Category: Blog

  • M12 Sample Pre-con Decklists – Green

    M12 Sample Pre-con Decklists – Green

    Check out the other M12 Sample Pre-cons at these links: WhiteBlueRedBlack.

    As they did for M11, Wizards is providing stores across the country with 30-card Sample Decks to give out to people who are interested in trying Magic for the first time. People showing up to claim promos from Duels of the Planeswalkers  are likely targets, but if you ever wanted to give you friend an easy, no commitment way to try out the game, these are a good way to do it.

    Also, if you’ve been thinking about getting into Magic yourself, there’s no better time to grab a friend, head down to your local shop, and give it a try.

     

    Green Deck A

    Lands:

    12  Forest

    Creatures:

    1  Alpha Tyrranax
    1  Ezuri’s Archers
    2  Garruk’s Companion
    1  Gladecover Scout
    1  Llanowar Elves
    2  Runeclaw Bear
    1  Sacred Wolf
    2  Tangle Mantis

    Other Spells:

    1  Hunter’s Insight
    1  Lead the Stampede
    1  Lure
    1  Plummet
    1  Slice in Twain
    1  Titanic Growth
    1  Trollhide

     

    Green Deck B 

    Lands:

    12  Forest

    Creatures:

    1  Acidic Slime
    1  Brindle Boar
    1  Cudgel Troll
    2  Giant Spider
    2  Leeching Bite
    1  Quilled Slagwurm
    1  Stampeding Rhino
    1  Stingerfling Spider
    2  Vastwood Gorger
    2  Viridian Emissary

    Other Spells:

    1  Arachnus Web
    2  Rampant Growth
    1  Withstand Death

  • M12 Sample Pre-con Decklists – White

    M12 Sample Pre-con Decklists – White

    Check out the other M12 Sample Pre-cons at these links: BlueRedBlackGreen.

    As they did for M11, Wizards is providing stores across the country with 30-card Sample Decks to give out to people who are interested in trying Magic for the first time. People showing up to claim promos from Duels of the Planeswalkers  are likely targets, but if you ever wanted to give you friend an easy, no commitment way to try out the game, these are a good way to do it.

    Also, if you’ve been thinking about getting into Magic yourself, there’s no better time to grab a friend, head down to your local shop, and give it a try.

     

    White Deck A

    Lands:

    13  Plains

    Creatures:


     

    Other Spells:

    2  Arrest
    1  Banishment Decree
    1  Divine Favor
    1  Greatsword
    1  Lifelink

     

    White Deck B

    Lands:

    12  Plains

    Creatures:

    1  Arbalest Elite
    1  Armored Warhorse
    1  Gideon’s Lawkeeper
    1  Griffin Rider
    2  Griffin Sentinel
    1  Leonin Skyhunter
    1  Loxodon Convert
    1  Loxodon Partisan
    1  Peregrine Griffin
    1  Serra Angel

    Other Spells:

    1  Kite Shield
    1  Mighty Leap
    2  Pacifism
    1  Revoke Existence
    1  Spirit Mantle
    1  Stave Off

     

     

     

     

     

     

  • Commander Deck Reviews – “Political Puppets”

    Commander Deck Reviews – “Political Puppets”

    Political Puppets — Quick Reference

    • Set: Commander 2011 (one of five precons)
    • Colors: Jeskai — Blue / Red / White
    • Primary Commander: Zedruu the Greathearted — gives permanents to opponents, draws cards and gains life each upkeep equal to permanents you own that opponents control
    • Alt Commanders: Ruhan of the Fomori (7/7 for 4 mana, attacks random opponent), Numot the Devastator (land destruction dragon)
    • Strategy: Stall behind walls and taxing enchantments (Ghostly Prison, Propaganda), then end the game by stealing all creatures with Insurrection or Reins of Power
    • Key Cards: Insurrection, Reins of Power, Chaos Warp, Martyr’s Bond, Howling Mine, Ghostly Prison, Propaganda
    • Verdict: The most complex and political of the five Commander 2011 decks — rewards patience and table manipulation; devastating once it goes off

    For the full card-by-card decklist, see Political Puppets Decklist.

