
Poison-Tip Archer
Guttersnipe (2)
Kiln Fiend (2)
Winding Constrictor

Instants & Sorceries (9):
Blood Divination
Doublecast
Grim Affliction (2)
Virulent Swipe
Firebolt
Ground Assault
Enter the Unknown
Death Frenzy

Enchantments (8):
Sight of the Scalelords
See Red
Gruul War Chant
Untamed Hunger
Pyromancer’s Assault
Retreat to Valakut
Bonds of Mortality
Infernal Scarring

Artifacts (4):
Primal Amulet
Thunderstaff
Worn Powerstone
Dowsing Dagger

Land (25):
Mountain (4)
Swamp (4)
Forest (2)
Bloodfell Caves
Jungle Hollow
Rugged Highlands
Timber Gorge
Hissing Quagmire
Cinder Barrens
Rootbound Crag
Cinder Glade
Savage Lands (2)
Akoum Refuge 
Molten Slagheap
Kazandu Refuge
Dragonskull Summit
Evolving Wilds

So we’ve got a lot going on, but the thought process here is stuff like the Blightcaster killing creatures whenever Enchantments enter the battlefield; the Primal Amulet, Deeproot Champion, Guttersnipe and Kiln Fiend doing things whenever instant and sorcery cards are cast; and the Winding Constrictor increasing the number of counters that get put on cards through effects like the Deeproot Champion and Enter the Unknown. Hellkite Hatchling is the only card with Jund’s Devour mechanic, which is nice to have for flavour purposes, and will also benefit from the Winding Constrictor.

The land base is a little bit janky, I’m currently thinking about swapping out a few things, and can’t decide if I want to get rid of the manland or the storage land. It’s always a question of cost as far as lands are concerned though!

I mentioned earlier the theme of shamans going crazy casting spells. I want the deck to have a fairly strong theme of magic coming through in the artwork, with spells that have a strong feeling of casting (Blood Divination, Doublecast, Firebolt), artifacts of power (Worn Powerstone), and even powerful spellcasters themselves (Blightcaster, Dragonmaster Outcast).

Artwork on cards is something that I’m often very sensitive to, wanting a deck to feel like it’s coherent as well as looking it. Another theme I wanted here was for the cards to all share the post-M15 border, and for any colourless mana symbols to have the “diamond” symbol, and not just a number in a grey circle. All very unimportant to most players, I know, but it’s something that I’m becoming increasingly concerned with.

As a side note, Firebolt’s appearance in the upcoming Modern Horizons means that it’s only Worn Powerstone that is keeping this deck Modern-legal. Ah well!

This deck should be interesting enough to play, in theory, so I’m looking forward to trying it out in the near future, along with some of the others that I’ve been putting together! If you’re interested in seeing another Jund deck that I’ve built previously, then why not head here to see last year’s Cat Dragon madness!

Cat Dragons!

Hey everybody,
It’s Tuesday, so that must mean it’s time for another game day blog here at spalanz.com! Today I’m going to talk about a silly deck that I’ve put together almost on a whim, building around the fantastic legendary creature, Wasitora, Nekoru Queen!

Wasitora is one of the new Commanders from last year’s set, coming in Jund. You may remember that I bought the Vampire deck, but only went for singles from the others, including this delightful beast! She’s a 5/4 Legendary Cat Dragon, so already we’re on to a winner here. With Flying and Trample, she’s quite decent I feel, although does have a CMC of 5 (2+Jund), making her fairly expensive to cast if she’s ever sent back to the Command Zone.

However, we’re not talking about Commander today, because this deck is decidedly silly. I mean, it’s built around a Cat Dragon, for goodness sake! I keep having these thoughts of building just a normal 60-card deck with Commanders in them, which end up being only viable in Legacy or casual formats, and I’m pretty sure in Legacy this build would be utterly thrashed! But, it’s pretty fun to play, and so I thought I’d show it off here.

With flying and trample, you should be able to trigger her effect – when she deals combat damage to a player, they must sacrifice a creature; if they can’t we create 3/3 cat dragon creature tokens! Adorable!

5/4 is a respectable amount of damage, for sure, but the deck is mainly looking at ways to make that even more impressive. So I’ve got a few cards in there to help buff her up. For me, top of that list is Crucible of Fire, which gives Dragon creatures +3/+3. Very nice! Sight of the Scalelords can give an additional +2/+2 before combat, as well as Ambuscade Shaman giving another +2/+2. With Thunderstaff tapping for an additional +1/+0, Wasitora can potentially swing in the air for 13 trample damage, which is very nice!