    To check out the full decklist for “Political Puppets” look here. InsurrectionOverview – I’ve based the order of these deck reviews on the interest shown in each deck (based on Google analytics search stats), and I’m surprised and delighted that “Political Puppets” has been saved for last. This deck is manipulative, chaotic, and, in my opinion a sleeping giant (all puns intended). There are only three creatures in “Puppets” that are bigger than 4/4 and two of them are possible commanders of the deck. The majority of creatures in this deck have been included not because they are big beaters, but because they frustrate the efforts of your opponents. This is also the most spell-heavy of the five decks, and it is in those powerful spells that we find “Political Puppet”‘s win condition. The goal of this deck is first to hold off the opposing hordes with barriers like Guard Gomazoa Guard Gomazoa, Fog Bank Fog Bank, and Wall of Denial Wall of Denial that can take a licking and keep on… standing really still, then to play a game-ending spell like Insurrection, using your opponents creatures against them. In addition to a number of walls, “Political Puppets” employs Windborn Muse Windborn Muse, Propaganda Propaganda, and Ghostly Prison Ghostly Prison as additional insurance policies. In a multiplayer game, your opponents are likely to take their damage elsewhere when faced with the prospect of having pay two generic mana for each creature that attacks you. Commanders – Numot, the Devastator Numot, the Devastator is the token dragon in “Political Puppets” and while his ability to destroy two lands every time he deals combat damage doesn’t quite match the flavor of the other two commanders, it does add an additional element of control that will help to slow down your opponents. Keep in mind that the lands he destroys don’t have to be basic, so he’s a great way to limit what mana your opponents have access to by eliminating lands that produce multiple colors of mana. The new commanders in “Political Puppets” are a truly strange pair. The primary commander, Zedruu, the Greathearted is a 2/4 for four mana that allows you draw a card and gain a life during your upkeep for each permanent you own that your opponents control. His second ability allows you a repeatable way to actually get your stuff to your opponents side of the board. For R/W/U he can give away any permanent you control. One thing to be very careful about when looking at “Political Puppets” is constantly distinguishing between “control” and “own”. The funny thing about the support Zedruu has in this deck is that he will often have permanents to target that you control, but don’t own. This means that you can take creatures from one opponent and give them to another – the idea being that no one wants to attack into a Fog Bank Fog Bank and so they’ll use their shiny new Akroma to swing at your buddy playing “Counterpunch”. The final new commander in “Puppets” is Ruhan of the Fomori. Ruhan has really got me thinking. I feel weird saying that a 7/7 for four mana isn’t worth it, but my first thought was to be rather disappointed with this commander. If you actually use him as a commander, one or two trips back to the command zone will make his cost/power much more reasonable. His “drawback” of attacking a random opponent each turn is what makes me think twice. While I still don’t think he has what it takes to be a commander, I think that as “just another creature” his random attacks would make him less likely to draw hate from your opponents. He’s also a great candidate for Zedruu’s gifting ability, because even if he does happen to attack you, he’ll meet with a Fog Bank or Wall of Denial. Finally, you should note that Ruhan is going to be a fun card in duels as his “random” drawback will be neither a drawback nor random. Old Favorites – “Political Puppets” has an interesting mix of creatures. Many have defender, or are designed to give you chump blockers (Rapacious One Rapacious One) or provide you with time to sit back and wait for your opponents to play their major threats (Arbiter of Knollridge Arbiter of Knollridge). Spurnmage Advocate Spurnmage Advocate, Azorius Guildmage Azorius Guildmage, and, if necessary, False Prophet False Prophet will also provide comparatively inexpensive answers to your opponents dragons, demons, and elementals. “Political Puppets”, in its endeavor to play nice (for at least a while), is a big fan of group-hug cards like Howling Mine Howling Mine. This is an oldie, but a goodie that allows each player to draw an additional card during their upkeep as long as Howling Mine is untapped. Skyscribing Skyscribing and Vision Skeins Vision Skeins are two more cards that will speed up your opponents draws, allowing them to fill up the board fast, and providing just enough in the way of bribery to keep them attacking each other instead of you. Reins of Power The two big game enders in “Political Puppets” are Reins of Power Reins of Power and Insurrection. The first is an Instant that exchanges all creatures you control for all creatures target opponent controls. In a multiplayer game this could mean that you don’t have to engage your own creatures in combat (and Zedruu can ensure that you don’t have any to trade in the first place), but more likely you’ll exchange with one player and use his creatures to attack a third. Insurrection is likely to be a game-ender every time it resolves. Because there are so many massive creatures in commander, odds are that if you suddenly control them all you’ll be able to spread around enough damage to at least mortally wound each of your opponents. New Hotness – What is much more impressive than the creatures of Political Puppets are its sorceries, instants, and enchantments. Crescendo of War Crescendo of War is a great group-hug enchantment that gives all attacking creatures +1/+0 for EVERY upkeep that its in play. This will quickly make your opponents creatures monstrous. Of course, no matter how big they are they will still be penalized for attacking you. The pilot of “Political Puppets” doesn’t fear Crescendo because its likely to increase chaos, it makes opponents creatures bigger and more worthwhile to steal, and it gives you a blocking bonus in addition to the universal attack bonus. Outside of exchanging control of creatures, “Political Puppets” also has a few spells that should make you stand up and take notice. Chaos Warp Chaos Warp is an instant that is likely to have a long-term impact on the way red decks work. For 2R it takes any permanent on the battlefield and forces its owner to shuffle it into his library. That permanent’s controller then reveals the top card of their library and if it is a permanent they put it into play without paying its casting cost.  This may not seem like a fantastic card to new players, but it gives red something that it seldom, if ever, has access to: the ability to eliminate ANY permanent. Red has historically been good at burning creatures and smashing artifacts, but this is an answer to any threat your opponent has on the board. I see this card being sold for major bucks in the next few weeks. Keep an eye out! Martyr’s Bond Martyr’s Bond is… whatever the opposite of a group hug is. This enchantment will level the playing field by forcing your opponents to sacrifice a creature, land, artifact, etc. for each card of that type that hits your graveyard. Keep in mind that Martyr’s Bond is triggered by “creatures you control”, which means that if you’ve stolen some creatures from an opponent and they end up dying in combat, every other player will have to thin their ranks as well. “Political Puppet”‘s two-color legend in Nin, the Pain Artist, who I suppose represents the dark side of politics. Beneath the charitable exterior of your empire is a 1984-esque torture department. I think you’re going to have to be careful about how you use Nin. Provided that you make her simply an answer to any attacks that come your way, I think she’ll serve to reinforce your early-game goal of watching and waiting, but if you get too aggressive with her, she’ll be shut down in a hurry. Perhaps, you could best employ her on your own creatures, hitting one of your walls for a few points to fill your hand every turn. Finally, the last new card I’d like to mention is Champion’s Helm Champion’s Helm, a piece of equipment that buffs a creature slightly in addition to making them legendary and hexproof. This is a great way to protect your general, and, if people start to suspect that Zedruu isn’t as Great Hearted as you’re making him out to be, then he’ll need his own Pope-mobile to stay on the board. Suggested Alterations – As much as I like “Political Puppets”‘ strategy as it is, I think that in order to commit to creature manipulation as your win condition, you might have to include the full line-up of Corrupted Conscience Corrupted Conscience, Act of Treason Act of Treason, Act of Aggression Act of Aggression, etc. While these single-steals don’t have the surprise factor or early-game political value that would be congruent with “Puppets’” current strategy, I think this deck is too powerful for your opponents not to catch on to your tricks pretty quickly. Once you take this deck home and begin to play with your friends in a more casual setting, I guarantee that they will alter their decks to take the wind out of your sails. To play “Puppets” long term you’re going to have to be innovative and flexible, because no one likes being beaten in the face with their own creatures. Verdict – Almost everything that “Political Puppets” does is designed to make it undesirable for your opponents to focus their firepower on you. If they do decide to send creatures your way they’ll have to pay to do so, or they’ll be met with nigh impenetrable defenses. Because the creatures in this deck tend toward the small side your opponents will be unlikely to waste a Terminate Terminate or Soul Snare Soul Snare on them. When you do finally commit to a substantial attack, it will likely be using creatures borrowed from your opponents and they’ll be forced to decimate their own forces if they wish to live through the assault. It seems to me that your job in playing “Political Puppets” is to hunker down behind your defenses, allow your opponents to fight it out for awhile, then spring forth at the opportune moment to deal the lethal blow with creatures you’ve gotten on loan. You’ll have to be judicious about when to use Oblation Oblation and Austere Command Austere Command because if there are no creatures on the board, spells like Reins of Power and Insurrection become useless. The first time you play “Political Puppets” you might have a big, surprise win, but don’t expect that to be the norm. Once your opponents have seen this deck win a few times, they won’t be nearly so generous about leaving you alone while they deal with “bigger threats”.   That’s it! That’s the last of our Commander deck reviews. I hope you’ve enjoyed this series and I look forward to hearing how these decks work out for you!
  • Casual Friday–Prevail at FNM

    Casual Friday–Prevail at FNM

    Jor KadeenIt’s the last day of the week and work is over! It’s also a great day for Friday Night Magic with tournaments at local stores across the globe. The last thing I want to do at these tournaments is wrack my brain on how to beat Caw Blade or whatever deck is dominating standard. I’d rather make a new deck that’s fun and try it out against whatever decks everyone else has come up with and share ideas. Each set has some really cool cards that may be underrated or are just really cool to play. Jor Kadeen, the Prevailer is one such card from New Phyrexia that is also a legendary creature ready for some Commander action to boot.

    Like any proper card from Mirrodin, Jor Kadeen reaches his full potential when surrounded by artifacts.New Phyrexia in particular gives you some awesome cards that work well with him. Oddly enough, the coolest cards that could go in a deck with Jor Kadeen are on the Phyrexian side. Slash Panther can be used to surprise opponents with 7 damage and Porcelain Legionnaire becomes even more deadly as a 6/1 with first strike. Even Vault Skirge
    Vault Skirge
    and Phyrexian Metamorph
    Phyrexian Metamorph
    would be great additions even if the deck is just R/W. These are all artifact creatures too, making it even easier to reach metalcraft. Living weapons are even better, boosting metalcraft, providing creatures, and becoming a source of further power boosts for other creatures. Skinwing in particular would be great for adding some evasion to the deck.

    Slash PantherPorcelain Legionnaire

    Equipment can be a great focus for Jor Kadeen. With some Puresteel Paladins
    Puresteel Paladin
    , you can negate the high equip costs from the living weapons and attach them at your leisure. An interesting infect deck could be made with Razor Swine providing at least 5 points of infect damage or more with equipment! The abilities of equipment and Jor Kadeen can also turn Ogre Menial
    Ogre Menial
    or Priests of Norn
    Priests of Norn
    into more fearsome offensive infect cards. Red is also home to great cards for offense such as Act of Aggression
    Act of Aggression
    to turn your opponent’s creatures against them with improved damage capabilities and Volt Charge
    Volt Charge
    to take care of pesky creatures while proliferating an extra poison counter.Skinwing

    Jor Kadeen is obviously a leader with that power-boosting ability, but can he make a good commander? He comes from a long line of R/W creatures that provide boosts to creatures such as Nobilis of War
    Nobilis of War
    and fellow legend Agrus Kos
    Agrus Kos, Wojet Veteran
    . A great token deck can be made with someone like Jor Kadeen as a commander. There are some awesome token generators of all types such as Rapacious One
    Rapacious One
    , Kher Keep
    Kher Keep
    , or even Nuisance Engine
    Nuisance Engine
    which can generate artifacts to ensure metalcraft is always active. With Jor Kadeen and his predecessors, some battle cry creatures such as Heroes of Oxid Ridge
    Hero of Oxid Ridge
    and Bladehold
    Hero of Bladehold
    , and a good deal of token generation, you can be sure to have a powerful army ready to finish off your opponents in no time.

    Red and white are some of my favorite colors in Magic and Jor Kadeen illustrates one of the coolest results of combining the two. Jor Kadeen leads armies into battle against his enemies and with him in command very few can stand against them. Try out Jor Kadeen if you haven’t in either a 60 card deck at the latest FNM or as a commander in the coolest multiplayer format around!