Wasitora

I think I may have mentioned this before, although it’s probably abundantly clear anyway – I do like to have Enchantments out. I know people tend to avoid Auras, but I quite like all types of these things. This isn’t an Enchantments-matter style deck, but there are some fairly useful and powerful cards in here to help the strategy. Dragons are a big theme of the deck, of course, and so there are an abundance of cards from Tarkir block (still my personal favourite) that lean heavily into this theme. Dragon Tempest gives flying creatures haste, and allows dragons to deal damage to either target creature or player when they enter the battlefield, based on the number of other dragons in play. Here’s where Wasitora’s token buddies will certainly help, of course!

Wasitora isn’t alone in the deck, she’s one of seven dragons in total, including Atarka World Render, and Kolaghan the Storm’s Fury, the latter being another personal favourite card. Indeed, I think I disassembled a B/R deck specifically to put him in this one. There are other creatures in here to help with mana fixing and the like, but the plan is to build up to the big dudes as quickly as possible and dominate the skies!

The deck is designed to be a bit silly, so isn’t fully-optimised for greatness. I was building it using what cards I had to hand, and apart from Kolaghan, I wasn’t particularly wanting to disassemble other decks to build this one. It’s the sort of deck that I like to play for a laugh – it’s not bad, but it’s good for the end of a night, when you just want some casual games and nothing too fancy.

Let’s take a look at it in all its glory, then!

Creatures
Wasitora, Nekoru Queen
Atarka, World Render
Kolaghan, the Storm’s Fury
Broodmate Dragon
Dragonlord’s Servant
Shockmaw Dragon
Savage Ventmaw
Lathliss, Dragon Queen
Ambuscade Shaman (2)
Burning-Tree Emissary (2)
Bladewing’s Thrall (2)
Whisperer of the Wilds

Enchantment
Flameshadow Conjuring
Dragon Tempest (2)
Sight of the Scalelords
Crucible of Fire
Infernal Scarring (2)
Frontier Siege

Instant
Shivan Fire (2)
Dragonrage (2)

Sorcery
Seismic Rupture
Fearsome Awakening (2)
Explore

Artifact
Thunderstaff
Kolaghan Monument
Atarka Monument

Land
Shimmering Grotto (2)
Savage Lands (4)
Crucible of the Spirit Dragon
Timber Gorge
Cinder Barrens
Bloodfell Caves (2)
Jungle Hollow (2)
Rugged Highlands (2)
Forest (3)
Swamp (3)
Mountain (5)

What a deck, right?! I’ve had some pretty decent success with this deck in the past where my opponent doesn’t have any way to deal with flyers, so after a fairly slow set up I’ve managed to get a few Enchantment cards out that allow me to cause utter carnage when I have just one big dragon on the board – using Flameshadow Conjuring to produce two Kolaghans and swing in the air unopposed for 10 damage was pretty nice, I have to say! Of course, games like that do leave me vulnerable in the early game when I can’t bring any defensive creatures out, though that’s another reason to enjoy the Tarkir dual lands, which grant you 1 life when played. I do enjoy the annoyance factor that you can achieve when your opponent does one damage to you, and you then play a land and regain that life, so they do it again and you play another land and keep undoing their turns!

I’m not really a horrible player, though.

Anyway, that’s my Cat Dragon deck. I might take some time to tinker a bit with it, and maybe tune it up in terms of some direct damage spells as well, who knows – I’ve got a fairly decent collection of Magic cards now, after all, though I can’t say that I have been keeping entirely up to date as I used to. But there may be some new things that I could fit in there for fun, as well…

No longer Standard: Innistrad

Hey everybody!
There’s a distinctly horror-filled theme to game day blogs this month, as we approach ever-closer to Halloween and, today, I thought I’d share with you all a deck that I’ve built for Magic the Gathering that sees a lot of stuff I never thought I’d use in a deck! We’re headed to the plane of Innistrad, where vampires and werewolves prowl the night, and it’s all the people can do to invoke the angels to keep them from harm!

Innistrad

Innistrad block came out across 2011-12, and features the expansions Innistrad, Dark Ascension, and Avacyn Restored. As per usual, we had several new mechanics featured in the block, the most famous of which being the double-faced cards. These cards have no card back, but instead feature a day and night side, with text that describes the conditions under which the card turns from its day to its night side (and sometimes, night to day). The card never leaves the battlefield, so any auras or counters remain on that card after its transformation. The mechanic was predominantly used on human cards that transformed into werewolves, though there were a couple more instances (including a knife that turns into a demon).

This really serves to highlight the gothic horror theme of Innistrad, which is perhaps one of the most flavourful sets ever released for Magic the Gathering. There are predominantly five tribes explored over the cards in the set, each tribe belonging to an allied colour pair: the aforementioned werewolves in red and green; vampires in black and red; zombies in blue and black; spirits in white and blue, and humans in green and white.

Innistrad

Innistrad, as a horror-themed set, also featured graveyard mechanics such as Flashback (first seen back in Odyssey), as well as wider graveyard strategies in general. Morbid was a mechanic that granted creatures benefits if another creature died this turn. Dark Ascension continued the horror theme by giving us Undying cards, which triggers when a creature without +1/+1 counters on it dies, bringing the creature back with such a counter. Fateful Hour is an ability that triggers if your life total is 5 or less, often providing a last-minute boost for creatures in some way. Despite often being overlooked, I think this mechanic is one of my favourites purely for the theme!

Finally, Avacyn Restored brought more new mechanics, including Miracle, a card that could be cast for its Miracle cost if it is the first card drawn that turn – the card frame was changed slightly to show that the card was a Miracle card, and led to players doing that weird sliding the card across the playmat towards themselves to ensure the card didn’t hit their hand before they cast it. Soulbond allows you to pair a creature with another creature, and both of them get a specific ability as a result. Both mechanics featured across all colours except black, which saw a return of the Undying mechanic and an emphasis on controlling just one creature (as the opposite of Soulbond).

Innistrad block is widely said to be one of the best in Magic’s recent history, with many people praising the theme as well as the play environment. There are a lot of notable cards from the set, though perhaps overwhelmingly worth mentioning here is Liliana of the Veil, the second Liliana planeswalker card, and a card that is widely agreed to be the second most powerful planeswalker in the game.

MTG Liliana of the Veil

Sadly, I don’t have enough kidneys to sell to afford a Liliana of the Veil, so the deck I’ve been tinkering with for a while is centred instead on one of the Angel cards from Avacyn Restored: Bruna, Light of Alabaster.

Bruna, Light of Alabaster

Bruna is a blue/white angel who can draw all of the auras to herself from across the battlefield, graveyard and your hand whenever she attacks or blocks. It’s an interesting mechanic that I had originally given some thought to much earlier in the year – back when I was in my Commander phase, as it happens! I do like auras, despite the fact that you risk losing them all if the creature they’re stuck to dies, and have collected up quite a few across my collection. In addition to this, I wanted to try out making a deck that focuses on Humans, a tribe that I usually don’t bother with as I prefer the more fantastical creatures on offer! So, looking through my Magic collection at the Innistrad-block cards specifically, I came up with this deck as a sort of Angelic Humans blue-white aggro thing:

Creatures
Alabaster Mage
Bruna, Light of Alabaster
Captain of the Mists
Elgaud Shieldmate (2)
Goldnight Commander (2)
Goldnight Redeemer (2)
Gryff Vanguard (2)
Herald of War
Lunar Mystic
Nearheath Pilgrim (2)
Tandem Lookout
Thraben Valiant (2)
Veteran Armorsmith
War Priest of Thune

Enchantments & Artifacts
Angelic Accord
Call To Serve (2)
Divine Favor
Holy Strength (2)
Tricks of the Trade (2)
Scroll of Avacyn (2)

Instants & Sorceries
Break of Day (2)
Ghostform (2)
Glorious Charge (2)
Inspired Charge
Mass Appeal (2)
Skillful Lunge (2)

Land
Forbidding Watchtower
Glacial Fortress
Island (7)
Plains (8)
Seraph Sanctuary (2)

Bruna, Light of Alabaster

It’s nothing special, but there are some fun things going on there that make me happy, so I can’t complain too much! I do want to look at the mana base some more, and there are a few cards I’d like to include to further help the strategy (Champion of the Parish is top of that list!) But I thought I’d play with this thing first, and see where it takes me from there!

Innistrad is definitely one of those sets that has stood the test of time, with plenty of flavourful cards that I find myself coming back to time and again. Well, I do love me some vampires!!

Red-and-black for Standard!