  • M12 Booster Packaging Spoiler

    M12 Booster Packaging Spoiler

    As we all head off to the Commander Event this weekend and get to play with the decks we’ve been reviewing and looking forward to for so long, already we start to turn our eyes toward the future of Magic.

    Summer, with its unusually high frequency of releases, is an exciting time, and the next biggie is M12. We’ve been constantly updating our new text/visual spoiler, and we’re always on the lookout for the newest bits and pieces of information regarding this latest core set.

    So, having said all that, here it is: The next big release of information on M12. This time it has come in the form of our being able to check out the packaging for M12 Boosters. First we’ll show you the box and then we’ll look at the artwork on each individual pack.

    Next we have the individual boosters to show you. There is one booster picture for each of the five colors depicting a creature or planeswalker that is emblematic of that color.

    We don’t yet know precisely which cards the art on these boosters have been taken from. We know from our spoilers that each planeswalker has a series of spells associated with them, but none of these are yet complete.

    Each of the five selections is appropriate for its color, which is pretty typical for a Core Set. It’s a little strange that two planeswalkers were used for booster covers and not all or none. So, Garruk is here representing green, Chandra is in for red. In blue we have a sphinx, in white a soldier, or perhaps a giant. Finally, a demon in black.

    I love the artwork on these boosters, and its exciting to start to see what the M12 product is going to look like. Stay tuned to the Casual Planeswalker blog for all your updates on the upcoming sets for this summer, and beyond.


  • Commander Deck Review – “Mirror Mastery”

    Commander Deck Review – “Mirror Mastery”

    To check out the full decklist for “Mirror Mastery” look here.

    Garruk Wildspeaker

    Overview – “Mirror Mastery” is an intriguing deck. It’s U/R/G which means you can expect some trickery, some chaos, and some big creatures. Combine the three of those and you have a rough idea of what “Mirror Mastery” is up to. This deck has tons of creatures with “comes into play” abilities, quick card access via land-cycling, and a few other ways to speed up your mana base.

    “Mirror Mastery” is also the only commander deck to contain a planeswalker. Garruk Wildspeaker is a great fit in “Mirror Mastery” – he speeds up your game by untapping lands, throws some chump-blockers onto the field, and, when you’re ready, casts “Overrun
    Overrun
    ” so that you can swing for the win. I’m a little bothered by the fact that only one of the new Commander decks received a planeswalker, it seems like it should have been an all-or-nothing R&D decision, but I can’t disagree with the appropriateness of Garruk in “Mirror Mastery”.

    The killer green trio of Cultivate
    Cultivate
    (and its twin, Kodama’s Reach
    Kodama’s Reach
    ), Explosive VegetationExplosive Vegetation, and the all-new, Join-Forces sorcery, Collective Voyage
    Collective Voyage
    , will thin your deck while assuring that you are able to generate two mana for every one your opponent is able to produce. Sol Ring
    Sol Ring
    , along with the Gruul
    Gruul Signet
    , Simic
    Simic Signet
    , and Izzet
    Izzet Signet
    Signets, will continue to speed you along until you are able to play fatties like Simic Sky Swallower and Magmatic Force
    Magmatic Force
    .

    Riku of Two Reflections

    Commanders – Intet, the Dreamer
    Intet, the Dreamer
    has always been my favorite of the Invasion dragons. His “combat damage conditional” ability is to pay 2U to exile the top card of your library, which you can later play without paying its mana cost. This ability, aided by the fact that a significant number of cards in “Mirror Mastery” thin your lands from your deck, is very likely to produce favorable results i.e. otherwise expensive creatures with “comes into play” abilities hitting the board for free.

    Riku of Two Reflections, however, is the primary commander in “Mirror Mastery”. Riku is a Human Wizard with an ability powerful enough to draw some serious hate from your opponents. He’ll be the most likely target for your opponent’s kill spells because he has the potential, like Intet, to allow you to get something from nothing (or close to it). Riku, for UR copies and instant or sorcery, and for GU copies a creature. This means that spells like Kodama’s Reach will fetch twice as many lands, Invigorate
    Invigorate
    will provide twice the pump, and Hunting Pack
    Hunting Pack
    (with its storm ability) will bring an INSANE number of beast tokens into play.


    Also, Riku will be doubling the triggers of all your cards with “comes into play” abilities like Deadwood Treefolk, and better yet he’ll will produce a “legitmate” copy of any creature you evoke into play, allowing you to get two Spitebellows or Faultgrinder triggers for the evoke cost plus Riku’s fee, plus the copy will stick around while the original is sacrificed.
    Animar, Soul of Elements is also a fine addition to “Mirror Mastery”. His protection from white and black, strangely enough, will work against every one of your opponents, as Mirror Mastery is the only Commander deck in which white or black is not a component color. He’ll work doubly well against “Counterpunch” and “Heavenly Inferno”. Animar also has the secondary ability to make your creature spells cost one generic mana less for every +1/+1 counter on him, counters which accumulate every time you play a creature. Animar will also, if I’m interpreting this correctly, reduce the cost of bringing Riku back from the command zone.

    There is great flavor consistency about the commanders in “Mirror Mastery”, all of them will speed up your assault by making it easier for your to put creatures into play. I like that the requisite dragon-commander fits so well in this deck as that has been a source of tension for me in the past.