Hey everybody!
Following my post a couple of weeks ago about getting back into Magic after a bit of a winter hiatus, I’ve been fiddling with building some decks for Standard, mainly because I found out my local store has a bit of a Standard thing going on on Sundays now. Of all the formats of Magic, I think I like Standard most because it feels so fresh and new – while people seem to pick a deck and just play that one all the time in Modern and/or Legacy, Standard forces you to re-evaluate your cards every so often that, while it can be both expensive and sometimes frustrating to see a combo you love rotate out, I think is nevertheless important to keep the game healthy and alive.

stensia_masquerade_mtg_soi_willmurai_910

I’ve talked about a number of decks on this blog since getting into Magic a few years ago, but I don’t think I’ve yet shared any of my favourite type of decks: red/black aggro! So let’s get to it now, with my first glorious return to red and black vampires!

Creatures
Olivia, Mobilized for War
Dusk Feaster
Markov Crusader (x2)
Dragonmaster Outcast
Markov Dreadknight (x2)
Ravenous Bloodseeker (x2)
Insolent Neonate (x2)
Spireside Infiltrator (x2)
Olivia’s Bloodsworn (x2)

Instants
Borrowed Malevolence (x3)
Fatal Push
Lightning Axe (x2)
Built to Smash
Shock (x2)
Grotesque Mutation (x2)
Essence Extraction
Rush of Adrenaline (x3)
Sure Strike
Uncaged Fury (x2)

Sorceries
Alms of the Vein (x2)

Enchantments
Stensia Masquerade (x2)
Pyromancer’s Assault (x2)

Land
Mountain (x8)
Swamp (x7)
Foreboding Ruins (x2)
Smoldering Marsh
Hanweir Battlements
Cinder Barrens (x2)

The deck tries to be very fast, with an abundance of instant-speed combat tricks that are the exact sort of thing I love to play. As per usual, I’d decided that I wanted to build a deck around a particular legendary creature, and as Olivia is the only red/black legend in Standard right now, she was the natural choice for me. Her ability to discard a card to give creatures a +1/+1 counter and haste when they enter the battlefield led me pretty easily down the route of making a Madness deck, however there aren’t that many cards with Madness that I wanted to include in the deck. All told, there are four cards with a Madness cost – two copies each of Stensia Masquerade and Alms of the Vein – but there are eight additional discard outlets all the same. However, these additional discard outlets aren’t just there to enable Madness; they work fine without ever triggering the ability, but if I can discard Alms of the Vein and get its effect for just one mana rather than three, the fact that this can also pump my Ravenous Bloodseeker and potentially cause a nine-point life swing isn’t going to be overlooked!

I said above that the deck mainly wants to work at instant-speed, and there are eighteen such cards in the deck – a full twenty if both copies of Alms of the Vein are cast via Madness. A lot of these cards are very cheap, as well, designed to work with Pyromancer’s Assault by causing two points of direct damage whenever my second spell is cast. If I can play out a Ravenous Bloodseeker for two, use the mana ability on Olivia’s Bloodsworn to give it haste, then pump the Bloodseeker by casting Alms of the Vein via Madness and get in there for a potential eleven-point life-swing on turn four or five, then that’s not half bad…

The majority of the instants are the usual direct damage or combat tricks, and in the main do very similar things. I try to go for as much redundancy as I can when building a Magic deck in general, due to the number of cards that can force me to discard/exile every copy of a named card throughout my deck. I’m not sure if there are a lot of those in Standard right now, though it’s just a habit that I’ve gotten into and, if there are two or three cards that do broadly the same thing, then I like the variety it gives to my deck, also!

I do want to mention some of the Eldritch Moon cards that are in here, in particular Borrowed Malevolence, which is not only a great name for a card, with wonderful artwork, but I like the fact that it can either be removal or a pump, or both. The versatility is really great, and the only real reason I haven’t included its red counterpart, Borrowed Hostility, is due to the fact there are plenty of other red spells that do the same thing already in the deck (plus the escalate cost seems much more expensive!) Borrowed Malevolence was in my pre-release pool, and I had been hoping to get some cool new mechanics to try there, but in the event drafted blue/white spirits, and it had no place. So I’m looking forward to trying that bad boy out once I get to playing with the deck!

Magic the Gathering red/black vampires

But wait, there’s more!

Remember my mono-black vampires deck, from back in the day? Well, I’ve been reworking that into something that I could also take down with me for these Standard Sundays! It’s a deck that I really love, with a focus on directly attacking the life total rather than combat, and while it lacks some components that a black/white deck could achieve, I’m still happy to keep it mono-black for the time being. Times may change there, of course!

Creatures
Drana, Liberator of Malakir
Defiant Bloodlord (2)
Drana’s Chosen (2)
Nirkana Assassin (2)
Bloodbond Vampire (4)
Kalastria Healer (3)
Vampire Envoy (2)
Markov Crusader
Guul Draz Overseer
Vampire Cutthroat (2)
Stromkirk Condemned (3)

Instants 
Grotesque Mutation (3)

Sorceries
Alms of the Vein (4)
Dutiful Return
Macabre Waltz (3)

Artifacts 
Stoneforge Masterwork (3)

Enchantments 
Retreat to Hagra (2)

Land
Swamp (16)
Mortuary Mire (4)
Ally Encampment (2)

As I said, there are a couple of things I’d like to tweak to make it a black/white thing, as I think Cliffhaven Vampire and Drana’s Emissary could be really useful here. We’ll see where the fancy takes me, though!

Stromkirk Condemned is a really exciting card, to me. Giving other Vampires +1/+1 for discarding a card is really useful in an all-vampires deck, of course, and having a playset of Alms of the Vein gives me four cards that I would be more than happy to discard for the effect! You know when you’re flipping through your collection to see what cards you have that could be fun to build a deck around, then see the card that you just need to include? Well, that’s what happened when I saw this bad boy in my collection at the weekend! So we’ll see what good stuff he can do for me.

imag6397

Playing Magic: Commander

Hey everybody!
It’s game day here at spalanz.com, and today I want to talk about the multiplayer format for Magic: the Gathering – it’s time to talk about Commander! I had a game last week, after having built a deck up over the summer, and I have to say, it was pretty good! Let’s get into this…

Magic the Gathering Commander

Commander is a multiplayer format of Magic, where decks have 99 cards that work around a central Commander, which is any Legendary Creature from the long history of the game. Additionally, your Commander deck cannot have more than one copy of any card aside from basic land cards. The deck can only contain cards that are in your commander’s colour identity – that is to say, any colour that is referenced on your commander’s card, both in casting cost and the text box.

Magic the Gathering Commander

The commander starts the game in the Command Zone, and can be cast from that zone whenever you have the mana available. Whenever if would go into the graveyard, back into your hand/library or into exile, you can instead have it return to the Command Zone, whereupon you must pay 2 additional colourless mana to cast it again, and an additional 2 colourless mana each additional time you do so.

Finally, players start at 40 life, and in addition to the usual rules for decking out or being reduced to 0 life, you will be eliminated if your commander takes 21 total damage over the course of the game from any other single commander.

I actually managed to play a Commander variant called Duel Commander, which was 1v1 rather than the usual multiplayer buffet. For my game, I had constructed a black/white deck using Ayli, Eternal Pilgrim as my commander. She’s a cheap choice, and the deck doesn’t rely too much on her to function well. It’s very much a drain-and-gain deck that uses effects like Extort to work, rather than anything that I really wanted to have going on, such as the bigger spells for reducing my opponents’ life. But it worked well enough!

Magic the Gathering Commander

The deck has plenty of stuff to really bring the pain, such as Sanguine Bond or Defiant Bloodlord combined with things like Sunspring Expedition and Meditation Puzzle. Anything to really cause some serious lifeloss while also putting me ahead!

Ayli did make an appearance, but didn’t really set the world on fire. I did manage to sacrifice my Wall of Essence after a while, which did gain me some life so that I could later use her exile effect, but yeah, the deck mainly came together through Extort. Which is a shame, because that’s exactly what my Orzhov deck does! Should probably do a blog on my Orzhov deck at some point, that is one deck that I really enjoy playing…

Magic the Gathering Commander

So yeah, Commander was a fun game to try as something different, but I suppose it would have been more interesting if it was a full multi-player experience.

Anyway, here’s my Ayli, Eternal Pilgrim deck – enjoy!

Commander
Ayli, Eternal Pilgrim (OGW)

Creatures
Suture Priest (NPH)
Defiant Bloodlord (BFZ)
Zulaport Cutthroat (BFZ)
Augur il-Vec (FUT)
Undercity Informer (GTC)
Zulaport Chainmage (OGW)
Scholar of Athreos (THS)
Treasury Thrull (GTC)
Wall of Essence (M15)
War Priest of Thune (M13)
Drana’s Emissary (BFZ)
Kingpin’s Pet (GTC)
Cliffhaven Vampire (OGW)
Pontiff of Blight (DGM)
Vampire Envoy (OGW)
Drana’s Chosen (OGW)
Alabaster Mage (M12)
Wakedancer (CNS)
Knight of Obligation (GTC)
Blood Host (M15)
Kalastria Healer (BFZ)
Paragon of New Dawns (M15)
Tithe Drinker (DGM)
Malakir Familiar (BFZ)
Shadow Alley Denizen (GTC)
Onyx Mage (M12)
Underworld Coinsmith (JOU)