    Baloth WoodcrasherOld Favorites – One of my favorite old-timey cards in “Mirror Mastery” is Ruination
    Ruination
    , a sorcery which destroys all non-basic lands. This card is generally an asset in multiplayer games, but in a setting like Saturday’s Commander Event where people will be playing with these decks straight out of the box, you are almost garunteed to be destroying ten or more lands with this spell.

    There are also a number of multicolor spells that return in “Mirror” that are worth mentioning: Electrolyze
    Cool Card
    allows you to draw a card in addition to dealing damage,  Firespout
    Firespout
    is a great board-clearer than can hit fliers, ground-dwellers, or both depending on how your choose to cast it, and Prophetic Bolt
    Prophetic Bolt
    packs a serious punch and also allows you to draw your choice of the top four cards of your library.

    In addition to classic creatures with cycling like Krosan Tusker
    Krosan Tusker
    , Chartooth Cougar
    Chartooth Cougar
    , and Valley Rannet
    Valley Rannet
    , there are a host of heavy-hitting creatures that you’ll love to sneak into play via Intet’s ability. An old favorite in our playgroup is Simic Sky Swallower, a flying, trample 6/6 with shroud. Conundrum Sphinx
    Conundrum Sphinx
    is also a great way to sneak things into play and as improbably as it would normally be to predict what card is on top of your library in a commander deck, Brainstorm
    Brainstorm
    will be able to take the guesswork out of it for you. Artisan of Kozilek
    Artisan of Kozilek
    is another great creature that hates to be lonely. He’ll bring a creature from your graveyard out onto the battlefield into order to have some company.

    Simic Sky Swallower

    Finally, there are a couple creatures that will be early-game bombs if you draw them in your opening hand. Avatar of Fury
    Avatar of Fury
    only costs RR if any of your opponents have seven or more lands in play (something that’s pretty likely if you’ve taken everyone on a Collective Voyage). You’ll also be surprised how quickly you’ll be playing Baloth Woodcrasher
    Baloth Woodcrasher
    and how enormous he’ll end up being on account of his landfall ability.

    New Hotness – “Mirror”‘s two-color legend is Edric, Spymaster of Trest. He makes all of your creatures act as “spies”, drawing you cards whenever they make it into your opponent’s red zone. His ability is a universal one, but the word “opponents” limits his benefit in such a way as to incentivize everyone to attack everyone but you.

    Hydra Omnivore
    Hydra Omnivore
    similarly causes problems for all of your opponents because every time he successfully deals damage that damage is dittoed to every one of your opponents. The fact that he’s missing any sort of evasion (where he really should have trample, look at the size of the thing) is going to make connecting with him difficult. However, slap a Vow of Wildness
    Vow of Wildness
    on him and he’ll be an 11/11 trample that is sure to cause a ruckus.

    One more way to ensure that your Intet is consistently finding creatures on the top of your library is the brand-new leviathan, Trench Gorger
    Trench Gorger
    , who allows you to search through your library for any number of land cards and exile them. Not only can he seriously thin your library, but if you choose to search for lands this way, Trench Gorger has power and toughness equal to the number of lands you find.

    Tribute to the Wild
    Tribute to the Wild
    is a handy new instant that, for the same casting cost as Naturalize
    Naturalize
    , causes each of your opponents to sacrifice and artifact or enchantment. Another new instant that appears in “Mirror Mastery” is Spell Crumple
    Spell Crumple
    which presents a fun twist on Counterspell in that it doesn’t put the countered spell into the graveyard but onto the bottom of your opponent’s library.

    Finally, Magmatic Force
    Magmatic Force
    is a 7/7 that Lightning Bolts a creature or player during each upkeep.

    Suggested Alterations – “Mirror Mastery” seems to me to have one of the most interesting strategies of the five Commander decks. I think that substituting counterspells for some of the mana-accelerators like the Signets might work well. I also think that the biggest danger in “Mirror Mastery” is getting stalled out by board-wipers and permission.

    Also, additional creature-sneakers like… Sneak Attack
    Sneak Attack
    and Birthing Pod
    Birthing Pod
    , as well as copy-cats like Echo Mage might also do well in this deck. As always, I’d implore players to make it their own. If there’s too much mana-acceleration, or too many creatures lacking evasion, use your best judgment and some Gatherer searches to fill in the gaps.

    Verdict – With “Mirror Mastery” the goal is to hit hard and hit fast.  I think that it will have a speed advantage over the other Commander decks initially, but its late game may rely too heavily on top-decking the necessary threats/destruction to keep your opponents in check.  However, because of all the land-cycling and other deck thinners in “Mirror Mastery”, top-decking becomes a much more reliable practice than it usually is.

    Each of the Commander decks deals with card-shortage in the late game in different ways and I like the way “Mirror Mastery”‘s overall strategy jives with its component color flavors. While at first glance the component parts of this pre-con seem diverse, the deck has an internal synergy that will make it a lot of fun to play.

  • Top Dorks – Grape Juice, Anyone?

    Top Dorks – Grape Juice, Anyone?

    [button text=”Click the Comic to Enlarge” link=”https://casualplaneswalker-media.b-cdn.net/wp-content/uploads/2011/06/Top-Dorks-Comic-9.jpg”]

  • Commander Deck Review – “Heavenly Inferno”

    Commander Deck Review – “Heavenly Inferno”

    Heavenly Inferno Commander Deck Review

    buy heavenly inferno on amazon

    To check out the full decklist for “Heavenly Inferno” look here.

    Malfegor

    Overview – Of all of the Commander decks that we’ve been previewing over the past few weeks, none are generating more buzz (or Google traffic) than “Heavenly Inferno”. Angels, dragons, and demons are three of the most beloved creature types, especially among casual players. “Heavenly Inferno” is a W/B/R deck that focuses on heavy-hitting aerial assaults with many creatures whose abilities will increase the strength of your assault or destroy your opponents defenses.

    There are few players who won’t be excited about “Heavenly Inferno”, and it’s a great option for players who are more or less new to the game. The strategy is straightforward – no counters or tokens – just destruction to clear the way and gigantic creatures to deal the killing blow. Many creatures, such as Malfegor and Angel of Despair
    Angel of Despair
    , will both clear the way and be able to deal some serious damage, especially if Anger
    Anger
    , Boros Guildmage
    Boros Guildmage
    , or Lightning Greaves
    Lightning Greaves
    is available to give them haste.

    Shattered Angel
    Shattered Angel
    , Congregate
    Congregate
    , and Lightkeep of Emeria
    Lightkeep of Emeria
    provide a bit of life gain if you’re in a fix, but in general you should be able to eliminate threats before they become dangerous with a plentiful removal suite including Terminate
    Terminate
    , Mortify
    Mortify
    , Path to Exile
    Path to Exile
    and board-wipers like Akroma’s Vengeance
    Akroma’s Vengeance
    , or the more advantageous Earthquake
    Earthquake
    and Cleansing Beam
    Cleansing Beam
    .

    Commanders – “Heavenly Inferno’s” representative dragon is Oros, the Avenger, whose conditional combat ability deals 3 damage to each non-white creature. Unlike some of the other dragons, his ability jives really well with the overall focus of “Heavenly Inferno” which is basically “Go big or go home”. Oros is one of several ways to clear the battlefield of your opponents creatures, but he’s also heavy damage in the air and a dragon and therefore works well with Kaalia of the Vast and Bladewing the Risen
    Bladewing the Risen
    .

    Kaalia, the primary commander of “Heavenly Inferno”, is cheap enough to hit the board early in the game and her ability, like Preeminent Captain
    Preeminent Captain
    , brings one of her friends out to play every time she attacks. This means that as early as turn four or five you can swing with Kaalia and Malfegor, or another fatty of your choosing. The problem with Kaalia is two-fold. First of all, she isn’t an angel (or demon). Secondly, she’s only a 2/2 which makes her vulnerable to almost every elimination spell your opponent might have, as well as a few of your board-clearers. 

    While Kaalia’s ability is pretty straightforward, Tariel, the secondary commander, is a little more interesting. Tariel, Reckoner of Souls has a significantly larger body (4/7) and his vigilance allows him to swing and still use his ability during your second main phase, or even during your opponents turn to bring out a surprise blocker. I think I prefer Tariel to Kaalia on account of the flavor of the card. Tariel has a traditional angel name (Raphael, Gabriel, Uriel), though I’ll need someone to help me with the Hebrew. He also combines his component colors really well. From white he takes flying and vigilance (and of course his subtype), from black he takes a reanimator ability, and red throws in the chaos factor by making his reanimation of a creature random.

    I think that, in the end, Kaalia is the best choice for a commander on account of her casting cost and ability, but if you’re going to search out a companion for her using Diabolic Tutor
    Diabolic Tutor
    , I recommend finding Tariel.

    Akroma, Angel of FuryOld Favorites – Where to begin? “Heavenly Inferno” has a lot of oldies but goodies. I think the creature that most people will be excited about is Akroma, Angel of Fury. Her catalog of abilities is almost laughable, though not nearly so much so as Akroma, Angel of Wrath, which is a card that I will say right now NEEDS to be in your first “souped up” version of “Heavenly Inferno”. Of course, we would have liked to see her in the stock version, but you can’t have everything…

    Bladewing the Risen
    Bladewing the Risen
    is another blast from the past that is guaranteed to please. No only does he bring a dragon from the graveyard back into play when he enters the battlefield, but his secondary ability will give you the ability to use mana in the late game to pump up every dragon you have on the field.

    While the dragons, angels, and demons are fun they also have some great support from their more mundane companions. Duergar Hedge-Mage
    Duergar Hedge-Mage
    eliminates an artifact, enchantment, or both when he enters play. Mother of Runes
    Mother of Runes
    hands out protection to keep your threats on the board, forcing your opponent to use two spells to eliminate one fatty. Orzhov Guildmage
    Orzhov Guildmage
    , which probably warrants replacement, provides a way to chip away at your opponents’ life totals if your creatures have somehow been locked down and is a decent mana-outlet in the late game.

    Boros
    Boros Signet
    , Orzhov
    Orzhov Signet
    , and Rakdos
    Rakdos Signet
    Signets will provide you with a bit of mana acceleration, as will Darksteel Ingot
    Darksteel Ingot
    , Sol Ring
    Sol Ring
    , and Armillary Sphere
    Armillary Sphere
    , and if your creatures still aren’t hitting the board fast enough there is plenty of creature elimination in this deck as well. 

    New Hotness – In addition to the Commander standards (Vow of Malice
    Vow of Malice
    , Vow of Lightning
    Vow of Lightning
    , Vow of Duty
    Vow of Duty
    ), there are a couple of powerful new spells that appear in “Heavenly Inferno”. Soul Snare
    Soul Snare
    is Swords to Plowshares
    Swords to Plowshares
    in enchantment form, with no additional drawback beyond the fact that your opponent can see it coming. Stranglehold is a red enchantment that curtails your opponents from taking part in the funny business that “Heavenly Inferno” shuns, that is, it prevents them from searching their libraries or taking extra turns.