Instants
Profit / Loss (DGM)
Executioner’s Swing (GTC)
Grisly Spectacle (GTC)
Rain of Blades (M13)
Congregate (M15)
Meditation Puzzle (M15)
Zealous Persecution (ARB)
Midnight Charm (PLC)
Sun’s Bounty (CSP)

Sorcery
Sign in Blood (M13)
Essence Drain (M13)
Shadow Slice (GTC)

Enchantments
Blind Obedience (GTC)
Feast on the Fallen (M15)
Eternal Thirst (M15)
Curse of Wizardry (ROE)
Lightmine Field (ROE)
Blood Reckoning (M13)
Divine Favor (M15)
Sunspring Expedition (ZEN)
Sanguine Bond (M14)
Campaign of Vengeance (EMN)

Artifacts
Phyrexian Totem (TSP)
Prism Ring (ORI)
Staff of the Death Magus (M15)
Dolmen Gate (LRW)
Thunder Totem (TSP)
Staff of the Sun Magus (M15)
Orzhov Cluestone (DGM)
Orzhov Keyrune (GTC)
Pristine Talisman (NPH)
Tainted Sigil (ARB)
Commander’s Sphere (C14)

Lands
Orzhov Guildgate (GTC)
Scoured Barrens (KTK)
Orzhov Basilica (GBT)
Temple of Silence (THS)
Forsaken Sanctuary (SOI)
Isolated Chapel (INN)
Caves of Koilos (M15)
Tainted Field (C15)
Piranha Marsh (ZEN)
Kabira Crossroads (ZEN)
Secluded Steppe (CMD)
Stalking Stones (MRD)
Shimmering Grotto (INN)
Unknown Shores (OGW)
Buried Ruin (M12)
Unstable Frontier (CON)
11 Plains
12 Swamps

I haven’t been playing a lot of Magic lately, so have been feeling kinda rusty with the whole thing. I also haven’t really been paying attention to a lot of the new cards released from Kaladesh onwards, if I’m honest! It might need a bit of a tune-up in light of some of the more recently-released cards, but I guess time will tell on that score. I’d also like to get down to some more Magic games and try this thing out in a full multi-player environment. So stay tuned for that in the new year!

Playing Magic: The Boros Legion

Hey everybody!
It’s another game day blog here at spalanz.com, and this week I wanted to return to looking at some of the weird and wonderful decks I’ve been building for Magic the Gathering. Earlier this year, I started to write some blogs about the decks I’ve been playing, starting with the blue/black delights of House Dimir, and this is very much a continuation of that theme as I look at another of the guilds of Ravnica: the Boros Legion!

Boros Legion

Boros is red/white, and is centred around the idea of lots of attacking creatures with lots of buffs. While I like both colours, I usually prefer to have them each paired with black (though I have also experimented with blue/red in more recent times).

Boros is a complicated entity on Ravnica, as it is an army led by angels. In the original Ravnica block, the Boros Legion was led by Razia, Archangel of the Boros Legion. There are distinct factions of the Boros and the Wojek, with complicated relationships and a power banding that stretches from the angels through to the general officers. As with all guilds from Ravnica, Boros have had two keywords in each block: Radiance in the original set, and Battalion in Return to Ravnica. We’ll get to Battalion shortly, but as I don’t have any cards from original Ravnica in this deck, I’ll just briefly mention Radiance now: it provides an effect on a target card and all cards that share a colour with it. There are a number of spells that buff your own chaps, but also spells that destroy cards. Not having played with any of these cards, I think I prefer the later keyword for the theme of the guild…

It feels almost deceptively simple to play red/white, however. The basic premise for the deck is to have a lot of creatures out attacking, and play spells to buff them during combat. That’s pretty much it. Playing specific Boros cards, however, grants even more buffs thanks to their keyword, Battalion. This is an ability word that provides an effect whenever the creature with Battalion attacks alongside two or more creatures. There aren’t actually that many creatures in this deck with Battalion – I wanted just a couple, with enough generic chaps to keep the deck interesting.

Boros Legion

Indeed, I think building this Boros deck really helped to demonstrate to myself some of my key tenets of deckbuilding. I don’t like to have a strategy that hinges on just a couple of cards, but rather have a fairly wide strategy for the deck overall. This Boros deck really demonstrates that insofar as pretty much everything does the same thing, so no card or cards are more crucial than the rest, the deck will still work no matter what is removed. There are some things I’d like to swap out, as I’d really like to give all my creatures Haste, but I think I’d be too concerned with relying on a small number of cards.

Boros Legion

There are also a number of cards from Theros block that feature the Inspired keyword, granting effects whenever the card is untapped. I really like these sorts of things, where the effect will trigger almost automatically (hence why I love Landfall so much!) God-Favored General is probably the best example of this, with the very Boros-like ability of creating soldier tokens whenever he becomes untapped. I’ve talked about this before of course, but I love to see how the colour combinations have consistency even when on different planes.

I have two god-cards in the deck, but the overall strategy doesn’t truly depend on them. Sure, if I can keep Iroas out and give my creatures menace as well as preventing all combat damage to them on my turn, then that’s pretty great, but it’s not going to end my day if Iroas is killed off or continually bounced, or whatever. As usual, the gods serve as a distraction while I try to overwhelm them with other dudes.

Boros Legion

While legendary creatures do most often serve as distractions in my deck, I do like Tajic, Blade of the Legion, and am most sad when he dies quickly. It’s something of a shame for me that I’ve not yet found a good way to consistently get Haste for all my creatures, because I want to attack with him the minute he hits the battlefield – obviously, when I’ve got two other guys attacking with him. 7/7 for four mana is just too good to pass up!

I’ve also tried to get a lot of anthem-effects, which I always think are important in creature-heavy decks – the type of decks I like to play the most! Paragon of New Dawns is perhaps my favourite to play here, giving other white creatures +1/+1. There are more white than red creatures in the deck, and the muticoloured creatures count for this effect as well. Righteous Charge and Spear of Heliod are good for all creatures, though, and the combination has been quite effective when I’ve got a big board going all-in!

Creatures (23)
Heliod, God of the Sun
Daring Skyjek
God-Favored General (x2)
Paragon of New Dawns (x2)
Akroan Phalanx
Akroan Skyguard (x2)
Precinct Captain
Soldier of the Pantheon
Priest of Iroas (x2)
Towering Thunderfist
Akroan Hoplite (x2)
Iroas’s Champion (x2)
Tajic, Blade of the Legion
Iroas, God of Victory
Truefire Paladin (x2)
Wojek Halberdiers

Instants & Sorceries (8)
Martial Glory (x2)
Mortal’s Ardor (x2)
Boros Charm
Crowd’s Favor
Righteous Charge
Bolt of Keranos

Enchantments & Artifacts (6)
Spear of Heliod
Assemble the Legion
Gleam of Battle
Armory of Iroas
Boros Keyrune (x2)

Land (23)
Plains (x9)
Mountains (x9)
Temple of Triumph
Ancient Amphitheater
Boros Guildgate (x2)
Cathedral of War

This is a fairly basic red/white attack deck, with a fairly hefty landbase to accommodate those enchantments. It still needs a little bit of playing around with, to be sure, but it has been a lot of fun to play, especially when the board is just right and I can swing for 23 in a single turn!

Rotation 2016

Hey everybody!
Time for another game day at spalanz.com, and today I wanted to take some time to mourn two of my favourite Standard decks from this past season. Rotation doesn’t actually happen until Friday of course, when Kaladesh hits for real, but I’ve spent the last couple of days going through my current stable of decks to weed out those with cards from both Dragons of Tarkir and Origins. One deck emerged unscathed, my W/B vampires deck, and another retained the majority of its cards, mono-black vampires. While a couple had never really gotten off the ground anyway, I’ve nevertheless had two that will suffer significantly for the loss of Magic: Origins from Standard. Let’s take a look!

Magic the Gathering Rotation

So first of all, I’m sure plenty of seasoned veterans of the game will be thinking, why would my decks suffer from the loss of Origins? A lot of folks have a bit of a snobby reaction to the core sets, and almost rejoiced when they were cancelled, but I really like both the variety of cards you get in them, and also don’t build decks with which to destroy people. I like a variety in a lot of what I do, and this is certainly clear in the decks that I’m gonna be talking about today!