    Of course where “Heavenly Inferno” really shines is in its high-power creatures and the new additions are no exception. Archangel of Strife forces players to choose between “war or peace”, meaning they must choose to receive the angel’s universal offensive or defensive bonus. While this may not seem like a great aid to give your opponents, it is easily nullified by the fact that the greater part of your forces are airborne. Another good way to mitigate your opponents use of Archangel of Strife’s ability is to hardcast a Dread Cacodemon
    Dread Cacodemon
    which will destroy all of your opponents creatures. Alternatively, an Avatar of Slaughter, which gives all creatures double strike, will greatly benefit any player aggressive enough to choose war over peace.

    Finally, the new two-color legend in “Heavenly Inferno” is Basandra, Battle Seraph
    Basandra, Battle Seraph
    , who prevents all players from playing spells during combat. This ability will ensure that your opponent “play it honest” and cast any instants during their first main phase if they want to pump their creatures in preparation for combat. For one red mana Basandra can also provoke one of your opponents creatures into attacking.

    Suggested Alterations – “Heavenly Inferno” is built to please, but will allow you to switch up any angels, dragons, or demons for your personal favorites. Since Worldgorger Dragon is newly legal, he might be a fun one to experiment with. Also, there are certainly cheaper or more effective ways to clear a board than the options you’re given in “Inferno”, such as… Inferno
    Inferno
    … Adding a Wrath
    Wrath of God
    or Day of Judgment
    Day of Judgment
    plus a reanimator spell or two wouldn’t hurt either.

    Verdict – This has probably been the most popular Commander deck during the spoiler season and for good reason. It’s a great deck for a beginner to play and it’s got a great nostalgia factor for the veteran players. To me it seems like “Heavenly Inferno” might have some problems if games go long and you are unable to topdeck a threat. However, the odds of a game going long with such an aggressive bunch of creatures is unlikely.

    I’ll be interested to see how “Heavenly Inferno”‘s speed compares with the other decks and how well cards like Pyrohemia
    Pyrohemia
    will be able to stop token-driven assaults from “Counterpunch”.

    Even if this deck doesn’t quite live up to its hype, it’s surely going to be a lot of fun to play, and it’ll provide new players with a lot of fun cards they may never have been able to experience before.

     

    **Update**

    Enjoy a great review of this deck from the MTG Commander Anthology Series by Heroes & Legends:

  • Killer Combo – “Lather, Lash, Repeat”

    Killer Combo – “Lather, Lash, Repeat”

    Spellskiteplus signLivewire Lash

    Spellskite is one of the most exciting cards to enter Standard with the release of New Phyrexia. You’ll see it included in plenty of competitive maindecks and even more sideboards.

    What’s great about Spellskite is that he acts as a spell-absorbing wall around you and your creatures. The fact that his ability can be activated not only by paying one blue mana, but by paying two life gives him the flexibility necessary to be a truly powerful card.

    By attaching a Livewire Lash to your Spellskite, you’ll be able to add injury to insult when your opponents spells bounce off you and stick to Spellskite. Remember though, Spellskite must be a legal target of any spells you send his way.

    If you really want this combo to be lethal, get a couple of Spellskites on the battlefield and use their ability to switch the target of a spell back and forth between the two, every time a Spellskite equipped with Livewire Lash becomes the target, the Lash will deal the two damage.

    If your opponent doesn’t have an answer, you’ll be able to spend blue mana and your own life to switch the target as many times as you need to. Keep in mind also that you could be the one to initially target the Spellskite which is carying the Lash, you don’t need to wait around for your opponent to cast the right spell.

    Let me know how this one works out for you! Have fun, and keep it casual.

  • Commander Deck Review – “Counterpunch”

    Commander Deck Review – “Counterpunch”

    To check out the full decklist for “Counterpunch” look here.

    Chorus of the Conclave

    Overview – “Counterpunch” is B/G/W deck that has lots of answers to your opponents big threats including creatures that don’t care if they bite the dust, along with several ways to bring them back when they do. Obviously the “Counter” here doesn’t indicate blue spell-denial, but instead the plentiful +1/+1 counters produced by everything from Aquastrand Spider and his graft ability, to Ghave’s spore-changing powers and Chorus of the Conclave’s game-ending “pay as you go” option.

    This going to be the deck of choice for those of you who loved the “Spike” theme way back in the Tempest block. “Counterpunch” packs a lot of token generators along with some of the best removal in any of the Commander decks. Also, there is a great sub-theme here of creatures with deathtouch, like Hornet Queen
    Hornet Queen
    and Deadly Recluse
    Deadly Recluse
    , and a number of others that will eliminate a threat based on a comes-into-play ability, like Shriekmaw
    Shriekmaw
    , Monk Realist
    Monk Realist
    , and Dark Hatchling
    Dark Hatchling
    .

    Karador

    “Counterpunch also has just a bit of mana acceleration in Cultivate
    Cultivate
    , Sakura-Tribe Elder
    Sakura-Tribe Elder
    , and Yavimaya Elder
    Yavimaya Elder
    , which will let you fill your side of the board quickly, while also providing fuel for expensive, but powerful spells like Storm Herd
    Storm Herd
    , Hour of Reckoning
    Hour of Reckoning
    , and Nemesis Trap
    Nemesis Trap
    .

    Commanders – It’s really a shame that Rith, the Awakener
    Rith, the Awakener
    is the dragon that puts saprolings into play – flavor-wise he would fit into this deck much better than Teneb
    Teneb, The Harvester
    , whose conditional ability brings a creature from a graveyard into play under your control.