Magic the Gathering Rotation

First up, it’s my treasured blue/red land prowess thing. I’m not great at coming up with names for my decks, in case it wasn’t abundantly clear already. This deck was a departure for me, because I built it when I made the decision I wanted to see what blue could do. My favourite colour-pair is black/red, and I knew I didn’t want to go down the avenue of blue/black, so veered instead into the toolbox that is Izzet. And as it turned out, I had a lot of fun with this!

The deck involves prowess, obviously, but is still quite creature-heavy, because that’s where I’m most comfortable (though not as bad as my attempt at building a Jeskai deck!) There is also a lot of Awaken shenanigans with the lands, including two copies of Wandering Fumarole, a card that I really enjoy having out on the table more to mess with my opponent than anything else.

The main goal is to use the counter-magic and buff the smaller dudes until I can get the big Djinn characters out; they’re both Flying for the evasion, so they should act as finishers. It has performed really well, but now that rotation will kick a lot of the useful cards out of here, it’s almost a case of back to the drawing board. I don’t want to merely draft more cards into the deck, as it might end up a bit too much of a monster, but I have previously earmarked one or two from Eldritch Moon that could be useful. While there seems to be more of an emphasis on artifacts for blue/red in the set, I suppose we’ll see what Kaladesh can do for me…

Creatures:
Mahamoti Djinn
Soulblade Djinn
Stormchaser Mage (2)
Jhessian Thief (2)
Mizzium Meddler (2)
Acolyte of the Inferno (2)
Umara Entangler (2)
Halimar Tidecaller
Mercurial Geists
Harbinger of the Tides

Instants:
Negate (2)
Dispel (2)
Scatter to the Winds (2)
Titan’s Strength (2)
Brute Strength (2)
Sure Strike (2)

Sorcery:
Rush of Ice (2)
Clutch of Currents (2)

Artifacts:
Prism Ring (2)
Orbs of Warding

Land:
Highland Lake (4)
Looming Spires (3)
Skyline Cascade (4)
Wandering Fumarole (2)
Mountain (6)
Island (7)

My second Standard deck that I’m going to miss is something else that is pretty much outside of my comfort zone when it comes to playing the game: red/green landfall elementals!

Magic the Gathering Rotation

This deck was a bit of an experimentation as well, as I very rarely play green (I think I play blue more, in fact!) I was enamoured of the landfall mechanic when Battle for Zendikar arrived, however, so had wanted to do something with that. I like the idea of lands coming into play – which should happen a lot, you know? – actually doing more than just providing mana. So with that, I set about building up this thing:

Creatures:
Omnath, Locus of Rage (2)
Grove Rumbler (2)
Fierfiend Elemental
Zendikar Incarnate (2)
Cobblebrute
Valakut Predator (3)
Cinder Hellion
Embermaw Hellion
Oran-Rief Hydra (2)
Akoum Stonewaker (2)
Jaddi Offshoot (2)

Instants:
Titanic Growth (4)
Swell of Growth (4)
Titan’s Strength (2)

Enchantments:
Retreat to Kazandu (2)
Zendikar’s Roil (4)
Flameshadow Conjuring
Zendikar Resurgent (2)

Artifact:
Sword of the Animist

Land:
Cinder Glade
Timber Gorge
Looming Spires (2)
Forest (8)
Mountain (9)

It’s basically a deck that makes huge dudes bigger, and bash everyone in the face. I suppose it’s kind of an aggro deck insofar as it doesn’t really care about defense, but more about presenting a lot of threats from the off, and isn’t very subtle all told. There are a few bits in there about making tokens and stuff, though that’s not super overpowering. Hopefully things like Akoum Stonewalker will draw enough attention that the big Hellions and other Elementals will go unmolested! But not very sneaky at all – the one concession to anything other than face-punching is the Jaddi Offshoot, which is a good chump-blocker that can help gain a bit of life if I’m struggling from not putting up any kind of defense.

I’m not a big fan of green at all, but I did enjoy playing this one, as it failed very rarely. Sometimes it could be overpowering with the right draws, which made some matches too one-sided for me, but a decent deck that will be sorely missed. There may well be some cards in BFZ block that I’ve missed, which could plug some holes once Origins goes for good, but I’m thinking that this deck might actually be retired for the time being.

Of course, rotation isn’t only a time to be sad, as it does also mean that a whole raft of new cards are incoming, which forces a re-evaluation of the previous two sets that will hopefully allow for more cool decks to emerge. I sadly didn’t make it to the prerelease at the weekend, and haven’t spent a tremendous amount of time studying the cards from the new set yet, so I’m kinda excited to see what’s going to be new when I get my hands on those new packs for the first time!