    Both Teneb and Karador
    Karador, Ghost Chieftain
    bring a bit of black reanimator flavor to this deck, which, to me at least, seems to conflict with the much more central theme of using the graveyard to produce counters and tokens with cards like Scavenging Ooze
    Scavenging Ooze
    and Necrogenesis
    Necrogenesis
    . Hex
    Hex
    and Hour of Reckoning, however, will ensure that there is plenty of graveyard fodder for all.

    Aside from the slight flavor/consistency issues Karador is a decent commander, though the fact that he was the first one spoiled has made me become less enthusiastic about him as I’ve shifted my excitement to the other commanders as they’ve come out in turn. Karador is expensive, but his casting cost is reduced by 1 for every creature in your graveyard – something that seems to me to again conflict with the token theme, but what do I know?

    Ghave, Guru of Spores, the third possible commander for “Counterpunch” is a lot more exciting to me. I think he’ll be the chosen commander of this deck by many players at Saturday’s event and that he’ll be a staple of future commander builds. Your opponents will have to think twice before wasting a card to destroy him as you’ll have ample opportunity to use all his counters before he returns to the command zone. Each time he comes into play he’ll be restocked with five counters and ready to enlarge your army or buff up a critical creature.

    Nantuko Husk

    Old Favorites – One of the biggest surprise returns in “Counterpunch” is Skullclamp
    Skullclamp
    , a card that was banned in its own block, and Standard, along with being restricted in Legacy. It’s an incredibly powerful card, especially when you have a lot of throwaway 1/1’s lying around. If you haven’t seen Skullclamp in operation before, you should know that in a situation where you have a board full of saproling tokens, Skullclamp’s text is effectively: “(1), Sacrifice a creature: Draw two cards”.  If that seems insane to you, then you’re sane.

    Nantuko Husk will also give you a great way to use any spare hornets, saprolings, or pegasi you find. He’s a great early game creature, one that your opponents will always be afraid to leave unblocked. His comrades in black, Shriekmaw and Dark Hatchling will help clear the way for him by destroying creatures when they come into play.

    Sigil Captain
    Sigil Captain
    is another great creature that plays well with tokens. His ability allows you to put two +1/+1 counters on any 1/1 that comes into play under your control. These counters in turn can be manipulated by Ghave (to create as many 3/3’s as you have spare mana). Sigil Captain is also a great pairing with Symbiotic Wurm
    Symbiotic Wurm
    , a 7/7 that puts seven 1/1’s into play when he hits the graveyard. It’s worth Doom Blading
    Doom Blade
    your own Symbiotic Wurm if the Captain is in play in order to produce an army of 3/3 insects.

    New Hotness – There are several new non-legend creatures in “Counterpunch” that are worth noting. Celestial Force
    Celestial Force
    , a 7/7 for five generic and 3 white mana allows you to gain 3 life during every upkeep. Unless your opponents are able to deal with the elemental within a turn or two, you’ll have a sizeable life-advantage that will allow you the buffer you need for an alpha strike.

    Scavenging Ooze is an early game creature that has the potential to be as powerful as  a Nantuko Shade, or even more so. The ooze is a 2/2 for 1G and his pump ability exiles cards from a graveyard in return for +1/+1 counters and life gain. If you can find a way to give this bad boy some sort of evasion, he can be a game-ender all by himself.

    Hornet Queen
    Hornet Queen
    and Acorn Catapault
    Acorn Catapault
    are two new cards that continue the token theme. The Queen brings with her four 1/1 tokens with flying and deathtouch, while the Catapault deals one damage to target creature or player, then puts a 1/1 squirrel into play under that player’s control.

    “Counterpunch”‘s new bi-color legend is  Vish Kal, Blood Arbiter, a 5/5 flying, lifelink vampire who eats tokens for breakfast, and, of course, metabolizes them into +1/+1 counters. He’s got the same flexibility as Nantuko Husk, but also has built-in evasion, lifelink, and the ability to use his counters for another creature’s detriment as well as his own benefit.

    Suggested Alterations – This deck is pretty darn solid as it is. There are only a couple additions that I’ll suggest to you, and after that you can let your imagination run wild. The first is to try out cards like Contagion Clasp
    Contagion Clasp
    with a repeatable Proliferate ability. These could dramatically increase the number of 1/1 counters that you have in play. Also, token deck standards like Doubling Season
    Doubling Season
    , Sprout Swarm
    Sprout Swarm
    , and Verdeloth the Ancient
    Verdeloth the Ancient
    would provide some great support as well.

    Finally, it wouldn’t hurt to throw an Overrun and/or a Triumph of the Hordes into this deck in order to ensure that your token army will crush any opposition it meets as you swing for the kill.

    Verdict – One of the things I like most about this deck is the fact that moving counters around gives you a great way to spend your mana in the late game. Harmonize
    Harmonize
    and Skullclamp will allow you to draw a few cards, but for the most part this deck will do well after its initial surge on account of the fact that counter manipulation gives you a huge advantage over your opponents when it comes to combat flexibility.

    As with “Devour for Power” this deck has some great synergy and, perhaps even more than the other Commander decks, the flexible needed to ensure a victory regardless of what cards you’re drawing – and that’s really where an EDH deck shows its worth.

    “Counterpunch” has the potential to be a ton of fun, but be sure to bring a big bag of counters, dice, tokens, etc. You’ll need them.